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  1. Requiem Materpeice
  2.  
  3.  
  4. #==============================================================================
  5. # Requiem Masterpiece
  6. #==============================================================================
  7. # This module is necessary to activate and enhance compatibility of all Requiem's Scripts
  8. #------------------------------------------------------------------------------
  9. module Requiem_Masterpiece
  10.  
  11. Version = 1.2
  12.  
  13. @scripts = {}
  14. @warnings = {}
  15.  
  16. Print_Errors = false
  17.  
  18. def self.register(script, version, date)
  19. @scripts[script] = [version, date]
  20. end
  21.  
  22. def self.enabled?(script, version = nil)
  23. if version != nil and @scripts.include?(script)
  24. if @scripts[script][0] >= version
  25. return true
  26. elsif @warnings[script].nil? and Print_Errors
  27. print "'#{script}' is obsolete.\r\nSome functions won't work correctly"
  28. @warnings[script] = ["is obsolete"]
  29. self.write_log
  30. end
  31. end
  32. return true if @scripts[script] != nil
  33. if @scripts[script].nil? and $TEST and @warnings[script].nil? and Print_Errors
  34. print "Unable to find script '#{script}' or it is placed in wrong place.\r\nSome functions won't work correctly"
  35. @warnings[script] = ["Unable to find"]
  36. self.write_log
  37. end
  38. return false
  39. end
  40.  
  41. def self.show_scripts(alert=true)
  42. list = "Requiem Scripts [#{@scripts.size}]:\r\n\r\n"
  43. @scripts.each { |key, value| list += "#{key.gsub("Requiem ", "")} #{value[0]} #{value[1]}\r\n" }
  44. list += "\r\nWarnings:\r\n" if @warnings != {}
  45. @warnings.each { |key, value| list += "#{key} #{value}\r\n" }
  46. return print list if alert
  47. return list
  48. end
  49.  
  50. def self.write_log
  51. file = File.new("Requiem/Requiem_Log-#{Time.now.strftime("%m_%d_%Y")}.log", "w")
  52. file.write(self.show_scripts(false))
  53. file.close
  54. end
  55.  
  56. end
  57.  
  58.  
  59.  
  60.  
  61.  
  62.  
  63.  
  64.  
  65.  
  66.  
  67. Input
  68.  
  69.  
  70. #==============================================================================
  71. # Input Module (Modificated by Vlad)
  72. #==============================================================================
  73. module Input
  74.  
  75. Mouse_Left = 1
  76. Mouse_Right = 2
  77. Mouse_Middle = 4
  78.  
  79. Back = 8
  80. Tab = 9
  81. Enter = 13
  82. Shift = 16
  83. Ctrl = 17
  84. Alt = 18
  85. CapsLock = 20
  86. Esc = 27
  87. Space = 32
  88. PGUP = 33
  89. PGDN = 34
  90. End = 35
  91. Home = 36
  92. Left = 37
  93. Up = 38
  94. Right = 39
  95. Down = 40
  96. PrintScreen = 44
  97. Insert = 45
  98. Delete = 46
  99.  
  100. Numberkeys = {}
  101. Numberkeys[0] = 48
  102. Numberkeys[1] = 49
  103. Numberkeys[2] = 50
  104. Numberkeys[3] = 51
  105. Numberkeys[4] = 52
  106. Numberkeys[5] = 53
  107. Numberkeys[6] = 54
  108. Numberkeys[7] = 55
  109. Numberkeys[8] = 56
  110. Numberkeys[9] = 57
  111.  
  112. Letters = {}
  113. Letters["A"] = 65
  114. Letters["B"] = 66
  115. Letters["C"] = 67
  116. Letters["D"] = 68
  117. Letters["E"] = 69
  118. Letters["F"] = 70
  119. Letters["G"] = 71
  120. Letters["H"] = 72
  121. Letters["I"] = 73
  122. Letters["J"] = 74
  123. Letters["K"] = 75
  124. Letters["L"] = 76
  125. Letters["M"] = 77
  126. Letters["N"] = 78
  127. Letters["O"] = 79
  128. Letters["P"] = 80
  129. Letters["Q"] = 81
  130. Letters["R"] = 82
  131. Letters["S"] = 83
  132. Letters["T"] = 84
  133. Letters["U"] = 85
  134. Letters["V"] = 86
  135. Letters["W"] = 87
  136. Letters["X"] = 88
  137. Letters["Y"] = 89
  138. Letters["Z"] = 90
  139.  
  140. LWin = 91
  141. RWin = 92
  142. Apps = 93
  143.  
  144. Numberpad = {}
  145. Numberpad[0] = 96
  146. Numberpad[1] = 97
  147. Numberpad[2] = 98
  148. Numberpad[3] = 99
  149. Numberpad[4] = 100
  150. Numberpad[5] = 101
  151. Numberpad[6] = 102
  152. Numberpad[7] = 103
  153. Numberpad[8] = 104
  154. Numberpad[9] = 105
  155. Multiply = 106
  156. Add = 107
  157. Subtract = 109
  158. Decimal = 110
  159. Divide = 111
  160.  
  161. Fkeys = {}
  162. Fkeys[1] = 112
  163. Fkeys[2] = 113
  164. Fkeys[3] = 114
  165. Fkeys[4] = 115
  166. Fkeys[5] = 116
  167. Fkeys[6] = 117
  168. Fkeys[7] = 118
  169. Fkeys[8] = 119
  170. Fkeys[9] = 120
  171. Fkeys[10] = 121
  172. Fkeys[11] = 122
  173. Fkeys[12] = 123
  174.  
  175. NumLock = 144
  176. ScrollLock = 145
  177. LShift = 160
  178. RShift = 161
  179. LControl = 162
  180. RControl = 163
  181. LAlt = 164
  182. RAlt = 165
  183.  
  184. Collon = 186
  185. Equal = 187
  186. Comma = 188
  187. Underscore = 189
  188. Dot = 190
  189. Backslash = 191
  190. Uncle = 192
  191. LB = 219
  192. Bar = 220
  193. RB = 221
  194. Quote = 222
  195.  
  196. @time = Array.new(256, 0)
  197. @press = Array.new(256, false)
  198. @trigger = Array.new(256, false)
  199. @repeat = Array.new(256, false)
  200. @release = Array.new(256, false)
  201. @dirs = [0, 0]
  202.  
  203. InputInitialize = Win32API.new("Input", 'InputInitialize', 'LLLLLL', '')
  204. InputUpdate = Win32API.new("Input", 'InputUpdate', '', '')
  205.  
  206. REG_KVALUES = {0=>32,1=>13,2=>27,3=>96,4=>16,5=>90,6=>88,7=>67,8=>86,9=>66,
  207. 10=>65,11=>83,12=>68,13=>81,14=>87}
  208.  
  209. DEFAULT_KEYS = {11=>[16,90],12=>[27,88,96],13=>[13,32],14=>[65],15=>[83],
  210. 16=>[68],17=>[81],18=>[87]}
  211.  
  212. def convert_keys(key)
  213. begin
  214. keys = []
  215. rkey = 'HKEY_CURRENT_USER\\Software\\Enterbrain\\RGSS'
  216. data = Registry.read_entry(rkey, 'ButtonAssign')[10, 25].scan(/./)
  217. 15.times {|i| keys.push(REG_KVALUES[i]) if key == data[i].unpack('C')[0]}
  218. keys
  219. rescue
  220. DEFAULT_KEYS[key] rescue []
  221. end
  222. end
  223.  
  224. module_function :convert_keys
  225.  
  226. LEFT = 37
  227. UP = 38
  228. RIGHT = 39
  229. DOWN = 40
  230. A = convert_keys(11)
  231. B = [45] + convert_keys(12)
  232. C = [90] + convert_keys(13)
  233. X = convert_keys(14)
  234. Y = convert_keys(15)
  235. Z = convert_keys(16)
  236. L = [33] + convert_keys(17)
  237. R = [34] + convert_keys(18)
  238. SHIFT = 16
  239. CTRL = 17
  240. ALT = 18
  241. F5 = 116
  242. F6 = 117
  243. F7 = 118
  244. F8 = 119
  245. F9 = 120
  246.  
  247. InputInitialize.call(@time.object_id, @press.object_id, @trigger.object_id,
  248. @repeat.object_id, @release.object_id, @dirs.object_id)
  249.  
  250. def self.update
  251. InputUpdate.call
  252. end
  253.  
  254. def self.trigger?(id)
  255. @trigger.indexes(*id.to_a).include?(true)
  256. end
  257.  
  258. def self.press?(id)
  259. @press.indexes(*id.to_a).include?(true)
  260. end
  261.  
  262. def self.triggerd?(what)
  263. if triggered.include?(what)
  264. return true
  265. end
  266. end
  267.  
  268. def self.triggered
  269. array = Array.new
  270. @trigger.each_index {|i| array.push(i) if @trigger[i]}
  271. array
  272. end
  273.  
  274. def self.pressed?(what)
  275. if pressed.include?(what)
  276. return true
  277. end
  278. end
  279.  
  280. def self.pressed
  281. array = Array.new
  282. @press.each_index {|i| array.push(i) if @press[i]}
  283. array
  284. end
  285.  
  286. def self.repeat?(id)
  287. @repeat.indexes(*id.to_a).include?(true)
  288. end
  289.  
  290. def self.repeated
  291. array = Array.new
  292. @repeat.each_index {|i| array.push(i) if @repeat[i]}
  293. array
  294. end
  295.  
  296. def self.release?(id)
  297. @release.indexes(*id.to_a).include?(true)
  298. end
  299.  
  300. def self.released
  301. array = Array.new
  302. @release.each_index {|i| array.push(i) if @release[i]}
  303. array
  304. end
  305.  
  306. def self.dir4
  307. @dirs[0]
  308. end
  309.  
  310. def self.dir8
  311. @dirs[1]
  312. end
  313.  
  314. KEYS_NAMES = {1=>'Mouse Left',2=>'Mouse Right',3=>'Cancel',
  315. 4=>'Mouse Middle',5=>'Mouse 4th',6=>'Mouse 5th',8=>'Backspace',9=>'Tab',
  316. 12=>'Clear',13=>'Enter',16=>'Shift',17=>'Control',18=>'Alt',19=>'Pause',
  317. 20=>'Capitals Lock',21=>'Kana',23=>'Junja',24=>'Final',25=>'Kanji',
  318. 27=>'Escape',28=>'Convert',29=>'Non Convert',30=>'Accept',31=>'Mode Change',
  319. 32=>'Space',33=>'Page Up',34=>'Page Down',35=>'End',36=>'Home',37=>'Left',
  320. 38=>'Up',39=>'Right',40=>'Down',41=>'Select',42=>'Print',43=>'Execute',
  321. 44=>'PrintScreen',45=>'Insert',46=>'Delete',47=>'Help',48=>'0',49=>'1',50=>'2',
  322. 51=>'3',52=>'4',53=>'5',54=>'6',55=>'7',56=>'8',57=>'9',65=>'A',66=>'B',
  323. 67=>'C',68=>'D',69=>'E',70=>'F',71=>'G',72=>'H',73=>'I',74=>'J',75=>'K',
  324. 76=>'L',77=>'M',78=>'N',79=>'O',80=>'P',81=>'Q',82=>'R',83=>'S',84=>'T',
  325. 85=>'U',86=>'V',87=>'W',88=>'X',89=>'Y',90=>'Z',91=>'Left Windows',
  326. 92=>'Right Windows',93=>'Application',95=>'Sleep',96=>'PAD 0',97=>'PAD 1',
  327. 98=>'PAD 2',99=>'PAD 3',100=>'PAD 4',101=>'PAD 5',102=>'PAD 6',103=>'PAD 7',
  328. 104=>'PAD 8',105=>'PAD 9',106=>'*',107=>'+',108=>'Separator',109=>'-',110=>'.',
  329. 111=>'/',112=>'F1',113=>'F2',114=>'F3',115=>'F4',116=>'F5',117=>'F6',118=>'F7',
  330. 119=>'F8',120=>'F9',121=>'F10',122=>'F11',123=>'F12',124=>'F13',125=>'F14',
  331. 126=>'F15',127=>'F16',128=>'F17',129=>'F18',130=>'F19',131=>'F20',132=>'F21',
  332. 133=>'F22',134=>'F23',135=>'F24',144=>'Number Lock',145=>'Scroll Lock',
  333. 146=>'OEM 15',147=>'OEM 16',148=>'OEM 17',149=>'OEM 18',150=>'OEM 19',
  334. 160=>'Left Shift',161=>'Right Shift',162=>' Left Control',163=>'Right Control',
  335. 164=>' Left Alt',165=>'Right Alt',166=>'Browser Back',167=>'Browser Forward',
  336. 168=>'Browser Refresh',169=>'Browser Stop',170=>'Browser Search',
  337. 171=>'Browser Favorites',172=>'Browser Home',173=>'Volume Mute',
  338. 174=>'Volume Down',175=>'Volume Up',176=>'Media Next Track',
  339. 177=>'Media Previous Track',178=>'Media Stop',179=>'Media Play Pause',
  340. 180=>'Launch Mail',181=>'Launch Media Select',182=>'Launch Application',
  341. 183=>'Launch Application',186=>'OEM 1',187=>'OEM 2',188=>'OEM 3',189=>'OEM 4',
  342. 190=>'OEM 5',191=>'OEM 6',192=>'OEM 7',219=>'OEM 8',220=>'OEM 9',221=>'OEM 10',
  343. 222=>'OEM 11',223=>'OEM 13',225=>'OEM 20',226=>'OEM 14',227=>'OEM 21',
  344. 228=>'OEM 22',229=>'Proccess',230=>'OEM 23',232=>'OEM 24',240=>'OEM 25',
  345. 241=>'OEM 26',242=>'OEM 27',243=>'OEM 28',244=>'OEM 29',245=>'OEM 30',
  346. 246=>'ATTN',247=>'CRSEL',248=>'EXSEL',249=>'EREOF',250=>'Play',251=>'Zoom',
  347. 253=>'PA1',254=>'OEM Clear'}
  348.  
  349. def self.name?(id)
  350. return (KEYS_NAMES[id].nil? ? '???' : KEYS_NAMES[id])
  351. end
  352.  
  353. end
  354.  
  355. #-----------------------------------------------------------------------------
  356. module Registry
  357.  
  358. module_function
  359.  
  360. RegCloseKey = Win32API.new('advapi32', 'RegCloseKey', 'L', 'L')
  361. RegOpenKeyExA = Win32API.new('advapi32', 'RegOpenKeyExA', 'LPLLP', 'L')
  362. RegQueryValueExA = Win32API.new('advapi32', 'RegQueryValueExA','LPLPPP','L')
  363. HKEYS = {'HKEY_CLASSES_ROOT' => 0x80000000,'HKEY_CURRENT_USER' =>0x80000001,
  364. 'HKEY_LOCAL_MACHINE' => 0x80000002, 'HKEY_USERS' => 0x80000003,
  365. 'HKEY_CURRENT_CONFIG' => 0x80000005}
  366.  
  367. def read_entry(key, entry)
  368. key.sub!(/(.*?)\\/, '')
  369. if HKEYS[$1] != nil
  370. hkey = HKEYS[$1]
  371. else
  372. return nil
  373. end
  374. opened, type, size = [0].pack('V'), [0].pack('V'), [0].pack('V')
  375. RegOpenKeyExA.call(hkey, key, 0, 131097, opened)
  376. opened = (opened + [0].pack('V')).unpack('V')[0]
  377. RegQueryValueExA.call(opened, entry, 0, type, 0, size)
  378. data = ' ' * (size + [0].pack('V')).unpack('V')[0]
  379. RegQueryValueExA.call(opened, entry, 0, type, data, size)
  380. RegCloseKey.call(opened)
  381. data = data[0, (size + [0].pack('V')).unpack('V')[0]]
  382. type = (type += [0].pack('V')).unpack('V')[0]
  383. case type
  384. when 1
  385. data.chop
  386. when 2
  387. data.chop.gsub(/%([^%]+)%/) { ENV[$1] || $& }
  388. when 3
  389. data
  390. when 4
  391. (data += [0].pack('V')).unpack('V')[0]
  392. when 5
  393. data.unpack('N')[0]
  394. when 7
  395. data.split(/\0/)
  396. when 11
  397. (data.unpack('VV')[1] << 32) | data[0]
  398. else
  399. nil
  400. end
  401. end
  402.  
  403. end
  404.  
  405.  
  406.  
  407.  
  408.  
  409.  
  410.  
  411.  
  412.  
  413.  
  414. Requiem Extended Movement
  415.  
  416.  
  417. #==============================================================================
  418. # Requiem Extended Movements
  419. #==============================================================================
  420. #------------------------------------------------------------------------------
  421. Requiem_Masterpiece.register("Requiem Extended Movements", 1.2, "04/29/2009")
  422. #------------------------------------------------------------------------------
  423. class Game_Character
  424.  
  425. attr_accessor :character_name
  426. attr_accessor :character_index
  427. attr_accessor :move_type
  428. attr_accessor :move_route
  429. attr_accessor :direction_fix
  430. attr_accessor :walk_anime
  431. attr_accessor :step_anime
  432. attr_accessor :through
  433. attr_accessor :pattern
  434. attr_accessor :direction
  435. attr_accessor :bush_depth
  436. attr_accessor :blend_type
  437. attr_accessor :opacity
  438. attr_accessor :move_speed
  439. attr_accessor :priority_type
  440.  
  441. def in_range?(parent, target, range)
  442. x = (parent.x - target.x) * (parent.x - target.x)
  443. y = (parent.y - target.y) * (parent.y - target.y)
  444. r = x + y
  445. return true if r <= (range * range)
  446. return false
  447. end
  448.  
  449. def in_direction?(parent, target)
  450. return true if parent.direction == 2 and target.y >= parent.y and target.x == parent.x
  451. return true if parent.direction == 4 and target.x <= parent.x and target.y == parent.y
  452. return true if parent.direction == 6 and target.x >= parent.x and target.y == parent.y
  453. return true if parent.direction == 8 and target.y <= parent.y and target.x == parent.x
  454. return false
  455. end
  456.  
  457. def in_front?(parent, target)
  458. return true if parent.direction == 2 and parent.x == target.x and (parent.y+1) == target.y
  459. return true if parent.direction == 4 and (parent.x-1) == target.x and parent.y == target.y
  460. return true if parent.direction == 6 and (parent.x+1) == target.x and parent.y == target.y
  461. return true if parent.direction == 8 and parent.x == target.x and (parent.y-1) == target.y
  462. return true if parent.x == target.x and parent.y == target.y
  463. return false
  464. end
  465.  
  466. def in_behind?(parent, target)
  467. return true if target.direction == 2 and parent.x == target.x and parent.y < target.y
  468. return true if target.direction == 4 and parent.x > target.x and parent.y == target.y
  469. return true if target.direction == 6 and parent.x < target.x and parent.y == target.y
  470. return true if target.direction == 8 and parent.x == target.x and parent.y > target.y
  471. return false
  472. end
  473.  
  474. def in_beside?(parent, target)
  475. return true if target.direction == 2 and parent.direction == 4 and target.x == (parent.x-1) and target.y == parent.y
  476. return true if target.direction == 2 and parent.direction == 6 and target.x == (parent.x+1) and target.y == parent.y
  477. return true if target.direction == 4 and parent.direction == 2 and target.x == parent.x and target.y == (parent.y+1)
  478. return true if target.direction == 4 and parent.direction == 8 and target.x == parent.x and target.y == (parent.y-1)
  479. return true if target.direction == 6 and parent.direction == 2 and target.x == parent.x and target.y == (parent.y+1)
  480. return true if target.direction == 6 and parent.direction == 8 and target.x == parent.x and target.y == (parent.y-1)
  481. return true if target.direction == 8 and parent.direction == 4 and target.x == (parent.x-1) and target.y == parent.y
  482. return true if target.direction == 8 and parent.direction == 6 and target.x == (parent.x+1) and target.y == parent.y
  483. return false
  484. end
  485.  
  486. def face_to_face?(parent, target)
  487. return true if parent.direction == 2 and target.direction == 8
  488. return true if parent.direction == 4 and target.direction == 6
  489. return true if parent.direction == 6 and target.direction == 4
  490. return true if parent.direction == 8 and target.direction == 2
  491. return false
  492. end
  493.  
  494. def is_passable?(object, dir)
  495. x = dir == 4 ? -1 : dir == 6 ? 1 : 0
  496. y = dir == 2 ? 1 : dir == 8 ? -1 : 0
  497. return false if !$game_map.passable?(object.x+x, object.y+y)
  498. return true
  499. end
  500.  
  501. def events_xy(object, dir)
  502. x = dir == 4 ? -1 : dir == 6 ? 1 : 0
  503. y = dir == 2 ? 1 : dir == 8 ? -1 : 0
  504. for i in $game_map.events.values
  505. return true if i.x == object.x+x and i.y == object.y+y and !i.through
  506. end
  507. return false
  508. end
  509.  
  510. def move_toward(target)
  511. sx = distance_x_from(target)
  512. sy = distance_y_from(target)
  513. if sx != 0 or sy != 0
  514. if sx.abs > sy.abs
  515. sx > 0 ? move_left : move_right
  516. if @move_failed and sy != 0
  517. sy > 0 ? move_up : move_down
  518. end
  519. else
  520. sy > 0 ? move_up : move_down
  521. if @move_failed and sx != 0
  522. sx > 0 ? move_left : move_right
  523. end
  524. end
  525. end
  526. end
  527.  
  528. def move_type_toward(target)
  529. case rand(6)
  530. when 0..3; move_toward(target)
  531. when 4; move_random
  532. when 5; move_forward
  533. end
  534. end
  535.  
  536. def turn_toward(target)
  537. sx = distance_x_from(target)
  538. sy = distance_y_from(target)
  539. if sx.abs > sy.abs
  540. sx > 0 ? turn_left : turn_right
  541. elsif sx.abs < sy.abs
  542. sy > 0 ? turn_up : turn_down
  543. end
  544. end
  545.  
  546. def follow(x, y)
  547. sx = distance_x(x)
  548. sy = distance_y(y)
  549. if sx != 0 or sy != 0
  550. if sx.abs > sy.abs
  551. sx > 0 ? move_left : move_right
  552. if @move_failed and sy != 0
  553. sy > 0 ? move_up : move_down
  554. end
  555. else
  556. sy > 0 ? move_up : move_down
  557. if @move_failed and sx != 0
  558. sx > 0 ? move_left : move_right
  559. end
  560. end
  561. end
  562. end
  563.  
  564. def look_at(x, y)
  565. sx = distance_x(x)
  566. sy = distance_y(y)
  567. if sx.abs > sy.abs
  568. sx > 0 ? turn_left : turn_right
  569. elsif sx.abs < sy.abs
  570. sy > 0 ? turn_up : turn_down
  571. end
  572. end
  573.  
  574. def distance_x_from(target)
  575. sx = @x - target.x
  576. if $game_map.loop_horizontal?
  577. if sx.abs > $game_map.width / 2
  578. sx -= $game_map.width
  579. end
  580. end
  581. return sx
  582. end
  583.  
  584. def distance_y_from(target)
  585. sy = @y - target.y
  586. if $game_map.loop_vertical?
  587. if sy.abs > $game_map.height / 2
  588. sy -= $game_map.height
  589. end
  590. end
  591. return sy
  592. end
  593.  
  594. def distance_x(x)
  595. sx = @x - x
  596. if $game_map.loop_horizontal?
  597. if sx.abs > $game_map.width / 2
  598. sx -= $game_map.width
  599. end
  600. end
  601. return sx
  602. end
  603.  
  604. def distance_y(y)
  605. sy = @y - y
  606. if $game_map.loop_vertical?
  607. if sy.abs > $game_map.height / 2
  608. sy -= $game_map.height
  609. end
  610. end
  611. return sy
  612. end
  613.  
  614. end
  615.  
  616. #------------------------------------------------------------------------------
  617. class Game_Event < Game_Character
  618.  
  619. attr_reader :id
  620.  
  621. def check_value(comment)
  622. return 0 if @list.nil? or @list.size <= 0
  623. for item in @list
  624. if item.code == 108 or item.code == 408
  625. if item.parameters[0] =~ /#{comment}[ ]?(\d+)?/
  626. return $1.to_i
  627. end
  628. end
  629. end
  630. return 0
  631. end
  632.  
  633. def check_command(comment)
  634. return nil if @list.nil? or @list.size <= 0
  635. for item in @list
  636. next unless item.code == 108 or item.code == 408
  637. if item.parameters[0] =~ /#{comment} (.*)/
  638. return $1.to_s
  639. end
  640. end
  641. return nil
  642. end
  643.  
