PencilCase27

CardGame Draw/Play Effects v1.00

Oct 18th, 2014
1,226
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  2. #                           CARDGAME ON DRAW/PLAY EFFECTS
  3. #                               Author: pencilcase27
  4. #                               Version:       v1.00
  5. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  6. #
  7. #                                  Description
  8. #
  9. # This addon allows you to create weapon, armors and stats that heal or damage
  10. # the users hp, mp or tp whenever he uses or draws a card. Actors cannot die
  11. # through this effect.
  12. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  13. #
  14. #                                    Notetags
  15. #
  16. # <on card play: effect_name>
  17. # <on card draw: effect_name>
  18. # Adds the darw or play effects to your card. To define card effects, go to
  19. # "Options" -> EFFECTS and create a new effect.
  20.  
  21. # Example:
  22. # <on card draw: vampiric_sword_1>
  23. # <on card play: vampiric_sword_2>
  24. # Whenever an actor with this equipment draws a card, he heals 25 mp and tp, but
  25. # when he plays a card, he looses 50 hp.
  26. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  27.  
  28. module PC27
  29.   module CG
  30.   #---------------------------------------------------------------------------
  31.   #                                    Options
  32.   #---------------------------------------------------------------------------
  33.    # SE played whenever the effect takes place. If an effect heals one
  34.    # parameter but damages another, both sounds are played. ["name", vol, pitch]
  35.    LOOSE_SE = ["Absorb1", 100, 100]
  36.    GAIN_SE  = ["Absorb2", 100, 100]
  37.    
  38.    # Effect names
  39.    EFFECTS  = {
  40.    
  41.    #  "effect_name"      => { :hp => hp_value,
  42.    #                          :mp => mp_value,
  43.    #                          :tp => tp_value, },
  44.    
  45.       "vampiric_sword_1" => { :hp =>   0,
  46.                               :mp => +25,
  47.                               :tp => +25, },
  48.                              
  49.       "vampiric_sword_2" => { :hp => -50,
  50.                               :mp =>   0,
  51.                               :tp =>   0, },
  52.                              
  53.               } #do not remove this
  54.   #---------------------------------------------------------------------------
  55.   #                                  End Options
  56.   #---------------------------------------------------------------------------
  57.   end
  58. end
  59. #============================================================================
  60. # BaseItem
  61. #============================================================================
  62. class RPG::BaseItem
  63.   #--------------------------------------------------------------------------
  64.   # * Load on card draw notetags
  65.   #--------------------------------------------------------------------------
  66.   def on_card_draw
  67.     return @on_card_draw if @on_card_draw
  68.     self.note.split(/[\r\n]+/).each { |line|
  69.       if /<on[ -_]card[ -_]draw: +(?<ocd>.+)>/i =~ line
  70.         @on_card_draw = PC27::CG::EFFECTS[ocd]
  71.       end
  72.     }
  73.     @on_card_draw = 0 unless @on_card_draw
  74.     return @on_card_draw
  75.   end
  76.   #--------------------------------------------------------------------------
  77.   # * Load on card play notetags
  78.   #--------------------------------------------------------------------------
  79.   def on_card_play
  80.     return @on_card_play if @on_card_play
  81.     self.note.split(/[\r\n]+/).each { |line|
  82.       if /<on[ -_]card[ -_]play: +(?<ocp>.+)>/i =~ line
  83.         @on_card_play = PC27::CG::EFFECTS[ocp]
  84.       end
  85.     }
  86.     @on_card_play = 0 unless @on_card_play
  87.     return @on_card_play
  88.   end
  89. end
  90. #============================================================================
  91. # Game_Actor
  92. #============================================================================
  