  644. def check_comment(comment)
  645. return false if @list.nil? or @list.size <= 0
  646. for item in @list
  647. if item.code == 108 or item.code == 408
  648. if item.parameters[0].include?(comment)
  649. return true
  650. end
  651. end
  652. end
  653. return false
  654. end
  655.  
  656. end
  657.  
  658. #------------------------------------------------------------------------------
  659. class Game_Interpreter
  660.  
  661. attr_reader :original_event_id
  662.  
  663. end
  664.  
  665.  
  666.  
  667.  
  668.  
  669.  
  670.  
  671.  
  672.  
  673.  
  674. Requiem ABS 8
  675.  
  676.  
  677. #==============================================================================
  678. # Requiem ABS Version 8
  679. #==============================================================================
  680. #------------------------------------------------------------------------------
  681. # Credits: Vlad | Email: [email protected]
  682. #------------------------------------------------------------------------------
  683. #==============================================================================
  684. if Requiem_Masterpiece.enabled?("Requiem Extended Movements")
  685. #------------------------------------------------------------------------------
  686. Requiem_Masterpiece.register("Requiem ABS", 8.0, "06/20/2009")
  687. #------------------------------------------------------------------------------
  688. class Requiem_ABS
  689.  
  690. attr_reader :attack_key1
  691. attr_reader :attack_key2
  692. attr_reader :skill_keys
  693. attr_reader :item_keys
  694. attr_reader :animations_divide
  695. attr_reader :memorized_text
  696. attr_reader :allow_weapons_graphics
  697. attr_reader :allow_shields_graphics
  698. attr_reader :allow_attack_with_shield
  699. attr_reader :allow_combo_damage
  700. attr_reader :levelup_animation
  701. attr_reader :recovery_when_levelup
  702. attr_reader :gold_drop_icon_index
  703. attr_reader :gold_drop_rate
  704. attr_reader :drop_duration_time
  705. attr_reader :show_reward
  706. attr_reader :drop_se
  707. attr_reader :auto_exp_e_gold
  708. attr_reader :auto_exp_rate
  709. attr_reader :auto_gold_rate
  710. attr_reader :damage_properties
  711. attr_reader :through_drop
  712. attr_reader :divide_exp
  713. attr_reader :change_group_order
  714. attr_reader :next_actor_if_dead
  715. attr_reader :trasfer_when_defending
  716.  
  717. def initialize
  718. @attack_key1 = param("Attack_Key1")
  719. @attack_key2 = param("Attack_Key2")
  720. @skill_keys = param("Skills_Keys")
  721. @item_keys = param("Items_Keys")
  722. @animations_divide = param("Animations_Divide")
  723. @memorized_text = param("Memorized_Text")
  724. @allow_weapons_graphics = param("Allow_Weapons_Graphics")
  725. @allow_shields_graphics = param("Allow_Shields_Graphics")
  726. @allow_attack_with_shield = param("Allow_attack_with_shield")
  727. @allow_combo_damage = param("Allow_Combo_Damage")
  728. @levelup_animation = param("LevelUp_Animation")
  729. @recovery_when_levelup = param("Recovery_When_LevelUp")
  730. @gold_drop_icon_index = param("Gold_Drop_Icon_Index")
  731. @gold_drop_rate = param("Gold_Drop_Rate")
  732. @drop_duration_time = param("Drop_Duration_Time")
  733. @show_reward = param("Show_Reward")
  734. @drop_se = [param("Gold_Drop_SE"), param("Item_Drop_SE")]
  735. @auto_exp_e_gold = param("Auto_EXP_Gold")
  736. @auto_exp_rate = param("Auto_EXP_Rate")
  737. @auto_gold_rate = param("Auto_Gold_Rate")
  738. @through_drop = param("Through_Drop")
  739. @trasfer_when_defending = param("Trasfer_When_Defending")
  740. @divide_exp = param("Divide_EXP")
  741. @change_group_order = param("Change_Group_Order")
  742. @next_actor_if_dead = param("Next_Actor_If_Dead")
  743. @damage_properties = {}
  744. @damage_properties["Damage"] = ["Monotype Corsiva", 24, false, false]
  745. @damage_properties["Hits"] = ["Times New Roman", 26, true, true]
  746. @damage_properties["Texts"] = ["Miss", "Critical", "Combo", "Guard", "Level Up", "Hits", "Reflect"]
  747. @damage_properties["Colors"] = [Color.new(255,255,255), Color.new(125,200,120),
  748. Color.new(255,255,128), Color.new(245,150,120), Color.new(210,160,210), Color.new(180,165,215)]
  749. end
  750.  
  751. def param(i)
  752. conf = File.read("Requiem/ABSConfig.ini").split("\n")
  753. conf.find_all { |data| return eval(conf[conf.index(data)]) if data.include?(i) }
  754. end
  755.  
  756. end
  757.  
  758. #------------------------------------------------------------------------------
  759. # Module RPG
  760. #------------------------------------------------------------------------------
  761. module RPG
  762.  
  763. class State
  764.  
  765. def animation_id
  766. self.note.each_line { |line|
  767. return line.gsub('Animation = ', '').chomp.to_i if line.include?('Animation = ')
  768. }
  769. return 0
  770. end
  771.  
  772. def walk_slower?
  773. self.note.each_line { |line| return true if line.include?("Walk Slower") }
  774. return false
  775. end
  776.  
  777. def walk_faster?
  778. self.note.each_line { |line| return true if line.include?("Walk Faster") }
  779. return false
  780. end
  781.  
  782. def dont_walk?
  783. self.note.each_line { |line| return true if line.include?("Don't Walk") }
  784. return false
  785. end
  786.  
  787. def confusion?
  788. self.note.each_line { |line| return true if line.include?("Confusion") }
  789. return false
  790. end
  791.  
  792. def duration
  793. self.note.each_line { |line|
  794. return line.gsub('Duration = ', '').chomp.to_i if line.include?('Duration = ')
  795. }
  796. return 300
  797. end
  798.  
  799. end
  800.  
  801. class BaseItem
  802.  
  803. def ranged?
  804. self.note.each_line { |line| return true if line.include?("Ranged") }
  805. return false
  806. end
  807.  
  808. def explosive?
  809. self.note.each_line { |line| return true if line.include?("Explosive") }
  810. return false
  811. end
  812.  
  813. def bomb?
  814. self.note.each_line { |line| return true if line.include?("Bomb") }
  815. return false
  816. end
  817.  
  818. def graphic
  819. self.note.each_line { |line|
  820. return line.gsub!('Graphic = ', '').chomp if line.include?('Graphic = ')
  821. }
  822. return ""
  823. end
  824.  
  825. def index
  826. self.note.each_line { |line|
  827. return line.gsub('Index = ', '').chomp.to_i if line.include?('Index = ')
  828. }
  829. return 0
  830. end
  831.  
  832. def move_speed
  833. self.note.each_line { |line|
  834. return line.gsub('Speed = ', '').chomp.to_i if line.include?('Speed = ')
  835. }
  836. return 4
  837. end
  838.  
  839. def range
  840. self.note.each_line { |line|
  841. return line.gsub('Range = ', '').chomp.to_i if line.include?('Range = ')
  842. }
  843. return 5
  844. end
  845.  
  846. def delay
  847. self.note.each_line { |line|
  848. return line.gsub('Delay = ', '').chomp.to_i if line.include?('Delay = ')
  849. }
  850. return 60
  851. end
  852.  
  853. def area
  854. self.note.each_line { |line|
  855. return line.gsub('Area = ', '').chomp.to_i if line.include?('Area = ')
  856. }
  857. return 3
  858. end
  859.  
  860. def shot_se
  861. self.note.each_line { |line|
  862. return line.gsub('Shot SE = ', '').chomp.to_s if line.include?('Shot SE = ')
  863. }
  864. return nil
  865. end
  866.  
  867. def combo_hits
  868. self.note.each_line { |line|
  869. return line.gsub('Combo Hits = ', '').chomp.to_i if line.include?('Combo Hits = ')
  870. }
  871. return 5
  872. end
  873.  
  874. def combo_rate
  875. self.note.each_line { |line|
  876. return line.gsub('Combo Rate = ', '').chomp.to_i if line.include?('Combo Rate = ')
  877. }
  878. return 75
  879. end
  880.  
  881. def ammo1
  882. self.note.each_line { |line|
  883. return $data_items[line.gsub('Ammo1 = ', '').chomp.to_i] if line.include?('Ammo1 = ')
  884. }
  885. return nil
  886. end
  887.  
  888. def ammo2
  889. self.note.each_line { |line|
  890. return $data_items[line.gsub('Ammo2 = ', '').chomp.to_i] if line.include?('Ammo2 = ')
  891. }
  892. return nil
  893. end
  894.  
  895. def defense_rate
  896. self.note.each_line { |line|
  897. return line.gsub('Defense Rate = ', '').chomp.to_i if line.include?('Defense Rate = ')
  898. }
  899. return 50
  900. end
  901.  
  902. def reflect_rate
  903. self.note.each_line { |line|
  904. return line.gsub('Reflect Rate = ', '').chomp.to_i if line.include?('Reflect Rate = ')
  905. }
  906. return 0
  907. end
  908.  
  909. def path
  910. self.note.each_line { |line|
  911. return line.gsub!('Path = ', '').chomp if line.include?('Path = ')
  912. }
  913. return "Line"
  914. end
  915.  
  916. end
  917.  
  918. end
  919.  
  920.  
  921. #------------------------------------------------------------------------------
  922. # Game Battler
  923. #------------------------------------------------------------------------------
  924. class Game_Battler
  925.  
  926. attr_accessor :damage
  927. attr_accessor :critical
  928. attr_accessor :combo
  929. attr_accessor :reflect
  930. attr_accessor :state_turns
  931. attr_accessor :defending
  932. attr_accessor :piece
  933.  
  934. alias requiem_abs_gbattler_make_obj_damage_value make_obj_damage_value
  935.  
  936. def attack_effect(attacker)
  937. clear_action_results
  938. unless attack_effective?(attacker)
  939. @skipped = true
  940. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  941. return
  942. end
  943. if rand(100) >= calc_hit(attacker)
  944. @missed = true
  945. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  946. return
  947. end
  948. if rand(100) < calc_eva(attacker)
  949. @evaded = true
  950. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  951. return
  952. end
  953. make_attack_damage_value(attacker)
  954. execute_damage(attacker)
  955. if @hp_damage == 0
  956. return
  957. end
  958. apply_state_changes(attacker)
  959. end
  960.  
  961. def skill_effect(user, skill)
  962. clear_action_results
  963. unless skill_effective?(user, skill)
  964. @skipped = true
  965. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  966. return
  967. end
  968. if rand(100) >= calc_hit(user, skill)
  969. @missed = true
  970. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  971. return
  972. end
  973. if rand(100) < calc_eva(user, skill)
  974. @evaded = true
  975. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  976. return
  977. end
  978. make_obj_damage_value(user, skill)
  979. make_obj_absorb_effect(user, skill)
  980. execute_damage(user)
  981. if skill.physical_attack and @hp_damage == 0
  982. return
  983. end
  984. apply_state_changes(skill)
  985. end
  986.  
  987. def item_effect(user, item)
  988. clear_action_results
  989. unless item_effective?(user, item)
  990. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  991. @skipped = true
  992. return
  993. end
  994. if rand(100) >= calc_hit(user, item)
  995. @missed = true
  996. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  997. return
  998. end
  999. if rand(100) < calc_eva(user, item)
  1000. @evaded = true
  1001. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  1002. return
  1003. end
  1004. hp_recovery = calc_hp_recovery(user, item)
  1005. mp_recovery = calc_mp_recovery(user, item)
  1006. make_obj_damage_value(user, item)
  1007. @hp_damage -= hp_recovery
  1008. @mp_damage -= mp_recovery
  1009. make_obj_absorb_effect(user, item)
  1010. execute_damage(user)
  1011. item_growth_effect(user, item)
  1012. if item.physical_attack and @hp_damage == 0
  1013. return
  1014. end
  1015. apply_state_changes(item)
  1016. end
  1017.  
  1018. def execute_damage(user)
  1019. if @hp_damage == 0
  1020. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  1021. elsif defending?(user)
  1022. @damage = $Requiem_ABS.damage_properties["Texts"][3]
  1023. return
  1024. else
  1025. if user.reflect
  1026. user.damage = (@hp_damage/4 <= 0 ? 1 : @hp_damage/4)
  1027. else
  1028. @damage = @hp_damage
  1029. end
  1030. end
  1031. if @hp_damage > 0
  1032. remove_states_shock
  1033. end
  1034. if user.reflect
  1035. user.hp -= (@hp_damage/4 <= 0 ? 1 : @hp_damage/4)
  1036. user.mp -= (@mp_damage/4 <= 0 ? 1 : @mp_damage/4)
  1037. else
  1038. self.hp -= @hp_damage
  1039. self.mp -= @mp_damage
  1040. end
  1041. if @absorbed
  1042. user.hp += @hp_damage
  1043. user.mp += @mp_damage
  1044. end
  1045. end
  1046.  
  1047. def make_attack_damage_value(attacker)
  1048. damage = attacker.atk * 4 - self.def * 2
  1049. damage = 0 if damage < 0
  1050. damage *= elements_max_rate(attacker.element_set)
  1051. damage /= 100
  1052. if damage == 0
  1053. damage = rand(2)
  1054. elsif damage > 0
  1055. attacker.reflect = (rand(100) < reflect_rate)
  1056. @critical = (rand(100) < attacker.cri)
  1057. @critical = false if prevent_critical or @reflect
  1058. damage *= 2 if @critical
  1059. calculate_combo(attacker)
  1060. damage *= 3 if @combo
  1061. damage = apply_variance(damage, 20)
  1062. damage = apply_guard(damage)
  1063. @hp_damage = damage
  1064. end
  1065. end
  1066.  
  1067. def make_obj_damage_value(user, obj)
  1068. requiem_abs_gbattler_make_obj_damage_value(user, obj)
  1069. user.reflect = (rand(100) < reflect_rate)
  1070. end
  1071.  
  1072. def calculate_combo(attacker)
  1073. if attacker.is_a?(Game_Actor) and $Requiem_ABS.allow_combo_damage
  1074. if $game_player.right_attack_on and attacker.weapons[0] != nil
  1075. hits = attacker.weapons[0].combo_hits
  1076. rate = attacker.weapons[0].combo_rate
  1077. elsif $game_player.left_attack_on and attacker.weapons[1] != nil
  1078. hits = attacker.weapons[1].combo_hits
  1079. rate = attacker.weapons[1].combo_rate
  1080. elsif $game_player.right_attack_on and attacker.weapons[0].nil?
  1081. hits = 5
  1082. rate = 75
  1083. elsif $game_player.left_attack_on and attacker.weapons[1].nil?
  1084. hits = 5
  1085. rate = 75
  1086. else
  1087. hits = rate = 0
  1088. end
  1089. @combo = ($game_player.hits >= hits and rand(100) <= rate)
  1090. @combo = false if @reflect
  1091. else
  1092. @combo = false
  1093. end
  1094. end
  1095.  
  1096. def defending?(user)
  1097. if self.is_a?(Game_Actor) and @defending and equips[1].is_a?(RPG::Armor) and
  1098. rand(100) <= equips[1].defense_rate and @piece != nil and user.piece.face_to_face?(user.piece, @piece)
  1099. return true
  1100. elsif self.is_a?(Game_Monster) and @defending and rand(100) <= self.defense_rate and
  1101. @piece != nil and user.piece.face_to_face?(user.piece, @piece)
  1102. return true
  1103. elsif self.is_a?(Game_Enemy) and @defending and rand(100) <= self.defense_rate and
  1104. @piece != nil and user.piece.face_to_face?(user.piece, @piece)
  1105. return true
  1106. end
  1107. return false
  1108. end
  1109.  
  1110. def remove_state(state_id)
  1111. return unless state?(state_id)
  1112. @states.delete(state_id)
  1113. @state_turns.delete(state_id)
  1114. end
  1115.  
  1116. end
  1117.  
  1118. #------------------------------------------------------------------------------
  1119. # Game Actor
  1120. #------------------------------------------------------------------------------
  1121. class Game_Actor < Game_Battler
  1122.  
  1123. attr_accessor :skill_hotkeys
  1124. attr_accessor :item_hotkeys
  1125.  
  1126. alias requiem_abs_gactor_initialize initialize
  1127.  
  1128. def initialize(actor_id)
  1129. requiem_abs_gactor_initialize(actor_id)
  1130. @skill_hotkeys = {}
  1131. for s in $Requiem_ABS.skill_keys
  1132. if s.is_a?(Numeric)
  1133. @skill_hotkeys[Input::Numberkeys[s]] = 0
  1134. elsif s == "Enter"
  1135. @skill_hotkeys[Input::Enter] = 0
  1136. else
  1137. @skill_hotkeys[Input::Letters[s]] = 0
  1138. end
  1139. end
  1140. @item_hotkeys = {}
  1141. for i in $Requiem_ABS.item_keys
  1142. if i.is_a?(Numeric)
  1143. @item_hotkeys[Input::Numberkeys[i]] = 0
  1144. elsif s == "Enter"
  1145. @item_hotkeys[Input::Enter] = 0
  1146. else
  1147. @item_hotkeys[Input::Letters[i]] = 0
  1148. end
  1149. end
  1150. end
  1151.  
  1152. def display_level_up(new_skills)
  1153. $game_system.battle_end_me.play
  1154. $game_player.animation_id = $Requiem_ABS.levelup_animation
  1155. @damage = $Requiem_ABS.damage_properties[19]
  1156. if $Requiem_ABS.recovery_when_levelup
  1157. $game_player.actor.hp = $game_player.actor.maxhp
  1158. $game_player.actor.mp = $game_player.actor.maxmp
  1159. end
  1160. end
  1161.  
  1162. def atk_animation_id2
  1163. if two_swords_style
  1164. return weapons[1].nil? ? 1 : weapons[1].animation_id
  1165. else
  1166. return 1
  1167. end
  1168. end
  1169.  
  1170. def reflect_rate
  1171. r = 0
  1172. for i in armors
  1173. next if i.nil?
  1174. r += i.reflect_rate
  1175. end
  1176. return r
  1177. end
  1178.  
  1179. def current_exp
  1180. return (@exp - @exp_list[@level])
  1181. end
  1182.  
  1183. def next_exp
  1184. exp = (@exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0)
  1185. return exp
  1186. end
  1187.  
  1188. end
  1189.  
  1190. #------------------------------------------------------------------------------
  1191. # Game Enemy
  1192. #------------------------------------------------------------------------------
  1193. class Game_Enemy < Game_Battler
  1194.  
  1195. def character_name
  1196. enemy.note.each_line { |line|
  1197. return line.gsub('Char Name = ', '').chomp if line.include?('Char Name = ')
  1198. }
  1199. return ""
  1200. end
  1201.  
  1202. def character_index
  1203. enemy.note.each_line { |line|
  1204. return line.gsub('Char Index = ', '').chomp.to_i if line.include?('Char Index = ')
  1205. }
  1206. return 0
  1207. end
  1208.  
  1209. def atk_animation_id
  1210. enemy.note.each_line { |line|
  1211. return line.gsub('Attack Animation = ', '').chomp.to_i if line.include?('Attack Animation = ')
  1212. }
  1213. return 1
  1214. end
  1215.  
  1216. def die_animation_id
  1217. enemy.note.each_line { |line|
  1218. return line.gsub('Die Animation = ', '').chomp.to_i if line.include?('Die Animation = ')
  1219. }
  1220. return 0
  1221. end
  1222.  
  1223. def die_se
  1224. enemy.note.each_line { |line|
  1225. return line.gsub('Die SE = ', '').chomp.to_s if line.include?('Die SE = ')
  1226. }
  1227. return nil
  1228. end
  1229.  
  1230. def weapon_icon
  1231. enemy.note.each_line { |line|
  1232. return line.gsub('Weapon Icon = ', '').chomp.to_i if line.include?('Weapon Icon = ')
  1233. }
  1234. return 0
  1235. end
  1236.  
  1237. def shield_icon
  1238. enemy.note.each_line { |line|
  1239. return line.gsub('Shield Icon = ', '').chomp.to_i if line.include?('Shield Icon = ')
  1240. }
  1241. return 0
  1242. end
  1243.  
  1244. def defense_rate
  1245. enemy.note.each_line { |line|
  1246. return line.gsub('Defense Rate = ', '').chomp.to_i if line.include?('Defense Rate = ')
  1247. }
  1248. return 50
  1249. end
  1250.  
  1251. def reflect_rate
  1252. enemy.note.each_line { |line|
  1253. return line.gsub('Reflect Rate = ', '').chomp.to_i if line.include?('Reflect Rate = ')
  1254. }
  1255. return 0
  1256. end
  1257.  
  1258. def move_speed
  1259. enemy.note.each_line { |line|
  1260. return line.gsub('Move Speed = ', '').chomp.to_i if line.include?('Move Speed = ')
  1261. }
  1262. return 3
  1263. end
  1264.  
  1265. def follow_range
  1266. enemy.note.each_line { |line|
  1267. return line.gsub('Follow Range = ', '').chomp.to_i if line.include?('Follow Range = ')
  1268. }
  1269. return 3
  1270. end
  1271.  
  1272. def move_route
  1273. enemy.note.each_line { |line|
  1274. return line.gsub('Move Route = ', '').chomp.to_i if line.include?('Move Route = ')
  1275. }
  1276. return 1
  1277. end
  1278.  
  1279. def respawn
  1280. enemy.note.each_line { |line|
  1281. return line.gsub('Respawn = ', '').chomp.to_i if line.include?('Respawn = ')
  1282. }
  1283. return 0
  1284. end
  1285.  
  1286. end
  1287.  
  1288. #------------------------------------------------------------------------------
  1289. # Game Party
  1290. #------------------------------------------------------------------------------
  1291. class Game_Party < Game_Unit
  1292.  
  1293. alias requiem_sbabs_gparty_remove_actor remove_actor
  1294. alias requiem_sbabs_gparty_setup_starting_members setup_starting_members
  1295.  
  1296. def setup_starting_members
  1297. requiem_sbabs_gparty_setup_starting_members
  1298. next if @actors[i].nil?
  1299. $game_allies[i] = Game_Ally.new(i)
  1300. end
  1301. end
  1302.  
  1303. def add_actor(actor_id)
  1304. if @actors.size < MAX_MEMBERS and not @actors.include?(actor_id)
  1305. @actors.push(actor_id)
  1306. $game_player.refresh
  1307. id = @actors.size-1
  1308. if @actors.size > 1
  1309. $game_allies[id] = Game_Ally.new(id)
  1310. $game_allies[id].moveto($game_player.x, $game_player.y)
  1311. $game_allies[id].move_random
  1312. end
  1313. end
  1314. end
  1315.  
  1316. def remove_actor(actor_id)
  1317. for ally in $game_allies
  1318. next if ally.nil?
  1319. ally.destroy = true if actor_id == ally.actor.id
  1320. end
  1321. $scene.refresh_sprites if $scene.is_a?(Scene_Map)
  1322. requiem_sbabs_gparty_remove_actor(actor_id)
  1323. end
  1324.  
  1325. def change_group_order
  1326. for ally in $game_allies
  1327. next if ally.nil? or ally.map_id == $game_map.map_id
  1328. return
  1329. end
  1330. return if members.size <= 1
  1331. actor = @actors[0]
  1332. @actors.delete(actor)
  1333. @actors.compact
  1334. if all_dead?
  1335. @actors.insert(0, actor)
  1336. return
  1337. end
  1338. @actors.push(actor)
  1339. for a in members
  1340. next if a.nil?
  1341. if a.dead?
  1342. ally = a
  1343. @actors.delete(a.id)
  1344. @actors.push(a.id)
  1345. else
  1346. for i in $game_allies
  1347. next if i.nil? or i.actor != a
  1348. ally = i
  1349. end
  1350. break
  1351. end
  1352. end
  1353. allies = []
  1354. for a in $game_allies
  1355. next if a .nil?
  1356. allies.push(a)
  1357. end
  1358. allies.delete(ally)
  1359. allies.push($game_player)
  1360. allies.compact
  1361. for i in 1...members.size
  1362. next if members[i].nil?
  1363. $game_allies[i] = Game_Ally.new(i)
  1364. $game_allies[i].refresh
  1365. $game_allies[i].moveto(allies[i-1].x, allies[i-1].y)
  1366. if !allies[i-1].is_a?(Game_Player)
  1367. $game_allies[i].map_id = allies[i-1].map_id
  1368. else
  1369. $game_allies[i].map_id = $game_map.map_id
  1370. end
  1371. $game_allies[i].direction = allies[i-1].direction
  1372. end
  1373. $game_player.moveto(ally.x, ally.y)
  1374. $game_player.refresh
  1375. $scene.refresh_sprites if $scene.is_a?(Scene_Map)
  1376. end
  1377.  
  1378. end
  1379.  
  1380. #------------------------------------------------------------------------------
  1381. # Game Map
  1382. #------------------------------------------------------------------------------
  1383. class Game_Map
  1384.  
  1385. alias requiem_abs_gmap_passable passable?
  1386. alias requiem_abs_gmap_setup_events setup_events
  1387.  
  1388. def setup_events
  1389. requiem_abs_gmap_setup_events
  1390. $game_monsters.clear
  1391. for area in $data_areas.values
  1392. next unless area.map_id == @map_id
  1393. for i in area.encounter_list
  1394. for m in $data_troops[i].members
  1395. $game_monsters.push(Game_Monster.new($game_monsters.size, m.enemy_id, m.id, area))
  1396. end
  1397. end
  1398. end
  1399. for i in encounter_list
  1400. for m in $data_troops[i].members
  1401. $game_monsters.push(Game_Monster.new($game_monsters.size, m.enemy_id, m.id, nil))
  1402. end
  1403. end
  1404. end
  1405.  
  1406. def range_passable?(x, y, flag = 0x01)
  1407. return true if @passages[@map.data[x, y, 0]] == 9
  1408. passable?(x, y, flag)
  1409. end
  1410.  
  1411. def player_passable?(x, y, flag = 0x01)
  1412. all_passable?(x, y, flag)
  1413. end
  1414.  
  1415. def passable?(x, y, flag = 0x01)
  1416. for ally in $game_allies
  1417. next if ally.nil? or ally.character_name == ""
  1418. return false if ally.x == x and ally.y == y
  1419. end
  1420. all_passable?(x, y, flag)
  1421. end
  1422.  
  1423. def all_passable?(x, y, flag = 0x01)
  1424. for monster in $game_monsters
  1425. next if monster.nil?
  1426. next if monster.actor.dead?
  1427. return false if monster.x == x and monster.y == y
  1428. end
  1429. for drop in $game_drop
  1430. next if drop.nil?
  1431. next if $Requiem_ABS.through_drop
  1432. return false if drop.x == x and drop.y == y
  1433. end
  1434. for event in events_xy(x, y)
  1435. next if event.tile_id == 0
  1436. next if event.priority_type > 0
  1437. next if event.through
  1438. pass = @passages[event.tile_id]
  1439. next if pass & 0x10 == 0x10
  1440. return true if pass & flag == 0x00
  1441. return false if pass & flag == flag
  1442. end
  1443. for i in [2, 1, 0]
  1444. tile_id = @map.data[x, y, i]
  1445. return false if tile_id == nil
  1446. pass = @passages[tile_id]
  1447. next if pass & 0x10 == 0x10
  1448. return true if pass & flag == 0x00
  1449. return false if pass & flag == flag
  1450. end
  1451. return false
  1452. end
  1453.  
  1454. def update_events
  1455. for event in @events.values
  1456. next unless in_range?(event) or event.trigger == 3 or event.trigger == 4
  1457. event.update
  1458. end
  1459. for common_event in @common_events.values
  1460. common_event.update
  1461. end
  1462. end
  1463.  
  1464. def in_range?(object)
  1465. return true if object.is_a?(Game_Event) and object.check_comment("Force Update")
  1466. return false if object.real_x < (@display_x-Graphics.width)
  1467. return false if object.real_x > (@display_x+(Graphics.width*10))
  1468. return false if object.real_y < (@display_y-Graphics.width)
  1469. return false if object.real_y > (@display_y+(Graphics.height*10))
  1470. return true
  1471. end
  1472.  
  1473. end
  1474.  
  1475. #------------------------------------------------------------------------------
  1476. # Game Character
  1477. #------------------------------------------------------------------------------
  1478. class Game_Character
  1479.  
  1480. alias requiem_abs_gchar_initialize initialize
  1481. alias requiem_abs_gchar_update update
  1482.  
  1483. attr_accessor :actor
  1484. attr_accessor :target
  1485. attr_accessor :ani_time
  1486. attr_accessor :state_time
  1487. attr_accessor :weapon1_attack_time
  1488. attr_accessor :weapon2_attack_time
  1489. attr_accessor :assigned_skill
  1490. attr_accessor :skill_attack_time
  1491. attr_accessor :item_attack_time
  1492. attr_accessor :recovery_time
  1493. attr_accessor :right_attack_on
  1494. attr_accessor :left_attack_on
  1495. attr_accessor :freeze
  1496. attr_accessor :anime_attack
  1497. attr_accessor :lock_target
  1498. attr_accessor :original_move_speed
  1499.  
  1500. def initialize
  1501. requiem_abs_gchar_initialize
  1502. @weapon1_attack_time = 0
  1503. @weapon2_attack_time = 0
  1504. @skill_attack_time = 0
  1505. @item_attack_time = 0
  1506. @recovery_time = 0
  1507. @assigned_skill = nil
  1508. @ani_time = 0
  1509. @anime_attack = 0
  1510. @state_time = 0
  1511. @original_move_speed = 0
  1512. @actor = nil
  1513. @target = nil
  1514. @freeze = false
  1515. @right_attack_on = false
  1516. @left_attack_on = false
  1517. @lock_target = false
  1518. end
  1519.  
  1520. def update
  1521. requiem_abs_gchar_update
  1522. return if $game_party.members.size <= 0
  1523. decrease_counters
  1524. states_effects
  1525. end
  1526.  
  1527. def decrease_counters
  1528. @ani_time -= 1 if @ani_time > 0
  1529. @weapon1_attack_time -= 1 if @weapon1_attack_time > 0
  1530. @weapon2_attack_time -= 1 if @weapon2_attack_time > 0
  1531. @skill_attack_time -= 1 if @skill_attack_time > 0
  1532. @item_attack_time -= 1 if @item_attack_time > 0
  1533. @recovery_time -= 1 if @recovery_time > 0
  1534. @anime_attack -= 1 if @anime_attack > 0
  1535. @right_attack_on = @left_attack_on = false if @anime_attack <= 0
  1536. end
  1537.  
  1538. def states_effects
  1539. if self.is_a?(Game_Event) and self.in_battle or self.is_a?(Game_Player) or self.is_a?(Game_Ally)
  1540. for state in @actor.states
  1541. next if state.nil?
  1542. if @state_time <= state.duration
  1543. @state_time += 1
  1544. @freeze = true if state.dont_walk?
  1545. @move_speed = 2 if state.walk_slower?
  1546. @move_speed = 5 if state.walk_faster?
  1547. if self.is_a?(Game_Event) and @actor.slip_damage?
  1548. @actor.slip_damage_effect if Graphics.frame_count % 60 <= 0
  1549. end
  1550. elsif @state_time > state.duration
  1551. @freeze = false if state.dont_walk?
  1552. @move_speed = @original_move_speed if state.walk_slower?
  1553. @move_speed = @original_move_speed if state.walk_faster?
  1554. @actor.remove_state(state.id)
  1555. @state_time = 0
  1556. end
  1557. end
  1558. end
  1559. end
  1560.  
  1561. end
  1562.  
  1563. #------------------------------------------------------------------------------
  1564. # Game Event
  1565. #------------------------------------------------------------------------------
  1566. class Game_Event < Game_Character
  1567.  
  1568. attr_reader :in_battle
  1569. attr_reader :kill_with_weapon
  1570. attr_reader :kill_with_skill
  1571. attr_reader :kill_with_item
  1572. attr_reader :respawn
  1573. attr_reader :boss
  1574. attr_reader :object
  1575. attr_reader :puzzle
  1576.  
  1577. alias requiem_abs_gevent_initialize initialize
  1578. alias requiem_abs_gevent_setup setup
  1579. alias requiem_abs_gevent_update update
  1580. alias requiem_abs_gevent_refresh refresh
  1581.  
  1582. def initialize(map_id, event)
  1583. @enemy_id = 0
  1584. @respawn = nil
  1585. @in_battle = false
  1586. @boss = false
  1587. @object = false
  1588. @puzzle = false
  1589. requiem_abs_gevent_initialize(map_id, event)
  1590. end
  1591.  
  1592. def setup(new_page)
  1593. requiem_abs_gevent_setup(new_page)
  1594. self.original_move_speed = @move_speed
  1595. end
  1596.  
  1597. def update
  1598. requiem_abs_gevent_update
  1599. @respawn -= 1 if !@in_battle and self.actor.nil? and @respawn != nil and @respawn > 0
  1600. if @in_battle and self.actor != nil and !self.actor.dead?
  1601. make_attack
  1602. elsif @in_battle and self.actor != nil and self.actor.dead?
  1603. kill_enemy
  1604. erasing
  1605. elsif !@in_battle and self.actor.nil? and @respawn != nil and @respawn <= 0
  1606. @erased = @starting = false
  1607. refresh
  1608. end
  1609. end
  1610.  
  1611. def refresh
  1612. requiem_abs_gevent_refresh
  1613. @enemy_id = check_value("Enemy")
  1614. @erase = check_comment("Die Erase")
  1615. @self_switch_a = check_comment("Die Self Switch A")
  1616. @self_switch_b = check_comment("Die Self Switch B")
  1617. @self_switch_c = check_comment("Die Self Switch C")
  1618. @self_switch_d = check_comment("Die Self Switch D")
  1619. @switch = check_value("Die Switch")
  1620. @variable = check_value("Die Variable")
  1621. @kill_with_weapon = check_value("Kill With Weapon")
  1622. @kill_with_skill = check_value("Kill With Skill")
  1623. @kill_with_item = check_value("Kill With Item")
  1624. @boss = check_comment("Boss")
  1625. @object = check_comment("Object")
  1626. @puzzle = check_comment("Puzzle")
  1627. if @enemy_id > 0 and !@in_battle
  1628. self.actor = Game_Enemy.new(0, @enemy_id)
  1629. self.actor.recover_all
  1630. @respawn = self.actor.respawn
  1631. @respawn = nil if @respawn <= 0
  1632. @follow_range = self.actor.follow_range
  1633. self.actor.piece = self
  1634. self.target = $game_player
  1635. self.lock_target = false
  1636. @in_battle = true
  1637. elsif @enemy_id <= 0
  1638. @in_battle = false
  1639. end
  1640. @opacity = 255
  1641. @blend_type = 0
  1642. end
  1643.  
  1644. def make_attack
  1645. return if $game_map.interpreter.running?
  1646. return if $game_player.in_vehicle?
  1647. for action in $data_enemies[@enemy_id].actions
  1648. next unless self.actor.conditions_met?(action)
  1649. next unless rand(11) < action.rating
  1650. next if self.weapon1_attack_time > 0
  1651. case action.kind
  1652. when 0
  1653. case action.basic
  1654. when 0
  1655. attack_normal
  1656. when 1
  1657. self.actor.defending = true
  1658. end
  1659. when 1
  1660. self.assigned_skill = $data_skills[action.skill_id]
  1661. case self.assigned_skill.scope
  1662. when 1..7
  1663. if self.assigned_skill.ranged?
  1664. if in_direction?(self, $game_player) and in_range?(self, $game_player, self.assigned_skill.range)
  1665. skill_attack_range
  1666. elsif action.rating == 10
  1667. skill_attack_range
  1668. else
  1669. for ally in $game_allies
  1670. next if ally.nil?
  1671. next unless in_direction?(self, ally) and in_range?(self, ally, self.assigned_skill.range)
  1672. skill_attack_range
  1673. end
  1674. end
  1675. elsif self.assigned_skill.explosive?
  1676. if in_direction?(self, $game_player) and in_range?(self, $game_player, self.assigned_skill.range)
  1677. skill_explode_range
  1678. elsif action.rating == 10
  1679. skill_explode_range
  1680. else
  1681. for ally in $game_allies
  1682. next if ally.nil?
  1683. next unless in_direction?(self, ally) and in_range?(self, ally, self.assigned_skill.range)
  1684. skill_explode_range
  1685. end
  1686. end
  1687. else
  1688. skill_attack_normal
  1689. end
  1690. when 7..12
  1691. skill_recover
  1692. end
  1693. end
  1694. end
  1695. end
  1696.  
  1697. def attack_normal
  1698. for ally in $game_allies
  1699. next if ally.nil?
  1700. next unless in_front?(self, ally)
  1701. self.anime_attack = 20
  1702. ally.animation_id = self.actor.atk_animation_id
  1703. ally.actor.attack_effect(self.actor)
  1704. ally.jump(0,0)
  1705. self.weapon1_attack_time = 90
  1706. return
  1707. end
  1708. return if $game_player.actor.nil?
  1709. return unless in_front?(self, $game_player)
  1710. self.anime_attack = 20
  1711. $game_player.animation_id = self.actor.atk_animation_id
  1712. $game_player.actor.attack_effect(self.actor)
  1713. $game_player.jump(0,0)
  1714. self.weapon1_attack_time = 90
  1715. end
  1716.  
  1717. def skill_attack_normal
  1718. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1719. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1720. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1721. for ally in $game_allies
  1722. next if ally.nil?
  1723. next unless in_front?(self, ally)
  1724. ally.animation_id = self.assigned_skill.animation_id
  1725. ally.actor.skill_effect(self.actor, self.assigned_skill)
  1726. ally.jump(0,0)
  1727. self.weapon1_attack_time = 90
  1728. return
  1729. end
  1730. return if $game_player.actor.nil?
  1731. return unless in_front?(self, $game_player)
  1732. $game_player.animation_id = self.assigned_skill.animation_id
  1733. $game_player.actor.skill_effect(self.actor, self.assigned_skill)
  1734. $game_player.jump(0,0)
  1735. self.weapon1_attack_time = 90
  1736. end
  1737.  
  1738. def skill_attack_range
  1739. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1740. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1741. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1742. $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
  1743. self.weapon1_attack_time = self.assigned_skill.delay
  1744. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  1745. end
  1746.  
  1747. def skill_explode_range
  1748. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1749. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1750. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1751. $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
  1752. self.weapon1_attack_time = self.assigned_skill.delay
  1753. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  1754. end
  1755.  
  1756. def skill_recover
  1757. if self.actor.mp >= self.assigned_skill.mp_cost and self.actor.hp <= (self.actor.maxhp*25/100)
  1758. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1759. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1760. @animation_id = self.assigned_skill.animation_id
  1761. self.actor.skill_effect(self.actor, self.assigned_skill)
  1762. self.weapon1_attack_time = 90
  1763. end
  1764. for event in $game_map.events.values
  1765. if event.in_battle and in_range?(self, event, 3)
  1766. if self.actor.mp >= self.assigned_skill.mp_cost and event.actor.hp <= (event.actor.maxhp*25/100)
  1767. self.actor.mp -= self.assigned_skill.mp_cost
  1768. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1769. event.animation_id = self.assigned_skill.animation_id
  1770. event.actor.skill_effect(self.actor, self.assigned_skill)
  1771. self.weapon1_attack_time = 90
  1772. end
  1773. end
  1774. end
  1775. end
  1776.  
  1777. def erasing
  1778. return if @puzzle
  1779. @blend_type = 2
  1780. @opacity -= 5
  1781. end
  1782.  
  1783. def kill_enemy
  1784. dying unless @killed
  1785. return if @opacity > 0 and !@puzzle
  1786. self.actor = nil
  1787. desactive_enemy
  1788. @killed = false
  1789. $game_player.hits = 0
  1790. @in_battle = false
  1791. for ally in $game_allies
  1792. next if ally.nil? or ally.actor.dead?
  1793. ally.target = $game_player
  1794. ally.lock_target = false
  1795. end
  1796. end
  1797.  
  1798. def dying
  1799. if $Requiem_ABS.auto_exp_e_gold and !@puzzle and !@object
  1800. exp = (self.actor.maxhp+self.actor.maxmp+self.actor.atk+self.actor.def+self.actor.spi+
  1801. self.actor.agi+self.actor.hit+self.actor.eva) * $Requiem_ABS.auto_exp_rate / 100
  1802. else
  1803. exp = self.actor.exp
  1804. end
  1805. if $Requiem_ABS.divide_exp
  1806. x = (exp/$game_party.members.size)
  1807. for i in $game_party.members
  1808. i.gain_exp(x, true)
  1809. end
  1810. else
  1811. self.target.actor.gain_exp(exp, true)
  1812. end
  1813. make_drop
  1814. unless @puzzle
  1815. @animation_id = self.actor.die_animation_id if self.actor.die_animation_id > 0
  1816. if self.actor.die_se != nil
  1817. RPG::SE.new(self.actor.die_se).play
  1818. else
  1819. Sound.play_enemy_collapse
  1820. end
  1821. end
  1822. @killed = true
  1823. end
  1824.  
  1825. def desactive_enemy
  1826. if @erase
  1827. erase
  1828. elsif @self_switch_a
  1829. key = [$game_map.map_id, self.id, "A"]
  1830. $game_self_switches[key] = !$game_self_switches[key]
  1831. elsif @self_switch_b
  1832. key = [$game_map.map_id, self.id, "B"]
  1833. $game_self_switches[key] = !$game_self_switches[key]
  1834. elsif @self_switch_c
  1835. key = [$game_map.map_id, self.id, "C"]
  1836. $game_self_switches[key] = !$game_self_switches[key]
  1837. elsif @self_switch_d
  1838. key = [$game_map.map_id, self.id, "D"]
  1839. $game_self_switches[key] = !$game_self_switches[key]
  1840. elsif @switch > 0
  1841. $game_switches[@switch] = !$game_switches[@switch]
  1842. elsif @variable > 0
  1843. $game_variables[@variable] += 1
  1844. end
  1845. $game_map.need_refresh = true
  1846. end
  1847.  
  1848. def make_drop
  1849. droped_items = []
  1850. for i in [self.actor.drop_item1, self.actor.drop_item2]
  1851. next if i.kind <= 0
  1852. next if rand(i.denominator) != 0
  1853. if i.kind == 1
  1854. droped_items.push($data_items[i.item_id])
  1855. elsif i.kind == 2
  1856. droped_items.push($data_weapons[i.weapon_id])
  1857. elsif i.kind == 3
  1858. droped_items.push($data_armors[i.armor_id])
  1859. end
  1860. end
  1861. for t in droped_items
  1862. next if t.nil?
  1863. $game_drop.push(Game_Drop.new(self, t.icon_index, t , 0))
  1864. end
  1865. if $Requiem_ABS.auto_exp_e_gold
  1866. gold = (self.actor.maxhp+self.actor.maxmp+self.actor.atk+self.actor.def+self.actor.spi+
  1867. self.actor.agi+self.actor.hit+self.actor.eva) * $Requiem_ABS.auto_gold_rate / 100
  1868. else
  1869. gold = self.actor.gold
  1870. end
  1871. if gold > 0 and rand(100) <= $Requiem_ABS.gold_drop_rate
  1872. $game_drop.push(Game_Drop.new(self, $Requiem_ABS.gold_drop_icon_index, nil, gold))
  1873. end
  1874. end
  1875.  
  1876. def update_self_movement
  1877. return if self.freeze or (self.anime_attack/2) > 0
  1878. return unless @stop_count > 30 * (5 - @move_frequency)
  1879. if @in_battle and in_range?(self, $game_player, @follow_range) and !self.lock_target
  1880. self.target = $game_player
  1881. self.lock_target = true
  1882. end
  1883. for ally in $game_allies
  1884. next if ally.nil?
  1885. if @in_battle and in_range?(self, ally, @follow_range) and !ally.actor.dead? and !self.lock_target
  1886. self.target = ally
  1887. self.lock_target = true
  1888. elsif self.target == ally and ally.actor.dead? and self.lock_target
  1889. self.target = nil
  1890. self.lock_target = false
  1891. end
  1892. end
  1893. if self.target != nil and @in_battle and in_range?(self, self.target, @follow_range)
  1894. move_type_toward(self.target)
  1895. else
  1896. case @move_type
  1897. when 1
  1898. move_type_random
  1899. when 2
  1900. move_type_toward_player
  1901. when 3
  1902. move_type_custom
  1903. end
  1904. end
  1905. end
  1906.  
  1907. end
  1908.  
  1909. #------------------------------------------------------------------------------
  1910. # Game Player
  1911. #------------------------------------------------------------------------------
  1912. class Game_Player < Game_Character
  1913.  
  1914. attr_accessor :hit
  1915. attr_accessor :hits
  1916. attr_accessor :hit_time
  1917. attr_accessor :assigned_item
  1918. attr_accessor :reward
  1919.  
  1920. alias requiem_abs_gplayer_initialize initialize
  1921. alias requiem_abs_gplayer_refresh refresh
  1922. alias requiem_abs_gplayer_update update
  1923. alias requiem_abs_gplayer_move_by_input move_by_input
  1924. alias requiem_abs_gplayer_perform_transfer perform_transfer
  1925.  
  1926. def initialize
  1927. requiem_abs_gplayer_initialize
  1928. @hits = 0
  1929. @hit_time = 0
  1930. @assigned_item = 0
  1931. @hit = nil
  1932. @reward = nil
  1933. self.original_move_speed = 4
  1934. end
  1935.  
  1936. def refresh
  1937. self.actor = $game_party.members[0]
  1938. self.actor.piece = self unless self.actor.nil?
  1939. requiem_abs_gplayer_refresh
  1940. end
  1941.  
  1942. def update
  1943. requiem_abs_gplayer_update
  1944. return if self.actor.nil?
  1945. return if $game_map.interpreter.running?
  1946. return if in_vehicle?
  1947. attack_with_weapon
  1948. attack_with_skill
  1949. attack_with_item
  1950. auto_recovery
  1951. update_hits
  1952. if $Requiem_ABS.next_actor_if_dead
  1953. $game_temp.next_scene = "gameover" if $game_party.all_dead?
  1954. $game_party.change_group_order if self.actor.dead? and !$game_party.all_dead?
  1955. elsif self.actor.dead?
  1956. $game_temp.next_scene = "gameover"
  1957. end
  1958. if Input.trigger?(Input::Tab) and !Input.press?(Input::CTRL) and $Requiem_ABS.change_group_order
  1959. $game_party.change_group_order
  1960. end
  1961. end
  1962.  
  1963. def hit_count
  1964. return unless $Requiem_ABS.allow_combo_damage
  1965. @hits += 1
  1966. @hit = "#{@hits}"
  1967. end
  1968.  
  1969. def update_hits
  1970. if self.right_attack_on and @attack_weapon != nil
  1971. @hits = 0 if @hit_time <= 0 or @hits >= @attack_weapon.combo_hits
  1972. elsif self.left_attack_on and @attack_weapon_and_Shield != nil
  1973. @hits = 0 if @hit_time <= 0 or @hits >= @attack_weapon_and_Shield.combo_hits
  1974. elsif self.right_attack_on and @attack_weapon.nil?
  1975. @hits = 0 if @hit_time <= 0 or @hits >= 5
  1976. elsif self.left_attack_on and @attack_weapon_and_Shield.nil?
  1977. @hits = 0 if @hit_time <= 0 or @hits >= 5
  1978. end
  1979. @hit_time -= 1 if @hit_time > 0
  1980. end
  1981.  
  1982. def attack_with_weapon
  1983. if Input.trigger?(Input::Letters[$Requiem_ABS.attack_key1])
  1984. return if !$Requiem_ABS.allow_attack_with_shield and self.actor.defending
  1985. return if self.weapon1_attack_time > 0
  1986. @attack_weapon = self.actor.equips[0]
  1987. RPG::SE.new(@attack_weapon.shot_se).play if @attack_weapon != nil and @attack_weapon.shot_se != nil
  1988. self.anime_attack = 20
  1989. self.right_attack_on = true
  1990. self.left_attack_on = false
  1991. if @attack_weapon != nil and @attack_weapon.ranged?
  1992. range_attack_right
  1993. self.weapon1_attack_time = @attack_weapon.delay
  1994. @hit_time = self.weapon1_attack_time + 15
  1995. else
  1996. normal_attack_right
  1997. self.weapon1_attack_time = 60
  1998. @hit_time = self.weapon1_attack_time + 15
  1999. end
  2000. end
  2001. if Input.press?(Input::Letters[$Requiem_ABS.attack_key2])
  2002. self.actor.defending = (self.actor.equips[1].is_a?(RPG::Armor) and $Requiem_ABS.allow_shields_graphics)
  2003. else
  2004. self.actor.defending = false
  2005. end
  2006. if Input.trigger?(Input::Letters[$Requiem_ABS.attack_key2])
  2007. return if self.weapon2_attack_time > 0
  2008. return if !$Requiem_ABS.allow_attack_with_shield and self.actor.defending
  2009. @attack_weapon_and_Shield = (self.actor.two_swords_style ? self.actor.equips[1] : self.actor.equips[0])
  2010. RPG::SE.new(@attack_weapon_and_Shield.shot_se).play if @attack_weapon_and_Shield != nil and @attack_weapon_and_Shield.shot_se != nil
  2011. self.anime_attack = 20
  2012. self.right_attack_on = false
  2013. self.left_attack_on = true
  2014. if @attack_weapon_and_Shield != nil and @attack_weapon_and_Shield.ranged?
  2015. range_attack_left
  2016. self.weapon2_attack_time = 60
  2017. @hit_time = self.weapon2_attack_time + 15
  2018. elsif self.actor.two_swords_style
  2019. normal_attack_left
  2020. self.weapon2_attack_time = @attack_weapon_and_Shield.delay
  2021. @hit_time = self.weapon1_attack_time + 15
  2022. end
  2023. end
  2024. end
  2025.  
  2026. def attack_with_skill
  2027. for button in self.actor.skill_hotkeys.keys
  2028. if Input.trigger?(button) and self.actor.skill_hotkeys[button] != nil and self.actor.skill_hotkeys[button] != 0
  2029. return if self.skill_attack_time > 0
  2030. return if !$Requiem_ABS.allow_attack_with_shield and self.actor.defending
  2031. self.assigned_skill = $data_skills[self.actor.skill_hotkeys[button]]
  2032. if self.assigned_skill.scope == 2
  2033. skill_attack_all
  2034. elsif self.assigned_skill.ranged?
  2035. skill_attack_range
  2036. elsif self.assigned_skill.explosive?
  2037. skill_explode_range
  2038. elsif self.assigned_skill.scope >= 7
  2039. skill_recover
  2040. else
  2041. skill_attack_normal
  2042. end
  2043. end
  2044. end
  2045. end
  2046.  
  2047. def attack_with_item
  2048. for button in self.actor.item_hotkeys.keys
  2049. if Input.trigger?(button) and self.actor.item_hotkeys[button] != nil and self.actor.item_hotkeys[button] != 0
  2050. return if self.item_attack_time > 0
  2051. return if !$Requiem_ABS.allow_attack_with_shield and self.actor.defending
  2052. @assigned_item = $data_items[self.actor.item_hotkeys[button]]
  2053. if @assigned_item.ranged?
  2054. item_attack_range
  2055. elsif @assigned_item.explosive?
  2056. item_attack_explode
  2057. elsif @assigned_item.bomb?
  2058. item_attack_bomb
  2059. else
  2060. case @assigned_item.scope
  2061. when 1
  2062. item_normal_attack
  2063. when 2
  2064. item_attack_all
  2065. when 3...7
  2066. item_normal_attack
  2067. when 7...12
  2068. item_recover
  2069. end
  2070. end
  2071. end
  2072. end
  2073. end
  2074.  
  2075. def normal_attack_right
  2076. for monster in $game_monsters
  2077. next if monster.nil?
  2078. next unless in_front?(self, monster)
  2079. next if monster.actor.dead?
  2080. monster.animation_id = self.actor.atk_animation_id
  2081. hit_count
  2082. monster.actor.attack_effect(self.actor)
  2083. monster.jump(0,0)
  2084. monster.target = self
  2085. end
  2086. for event in $game_map.events.values
  2087. next unless event.in_battle
  2088. next unless in_front?(self, event)
  2089. next if event.actor.dead? or event.object
  2090. event.animation_id = self.actor.atk_animation_id
  2091. hit_count
  2092. return if event.kill_with_weapon > 0 and event.kill_with_weapon != @attack_weapon.id or
  2093. event.kill_with_skill > 0 or event.kill_with_item > 0
  2094. event.actor.attack_effect(self.actor)
  2095. event.jump(0,0) unless event.puzzle
  2096. event.target = self
  2097. end
  2098. end
  2099.  
  2100. def range_attack_right
  2101. return if @attack_weapon.ammo1 != nil and !$game_party.has_item?(@attack_weapon.ammo1)
  2102. $game_party.consume_item(@attack_weapon.ammo1) if @attack_weapon.ammo1 != nil
  2103. $game_range.push(Game_Range.new(self, @attack_weapon.graphic, @attack_weapon.index, @attack_weapon.move_speed, @attack_weapon.range, 1))
  2104. end
  2105.  
  2106. def normal_attack_left
  2107. for monster in $game_monsters
  2108. next if monster.nil?
  2109. next unless in_front?(self, monster)
  2110. next if monster.actor.dead?
  2111. monster.animation_id = self.actor.atk_animation_id2
  2112. hit_count
  2113. monster.actor.attack_effect(self.actor)
  2114. monster.jump(0,0)
  2115. monster.target = self
  2116. end
  2117. for event in $game_map.events.values
  2118. next unless event.in_battle
  2119. next unless in_front?(self,event)
  2120. next if event.actor.dead? or event.object
  2121. event.animation_id = self.actor.atk_animation_id2
  2122. hit_count
  2123. return if event.kill_with_weapon > 0 and event.kill_with_weapon != @attack_weapon_and_Shield.id or
  2124. event.kill_with_skill > 0 or event.kill_with_item > 0
  2125. event.actor.attack_effect(self.actor)
  2126. event.jump(0,0) unless event.puzzle
  2127. event.target = self
  2128. end
  2129. end
  2130.  
  2131. def range_attack_left
  2132. return if @attack_weapon_and_Shield.ammo2 != nil and !$game_party.has_item?(@attack_weapon_and_Shield.ammo2)
  2133. $game_party.consume_item(@attack_weapon_and_Shield.ammo2) if @attack_weapon_and_Shield.ammo2 != nil
  2134. $game_range.push(Game_Range.new(self, @attack_weapon_and_Shield.graphic, @attack_weapon_and_Shield.index, @attack_weapon_and_Shield.move_speed, @attack_weapon_and_Shield.range, 2))
  2135. end
  2136.  
  2137. def skill_attack_normal
  2138. for monster in $game_monsters
  2139. next if monster.nil?
  2140. next unless in_front?(self, monster)
  2141. next if monster.actor.dead?
  2142. next unless self.actor.mp >= self.assigned_skill.mp_cost
  2143. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2144. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2145. monster.animation_id = self.assigned_skill.animation_id
  2146. self.skill_attack_time = self.assigned_skill.delay
  2147. monster.actor.skill_effect(self.actor, self.assigned_skill)
  2148. monster.jump(0,0)
  2149. monster.target = self
  2150. end
  2151. for event in $game_map.events.values
  2152. next unless event.in_battle
  2153. next unless in_front?(self,event)
  2154. next if event.actor.dead? or event.object
  2155. next unless self.actor.mp >= self.assigned_skill.mp_cost
  2156. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2157. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2158. event.animation_id = self.assigned_skill.animation_id
  2159. self.skill_attack_time = self.assigned_skill.delay
  2160. return if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  2161. event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
  2162. event.actor.skill_effect(self.actor, self.assigned_skill)
  2163. event.jump(0,0) unless event.puzzle
  2164. event.target = self
  2165. end
  2166. end
  2167.  
  2168. def skill_attack_range
  2169. return unless self.actor.mp >= self.assigned_skill.mp_cost
  2170. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2171. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2172. $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
  2173. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2174. self.skill_attack_time = self.assigned_skill.delay
  2175. end
  2176.  
  2177. def skill_attack_all
  2178. return unless self.actor.mp >= self.assigned_skill.mp_cost
  2179. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2180. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2181. for monster in $game_monsters
  2182. next if monster.nil?
  2183. next if monster.actor.dead?
  2184. monster.animation_id = self.assigned_skill.animation_id
  2185. self.skill_attack_time = self.assigned_skill.delay
  2186. monster.actor.skill_effect(self.actor, self.assigned_skill)
  2187. monster.jump(0,0)
  2188. monster.target = self
  2189. end
  2190. for event in $game_map.events.values
  2191. next unless event.in_battle
  2192. next if event.actor.dead? or event.object
  2193. event.animation_id = self.assigned_skill.animation_id
  2194. self.skill_attack_time = self.assigned_skill.delay
  2195. return if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  2196. event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
  2197. event.actor.skill_effect(self.actor, self.assigned_skill)
  2198. event.jump(0,0) unless event.puzzle
  2199. event.target = self
  2200. end
  2201. end
  2202.  
  2203. def skill_explode_range
  2204. return unless self.actor.mp >= self.assigned_skill.mp_cost
  2205. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2206. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2207. $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
  2208. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2209. self.skill_attack_time = self.assigned_skill.delay
  2210. end
  2211.  
  2212. def skill_recover
  2213. return unless self.actor.mp >= self.assigned_skill.mp_cost
  2214. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2215. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2216. self.actor.skill_effect(self.actor, self.assigned_skill)
  2217. @animation_id = self.assigned_skill.animation_id
  2218. self.skill_attack_time = 60
  2219. end
  2220.  
  2221. def item_normal_attack
  2222. for monster in $game_monsters
  2223. next if monster.nil?
  2224. next unless in_front?(self, monster)
  2225. next if monster.actor.dead?
  2226. next unless $game_party.has_item?(@assigned_item)
  2227. $game_party.consume_item(@assigned_item)
  2228. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  2229. monster.animation_id = @assigned_item.animation_id
  2230. self.item_attack_time = @assigned_item.delay
  2231. monster.actor.item_effect(self.actor, @assigned_item)
  2232. monster.jump(0,0)
  2233. monster.target = self
  2234. end
  2235. for event in $game_map.events.values
  2236. next unless event.in_battle
  2237. next unless in_front?(self,event)
  2238. next if event.actor.dead? or event.object
  2239. next unless $game_party.has_item?(@assigned_item)
  2240. $game_party.consume_item(@assigned_item)
  2241. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  2242. event.animation_id = @assigned_item.animation_id
  2243. self.item_attack_time = @assigned_item.delay
  2244. return if event.kill_with_weapon > 0 or event.kill_with_skill > 0 or
  2245. event.kill_with_item > 0 and event.kill_with_item != self.assigned_item.id
  2246. event.actor.item_effect(self.actor, @assigned_item)
  2247. event.jump(0,0) unless event.puzzle
  2248. event.target = self
  2249. end
  2250. end
  2251.  
  2252. def item_attack_range
  2253. return unless $game_party.has_item?(@assigned_item)
  2254. $game_party.consume_item(@assigned_item)
  2255. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  2256. $game_range.push(Game_Range.new(self, @assigned_item.graphic, @assigned_item.index, @assigned_item.move_speed, @assigned_item.range, 5))
  2257. RPG::SE.new(@assigned_item.shot_se).play if @assigned_item.shot_se != nil
  2258. self.item_attack_time = @assigned_item.delay
  2259. end
  2260.  
  2261. def item_attack_explode
  2262. return unless $game_party.has_item?(@assigned_item)
  2263. $game_party.consume_item(@assigned_item)
  2264. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  2265. $game_range.push(Game_Range.new(self, @assigned_item.graphic, @assigned_item.index, @assigned_item.move_speed, @assigned_item.range, 6))
  2266. RPG::SE.new(@assigned_item.shot_se).play if @assigned_item.shot_se != nil
  2267. self.item_attack_time = @assigned_item.delay
  2268. end
  2269.  
  2270. def item_recover
  2271. return unless $game_party.has_item?(@assigned_item)
  2272. $game_party.consume_item(@assigned_item)
  2273. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  2274. @animation_id = @assigned_item.animation_id
  2275. self.actor.item_effect(self.actor, @assigned_item)
  2276. self.item_attack_time = @assigned_item.delay
  2277. end
  2278.  
  2279. def item_attack_all
  2280. next unless $game_party.has_item?(@assigned_item)
  2281. $game_party.consume_item(@assigned_item)
  2282. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  2283. for monster in $game_monsters
  2284. next if monster.nil?
  2285. next unless in_front?(self, monster)
  2286. next if monster.actor.dead?
  2287. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  2288. monster.animation_id = @assigned_item.animation_id
  2289. self.item_attack_time = @assigned_item.delay
  2290. monster.actor.item_effect(self.actor, @assigned_item)
  2291. monster.jump(0,0)
  2292. monster.target = self
  2293. end
  2294. for event in $game_map.events.values
  2295. next unless event.in_battle
  2296. next if event.actor.dead? or event.object
  2297. event.animation_id = @assigned_item.animation_id
  2298. self.item_attack_time = @assigned_item.delay
  2299. return if event.kill_with_weapon > 0 or event.kill_with_skill > 0 or
  2300. event.kill_with_item > 0 and event.kill_with_item != self.assigned_item.id
  2301. event.actor.item_effect(self.actor, @assigned_item)
  2302. event.jump(0,0) unless event.puzzle
  2303. event.target = self
  2304. end
  2305. end
  2306.  
  2307. def item_attack_bomb
  2308. return unless $game_party.has_item?(@assigned_item)
  2309. $game_party.consume_item(@assigned_item)
  2310. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  2311. $game_bomb.push(Game_Bomb.new(self, @assigned_item))
  2312. self.item_attack_time = 60
  2313. end
  2314.  
  2315. def auto_recovery
  2316. return unless self.actor.auto_hp_recover and self.recovery_time <= 0
  2317. self.actor.hp += (self.actor.maxhp*10/100)
  2318. self.recovery_time = 1800
  2319. end
  2320.  
  2321. def perform_transfer
  2322. requiem_abs_gplayer_perform_transfer
  2323. for range in $game_range
  2324. next if range.nil?
  2325. range.destroy = true
  2326. end
  2327. for drop in $game_drop
  2328. next if drop.nil?
  2329. drop.destroy = true
  2330. end
  2331. for bomb in $game_bomb
  2332. next if bomb.nil?
  2333. bomb.destroy = true
  2334. end
  2335. for ally in $game_allies
  2336. next if ally.nil?
  2337. unless ally.actor.dead? or (ally.actor.defending and !$Requiem_ABS.trasfer_when_defending)
  2338. ally.perform_transfer(@new_map_id, @new_x, @new_y, @new_direction)
  2339. end
  2340. ally.refresh
  2341. end
  2342. end
  2343.  
  2344. def map_passable?(x, y)
  2345. case @vehicle_type
  2346. when 0
  2347. return $game_map.boat_passable?(x, y)
  2348. when 1
  2349. return $game_map.ship_passable?(x, y)
  2350. when 2
  2351. return true
  2352. else
  2353. return $game_map.player_passable?(x, y)
  2354. end
  2355. end
  2356.  
  2357. def move_by_input
  2358. return if self.freeze or (self.anime_attack/2) > 0
  2359. if self.actor != nil
  2360. for state in self.actor.states
  2361. next if state.nil?
  2362. next unless state.confusion?
  2363. return unless movable?
  2364. return if $game_map.interpreter.running?
  2365. case Input.dir4
  2366. when 2,4,6,8
  2367. move_random
  2368. end
  2369. return
  2370. end
  2371. end
  2372. requiem_abs_gplayer_move_by_input
  2373. end
  2374.  
  2375. end
  2376.  
  2377. #------------------------------------------------------------------------------
  2378. # Game Ally
  2379. #------------------------------------------------------------------------------
  2380. class Game_Ally < Game_Character
  2381.  
  2382. attr_reader :id
  2383. attr_accessor :map_id
  2384. attr_accessor :draw
  2385. attr_accessor :destroy
  2386. attr_accessor :command
  2387.  
  2388. def initialize(id)
  2389. super()
  2390. @id = id
  2391. @map_id = $game_map.map_id
  2392. @command = 0
  2393. @draw = false
  2394. @destroy = false
  2395. self.target = $game_player
  2396. self.original_move_speed = 4
  2397. refresh
  2398. end
  2399.  
  2400. def update
  2401. super
  2402. if self.actor.dead? and !@dead
  2403. refresh
  2404. @dead = true
  2405. elsif !self.actor.dead? and @dead
  2406. refresh
  2407. @dead = false
  2408. end
  2409. if $game_player.in_vehicle? and !@in_vehicle and !self.actor.defending
  2410. refresh
  2411. @in_vehicle = true
  2412. elsif !$game_player.in_vehicle? and @in_vehicle
  2413. refresh
  2414. moveto($game_player.x, $game_player.y) unless self.actor.dead?
  2415. @in_vehicle = false
  2416. end
  2417. return if self.actor.nil? or self.actor.dead? or $game_player.in_vehicle?
  2418. self.actor.defending = (@command == 2 ? true : false)
  2419. make_action
  2420. auto_recovery
  2421. update_movement
  2422. end
  2423.  
  2424. def refresh
  2425. self.actor = $game_party.members[@id]
  2426. self.actor.piece = self
  2427. if $game_player.in_vehicle? and !self.actor.dead? and !self.actor.defending
  2428. @character_name = ""
  2429. elsif self.actor.dead?
  2430. if File.exists?("Graphics/Characters/$#{self.actor.name}_dead.png") and @map_id == $game_map.map_id
  2431. @character_name = "$#{self.actor.name}_dead"
  2432. @character_index = 0
  2433. else
  2434. @character_name = ""
  2435. end
  2436. elsif @map_id != $game_map.map_id
  2437. @character_name = ""
  2438. else
  2439. @character_name = self.actor.character_name
  2440. @character_index = self.actor.character_index
  2441. end
  2442. end
  2443.  
  2444. def make_action
  2445. return if $game_map.interpreter.running?
  2446. return if self.actor.dead?
  2447. case @command
  2448. when 0
  2449. if self.actor.weapons[0] != nil and self.actor.weapons[0].ranged? and self.weapon1_attack_time <= 0
  2450. weapon_range_attack
  2451. self.weapon1_attack_time = self.actor.weapons[0].delay
  2452. else
  2453. if self.actor.two_swords_style
  2454. if self.weapon1_attack_time <= 0 and rand(100) <= 50
  2455. normal_attack_right
  2456. self.weapon1_attack_time = 60
  2457. elsif self.weapon1_attack_time <= 0 and rand(100) > 50
  2458. normal_attack_left
  2459. self.weapon1_attack_time = 60
  2460. end
  2461. elsif self.weapon1_attack_time <= 0
  2462. normal_attack_right
  2463. self.weapon1_attack_time = 60
  2464. end
  2465. end
  2466. when 1
  2467. return if self.skill_attack_time > 0 or self.actor.skills == []
  2468. self.assigned_skill = self.actor.skills[rand(self.actor.skills.size)]
  2469. case self.assigned_skill.scope
  2470. when 1
  2471. if self.assigned_skill.ranged?
  2472. skill_attack_range
  2473. elsif self.assigned_skill.explosive?
  2474. skill_explode_range
  2475. else
  2476. skill_attack_normal
  2477. end
  2478. when 2
  2479. skill_attack_all
  2480. when 3..7
  2481. if self.assigned_skill.ranged?
  2482. skill_attack_range
  2483. elsif self.assigned_skill.explosive?
  2484. skill_explode_range
  2485. else
  2486. skill_attack_normal
  2487. end
  2488. end
  2489. when 3
  2490. for skill in self.actor.skills
  2491. self.assigned_skill = skill
  2492. case self.assigned_skill.scope
  2493. when 7..12
  2494. skill_recover
  2495. end
  2496. end
  2497. end
  2498. end
  2499.  
  2500. def normal_attack_right
  2501. for monster in $game_monsters
  2502. next if monster.nil?
  2503. next unless in_front?(self, monster)
  2504. next if monster.actor.dead?
  2505. self.anime_attack = 20
  2506. self.right_attack_on = true
  2507. self.left_attack_on = false
  2508. monster.animation_id = self.actor.atk_animation_id
  2509. monster.actor.attack_effect(self.actor)
  2510. monster.jump(0,0)
  2511. monster.target = self
  2512. end
  2513. for event in $game_map.events.values
  2514. next unless event.in_battle
  2515. next unless in_front?(self, event)
  2516. next if event.actor.dead? or event.object
  2517. self.anime_attack = 20
  2518. self.right_attack_on = true
  2519. self.left_attack_on = false
  2520. event.animation_id = self.actor.atk_animation_id
  2521. next if event.kill_with_weapon > 0 and event.kill_with_weapon != @attack_weapon.id or
  2522. event.kill_with_skill > 0 or event.kill_with_item > 0
  2523. event.actor.attack_effect(self.actor)
  2524. event.jump(0,0) unless event.puzzle
  2525. event.target = self
  2526. end
  2527. end
  2528.  
  2529. def weapon_range_attack
  2530. for monster in $game_monsters
  2531. next unless in_direction?(self, monster) and in_range?(self, monster, self.actor.weapons[0].range)
  2532. next if monster.actor.dead?
  2533. self.anime_attack = 20
  2534. select = rand(100)
  2535. self.right_attack_on = select >= 50
  2536. self.left_attack_on = select < 50
  2537. if $game_party.has_item?(select >= 50 ? self.actor.weapons[0].ammo1 : self.actor.weapons[0].ammo2)
  2538. $game_party.consume_item(select >= 50 ? self.actor.weapons[0].ammo1 : self.actor.weapons[0].ammo2)
  2539. $game_range.push(Game_Range.new(self, self.actor.weapons[0].graphic, self.actor.weapons[0].index, self.actor.weapons[0].move_speed, self.actor.weapons[0].range, (select >= 50 ? 1 : 2)))
  2540. end
  2541. self.weapon1_attack_time = self.actor.equips[0].delay
  2542. end
  2543. for event in $game_map.events.values
  2544. next unless event.in_battle
  2545. next unless in_direction?(self, event) and in_range?(self, event, self.actor.weapons[0].range)
  2546. next if event.actor.dead? or event.object
  2547. self.anime_attack = 20
  2548. select = rand(100)
  2549. self.right_attack_on = select >= 50
  2550. self.left_attack_on = select < 50
  2551. if $game_party.has_item?(select >= 50 ? self.actor.weapons[0].ammo1 : self.actor.weapons[0].ammo2)
  2552. $game_party.consume_item(select >= 50 ? self.actor.weapons[0].ammo1 : self.actor.weapons[0].ammo2)
  2553. $game_range.push(Game_Range.new(self, self.actor.weapons[0].graphic, self.actor.weapons[0].index, self.actor.weapons[0].move_speed, self.actor.weapons[0].range, (select >= 50 ? 1 : 2)))
  2554. end
  2555. self.weapon1_attack_time = self.actor.equips[0].delay
  2556. end
  2557. end
  2558.  
  2559. def range_attack_right
  2560. return if @attack_weapon.ammo1 != nil and !$game_party.has_item?(@attack_weapon.ammo1)
  2561. $game_party.consume_item(@attack_weapon.ammo1) if @attack_weapon.ammo1 != nil
  2562. $game_range.push(Game_Range.new(self, @attack_weapon.graphic, @attack_weapon.index, @attack_weapon.move_speed, @attack_weapon.range, 1))
  2563. end
  2564.  
  2565. def normal_attack_left
  2566. for monster in $game_monsters
  2567. next if monster.nil?
  2568. next unless in_front?(self, monster)
  2569. next if monster.actor.dead?
  2570. self.anime_attack = 20
  2571. self.right_attack_on = false
  2572. self.left_attack_on = true
  2573. monster.animation_id = self.actor.atk_animation_id2
  2574. monster.actor.attack_effect(self.actor)
  2575. monster.jump(0,0)
  2576. monster.target = self
  2577. end
  2578. for event in $game_map.events.values
  2579. next unless event.in_battle
  2580. next unless in_front?(self,event)
  2581. next if event.actor.dead? or event.object
  2582. self.anime_attack = 20
  2583. self.right_attack_on = false
  2584. self.left_attack_on = true
  2585. event.animation_id = self.actor.atk_animation_id2
  2586. next if event.kill_with_weapon > 0 and event.kill_with_weapon != @attack_weapon_and_Shield.id or
  2587. event.kill_with_skill > 0 or event.kill_with_item > 0
  2588. event.actor.attack_effect(self.actor)
  2589. event.jump(0,0) unless event.puzzle
  2590. event.target = self
  2591. end
  2592. end
  2593.  
  2594. def range_attack_left
  2595. return if @attack_weapon_and_Shield.ammo2 != nil and !$game_party.has_item?(@attack_weapon_and_Shield.ammo2)
  2596. $game_party.consume_item(@attack_weapon_and_Shield.ammo2) if @attack_weapon_and_Shield.ammo2 != nil
  2597. $game_range.push(Game_Range.new(self, @attack_weapon_and_Shield.graphic, @attack_weapon_and_Shield.index, @attack_weapon_and_Shield.move_speed, @attack_weapon_and_Shield.range, 2))
  2598. end
  2599.  
  2600. def skill_attack_normal
  2601. for monster in $game_monsters
  2602. next if monster.nil?
  2603. next unless in_front?(self, monster)
  2604. next if monster.actor.dead?
  2605. next if self.actor.mp < self.assigned_skill.mp_cost
  2606. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2607. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2608. monster.animation_id = self.assigned_skill.animation_id
  2609. self.skill_attack_time = self.assigned_skill.delay
  2610. monster.actor.skill_effect(self.actor, self.assigned_skill)
  2611. monster.jump(0,0)
  2612. monster.target = self
  2613. end
  2614. for event in $game_map.events.values
  2615. next unless event.in_battle
  2616. next unless in_front?(self,event)
  2617. next if event.actor.dead? or event.object
  2618. next if self.actor.mp < self.assigned_skill.mp_cost
  2619. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2620. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2621. event.animation_id = self.assigned_skill.animation_id
  2622. self.skill_attack_time = self.assigned_skill.delay
  2623. next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  2624. event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
  2625. event.actor.skill_effect(self.actor, self.assigned_skill)
  2626. event.jump(0,0) unless event.puzzle
  2627. event.target = self
  2628. end
  2629. end
  2630.  
  2631. def skill_attack_range
  2632. for monster in $game_monsters
  2633. next if monster.nil?
  2634. next if monster.actor.dead?
  2635. next unless in_direction?(self, monster) and in_range?(self, monster, self.assigned_skill.range)
  2636. next if self.actor.mp < self.assigned_skill.mp_cost
  2637. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2638. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2639. $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
  2640. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2641. self.skill_attack_time = self.assigned_skill.delay
  2642. end
  2643. for event in $game_map.events.values
  2644. next unless event.in_battle
  2645. next unless in_direction?(self, event) and in_range?(self, event, self.assigned_skill.range)
  2646. next self.actor.mp < self.assigned_skill.mp_cost
  2647. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2648. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2649. $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
  2650. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2651. self.skill_attack_time = self.assigned_skill.delay
  2652. end
  2653. end
  2654.  
  2655. def skill_attack_all
  2656. return unless self.actor.mp >= self.assigned_skill.mp_cost
  2657. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2658. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2659. for monster in $game_mosnters
  2660. next if monster.nil?
  2661. next if monster.actor.dead?
  2662. monster.animation_id = self.assigned_skill.animation_id
  2663. self.skill_attack_time = self.assigned_skill.delay
  2664. monster.actor.skill_effect(self.actor, self.assigned_skill)
  2665. monster.jump(0,0)
  2666. monster.target = self
  2667. end
  2668. for event in $game_map.events.values
  2669. next unless event.in_battle
  2670. next if event.actor.dead? or event.object
  2671. event.animation_id = self.assigned_skill.animation_id
  2672. self.skill_attack_time = self.assigned_skill.delay
  2673. next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  2674. event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
  2675. event.actor.skill_effect(self.actor, self.assigned_skill)
  2676. event.jump(0,0) unless event.puzzle
  2677. event.target = self
  2678. end
  2679. end
  2680.  
  2681. def skill_explode_range
  2682. for monster in $game_monsters
  2683. next if monster.nil?
  2684. next if monster.actor.dead?
  2685. return unless in_direction?(self, monster) and in_range?(self, monster, self.assigned_skill.range)
  2686. return if self.actor.mp < self.assigned_skill.mp_cost
  2687. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2688. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2689. $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
  2690. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2691. self.skill_attack_time = self.assigned_skill.delay
  2692. end
  2693. for event in $game_map.events.values
  2694. next unless event.in_battle
  2695. return unless in_direction?(self, event) and in_range?(self, event, self.assigned_skill.range)
  2696. return if self.actor.mp < self.assigned_skill.mp_cost
  2697. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2698. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2699. $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
  2700. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2701. self.skill_attack_time = self.assigned_skill.delay
  2702. end
  2703. end
  2704.  
  2705. def skill_recover
  2706. for person in $game_party.members
  2707. next unless person.hp <= (person.maxhp/4)
  2708. next if self.actor.mp < self.assigned_skill.mp_cost
  2709. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2710. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2711. person.skill_effect(person, self.assigned_skill)
  2712. person.piece.animation_id = self.assigned_skill.animation_id
  2713. self.skill_attack_time = self.assigned_skill.delay
  2714. end
  2715. end
  2716.  
  2717. def auto_recovery
  2718. return unless self.actor.auto_hp_recover and self.recovery_time <= 0
  2719. self.actor.hp += (self.actor.maxhp*10/100)
  2720. self.recovery_time = 1800
  2721. end
  2722.  
  2723. def update_movement
  2724. return if $game_map.interpreter.running?
  2725. return if moving? or self.actor.defending
  2726. return if self.freeze or (self.anime_attack/2) > 0
  2727. if $game_player.dash? and self.target == $game_player
  2728. @move_speed = 5
  2729. else
  2730. @move_speed = self.original_move_speed
  2731. end
  2732. if @target.nil? or @command == 3
  2733. self.target = $game_player
  2734. else
  2735. for monster in $game_monsters
  2736. next if monster.nil?
  2737. next if monster.actor.dead?
  2738. if in_range?(self, monster, 3) and !self.lock_target
  2739. self.target = monster
  2740. self.lock_target = true
  2741. elsif !self.lock_target
  2742. self.target = $game_player
  2743. end
  2744. end
  2745. for event in $game_map.events.values
  2746. if event.in_battle and in_range?(self, event, 3) and !self.lock_target
  2747. next if event.object or event.puzzle
  2748. self.target = event
  2749. self.lock_target = true
  2750. elsif !self.lock_target
  2751. self.target = $game_player
  2752. end
  2753. end
  2754. end
  2755. move_toward(self.target)
  2756. end
  2757.  
  2758. def perform_transfer(map_id, x, y, dir)
  2759. @map_id = map_id
  2760. set_direction(dir)
  2761. moveto(x, y)
  2762. move_random
  2763. self.target = $game_player
  2764. self.lock_target = false
  2765. end
  2766.  
  2767. def screen_z
  2768. return $game_player.screen_z-1
  2769. end
  2770.  
  2771. def check_event_trigger_touch(x, y)
  2772. end
  2773.  
  2774. end
  2775.  
  2776. #------------------------------------------------------------------------------
  2777. # Game Monster
  2778. #------------------------------------------------------------------------------
  2779. class Game_Monster < Game_Character
  2780.  
  2781. attr_reader :respawn
  2782. attr_reader :destroy
  2783.  
  2784. def initialize(id, enemy_id, troop_id, area)
  2785. super()
  2786. @id = id
  2787. @enemy_id = enemy_id
  2788. @troop_id = troop_id
  2789. @area = area
  2790. setup_monster
  2791. loop do
  2792. set_start_position
  2793. break if $game_map.passable?(@x_pos, @y_pos)
  2794. end
  2795. moveto(@x_pos, @y_pos)
  2796. @move_type = self.actor.move_route
  2797. @move_speed = self.actor.move_speed
  2798. refresh
  2799. end
  2800.  
  2801. def setup_monster
  2802. self.actor = Game_Enemy.new(0, @enemy_id)
  2803. self.actor.piece = self
  2804. @respawn = self.actor.respawn
  2805. self.actor.recover_all
  2806. @destroy = false
  2807. @killed = false
  2808. @opacity = 255
  2809. @blend_type = 0
  2810. refresh
  2811. end
  2812.  
  2813. def set_start_position
  2814. if @area != nil
  2815. x = []
  2816. for i in (@area.rect.x)...(@[email protected])
  2817. x << i
  2818. end
  2819. y = []
  2820. for i in (@area.rect.y)...(@[email protected])
  2821. y << i
  2822. end
  2823. @x_pos = x[rand(x.size)]
  2824. @y_pos = y[rand(y.size)]
  2825. else
  2826. @x_pos = rand($game_map.width)
  2827. @y_pos = rand($game_map.height)
  2828. end
  2829. end
  2830.  
  2831. def refresh
  2832. @character_name = self.actor.character_name
  2833. @character_index = self.actor.character_index
  2834. end
  2835.  
  2836. def update
  2837. super
  2838. if !self.actor.dead?
  2839. update_attack
  2840. else
  2841. update_dying
  2842. end
  2843. end
  2844.  
  2845. def update_attack
  2846. return if $game_map.interpreter.running?
  2847. return if $game_player.in_vehicle?
  2848. for action in $data_enemies[@enemy_id].actions
  2849. next unless self.actor.conditions_met?(action)
  2850. next unless rand(11) < action.rating
  2851. next if self.weapon1_attack_time > 0
  2852. case action.kind
  2853. when 0
  2854. case action.basic
  2855. when 0
  2856. attack_normal
  2857. when 1
  2858. self.actor.defending = true
  2859. end
  2860. when 1
  2861. self.assigned_skill = $data_skills[action.skill_id]
  2862. case self.assigned_skill.scope
  2863. when 1..7
  2864. if self.assigned_skill.ranged?
  2865. if in_direction?(self, $game_player) and in_range?(self, $game_player, self.assigned_skill.range)
  2866. skill_attack_range
  2867. elsif action.rating == 10
  2868. skill_attack_range
  2869. else
  2870. for ally in $game_allies
  2871. next if ally.nil?
  2872. next unless in_direction?(self, ally) and in_range?(self, ally, self.assigned_skill.range)
  2873. skill_attack_range
  2874. end
  2875. end
  2876. elsif self.assigned_skill.explosive?
  2877. if in_direction?(self, $game_player) and in_range?(self, $game_player, self.assigned_skill.range)
  2878. skill_explode_range
  2879. elsif action.rating == 10
  2880. skill_explode_range
  2881. else
  2882. for ally in $game_allies
  2883. next if ally.nil?
  2884. next unless in_direction?(self, ally) and in_range?(self, ally, self.assigned_skill.range)
  2885. skill_explode_range
  2886. end
  2887. end
  2888. else
  2889. skill_attack_normal
  2890. end
  2891. when 7..12
  2892. skill_recover
  2893. end
  2894. end
  2895. end
  2896. end
  2897.  
  2898. def attack_normal
  2899. for ally in $game_allies
  2900. next if ally.nil?
  2901. next unless in_front?(self, ally)
  2902. self.anime_attack = 20
  2903. ally.animation_id = self.actor.atk_animation_id
  2904. ally.actor.attack_effect(self.actor)
  2905. ally.jump(0,0)
  2906. self.weapon1_attack_time = 90
  2907. return
  2908. end
  2909. return if $game_player.actor.nil?
  2910. return unless in_front?(self, $game_player)
  2911. self.anime_attack = 20
  2912. $game_player.animation_id = self.actor.atk_animation_id
  2913. $game_player.actor.attack_effect(self.actor)
  2914. $game_player.jump(0,0)
  2915. self.weapon1_attack_time = 90
  2916. end
  2917.  
  2918. def skill_attack_normal
  2919. return unless self.actor.mp >= self.assigned_skill.mp_cost
  2920. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2921. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2922. for ally in $game_allies
  2923. next if ally.nil?
  2924. next unless in_front?(self, ally)
  2925. ally.animation_id = self.assigned_skill.animation_id
  2926. ally.actor.skill_effect(self.actor, self.assigned_skill)
  2927. ally.jump(0,0)
  2928. self.weapon1_attack_time = 90
  2929. return
  2930. end
  2931. return if $game_player.actor.nil?
  2932. return unless in_front?(self, $game_player)
  2933. $game_player.animation_id = self.assigned_skill.animation_id
  2934. $game_player.actor.skill_effect(self.actor, self.assigned_skill)
  2935. $game_player.jump(0,0)
  2936. self.weapon1_attack_time = 90
  2937. end
  2938.  
  2939. def skill_attack_range
  2940. return unless self.actor.mp >= self.assigned_skill.mp_cost
  2941. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2942. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2943. $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
  2944. self.weapon1_attack_time = self.assigned_skill.delay
  2945. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2946. end
  2947.  
  2948. def skill_explode_range
  2949. return unless self.actor.mp >= self.assigned_skill.mp_cost
  2950. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2951. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2952. $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
  2953. self.weapon1_attack_time = self.assigned_skill.delay
  2954. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2955. end
  2956.  
  2957. def skill_recover
  2958. if self.actor.mp >= self.assigned_skill.mp_cost and self.actor.hp <= (self.actor.maxhp*25/100)
  2959. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2960. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2961. @animation_id = self.assigned_skill.animation_id
  2962. self.actor.skill_effect(self.actor, self.assigned_skill)
  2963. self.weapon1_attack_time = 90
  2964. end
  2965. for event in $game_map.events.values
  2966. if event.in_battle and in_range?(self, event, 3)
  2967. if self.actor.mp >= self.assigned_skill.mp_cost and event.actor.hp <= (event.actor.maxhp*25/100)
  2968. self.actor.mp -= self.assigned_skill.mp_cost
  2969. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2970. event.animation_id = self.assigned_skill.animation_id
  2971. event.actor.skill_effect(self.actor, self.assigned_skill)
  2972. self.weapon1_attack_time = 90
  2973. end
  2974. end
  2975. end
  2976. end
  2977.  
  2978. def update_dying
  2979. @blend_type = 2
  2980. @opacity -= 5
  2981. get_rewards unless @killed
  2982. if @opacity <= 0 and !@destroy
  2983. $game_player.hits = 0
  2984. for ally in $game_allies
  2985. next if ally.nil? or ally.actor.dead?
  2986. ally.target = $game_player
  2987. ally.lock_target = false
  2988. end
  2989. @destroy = true
  2990. end
  2991. if @destroy and @respawn > 0
  2992. @respawn -= 1
  2993. setup_monster if @respawn <= 0
  2994. end
  2995. end
  2996.  
  2997. def get_rewards
  2998. if $Requiem_ABS.auto_exp_e_gold
  2999. exp = (self.actor.maxhp+self.actor.maxmp+self.actor.atk+self.actor.def+self.actor.spi+
  3000. self.actor.agi+self.actor.hit+self.actor.eva) * $Requiem_ABS.auto_exp_rate / 100
  3001. else
  3002. exp = self.actor.exp
  3003. end
  3004. if $Requiem_ABS.divide_exp
  3005. x = (exp/$game_party.members.size)
  3006. for i in $game_party.members
  3007. i.gain_exp(x, true)
  3008. end
  3009. else
  3010. self.target.actor.gain_exp(exp, true)
  3011. end
  3012. droped_items = []
  3013. for i in [self.actor.drop_item1, self.actor.drop_item2]
  3014. next if i.kind <= 0
  3015. next if rand(i.denominator) != 0
  3016. if i.kind == 1
  3017. droped_items.push($data_items[i.item_id])
  3018. elsif i.kind == 2
  3019. droped_items.push($data_weapons[i.weapon_id])
  3020. elsif i.kind == 3
  3021. droped_items.push($data_armors[i.armor_id])
  3022. end
  3023. end
  3024. for t in droped_items
  3025. next if t.nil?
  3026. $game_drop.push(Game_Drop.new(self, t.icon_index, t , 0))
  3027. end
  3028. if $Requiem_ABS.auto_exp_e_gold
  3029. gold = (self.actor.maxhp+self.actor.maxmp+self.actor.atk+self.actor.def+self.actor.spi+
  3030. self.actor.agi+self.actor.hit+self.actor.eva) * $Requiem_ABS.auto_gold_rate / 100
  3031. else
  3032. gold = self.actor.gold
  3033. end
  3034. if gold > 0 and rand(100) <= $Requiem_ABS.gold_drop_rate
  3035. $game_drop.push(Game_Drop.new(self, $Requiem_ABS.gold_drop_icon_index, nil, gold))
  3036. end
  3037. @animation_id = self.actor.die_animation_id if self.actor.die_animation_id > 0
  3038. if self.actor.die_se != nil
  3039. RPG::SE.new(self.actor.die_se).play
  3040. else
  3041. Sound.play_enemy_collapse
  3042. end
  3043. @killed = true
  3044. end
  3045.  
  3046. def update_self_movement
  3047. return if moving?
  3048. return if self.actor.dead?
  3049. return if self.freeze or (self.anime_attack/2) > 0
  3050. return unless @stop_count > 30 * (5 - @move_frequency)
  3051. if in_range?(self, $game_player, self.actor.follow_range) and !self.lock_target
  3052. self.target = $game_player
  3053. self.lock_target = true
  3054. end
  3055. for ally in $game_allies
  3056. next if ally.nil?
  3057. if in_range?(self, ally, self.actor.follow_range) and !ally.actor.dead? and !self.lock_target
  3058. self.target = ally
  3059. self.lock_target = true
  3060. elsif self.target == ally and ally.actor.dead? and self.lock_target
  3061. self.target = nil
  3062. self.lock_target = false
  3063. end
  3064. end
  3065. if self.target != nil and in_range?(self, self.target, self.actor.follow_range)
  3066. move_type_toward(self.target)
  3067. else
  3068. case @move_type
  3069. when 1
  3070. move_type_random
  3071. when 2
  3072. move_type_toward_player
  3073. when 3
  3074. move_type_custom
  3075. end
  3076. end
  3077. end
  3078.  
  3079. def check_event_trigger_touch(x, y)
  3080. end
  3081.  
  3082. end
  3083.  
  3084. #------------------------------------------------------------------------------
  3085. # Game Range
  3086. #------------------------------------------------------------------------------
  3087. class Game_Range < Game_Character
  3088.  
  3089. attr_accessor :draw
  3090. attr_accessor :destroy
  3091.  
  3092. def initialize(parent, chara_name="", chara_index=0, speed=4, range=5, type=3)
  3093. super()
  3094. @parent = parent
  3095. @character_name = chara_name
  3096. @character_index = chara_index
  3097. @move_speed = speed
  3098. @range = range
  3099. @type = type
  3100. @step = 0
  3101. @destroy = false
  3102. @draw = false
  3103. @moving = false
  3104. @direction = @parent.direction
  3105. moveto(@parent.x, @parent.y)
  3106. case @type
  3107. when 1
  3108. @item = @parent.actor.equips[0]
  3109. when 2
  3110. if @parent.actor.two_hands_legal?
  3111. @item = @parent.actor.equips[0]
  3112. else
  3113. @item = @parent.actor.equips[1]
  3114. end
  3115. when 3...5
  3116. @item = @parent.assigned_skill
  3117. when 5...7
  3118. @item = @parent.assigned_item
  3119. end
  3120. end
  3121.  
  3122. def update
  3123. super
  3124. return if @destroy
  3125. @destroy = (@step > @range)
  3126. return unless stopping?
  3127. case @item.path
  3128. when "Line"
  3129. unless @moving
  3130. @move_route = RPG::MoveRoute.new
  3131. for i in 0...@range
  3132. @move_route.list.insert(0, RPG::MoveCommand.new(12))
  3133. end
  3134. @moving = true
  3135. end
  3136. when "Boom"
  3137. unless @moving
  3138. @move_route = RPG::MoveRoute.new
  3139. @move_route.list = [
  3140. RPG::MoveCommand.new(12),
  3141. RPG::MoveCommand.new(12),
  3142. RPG::MoveCommand.new(12),
  3143. RPG::MoveCommand.new(12),
  3144. RPG::MoveCommand.new(12),
  3145. RPG::MoveCommand.new(13),
  3146. RPG::MoveCommand.new(13),
  3147. RPG::MoveCommand.new(13),
  3148. RPG::MoveCommand.new(13),
  3149. RPG::MoveCommand.new(13),
  3150. RPG::MoveCommand.new()]
  3151. @range = @move_route.list.size-1
  3152. @moving = true
  3153. end
  3154. when "Circle"
  3155. unless @moving
  3156. $game_player.anime_attack = 70
  3157. @move_route = RPG::MoveRoute.new
  3158. @move_route.list = [
  3159. RPG::MoveCommand.new(37),
  3160. RPG::MoveCommand.new(4),
  3161. RPG::MoveCommand.new(2),
  3162. RPG::MoveCommand.new(1),
  3163. RPG::MoveCommand.new(1),
  3164. RPG::MoveCommand.new(3),
  3165. RPG::MoveCommand.new(3),
  3166. RPG::MoveCommand.new(4),
  3167. RPG::MoveCommand.new(4),
  3168. RPG::MoveCommand.new(2),
  3169. RPG::MoveCommand.new()]
  3170. @range = @move_route.list.size-1
  3171. @moving = true
  3172. end
  3173. when "Jump"
  3174. unless @moving
  3175. @move_route = RPG::MoveRoute.new
  3176. case @parent.direction
  3177. when 2
  3178. dir = 0, 3
  3179. when 4
  3180. dir = -3, 0
  3181. when 6
  3182. dir = 3, 0
  3183. when 8
  3184. dir = 0, -3
  3185. end
  3186. @move_route.list = [
  3187. RPG::MoveCommand.new(14, [dir[0], dir[1]]),
  3188. RPG::MoveCommand.new()]
  3189. @moving = true
  3190. end
  3191. when "Random"
  3192. unless @moving
  3193. @move_route = RPG::MoveRoute.new
  3194. for i in 0...@range
  3195. @move_route.list.insert(0, RPG::MoveCommand.new(9))
  3196. end
  3197. @moving = true
  3198. end
  3199. end
  3200. @move_route.skippable = true
  3201. move_type_custom
  3202. x = (@direction == 4 ? -1 : @direction == 6 ? 1 : 0)
  3203. y = (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
  3204. check_event_trigger_touch(@x+x, @y+y) unless jumping?
  3205. @step += 1
  3206. end
  3207.  
  3208. def check_event_trigger_touch(x, y)
  3209. return if @destroy
  3210. if @parent.is_a?(Game_Event) or @parent.is_a?(Game_Monster)
  3211. case @type
  3212. when 3
  3213. for ally in $game_allies
  3214. next if ally.nil?
  3215. hurt_hero_skill(ally) if ally.pos?(x, y)
  3216. end
  3217. hurt_hero_skill($game_player) if $game_player.pos?(x, y)
  3218. when 4
  3219. for ally in $game_allies
  3220. next if ally.nil?
  3221. hurt_hero_skill_explode if ally.pos?(x, y)
  3222. end
  3223. hurt_hero_skill_explode if $game_player.pos?(x, y)
  3224. end
  3225. return
  3226. end
  3227. for monster in $game_monsters
  3228. next if monster.nil?
  3229. next unless monster.pos?(x, y)
  3230. case @type
  3231. when 1
  3232. hurt_monster_weapon_right(monster)
  3233. when 2
  3234. hurt_monster_weapon_left(monster)
  3235. when 3
  3236. hurt_monster_skill(monster)
  3237. when 4
  3238. hurt_enemy_skill_explode
  3239. when 5
  3240. hurt_monster_item(monster)
  3241. when 6
  3242. hurt_enemy_item_explode
  3243. end
  3244. end
  3245. for event in $game_map.events.values
  3246. next unless event.in_battle and event.pos?(x, y)
  3247. case @type
  3248. when 1
  3249. hurt_enemy_weapon_right(event)
  3250. when 2
  3251. hurt_enemy_weapon_left(event)
  3252. when 3
  3253. hurt_enemy_skill(event)
  3254. when 4
  3255. hurt_enemy_skill_explode
  3256. when 5
  3257. hurt_enemy_item(event)
  3258. when 6
  3259. hurt_enemy_item_explode
  3260. end
  3261. end
  3262. end
  3263.  
  3264. def hurt_hero_skill(hero)
  3265. return if self.target == hero
  3266. return if hero.actor.dead?
  3267. self.target = hero
  3268. hero.animation_id = @parent.assigned_skill.animation_id
  3269. hero.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  3270. end
  3271.  
  3272. def hurt_hero_skill_explode
  3273. for ally in $game_allies
  3274. next if ally.nil?
  3275. next if self.target == ally
  3276. next unless in_range?(self, ally, @parent.assigned_skill.range)
  3277. next if ally.actor.dead?
  3278. self.target = ally
  3279. ally.animation_id = @parent.assigned_skill.animation_id
  3280. ally.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  3281. end
  3282. if in_range?(self, $game_player, @parent.assigned_skill.range) and
  3283. self.target != $game_player and !$game_player.actor.dead?
  3284. self.target = $game_player
  3285. $game_player.animation_id = @parent.assigned_skill.animation_id
  3286. $game_player.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  3287. end
  3288. @destroy = true
  3289. end
  3290.  
  3291. def hurt_enemy_weapon_right(enemy)
  3292. return if self.target == enemy
  3293. return if enemy.actor.dead? or enemy.object
  3294. if @parent.actor.weapons[0].ammo1 != nil
  3295. enemy.animation_id = @parent.actor.equips[0].ammo1.animation_id
  3296. else
  3297. enemy.animation_id = @parent.actor.atk_animation_id
  3298. end
  3299. return if enemy.kill_with_weapon > 0 and enemy.kill_with_weapon != @parent.actor.weapon_id or
  3300. enemy.kill_with_skill > 0 or enemy.kill_with_item > 0
  3301. self.target = enemy
  3302. enemy.actor.attack_effect(@parent.actor)
  3303. enemy.jump(0,0) unless enemy.puzzle
  3304. enemy.target = @parent
  3305. end
  3306.  
  3307. def hurt_enemy_weapon_left(enemy)
  3308. return if self.target == enemy
  3309. return if enemy.actor.dead? or enemy.object
  3310. if @parent.actor.two_swords_style
  3311. @weapon = @parent.actor.weapons[1]
  3312. else
  3313. @weapon = @parent.actor.weapons[0]
  3314. end
  3315. if @weapon.ammo2 != nil
  3316. enemy.animation_id = @weapon.ammo2.animation_id
  3317. else
  3318. enemy.animation_id = @parent.actor.atk_animation_id2
  3319. end
  3320. return if enemy.kill_with_weapon > 0 and enemy.kill_with_weapon != @weapon.id or
  3321. enemy.kill_with_skill > 0 or enemy.kill_with_item > 0
  3322. self.target = enemy
  3323. enemy.actor.attack_effect(@parent.actor)
  3324. enemy.jump(0,0) unless enemy.puzzle
  3325. enemy.target = @parent
  3326. end
  3327.  
  3328. def hurt_enemy_skill(enemy)
  3329. return if self.target == enemy
  3330. return if enemy.actor.dead? or enemy.object
  3331. enemy.animation_id = @parent.assigned_skill.animation_id
  3332. return if enemy.kill_with_weapon > 0 or enemy.kill_with_item > 0 or
  3333. enemy.kill_with_skill > 0 and enemy.kill_with_skill != @parent.assigned_skill.id
  3334. self.target = enemy
  3335. enemy.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  3336. enemy.jump(0,0) unless enemy.puzzle
  3337. enemy.target = @parent
  3338. end
  3339.  
  3340. def hurt_enemy_item(enemy)
  3341. return if self.target == enemy
  3342. return if enemy.actor.dead? or enemy.object
  3343. enemy.animation_id = @parent.assigned_item.animation_id
  3344. return if enemy.kill_with_weapon > 0 or enemy.kill_with_skill > 0 or
  3345. enemy.kill_with_item > 0 and enemy.kill_with_item != @parent.assigned_item.id
  3346. self.target = enemy
  3347. enemy.actor.item_effect(@parent.actor, @parent.assigned_item)
  3348. enemy.jump(0,0) unless enemy.puzzle
  3349. enemy.target = @parent
  3350. end
  3351.  
  3352. def hurt_enemy_skill_explode
  3353. for monster in $game_monsters
  3354. next if monster.nil?
  3355. next if self.target == monster
  3356. next if monster.actor.dead?
  3357. next unless in_range?(self, monster, @parent.assigned_skill.area)
  3358. self.target = monster
  3359. monster.animation_id = @parent.assigned_skill.animation_id
  3360. monster.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  3361. monster.jump(0,0)
  3362. monster.target = @parent
  3363. end
  3364. for event in $game_map.events.values
  3365. next unless event.in_battle
  3366. next if self.target == event
  3367. next if event.actor.dead? or event.object
  3368. next unless in_range?(self, event, @parent.assigned_skill.area)
  3369. self.target = event
  3370. event.animation_id = @parent.assigned_skill.animation_id
  3371. next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  3372. event.kill_with_skill > 0 and event.kill_with_skill != @parent.assigned_skill.id
  3373. event.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  3374. event.jump(0,0) unless event.puzzle
  3375. event.target = @parent
  3376. end
  3377. @destroy = true
  3378. end
  3379.  
  3380. def hurt_enemy_item_explode
  3381. for monster in $game_monsters
  3382. next if monster.nil?
  3383. next if self.target == monster
  3384. next if monster.actor.dead?
  3385. next unless in_range?(self, monster, @parent.assigned_item.area)
  3386. self.target = monster
  3387. monster.animation_id = @parent.assigned_item.animation_id
  3388. monster.actor.item_effect(@parent.actor, @parent.assigned_item)
  3389. monster.jump(0,0)
  3390. monster.target = @parent
  3391. end
  3392. for event in $game_map.events.values
  3393. next unless event.in_battle
  3394. next if self.target == event
  3395. next if event.actor.dead? or event.object
  3396. next unless in_range?(self, event, @parent.assigned_item.area)
  3397. self.target = event
  3398. event.animation_id = @parent.assigned_item.animation_id
  3399. next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  3400. event.kill_with_skill > 0 and event.kill_with_skill != @parent.assigned_item.id
  3401. event.actor.item_effect(@parent.actor, @parent.assigned_item)
  3402. event.jump(0,0) unless event.puzzle
  3403. event.target = @parent
  3404. end
  3405. @destroy = true
  3406. end
  3407.  
  3408. def hurt_monster_weapon_right(monster)
  3409. return if self.target == monster
  3410. return if monster.actor.dead?
  3411. self.target = monster
  3412. if @parent.actor.weapons[0].ammo1 != nil
  3413. monster.animation_id = @parent.actor.equips[0].ammo1.animation_id
  3414. else
  3415. monster.animation_id = @parent.actor.atk_animation_id
  3416. end
  3417. monster.actor.attack_effect(@parent.actor)
  3418. monster.jump(0,0)
  3419. monster.target = @parent
  3420. end
  3421.  
  3422. def hurt_monster_weapon_left(monster)
  3423. return if self.target == monster
  3424. return if monster.actor.dead?
  3425. self.target = monster
  3426. if @parent.actor.two_swords_style
  3427. @weapon = @parent.actor.weapons[1]
  3428. else
  3429. @weapon = @parent.actor.weapons[0]
  3430. end
  3431. if @weapon.ammo2 != nil
  3432. monster.animation_id = @weapon.ammo2.animation_id
  3433. else
  3434. monster.animation_id = @parent.actor.atk_animation_id2
  3435. end
  3436. monster.actor.attack_effect(@parent.actor)
  3437. monster.jump(0,0)
  3438. monster.target = @parent
  3439. end
  3440.  
  3441. def hurt_monster_skill(monster)
  3442. return if self.target == monster
  3443. return if monster.actor.dead?
  3444. self.target = monster
  3445. monster.animation_id = @parent.assigned_skill.animation_id
  3446. monster.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  3447. monster.jump(0,0)
  3448. monster.target = @parent
  3449. end
  3450.  
  3451. def hurt_monster_item(monster)
  3452. return if self.target == monster
  3453. return if monster.actor.dead?
  3454. self.target = monster
  3455. monster.animation_id = @parent.assigned_item.animation_id
  3456. monster.actor.item_effect(@parent.actor, @parent.assigned_item)
  3457. monster.jump(0,0)
  3458. monster.target = @parent
  3459. end
  3460.  
  3461. def map_passable?(x, y)
  3462. return $game_map.range_passable?(x, y)
  3463. end
  3464.  
  3465. end
  3466.  
  3467. #------------------------------------------------------------------------------
  3468. # Game Bomb
  3469. #------------------------------------------------------------------------------
  3470. class Game_Bomb < Game_Character
  3471.  
  3472. attr_accessor :draw
  3473. attr_accessor :destroy
  3474. attr_accessor :graphic_name
  3475. attr_accessor :graphic_index
  3476.  
  3477. def initialize(parent, item)
  3478. super()
  3479. @parent = parent
  3480. @item = item
  3481. @graphic_name = "IconSet"
  3482. @graphic_index = @item.icon_index
  3483. @area = @item.area
  3484. @time = @item.delay
  3485. @destroy = false
  3486. @draw = false
  3487. self.priority_type = 2
  3488. jump(0, 0)
  3489. case @parent.direction
  3490. when 2
  3491. moveto(@parent.x, @parent.y+1)
  3492. when 4
  3493. moveto(@parent.x-1, @parent.y)
  3494. when 6
  3495. moveto(@parent.x+1, @parent.y)
  3496. when 8
  3497. moveto(@parent.x, @parent.y-1)
  3498. end
  3499. RPG::SE.new($Requiem_ABS.drop_se[1]).play if $Requiem_ABS.drop_se[1] != ""
  3500. move_random if !$game_map.passable?(@x, @y) or $game_map.events_xy(@x, @y) != []
  3501. end
  3502.  
  3503. def update
  3504. super
  3505. return if @destroy
  3506. if @item.shot_se != nil and Graphics.frame_count % 60 <= 0
  3507. RPG::SE.new(@item.shot_se).play
  3508. end
  3509. @time -= 1 if @time > 0
  3510. explode if @time <= 0
  3511. end
  3512.  
  3513. def explode
  3514. @animation_id = @item.animation_id
  3515. if in_range?(self, $game_player, @area)
  3516. $game_player.actor.item_effect(@parent.actor, @item)
  3517. $game_player.jump(0, 0)
  3518. end
  3519. for monster in $game_monsters
  3520. next if monster.nil?
  3521. next unless in_range?(self, monster, @area)
  3522. monster.actor.item_effect(@parent.actor, @item)
  3523. monster.jump(0, 0)
  3524. end
  3525. for event in $game_map.events.values
  3526. next unless event.in_battle and in_range?(self, event, @area)
  3527. event.actor.item_effect(@parent.actor, @item)
  3528. event.jump(0, 0) unless event.puzzle
  3529. end
  3530. for ally in $game_allies
  3531. next if ally.nil? or ally.actor.dead?
  3532. next unless in_range?(self, ally, @area)
  3533. ally.actor.item_effect(@parent.actor, @item)
  3534. ally.jump(0, 0)
  3535. end
  3536. @destroy = true
  3537. end
  3538.  
  3539. def screen_z
  3540. return $game_player.screen_z-2
  3541. end
  3542.  
  3543. def check_event_trigger_touch(x, y)
  3544. end
  3545.  
  3546. end
  3547.  
  3548. #------------------------------------------------------------------------------
  3549. # Game Drop
  3550. #------------------------------------------------------------------------------
  3551. class Game_Drop < Game_Character
  3552.  
  3553. attr_accessor :draw
  3554. attr_accessor :destroy
  3555. attr_accessor :graphic_name
  3556. attr_accessor :graphic_index
  3557.  
  3558. def initialize(parent, graphic_index=0, item=nil, gold=0)
  3559. super()
  3560. @graphic_name = "IconSet"
  3561. @graphic_index = graphic_index
  3562. @item = item
  3563. @gold = gold
  3564. @drop_time = $Requiem_ABS.drop_duration_time
  3565. moveto(parent.x, parent.y)
  3566. RPG::SE.new($Requiem_ABS.drop_se[0]).play if $Requiem_ABS.drop_se[0] != "" and @gold > 0
  3567. RPG::SE.new($Requiem_ABS.drop_se[1]).play if $Requiem_ABS.drop_se[1] != "" and @items != nil
  3568. @destroy = false
  3569. @draw = false
  3570. jump(0,0)
  3571. move_random if !moving?
  3572. end
  3573.  
  3574. def update
  3575. super
  3576. return if @destroy
  3577. @drop_time -= 1 if @drop_time > 0
  3578. @destroy = (@drop_time <= 0)
  3579. return unless Input.trigger?(Input::C) and in_front?($game_player, self)
  3580. get_reward
  3581. end
  3582.  
  3583. def get_reward
  3584. Sound.play_decision
  3585. case @item
  3586. when RPG::Item
  3587. $game_party.gain_item($data_items[@item.id],1)
  3588. $game_player.reward = $data_items[@item.id].name
  3589. when RPG::Weapon
  3590. $game_party.gain_item($data_weapons[@item.id],1)
  3591. $game_player.reward = $data_weapons[@item.id].name
  3592. when RPG::Armor
  3593. $game_party.gain_item($data_armors[@item.id],1)
  3594. $game_player.reward = $data_armors[@item.id].name
  3595. end
  3596. if @gold > 0
  3597. $game_party.gain_gold(@gold)
  3598. $game_player.reward = "$ #{@gold}"
  3599. end
  3600. @destroy = true
  3601. end
  3602.  
  3603. def screen_z
  3604. return $game_player.screen_z-2
  3605. end
  3606.  
  3607. def check_event_trigger_touch(x, y)
  3608. end
  3609.  
  3610. end
  3611.  
  3612. #------------------------------------------------------------------------------
  3613. # Sprite Base
  3614. #------------------------------------------------------------------------------
  3615. class Sprite_Base
  3616.  
  3617. attr_reader :animation_duration
  3618.  
  3619. def animation_set_sprites(frame)
  3620. cell_data = frame.cell_data
  3621. for i in 0..15
  3622. sprite = @animation_sprites[i]
  3623. next if sprite == nil
  3624. pattern = cell_data[i, 0]
  3625. if pattern == nil or pattern == -1
  3626. sprite.visible = false
  3627. next
  3628. end
  3629. if pattern < 100
  3630. sprite.bitmap = @animation_bitmap1
  3631. else
  3632. sprite.bitmap = @animation_bitmap2
  3633. end
  3634. sprite.visible = true
  3635. sprite.src_rect.set(pattern % 5 * 192, pattern % 100 / 5 * 192, 192, 192)
  3636. if @animation_mirror
  3637. sprite.x = @animation_ox - cell_data[i, 1] / $Requiem_ABS.animations_divide
  3638. sprite.y = @animation_oy + cell_data[i, 2] / $Requiem_ABS.animations_divide
  3639. sprite.angle = (360 - cell_data[i, 4])
  3640. sprite.mirror = (cell_data[i, 5] == 0)
  3641. else
  3642. sprite.x = @animation_ox + cell_data[i, 1] / $Requiem_ABS.animations_divide
  3643. sprite.y = @animation_oy + cell_data[i, 2] / $Requiem_ABS.animations_divide
  3644. sprite.angle = cell_data[i, 4]
  3645. sprite.mirror = (cell_data[i, 5] == 1)
  3646. end
  3647. sprite.z = self.z + 300 + i
  3648. sprite.ox = 96
  3649. sprite.oy = 96
  3650. sprite.zoom_x = cell_data[i, 3] / (100.0 * $Requiem_ABS.animations_divide)
  3651. sprite.zoom_y = cell_data[i, 3] / (100.0 * $Requiem_ABS.animations_divide)
  3652. sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
  3653. sprite.blend_type = cell_data[i, 7]
  3654. end
  3655. end
  3656.  
  3657. end
  3658.  
  3659. #------------------------------------------------------------------------------
  3660. # Sprite Character
  3661. #------------------------------------------------------------------------------
  3662. class Sprite_Character < Sprite_Base
  3663.  
  3664. alias requiem_abs_spchar_initialize initialize
  3665. alias requiem_abs_spchar_dispose dispose
  3666.  
  3667. def initialize(viewport, character=nil)
  3668. @character = character
  3669. @_damage_duration = 0
  3670. @_hit_duration = 0
  3671. @_reward_duration = 0
  3672. requiem_abs_spchar_initialize(viewport,@character)
  3673. end
  3674.  
  3675. def dispose
  3676. requiem_abs_spchar_dispose
  3677. dispose_damage
  3678. dispose_hit
  3679. dispose_reward
  3680. end
  3681.  
  3682. def update
  3683. super
  3684. update_bitmap
  3685. self.visible = (not @character.transparent)
  3686. update_src_rect
  3687. self.x = @character.screen_x
  3688. self.y = @character.screen_y
  3689. self.z = @character.screen_z
  3690. self.opacity = @character.opacity
  3691. self.blend_type = @character.blend_type
  3692. self.bush_depth = @character.bush_depth
  3693. update_balloon
  3694. if @character.animation_id != 0
  3695. @character.animation_id = 1 if @character.animation_id < 0
  3696. animation = $data_animations[@character.animation_id]
  3697. start_animation(animation)
  3698. @character.animation_id = 0
  3699. end
  3700. if @character.balloon_id != 0
  3701. @balloon_id = @character.balloon_id
  3702. start_balloon
  3703. @character.balloon_id = 0
  3704. end
  3705. update_show_dmg
  3706. update_show_hit
  3707. update_show_reward
  3708. update_show_state_ani
  3709. end
  3710.  
  3711. def update_show_dmg
  3712. if @_damage_duration > 0
  3713. @_damage_duration -=1
  3714. @_damage_sprite.y -= 1
  3715. @_damage_sprite.x = self.x
  3716. elsif @_damage_duration <= 0 and @_damage_sprite != nil and !@_damage_sprite.disposed?
  3717. @_damage_sprite.y -= 1
  3718. @_damage_sprite.opacity -= 5
  3719. dispose_damage if @_damage_sprite.opacity <= 0
  3720. end
  3721. if @character.actor != nil and @character.actor.damage != 0
  3722. return if @character.is_a?(Game_Event) and @character.puzzle
  3723. damage(@character.actor.damage, @character.actor.critical, @character.actor.combo, @character.actor.reflect)
  3724. @character.actor.damage = 0
  3725. @character.actor.critical = @character.actor.combo = @character.actor.reflect = false
  3726. end
  3727. end
  3728.  
  3729. def update_show_hit
  3730. if @_hit_duration > 0
  3731. @_hit_duration -=1
  3732. elsif @_hit_duration <= 0 and @_hit_sprite != nil and !@_hit_sprite.disposed?
  3733. @_hit_sprite.opacity -= 5
  3734. dispose_hit if @_hit_sprite.opacity <= 0
  3735. end
  3736. if @character.is_a?(Game_Player) and @character.hit != nil
  3737. hit(@character.hit)
  3738. @character.hit = nil
  3739. end
  3740. end
  3741.  
  3742. def update_show_reward
  3743. if @_reward_duration > 0
  3744. @_reward_duration -= 1
  3745. elsif @_reward_duration <= 0 and @_reward_sprite != nil and !@_reward_sprite.disposed?
  3746. @_reward_sprite.opacity -= 5
  3747. dispose_reward if @_reward_sprite.opacity <= 0
  3748. end
  3749. if $game_player.reward != nil and $Requiem_ABS.show_reward
  3750. show_reward($game_player.reward)
  3751. $game_player.reward = nil
  3752. end
  3753. end
  3754.  
  3755. def update_show_state_ani
  3756. return if @character.actor.nil?
  3757. for state in @character.actor.states
  3758. next if state.nil? or state.animation_id <= 0
  3759. if @character.ani_time <= 0
  3760. @character.animation_id = state.animation_id
  3761. @character.ani_time = $data_animations[@character.animation_id].frame_max * 4 + 1
  3762. end
  3763. end
  3764. end
  3765.  
  3766. def damage(value, critical, combo, reflect)
  3767. dispose_damage
  3768. damage_string = (value.is_a?(Numeric) ? value.abs.to_s : value.to_s)
  3769. bitmap = Bitmap.new(160, ($Requiem_ABS.damage_properties["Damage"][1]*3)+10)
  3770. bitmap.font.name = $Requiem_ABS.damage_properties["Damage"][0]
  3771. bitmap.font.size = $Requiem_ABS.damage_properties["Damage"][1]
  3772. bitmap.font.bold = $Requiem_ABS.damage_properties["Damage"][2]
  3773. bitmap.font.italic = $Requiem_ABS.damage_properties["Damage"][3]
  3774. bitmap.font.color.set(0,0,0)
  3775. bitmap.draw_text(1, ($Requiem_ABS.damage_properties["Damage"][1]*2)+10, 160, $Requiem_ABS.damage_properties["Damage"][1], damage_string, 1)
  3776. if value.is_a?(Numeric) and value <= 0
  3777. bitmap.font.color = $Requiem_ABS.damage_properties["Colors"][1]
  3778. else
  3779. bitmap.font.color = $Requiem_ABS.damage_properties["Colors"][0]
  3780. end
  3781. bitmap.draw_text(0, ($Requiem_ABS.damage_properties["Damage"][1]*2)+8, 160, $Requiem_ABS.damage_properties["Damage"][1], damage_string, 1)
  3782. if critical
  3783. bitmap.font.color.set(0,0,0)
  3784. bitmap.draw_text(1, $Requiem_ABS.damage_properties["Damage"][1]+5, 160, $Requiem_ABS.damage_properties["Damage"][1], $Requiem_ABS.damage_properties["Texts"][1], 1)
  3785. bitmap.font.color = $Requiem_ABS.damage_properties["Colors"][2]
  3786. bitmap.draw_text(0, $Requiem_ABS.damage_properties["Damage"][1]+4, 160, $Requiem_ABS.damage_properties["Damage"][1], $Requiem_ABS.damage_properties["Texts"][1], 1)
  3787. end
  3788. if combo
  3789. bitmap.font.color.set(0,0,0)
  3790. bitmap.draw_text(1, 1, 160, $Requiem_ABS.damage_properties["Damage"][1],$Requiem_ABS.damage_properties["Texts"][2], 1)
  3791. bitmap.font.color = $Requiem_ABS.damage_properties["Colors"][3]
  3792. bitmap.draw_text(0, 0, 160, $Requiem_ABS.damage_properties["Damage"][1],$Requiem_ABS.damage_properties["Texts"][2], 1)
  3793. end
  3794. if reflect
  3795. bitmap.font.color.set(0,0,0)
  3796. bitmap.draw_text(1, $Requiem_ABS.damage_properties["Damage"][1]+5, 160, $Requiem_ABS.damage_properties["Damage"][1], $Requiem_ABS.damage_properties["Texts"][6], 1)
  3797. bitmap.font.color = $Requiem_ABS.damage_properties["Colors"][5]
  3798. bitmap.draw_text(0, $Requiem_ABS.damage_properties["Damage"][1]+4, 160, $Requiem_ABS.damage_properties["Damage"][1], $Requiem_ABS.damage_properties["Texts"][6], 1)
  3799. end
  3800. @_damage_sprite = ::Sprite.new(self.viewport)
  3801. @_damage_sprite.bitmap = bitmap
  3802. @_damage_sprite.ox = 80
  3803. @_damage_sprite.oy = 80
  3804. @_damage_sprite.x = self.x
  3805. @_damage_sprite.y = self.y-self.oy
  3806. @_damage_sprite.z = 99999
  3807. @_damage_duration = 30
  3808. end
  3809.  
  3810. def hit(value)
  3811. dispose_hit
  3812. hit_string = (value.is_a?(Numeric) ? value.abs.to_s : value.to_s)
  3813. bitmap = Bitmap.new(160, $Requiem_ABS.damage_properties["Hits"][1])
  3814. bitmap.font.name = $Requiem_ABS.damage_properties["Hits"][0]
  3815. bitmap.font.size = $Requiem_ABS.damage_properties["Hits"][1]
  3816. bitmap.font.bold = $Requiem_ABS.damage_properties["Hits"][2]
  3817. bitmap.font.italic = $Requiem_ABS.damage_properties["Hits"][3]
  3818. bitmap.font.color.set(0,0,0)
  3819. bitmap.draw_text(1, 1, 160, 36,"#{hit_string}"+" "+"#{$Requiem_ABS.damage_properties["Texts"][5]}", 2)
  3820. bitmap.font.color = $Requiem_ABS.damage_properties["Colors"][4]
  3821. bitmap.draw_text(0, 0, 160, 36,"#{hit_string}"+" "+"#{$Requiem_ABS.damage_properties["Texts"][5]}", 2)
  3822. @_hit_sprite = ::Sprite.new(self.viewport)
  3823. @_hit_sprite.bitmap = bitmap
  3824. @_hit_sprite.x = 374
  3825. @_hit_sprite.y = 208 - $Requiem_ABS.damage_properties["Hits"][1]
  3826. @_hit_sprite.z = 99999
  3827. @_hit_duration = 60
  3828. end
  3829.  
  3830. def show_reward(reward)
  3831. dispose_reward
  3832. bitmap = Bitmap.new(200, 16)
  3833. bitmap.font.size = 16
  3834. bitmap.font.color = Color.new(0,0,0)
  3835. bitmap.draw_text(1, 1, bitmap.width, 16, reward)
  3836. bitmap.font.color = Color.new(255,255,255)
  3837. bitmap.draw_text(0, 0, bitmap.width, 16, reward)
  3838. @_reward_sprite = ::Sprite.new(self.viewport)
  3839. @_reward_sprite.bitmap = bitmap
  3840. @_reward_sprite.x = 10
  3841. @_reward_sprite.y = 200
  3842. @_reward_sprite.z = 99999
  3843. @_reward_duration = 300
  3844. end
  3845.  
  3846. def dispose_damage
  3847. return if @_damage_sprite.nil?
  3848. @_damage_sprite.bitmap.dispose
  3849. @_damage_sprite.dispose
  3850. @_damage_sprite = nil
  3851. end
  3852.  
  3853. def dispose_hit
  3854. return if @_hit_sprite.nil?
  3855. @_hit_sprite.bitmap.dispose
  3856. @_hit_sprite.dispose
  3857. @_hit_sprite = nil
  3858. end
  3859.  
  3860. def dispose_reward
  3861. return if @_reward_sprite.nil?
  3862. @_reward_sprite.bitmap.dispose
  3863. @_reward_sprite.dispose
  3864. @_reward_sprite = nil
  3865. end
  3866.  
  3867. end
  3868.  
  3869. #------------------------------------------------------------------------------
  3870. # Sprite Drop
  3871. #------------------------------------------------------------------------------
  3872. class Sprite_Drop < Sprite_Base
  3873.  
  3874. attr_accessor :character
  3875.  
  3876. def initialize(viewport, character=nil)
  3877. super(viewport)
  3878. @character = character
  3879. update
  3880. end
  3881.  
  3882. def update
  3883. super
  3884. update_bitmap
  3885. self.x = @character.screen_x
  3886. self.y = @character.screen_y
  3887. self.z = @character.screen_z
  3888. self.opacity = @character.opacity
  3889. self.blend_type = @character.blend_type
  3890. self.bush_depth = @character.bush_depth
  3891. if @character.animation_id != 0
  3892. @character.animation_id = 1 if @character.animation_id < 0
  3893. start_animation($data_animations[@character.animation_id])
  3894. @character.animation_id = 0
  3895. end
  3896. end
  3897.  
  3898. def update_bitmap
  3899. return if @graphic_name == @character.graphic_name
  3900. @graphic_name = @character.graphic_name
  3901. self.bitmap = Cache.system(@graphic_name)
  3902. self.ox = 12
  3903. self.oy = 24
  3904. sx = @character.graphic_index % 16 * 24
  3905. sy = @character.graphic_index / 16 * 24
  3906. self.src_rect.set(sx, sy, 24, 24)
  3907. end
  3908.  
  3909. end
  3910.  
  3911. #------------------------------------------------------------------------------
  3912. # Sprite Weapon
  3913. #------------------------------------------------------------------------------
  3914. class Sprite_Weapon < Sprite_Base
  3915.  
  3916. attr_accessor :character
  3917.  
  3918. def initialize(viewport, character=nil)
  3919. super(viewport)
  3920. @character = character
  3921. self.visible = false
  3922. create_bitmap
  3923. update
  3924. end
  3925.  
  3926. def update
  3927. super
  3928. return unless $Requiem_ABS.allow_weapons_graphics
  3929. return if @character.actor.nil?
  3930. return if @character.is_a?(Game_Ally) and @character.map_id != $game_map.map_id
  3931. self.visible = (@character.anime_attack > 0)
  3932. update_src_rect
  3933. update_movement
  3934. end
  3935.  
  3936. def create_bitmap
  3937. self.bitmap = Cache.system("Iconset")
  3938. self.ox = 12
  3939. self.oy = 24
  3940. self.zoom_x = 0.80
  3941. self.zoom_y = 0.80
  3942. end
  3943.  
  3944. def update_src_rect
  3945. sx = weapon_index % 16 * 24
  3946. sy = weapon_index / 16 * 24
  3947. self.src_rect.set(sx, sy, 24, 24)
  3948. end
  3949.  
  3950. def update_movement
  3951. case @character.direction
  3952. when 2
  3953. self.x = @character.screen_x-6
  3954. self.z = @character.screen_z+2
  3955. self.mirror = false
  3956. change_angle(180, 135, 90)
  3957. when 4
  3958. self.x = @character.screen_x-10
  3959. self.z = @character.screen_z-1
  3960. self.mirror = false
  3961. change_angle(-45, 0, 45)
  3962. when 6
  3963. self.x = @character.screen_x+10
  3964. self.z = @character.screen_z+2
  3965. self.mirror = true
  3966. change_angle(45, 0, -45)
  3967. when 8
  3968. self.x = @character.screen_x+10
  3969. self.z = @character.screen_z-1
  3970. self.mirror = true
  3971. change_angle(45, 0, -45)
  3972. end
  3973. self.y = @character.screen_y-4
  3974. self.opacity = @character.opacity
  3975. self.blend_type = @character.blend_type
  3976. self.bush_depth = @character.bush_depth
  3977. end
  3978.  
  3979. def change_angle(a, b, c)
  3980. if @character.anime_attack >= 20
  3981. self.angle = a
  3982. elsif @character.anime_attack >= 15
  3983. self.angle = b
  3984. elsif @character.anime_attack >= 10
  3985. self.angle = c
  3986. end
  3987. end
  3988.  
  3989. def weapon_index
  3990. return 0 if @character.actor.nil?
  3991. if @character.actor.is_a?(Game_Actor) and @character.right_attack_on and @character.actor.equips[0] != nil
  3992. return @character.actor.equips[0].icon_index
  3993. elsif @character.actor.is_a?(Game_Actor) and @character.left_attack_on
  3994. if @character.actor.two_swords_style and @character.actor.equips[1] != nil
  3995. return @character.actor.equips[1].icon_index
  3996. elsif @character.actor.two_hands_legal? and @character.actor.equips[0] != nil and @character.actor.equips[0].ranged?
  3997. return @character.actor.equips[0].icon_index
  3998. end
  3999. elsif @character.actor.is_a?(Game_Enemy) and @character.actor.weapon_icon > 0
  4000. return @character.actor.weapon_icon
  4001. end
  4002. return 0
  4003. end
  4004.  
  4005. end
  4006.  
  4007. #------------------------------------------------------------------------------
  4008. # Sprite Shield
  4009. #------------------------------------------------------------------------------
  4010. class Sprite_Shield < Sprite_Base
  4011.  
  4012. attr_accessor :character
  4013.  
  4014. def initialize(viewport, character = nil)
  4015. super(viewport)
  4016. @character = character
  4017. self.visible = false
  4018. create_bitmap
  4019. update
  4020. end
  4021.  
  4022. def update
  4023. super
  4024. return unless $Requiem_ABS.allow_shields_graphics
  4025. return if @character.actor.nil?
  4026. return if @character.is_a?(Game_Ally) and @character.map_id != $game_map.map_id
  4027. self.visible = @character.actor.defending
  4028. update_src_rect
  4029. update_movement
  4030. moving_with_shield
  4031. end
  4032.  
  4033. def create_bitmap
  4034. self.bitmap = Cache.system("Iconset")
  4035. self.ox = 12
  4036. self.oy = 24
  4037. self.zoom_x = 0.80
  4038. self.zoom_y = 0.80
  4039. end
  4040.  
  4041. def update_src_rect
  4042. sx = shield_index % 16 * 24
  4043. sy = shield_index / 16 * 24
  4044. self.src_rect.set(sx, sy, 24, 24)
  4045. end
  4046.  
  4047. def update_movement
  4048. case @character.direction
  4049. when 2
  4050. self.mirror = true
  4051. self.x = @character.screen_x+6
  4052. self.z = @character.screen_z+1
  4053. when 4
  4054. self.mirror = false
  4055. self.x = @character.screen_x-6
  4056. self.z = @character.screen_z+1
  4057. when 6
  4058. self.mirror = true
  4059. self.x = @character.screen_x+6
  4060. self.z = @character.screen_z-1
  4061. when 8
  4062. self.mirror = false
  4063. self.x = @character.screen_x-6
  4064. self.z = @character.screen_z-1
  4065. end
  4066. self.y = @character.screen_y
  4067. self.opacity = @character.opacity
  4068. self.blend_type = @character.blend_type
  4069. self.bush_depth = @character.bush_depth
  4070. end
  4071.  
  4072. def moving_with_shield
  4073. if @character.moving?
  4074. self.wave_amp = 1
  4075. self.wave_length = 1
  4076. self.wave_speed = 6
  4077. else
  4078. self.wave_amp = 0
  4079. end
  4080. end
  4081.  
  4082. def shield_index
  4083. return 0 if @character.actor.nil?
  4084. if @character.actor.is_a?(Game_Actor) and [email protected]_swords_style and @character.actor.armor1_id > 0
  4085. return @character.actor.armors[0].icon_index
  4086. elsif @character.actor.is_a?(Game_Enemy) and @character.actor.shield_icon > 0
  4087. return @character.actor.shield_icon
  4088. end
  4089. return 0
  4090. end
  4091.  
  4092. end
  4093.  
  4094. #------------------------------------------------------------------------------
  4095. # Spriteset Map
  4096. #------------------------------------------------------------------------------
  4097. class Spriteset_Map
  4098.  
  4099. attr_accessor :viewport3
  4100.  
  4101. alias requiem_abs_sp_map_create_characters create_characters
  4102. alias requiem_abs_sp_map_dispose_characters dispose_characters
  4103.  
  4104. def create_characters
  4105. @allies_sprites = []
  4106. for ally in $game_allies
  4107. next if ally.nil?
  4108. @allies_sprites.push(Sprite_Character.new(@viewport1, ally))
  4109. end
  4110. @range_sprites = []
  4111. for range in $game_range
  4112. next if range.nil? or !$game_map.in_range?(range)
  4113. @range_sprites.push(Sprite_Character.new(@viewport1, range))
  4114. end
  4115. @drop_sprites = []
  4116. for drop in $game_drop
  4117. next if drop.nil? or !$game_map.in_range?(drop)
  4118. @drop_sprites.push(Sprite_Drop.new(@viewport1, drop))
  4119. end
  4120. for bomb in $game_bomb
  4121. next if bomb.nil? or !$game_map.in_range?(bomb)
  4122. @drop_sprites.push(Sprite_Drop.new(@viewport1, bomb))
  4123. end
  4124. @weapon_sprites = []
  4125. @shield_sprites = []
  4126. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, $game_player))
  4127. @shield_sprites.push(Sprite_Shield.new(@viewport1, $game_player))
  4128. for ally in $game_allies
  4129. next if ally.nil?
  4130. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, ally))
  4131. @shield_sprites.push(Sprite_Shield.new(@viewport1, ally))
  4132. end
  4133. for i in $game_map.events.keys.sort
  4134. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, $game_map.events[i]))
  4135. @shield_sprites.push(Sprite_Shield.new(@viewport1, $game_map.events[i]))
  4136. end
  4137. @monsters_sprites = []
  4138. for monster in $game_monsters
  4139. next if monster.nil?
  4140. @monsters_sprites.push(Sprite_Character.new(@viewport1, monster))
  4141. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, monster))
  4142. @shield_sprites.push(Sprite_Shield.new(@viewport1, monster))
  4143. end
  4144. requiem_abs_sp_map_create_characters
  4145. end
  4146.  
  4147. def update_characters
  4148. for sprite in @character_sprites
  4149. if sprite.character.is_a?(Game_Event)
  4150. sprite.update if $game_map.in_range?(sprite.character)
  4151. else
  4152. sprite.update
  4153. end
  4154. end
  4155. for ally in @allies_sprites
  4156. next if ally.nil?
  4157. if ally.character.destroy and !ally.disposed?
  4158. ally.dispose
  4159. $game_allies.delete(ally.character)
  4160. @allies_sprites.delete(ally)
  4161. elsif !ally.disposed?
  4162. ally.update if $game_map.in_range?(ally.character)
  4163. end
  4164. end
  4165. for monster in @monsters_sprites
  4166. next if monster.nil?
  4167. if monster.character.destroy and !monster.character.respawn and !monster.disposed?
  4168. monster.dispose
  4169. $game_monsters.delete(monster.character)
  4170. @monsters_sprites.delete(monster)
  4171. elsif !monster.disposed?
  4172. monster.update if $game_map.in_range?(monster.character)
  4173. end
  4174. end
  4175. for range in @range_sprites
  4176. next if range.nil?
  4177. if range.character.destroy and !range.disposed?
  4178. range.dispose
  4179. $game_range.delete(range.character)
  4180. @range_sprites.delete(range)
  4181. elsif !range.disposed?
  4182. range.update if $game_map.in_range?(range.character)
  4183. end
  4184. end
  4185. for drop in @drop_sprites
  4186. next if drop.nil?
  4187. if drop.character.destroy and !drop.disposed?
  4188. drop.update
  4189. drop.character.graphic_name = ""
  4190. drop.dispose unless drop.animation?
  4191. $game_drop.delete(drop.character)
  4192. $game_bomb.delete(drop.character)
  4193. @drop_sprites.delete(self)
  4194. elsif !drop.disposed?
  4195. drop.update if $game_map.in_range?(drop.character)
  4196. end
  4197. end
  4198. for ally in $game_allies
  4199. next if ally.nil?
  4200. unless ally.draw
  4201. @allies_sprites.push(Sprite_Character.new(@viewport1, ally))
  4202. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, ally))
  4203. @shield_sprites.push(Sprite_Shield.new(@viewport1 ,ally))
  4204. ally.draw = true
  4205. end
  4206. end
  4207. for range in $game_range
  4208. next if range.nil? or !$game_map.in_range?(range)
  4209. unless range.draw
  4210. @range_sprites.push(Sprite_Character.new(@viewport1, range))
  4211. range.draw = true
  4212. end
  4213. end
  4214. for drop in $game_drop
  4215. next if drop.nil? or !$game_map.in_range?(drop)
  4216. unless drop.draw
  4217. @drop_sprites.push(Sprite_Drop.new(@viewport1, drop))
  4218. drop.draw = true
  4219. end
  4220. end
  4221. for bomb in $game_bomb
  4222. next if bomb.nil? or !$game_map.in_range?(bomb)
  4223. unless bomb.draw
  4224. @drop_sprites.push(Sprite_Drop.new(@viewport1, bomb))
  4225. bomb.draw = true
  4226. end
  4227. end
  4228. for weapon in @weapon_sprites
  4229. next if weapon.nil? or !$game_map.in_range?(weapon.character)
  4230. weapon.update
  4231. end
  4232. for shield in @shield_sprites
  4233. next if shield.nil? or !$game_map.in_range?(shield.character)
  4234. shield.update
  4235. end
  4236. end
  4237.  
  4238. def dispose_characters
  4239. requiem_abs_sp_map_dispose_characters
  4240. for ally in @allies_sprites
  4241. next if ally.nil?
  4242. ally.dispose
  4243. end
  4244. for monster in @monsters_sprites
  4245. next if monster.nil?
  4246. monster.dispose
  4247. end
  4248. for range in @range_sprites
  4249. next if range.nil?
  4250. range.dispose
  4251. end
  4252. for drop in @drop_sprites
  4253. next if drop.nil?
  4254. drop.dispose
  4255. end
  4256. for weapon in @weapon_sprites
  4257. next if weapon.nil?
  4258. weapon.dispose
  4259. end
  4260. for shield in @shield_sprites
  4261. next if shield.nil?
  4262. shield.dispose
  4263. end
  4264. end
  4265.  
  4266. def refresh_characters
  4267. dispose_characters
  4268. create_characters
  4269. end
  4270.  
  4271. end
  4272.  
  4273. #------------------------------------------------------------------------------
  4274. # Window Base
  4275. #------------------------------------------------------------------------------
  4276. class Window_Base < Window
  4277.  
  4278. def draw_actor_head(actor, x, y, enabled=true)
  4279. char_name = actor.character_name
  4280. char_index = actor.character_index
  4281. bitmap = Cache.character(char_name)
  4282. sign = char_name[/^[\!\$]./]
  4283. if sign != nil and sign.include?('$')
  4284. cw = bitmap.width / 3
  4285. ch = bitmap.height / 4
  4286. else
  4287. cw = bitmap.width / 12
  4288. ch = bitmap.height / 8
  4289. end
  4290. enbl = (enabled ? 255 : 128)
  4291. src_rect = Rect.new((char_index%4*3+1)*cw, (char_index/4*4)*ch, cw, ch/3*2)
  4292. self.contents.blt(x, y, bitmap, src_rect, enbl)
  4293. end
  4294.  
  4295. end
  4296.  
  4297. #------------------------------------------------------------------------------
  4298. # Scene Title
  4299. #------------------------------------------------------------------------------
  4300. class Scene_Title < Scene_Base
  4301.  
  4302. alias requiem_abs_scenetitle_create_game_objects create_game_objects
  4303. alias requiem_abs_scenetitle_command_new_game command_new_game
  4304.  
  4305. def create_game_objects
  4306. $game_monsters = []
  4307. $game_allies = []
  4308. $game_range = []
  4309. $game_drop = []
  4310. $game_bomb = []
  4311. requiem_abs_scenetitle_create_game_objects
  4312. $Requiem_ABS = Requiem_ABS.new
  4313. end
  4314.  
  4315. def command_new_game
  4316. requiem_abs_scenetitle_command_new_game
  4317. for ally in $game_allies
  4318. next if ally.nil?
  4319. ally.map_id = $data_system.start_map_id
  4320. ally.moveto($data_system.start_x, $data_system.start_y)
  4321. ally.move_random
  4322. end
  4323. end
  4324.  
  4325. end
  4326.  
  4327. #------------------------------------------------------------------------------
  4328. # Scene Map
  4329. #------------------------------------------------------------------------------
  4330. class Scene_Map < Scene_Base
  4331.  
  4332. alias requiem_abs_scenemap_update update
  4333.  
  4334. def update
  4335. requiem_abs_scenemap_update
  4336. for ally in $game_allies
  4337. next if ally.nil?
  4338. ally.update if $game_map.in_range?(ally)
  4339. end
  4340. for monster in $game_monsters
  4341. next if monster.nil?
  4342. monster.update if $game_map.in_range?(monster)
  4343. end
  4344. for range in $game_range
  4345. next if range.nil?
  4346. range.update if $game_map.in_range?(range)
  4347. end
  4348. for drop in $game_drop
  4349. next if drop.nil?
  4350. drop.update if $game_map.in_range?(drop)
  4351. end
  4352. for bomb in $game_bomb
  4353. next if bomb.nil?
  4354. bomb.update if $game_map.in_range?(bomb)
  4355. end
  4356. end
  4357.  
  4358. def update_encounter
  4359. end
  4360.  
  4361. def refresh_sprites
  4362. @spriteset.refresh_characters
  4363. Cache.clear
  4364. end
  4365.  
  4366. end
  4367.  
  4368. #------------------------------------------------------------------------------
  4369. # Scene Item
  4370. #------------------------------------------------------------------------------
  4371. class Window_Item < Window_Selectable
  4372.  
  4373. def update_help
  4374. if $scene.is_a?(Scene_Item) and $scene.message != ""
  4375. @help_window.set_text($scene.message)
  4376. else
  4377. @help_window.set_text(item == nil ? "" : item.description)
  4378. end
  4379. end
  4380.  
  4381. end
  4382.  
  4383. #------------------------------------------------------------------------------
  4384. class Scene_Item < Scene_Base
  4385.  
  4386. attr_accessor :message
  4387. attr_accessor :delay
  4388.  
  4389. alias requiem_abs_sitem_start start
  4390. alias requiem_abs_sitem_update update
  4391. alias requiem_abs_sitem_update_item_selection update_item_selection
  4392.  
  4393. def start
  4394. requiem_abs_sitem_start
  4395. @actor = $game_party.members[0]
  4396. @message = ""
  4397. @delay = 0
  4398. end
  4399.  
  4400. def update
  4401. requiem_abs_sitem_update
  4402. if @delay <= 0
  4403. @message = ""
  4404. else
  4405. @delay -= 1
  4406. end
  4407. end
  4408.  
  4409. def update_item_selection
  4410. requiem_abs_sitem_update_item_selection
  4411. for button in @actor.item_hotkeys.keys
  4412. if Input.trigger?(button) and @item_window.item.is_a?(RPG::Item)
  4413. Sound.play_decision
  4414. @actor.item_hotkeys[button] = @item_window.item.id
  4415. @message = $Requiem_ABS.memorized_text
  4416. @delay = 120
  4417. end
  4418. end
  4419. end
  4420.  
  4421. end
  4422.  
  4423. #------------------------------------------------------------------------------
  4424. # Scene Skill
  4425. #------------------------------------------------------------------------------
  4426. class Window_Skill < Window_Selectable
  4427.  
  4428. def update_help
  4429. if $scene.is_a?(Scene_Skill) and $scene.message != ""
  4430. @help_window.set_text($scene.message)
  4431. else
  4432. @help_window.set_text(skill == nil ? "" : skill.description)
  4433. end
  4434. end
  4435.  
  4436. end
  4437.  
  4438. #------------------------------------------------------------------------------
  4439. class Scene_Skill < Scene_Base
  4440.  
  4441. attr_accessor :message
  4442. attr_accessor :delay
  4443.  
  4444. alias requiem_abs_sskill_start start
  4445. alias requiem_abs_sskill_update update
  4446. alias requiem_abs_sskill_update_skill_selection update_skill_selection
  4447.  
  4448. def start
  4449. requiem_abs_sskill_start
  4450. @message = ""
  4451. @delay = 0
  4452. end
  4453.  
  4454. def update
  4455. requiem_abs_sskill_update
  4456. if @delay <= 0
  4457. @message = ""
  4458. else
  4459. @delay -= 1
  4460. end
  4461. end
  4462.  
  4463. def update_skill_selection
  4464. requiem_abs_sskill_update_skill_selection
  4465. for button in @actor.skill_hotkeys.keys
  4466. if Input.trigger?(button)
  4467. Sound.play_decision
  4468. @actor.skill_hotkeys[button] = @skill_window.skill.id
  4469. @message = $Requiem_ABS.memorized_text
  4470. @delay = 120
  4471. end
  4472. end
  4473. end
  4474.  
  4475. end
  4476.  
  4477. #------------------------------------------------------------------------------
  4478. # Scene File
  4479. #------------------------------------------------------------------------------
  4480. class Scene_File < Scene_Base
  4481.  
  4482. alias requiem_abs_sfile_do_load do_load
  4483. alias requiem_abs_sfile_write_save_data write_save_data
  4484. alias requiem_abs_sfile_read_save_data read_save_data
  4485.  
  4486. def do_load
  4487. requiem_abs_sfile_do_load
  4488. $game_player.refresh
  4489. for ally in $game_allies
  4490. next if ally.nil?
  4491. ally.refresh
  4492. end
  4493. end
  4494.  
  4495. def write_save_data(file)
  4496. requiem_abs_sfile_write_save_data(file)
  4497. Marshal.dump($game_allies, file)
  4498. Marshal.dump($game_monsters, file)
  4499. Marshal.dump($game_range, file)
  4500. Marshal.dump($game_drop, file)
  4501. Marshal.dump($game_bomb, file)
  4502. end
  4503.  
  4504. def read_save_data(file)
  4505. requiem_abs_sfile_read_save_data(file)
  4506. $game_allies = Marshal.load(file)
  4507. $game_monsters = Marshal.load(file)
  4508. $game_range = Marshal.load(file)
  4509. $game_drop = Marshal.load(file)
  4510. $game_bomb = Marshal.load(file)
  4511. end
  4512.  
  4513. end
  4514.  
  4515. #------------------------------------------------------------------------------
  4516. # High Priority
  4517. #------------------------------------------------------------------------------
  4518. Win32API.new("kernel32", "SetPriorityClass", "pi", "i").call(-1, 0x80)
  4519.  
  4520. #------------------------------------------------------------------------------
  4521. # End of ABS
  4522. #------------------------------------------------------------------------------
  4523. end
  4524.  
  4525.  
  4526.  
  4527.  
  4528.  
  4529.  
  4530.  
  4531.  
  4532.  
  4533.  
  4534. Requiem HUD
  4535.  
  4536.  
  4537. #==============================================================================
  4538. # Requiem HUD
  4539. #==============================================================================
  4540.  
  4541. OnOff_Switch = 0 # Switch ID that show or hide the HUD
  4542.  
  4543. Skills_Text = "Skills" # Text displayed on skills window
  4544.  
  4545. Items_Text = "Items" # Text displayed on items window
  4546.  
  4547. Ammo_Text = "Ammo" # Text displayed on ammunitions window
  4548.  
  4549. #------------------------------------------------------------------------------
  4550. if Requiem_Masterpiece.enabled?("Requiem ABS", 5.0)
  4551. #------------------------------------------------------------------------------
  4552. Requiem_Masterpiece.register("Requiem HUD", 1.1, "06/05/2009")
  4553. #------------------------------------------------------------------------------
  4554. class Requiem_HUD1 < Window_Base
  4555.  
  4556. def initialize
  4557. super(-32, -32, 224, 140)
  4558. self.opacity = 0
  4559. @actor = $game_party.members[0]
  4560. @old_hp = @actor.hp if @actor != nil
  4561. @old_mp = @actor.mp if @actor != nil
  4562. @old_ezp = @actor.exp if @actor != nil
  4563. update
  4564. refresh
  4565. end
  4566.  
  4567. def update
  4568. return if $game_party.members.size <= 0
  4569. @actor = $game_party.members[0] if @actor != $game_party.members[0]
  4570. return unless @old_hp != @actor.hp or @old_mp != @actor.mp or @old_exp != @actor.exp
  4571. @old_hp = @actor.hp
  4572. @old_mp = @actor.mp
  4573. @old_exp = @actor.exp
  4574. refresh
  4575. end
  4576.  
  4577. def refresh
  4578. return if $game_party.members.size <= 0
  4579. self.contents.clear
  4580. draw_hpbar(@actor, 40, 16)
  4581. draw_mpbar(@actor, 40, 38)
  4582. draw_expbar(@actor, 40, 60) if @actor.next_exp > 0
  4583. self.contents.font.size = 16
  4584. self.contents.font.color = Color.new(0,0,0)
  4585. self.contents.draw_text(19, 15, 24, 24, Vocab::hp_a)
  4586. self.contents.draw_text(19, 37, 24, 24, Vocab::mp_a)
  4587. self.contents.draw_text(19, 57, 24, 24, "Exp") if @actor.next_exp > 0
  4588. self.contents.font.color = Color.new(255,255,255)
  4589. self.contents.draw_text(18, 14, 24, 24, Vocab::hp_a)
  4590. self.contents.draw_text(18, 36, 24, 24, Vocab::mp_a)
  4591. self.contents.draw_text(18, 56, 24, 24, "Exp") if @actor.next_exp > 0
  4592. return if $summon.nil?
  4593. end
  4594.  
  4595. def draw_hpbar(actor, x, y)
  4596. base = Cache.system("Base")
  4597. self.contents.blt(x, y, base, base.rect)
  4598. bar = Cache.system("HP Bar")
  4599. meter = Rect.new(0, 0, base.width * actor.hp / actor.maxhp, base.height)
  4600. self.contents.blt(x, y, bar, meter)
  4601. end
  4602.  
  4603. def draw_mpbar(actor, x, y)
  4604. base = Cache.system("Base")
  4605. self.contents.blt(x, y, base, base.rect)
  4606. bar = Cache.system("MP Bar")
  4607. meter = Rect.new(0, 0, base.width * actor.mp / actor.maxmp, base.height)
  4608. self.contents.blt(x, y, bar, meter)
  4609. end
  4610.  
  4611. def draw_expbar(actor, x, y)
  4612. base = Cache.system("Base")
  4613. self.contents.blt(x, y, base, base.rect)
  4614. bar = Cache.system("Exp Bar")
  4615. meter = Rect.new(0, 0, base.width * actor.current_exp / actor.next_exp, base.height)
  4616. self.contents.blt(x, y, bar, meter)
  4617. end
  4618.  
  4619. end
  4620.  
  4621. #------------------------------------------------------------------------------
  4622. class Requiem_HUD2 < Window_Base
  4623.  
  4624. def initialize
  4625. super(-32, -32, 608, 480)
  4626. self.opacity = 0
  4627. @actor = $game_party.members[0]
  4628. refresh
  4629. end
  4630.  
  4631. def update
  4632. return if $game_party.members.size <= 0
  4633. if @actor != $game_party.members[0]
  4634. @actor = $game_party.members[0]
  4635. refresh
  4636. end
  4637. end
  4638.  
  4639. def refresh
  4640. return if $game_party.members.size <= 0
  4641. self.contents.clear
  4642. self.contents.font.size = 16
  4643. bitmap = Cache.system("HUD")
  4644. rect = Rect.new(0, 0, 544, 416)
  4645. self.contents.blt(16, 16, bitmap, rect)
  4646. draw_skills(464, 28)
  4647. draw_items(464, 396)
  4648. draw_ammo(32, 396)
  4649. end
  4650.  
  4651. def draw_skills(x, y)
  4652. skill_count = 0
  4653. @actor.skill_hotkeys.each { |key, value|
  4654. next if value.nil?
  4655. skill = $data_skills[value]
  4656. next if skill.nil?
  4657. draw_icon(skill.icon_index, (32*skill_count)+x-4, y)
  4658. self.contents.font.color = Color.new(0,0,0)
  4659. self.contents.draw_text((32*skill_count)+x+5, y+17, 64, 24, Input.name?(key))
  4660. self.contents.font.color = Color.new(255,255,255)
  4661. self.contents.draw_text((32*skill_count)+x+4, y+16, 64, 24, Input.name?(key))
  4662. skill_count += 1
  4663. }
  4664. self.contents.font.color = Color.new(0,0,0)
  4665. self.contents.draw_text(x-7, y-15, 96, 24, Skills_Text, 1)
  4666. self.contents.font.color = Color.new(255,255,255)
  4667. self.contents.draw_text(x-8, y-16, 96, 24, Skills_Text, 1)
  4668. end
  4669.  
  4670. def draw_items(x, y)
  4671. item_count = 0
  4672. @actor.item_hotkeys.each { |key, value|
  4673. next if value.nil?
  4674. item = $data_items[value]
  4675. next if item.nil?
  4676. draw_icon(item.icon_index, (32*item_count)+x-4, y)
  4677. self.contents.font.color = Color.new(0,0,0)
  4678. self.contents.draw_text((32*item_count)+x+5, y+17, 64, 24, Input.name?(key))
  4679. self.contents.font.color = Color.new(255,255,255)
  4680. self.contents.draw_text((32*item_count)+x+4, y+16, 64, 24, Input.name?(key))
  4681. item_count += 1
  4682. }
  4683. self.contents.font.color = Color.new(0,0,0)
  4684. self.contents.draw_text(x-7, y-15, 96, 24, Items_Text, 1)
  4685. self.contents.font.color = Color.new(255,255,255)
  4686. self.contents.draw_text(x-8, y-16, 96, 24, Items_Text, 1)
  4687. end
  4688.  
  4689. def draw_ammo(x, y)
  4690. if @actor.weapons[0] != nil and @actor.weapons[0].ranged?
  4691. if @actor.weapons[0].ammo1 != nil
  4692. draw_icon(@actor.equips[0].ammo1.icon_index, x-4, y) if @actor.equips[0].ammo1 != nil
  4693. end
  4694. if @actor.weapons[0].ammo2 != nil
  4695. draw_icon(@actor.equips[0].ammo2.icon_index, x+28, y) if @actor.equips[0].ammo2 != nil
  4696. end
  4697. self.contents.font.color = Color.new(0,0,0)
  4698. if $Requiem_ABS.attack_key1.is_a?(Numeric)
  4699. self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key1]))
  4700. else
  4701. self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key1]))
  4702. end
  4703. if $Requiem_ABS.attack_key2.is_a?(Numeric)
  4704. self.contents.draw_text(x+37, y+17, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key2]))
  4705. else
  4706. self.contents.draw_text(x+37, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key2]))
  4707. end
  4708. self.contents.font.color = Color.new(255,255,255)
  4709. if $Requiem_ABS.attack_key1.is_a?(Numeric)
  4710. self.contents.draw_text(x+4, y+16, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key1]))
  4711. else
  4712. self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key1]))
  4713. end
  4714. if $Requiem_ABS.attack_key2.is_a?(Numeric)
  4715. self.contents.draw_text(x+36, y+16, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key2]))
  4716. else
  4717. self.contents.draw_text(x+36, y+16, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key2]))
  4718. end
  4719. end
  4720. self.contents.font.color = Color.new(0,0,0)
  4721. self.contents.draw_text(x-7, y-16, 64, 24, Ammo_Text, 1)
  4722. self.contents.font.color = Color.new(255,255,255)
  4723. self.contents.draw_text(x-8, y-16, 64, 24, Ammo_Text, 1)
  4724. end
  4725.  
  4726. end
  4727.  
  4728. #------------------------------------------------------------------------------
  4729. class Scene_Map < Scene_Base
  4730.  
  4731. alias requiem_hudstart start
  4732. alias requiem_hudupdate update
  4733. alias requiem_hudterminate terminate
  4734.  
  4735. def start
  4736. requiem_hudstart
  4737. @hud_window1 = Requiem_HUD1.new
  4738. @hud_window2 = Requiem_HUD2.new
  4739. @hud_window1.visible = false
  4740. @hud_window2.visible = false
  4741. showing_hud
  4742. end
  4743.  
  4744. def update
  4745. requiem_hudupdate
  4746. showing_hud
  4747. @hud_window1.update if @hud_window1.visible
  4748. @hud_window2.update if @hud_window2.visible
  4749. end
  4750.  
  4751. def terminate
  4752. requiem_hudterminate
  4753. @hud_window1.dispose
  4754. @hud_window2.dispose
  4755. end
  4756.  
  4757. def showing_hud
  4758. if OnOff_Switch <= 0 or $game_switches[OnOff_Switch]
  4759. @hud_window1.visible = true
  4760. @hud_window2.visible = true
  4761. else
  4762. @hud_window1.visible = false
  4763. @hud_window2.visible = false
  4764. end
  4765. end
  4766.  
  4767. end
  4768. #------------------------------------------------------------------------------
  4769. end
  4770.  
  4771.  
  4772.  
  4773.  
  4774.  
  4775.  
  4776.  
  4777.  
  4778.  
  4779.  
  4780. Requiem HP Bars
  4781.  
  4782.  
  4783. #==============================================================================
  4784. # Requiem HP Bars
  4785. #==============================================================================
  4786. #------------------------------------------------------------------------------
  4787. if Requiem_Masterpiece.enabled?("Requiem ABS", 7.0)
  4788. #------------------------------------------------------------------------------
  4789. Requiem_Masterpiece.register("Requiem HP Bars", 1.0, "06/07/2009")
  4790. #------------------------------------------------------------------------------
  4791. class Requiem_EnemyHPBars < Sprite
  4792.  
  4793. def initialize(enemy, viewport)
  4794. super(viewport)
  4795. @enemy = enemy
  4796. @old_x = 0
  4797. @old_y = 0
  4798. @old_hp = @enemy.actor.hp
  4799. self.bitmap = Bitmap.new(45, 8)
  4800. update
  4801. end
  4802.  
  4803. def update
  4804. super
  4805. return unless something_changed?
  4806. @old_x = self.x = @enemy.screen_x-(self.bitmap.width/2)
  4807. @old_y = self.y = @enemy.screen_y
  4808. @old_hp = @enemy.actor.hp
  4809. self.bitmap.clear
  4810. meter = (self.bitmap.width-2) * @enemy.actor.hp / @enemy.actor.maxhp
  4811. self.bitmap.fill_rect(0, 0, self.bitmap.width, self.bitmap.height, Color.new(0,0,0))
  4812. self.bitmap.gradient_fill_rect(1, 2, meter, (self.bitmap.height-4)/2, Color.new(255,160,160), Color.new(224,0,0))
  4813. self.bitmap.gradient_fill_rect(1, 2+((self.bitmap.height-4)/2), meter, (self.bitmap.height-4)/2, Color.new(224,64,64), Color.new(96,0,0))
  4814. end
  4815.  
  4816. def dispose
  4817. super
  4818. self.bitmap.dispose
  4819. end
  4820.  
  4821. def something_changed?
  4822. return true if @old_x != @enemy.screen_x-(self.bitmap.width/2)
  4823. return true if @old_y != @enemy.screen_y
  4824. return true if @old_hp != @enemy.actor.hp
  4825. return false
  4826. end
  4827.  
  4828. end
  4829.  
  4830. #------------------------------------------------------------------------------
  4831. class Requiem_AlliesHPBars < Sprite
  4832.  
  4833. attr_reader :ally
  4834.  
  4835. def initialize(ally, viewport)
  4836. super(viewport)
  4837. @ally = ally
  4838. @old_x = 0
  4839. @old_y = 0
  4840. @old_hp = @ally.actor.hp
  4841. self.bitmap = Bitmap.new(45, 8)
  4842. update
  4843. end
  4844.  
  4845. def update
  4846. super
  4847. return unless something_changed?
  4848. @old_x = self.x = @ally.screen_x-(self.bitmap.width/2)
  4849. @old_y = self.y = @ally.screen_y
  4850. @old_hp = @ally.actor.hp
  4851. self.bitmap.clear
  4852. meter = (self.bitmap.width-2) * @ally.actor.hp / @ally.actor.maxhp
  4853. self.bitmap.fill_rect(0, 0, self.bitmap.width, self.bitmap.height, Color.new(0,0,0))
  4854. self.bitmap.gradient_fill_rect(1, 2, meter, (self.bitmap.height-4)/2, Color.new(145,190,240), Color.new(0,125,185))
  4855. self.bitmap.gradient_fill_rect(1, 2+((self.bitmap.height-4)/2), meter, (self.bitmap.height-4)/2, Color.new(100,150,200), Color.new(0,65,145))
  4856. end
  4857.  
  4858. def dispose
  4859. super
  4860. self.bitmap.dispose
  4861. end
  4862.  
  4863. def something_changed?
  4864. return true if @old_x != @ally.screen_x-(self.bitmap.width/2)
  4865. return true if @old_y != @ally.screen_y
  4866. return true if @old_hp != @ally.actor.hp
  4867. return false
  4868. end
  4869.  
  4870. end
  4871.  
  4872. #------------------------------------------------------------------------------
  4873. class Requiem_BossHPBar < Sprite
  4874.  
  4875. def initialize(event, viewport)
  4876. super(viewport)
  4877. @enemy = event
  4878. @hp = @enemy.actor.hp
  4879. @base = Cache.system("Boss Base")
  4880. @bar = Cache.system("Boss Bar")
  4881. self.bitmap = Bitmap.new(@base.width, @base.height)
  4882. self.x = (544 - self.bitmap.width) / 2
  4883. self.y = 416 - self.bitmap.height - 64
  4884. update
  4885. end
  4886.  
  4887. def update
  4888. super
  4889. return if @hp == @enemy.actor.hp
  4890. @hp = @enemy.actor.hp
  4891. self.bitmap.clear
  4892. self.bitmap.blt(0, 0, @base, @base.rect)
  4893. meter = Rect.new(0, 0, @base.width * @enemy.actor.hp / @enemy.actor.maxhp, @base.height)
  4894. self.bitmap.blt(0, 0, @bar, meter)
  4895. end
  4896.  
  4897. def dispose
  4898. super
  4899. self.bitmap.dispose
  4900. end
  4901.  
  4902. end
  4903.  
  4904. #------------------------------------------------------------------------------
  4905. class Scene_Map < Scene_Base
  4906.  
  4907. alias requiem_abs_enemyhp_smap_start start
  4908. alias requiem_abs_enemyhp_smap_update update
  4909. alias requiem_abs_enemyhp_smap_terminate terminate
  4910. alias requiem_abs_enemyhp_smap_update_transfer_player update_transfer_player
  4911. alias requiem_abs_enemyhp_smap_refresh_sprites refresh_sprites
  4912.  
  4913. def start
  4914. @monsters_hp_bars ={}
  4915. @enemies_hp_bars = {}
  4916. @allies_hp_bars = {}
  4917. requiem_abs_enemyhp_smap_start
  4918. end
  4919.  
  4920. def update
  4921. requiem_abs_enemyhp_smap_update
  4922. update_monsters_hp_bars
  4923. update_enemies_hp_bars
  4924. update_allies_hp_bars
  4925. end
  4926.  
  4927. def terminate
  4928. requiem_abs_enemyhp_smap_terminate
  4929. dispose_bars
  4930. end
  4931.  
  4932. def update_transfer_player
  4933. dispose_bars if $game_player.transfer?
  4934. requiem_abs_enemyhp_smap_update_transfer_player
  4935. end
  4936.  
  4937. def update_enemies_hp_bars
  4938. for event in $game_map.events.values
  4939. next unless event.in_battle
  4940. if event.boss
  4941. if @boss_hud.nil? and !event.actor.dead?
  4942. @boss_hud = Requiem_BossHPBar.new(event, @spriteset.viewport3)
  4943. elsif @boss_hud != nil and !event.actor.dead?
  4944. @boss_hud.update
  4945. elsif @boss_hud != nil and event.actor.dead?
  4946. @boss_hud.dispose
  4947. @boss_hud = nil
  4948. end
  4949. else
  4950. if $game_player.in_range?($game_player, event, 3) and @enemies_hp_bars[event.id].nil? and !event.actor.dead?
  4951. next if event.object or event.puzzle
  4952. @enemies_hp_bars[event.id] = Requiem_EnemyHPBars.new(event, @spriteset.viewport3)
  4953. elsif $game_player.in_range?($game_player, event, 3) and @enemies_hp_bars[event.id] != nil and !event.actor.dead?
  4954. @enemies_hp_bars[event.id].update
  4955. elsif @enemies_hp_bars[event.id] != nil
  4956. @enemies_hp_bars[event.id].dispose
  4957. @enemies_hp_bars[event.id] = nil
  4958. end
  4959. end
  4960. end
  4961. end
  4962.  
  4963. def update_monsters_hp_bars
  4964. for monster in $game_monsters
  4965. next if monster.nil?
  4966. if $game_player.in_range?($game_player, monster, 3) and @monsters_hp_bars[monster.id].nil? and !monster.actor.dead?
  4967. @monsters_hp_bars[monster.id] = Requiem_EnemyHPBars.new(monster, @spriteset.viewport3)
  4968. elsif $game_player.in_range?($game_player, monster, 3) and @monsters_hp_bars[monster.id] != nil and !monster.actor.dead?
  4969. @monsters_hp_bars[monster.id].update
  4970. elsif @monsters_hp_bars[monster.id] != nil
  4971. @monsters_hp_bars[monster.id].dispose
  4972. @monsters_hp_bars[monster.id] = nil
  4973. end
  4974. end
  4975. end
  4976.  
  4977. def update_allies_hp_bars
  4978. for ally in $game_allies
  4979. next if ally.nil?
  4980. next if ally.map_id != $game_map.map_id
  4981. if $game_player.in_range?($game_player, ally, 3) and @allies_hp_bars[ally.id].nil? and !ally.actor.dead? and !$game_player.in_vehicle?
  4982. @allies_hp_bars[ally.id] = Requiem_AlliesHPBars.new(ally, @spriteset.viewport3)
  4983. elsif $game_player.in_range?($game_player, ally, 3) and @allies_hp_bars[ally.id] != nil and !ally.actor.dead? and !$game_player.in_vehicle?
  4984. @allies_hp_bars[ally.id].update
  4985. elsif @allies_hp_bars[ally.id] != nil
  4986. @allies_hp_bars[ally.id].dispose
  4987. @allies_hp_bars[ally.id] = nil
  4988. end
  4989. end
  4990. end
  4991.  
  4992. def refresh_sprites
  4993. requiem_abs_enemyhp_smap_refresh_sprites
  4994. dispose_bars
  4995. end
  4996.  
  4997. def dispose_bars
  4998. if @boss_hud != nil
  4999. @boss_hud.dispose
  5000. @boss_hud = nil
  5001. end
  5002. for bar in @monsters_hp_bars.values
  5003. next if bar.nil?
  5004. bar.dispose
  5005. end
  5006. @monsters_hp_bars.clear
  5007. for bar in @enemies_hp_bars.values
  5008. next if bar.nil?
  5009. bar.dispose
  5010. end
  5011. @enemies_hp_bars.clear
  5012. for bar in @allies_hp_bars.values
  5013. next if bar.nil?
  5014. bar.dispose
  5015. end
  5016. @allies_hp_bars.clear
  5017. end
  5018.  
  5019. end
  5020. #------------------------------------------------------------------------------
  5021. end
  5022.  
  5023.  
  5024.  
  5025.  
  5026.  
  5027.  
  5028.  
  5029.  
  5030.  
  5031.  
  5032. Requiem Gruop Command
  5033.  
  5034.  
  5035. #==============================================================================
  5036. # Requiem Group Command
  5037. #==============================================================================
  5038. #------------------------------------------------------------------------------
  5039. if Requiem_Masterpiece.enabled?("Requiem ABS", 7.0)
  5040. #------------------------------------------------------------------------------
  5041. Requiem_Masterpiece.register("Requiem Group Command", 1.0, "06/07/2009")
  5042. #------------------------------------------------------------------------------
  5043. class Window_RequiemGroupCommand < Window_Base
  5044.  
  5045. def initialize
  5046. super(220, 356, 80, 80)
  5047. self.visible = self.active = false
  5048. self.opacity = self.contents_opacity = 0
  5049. refresh
  5050. end
  5051.  
  5052. def refresh
  5053. self.contents.clear
  5054. bitmap = Cache.system("Face_Base")
  5055. self.contents.blt(0, 0, bitmap, bitmap.rect)
  5056. return if $game_party.members.size <= 1 or $game_allies.empty?
  5057. draw_actor_head($game_party.members[$ally_index], 4, 8, enabled?)
  5058. end
  5059.  
  5060. def enabled?
  5061. return false if $game_party.members[$ally_index].dead?
  5062. return false if $game_party.members[$ally_index].piece.map_id != $game_map.map_id
  5063. return true
  5064. end
  5065.  
  5066. end
  5067.  
  5068. #------------------------------------------------------------------------------
  5069. class Window_RequiemGroupActions < Window_Base
  5070.  
  5071. def initialize
  5072. super(260, 356, 80, 80)
  5073. self.visible = self.active = false
  5074. self.opacity = self.contents_opacity = 0
  5075. refresh
  5076. end
  5077.  
  5078. def refresh
  5079. self.contents.clear
  5080. bitmap = Cache.system("Face_Base")
  5081. self.contents.blt(0, 0, bitmap, bitmap.rect)
  5082. return if $game_party.members.size <= 1 or $game_allies.empty?
  5083. case $game_allies[$ally_index].command
  5084. when 0
  5085. draw_icon(2, 8, 8, enabled?)
  5086. when 1
  5087. draw_icon(119,8, 8, enabled?)
  5088. when 2
  5089. draw_icon(52, 8, 8, enabled?)
  5090. when 3
  5091. draw_icon(128, 8, 8, enabled?)
  5092. end
  5093. end
  5094.  
  5095. def enabled?
  5096. return false if $game_party.members[$ally_index].dead?
  5097. return false if $game_party.members[$ally_index].piece.map_id != $game_map.map_id
  5098. return true
  5099. end
  5100.  
  5101. end
  5102.  
  5103. #------------------------------------------------------------------------------
  5104. class Scene_Map < Scene_Base
  5105.  
  5106. alias requiem_group_command_start start
  5107. alias requiem_group_command_update update
  5108. alias requiem_group_command_terminate terminate
  5109.  
  5110. def start
  5111. requiem_group_command_start
  5112. $ally_index = 1
  5113. @group_window = Window_RequiemGroupCommand.new
  5114. @group_action = Window_RequiemGroupActions.new
  5115. end
  5116.  
  5117. def update
  5118. requiem_group_command_update
  5119. return if $game_allies.empty?
  5120. call_control_allies_window
  5121. end
  5122.  
  5123. def terminate
  5124. requiem_group_command_terminate
  5125. @group_window.dispose
  5126. @group_action.dispose
  5127. end
  5128.  
  5129. def call_control_allies_window
  5130. return if $game_party.members.size <= 1 or $game_allies.empty?
  5131. if Input.press?(Input::Ctrl)
  5132. @group_window.refresh unless @group_window.active
  5133. @group_action.refresh unless @group_action.active
  5134. @group_window.visible = @group_window.active = true
  5135. @group_action.visible = @group_action.active = true
  5136. @group_window.contents_opacity += 5
  5137. @group_action.contents_opacity += 5
  5138. update_allies_window
  5139. update_allies_actions
  5140. else
  5141. @group_window.contents_opacity -= 5 if @group_window.contents_opacity > 0
  5142. @group_action.contents_opacity -= 5 if @group_action.contents_opacity > 0
  5143. @group_window.visible = @group_window.active = false if @group_window.contents_opacity <= 0
  5144. @group_action.visible = @group_action.active = false if @group_action.contents_opacity <= 0
  5145. end
  5146. end
  5147.  
  5148. def update_allies_window
  5149. if Input.trigger?(Input::C) and @group_window.active
  5150. if $ally_index < ($game_party.members.size-1)
  5151. $ally_index += 1
  5152. else
  5153. $ally_index = 1
  5154. end
  5155. @group_window.refresh
  5156. @group_action.refresh
  5157. end
  5158. end
  5159.  
  5160. def update_allies_actions
  5161. if Input.trigger?(Input::Tab) and @group_action.active
  5162. return unless enabled?
  5163. if $game_allies[$ally_index].command < 3
  5164. $game_allies[$ally_index].command += 1
  5165. else
  5166. $game_allies[$ally_index].command = 0
  5167. end
  5168. @group_window.refresh
  5169. @group_action.refresh
  5170. end
  5171. end
  5172.  
  5173. def enabled?
  5174. return false if $game_party.members[$ally_index].dead?
  5175. return false if $game_party.members[$ally_index].piece.map_id != $game_map.map_id
  5176. return true
  5177. end
  5178.  
  5179. end
  5180. #------------------------------------------------------------------------------
  5181. end
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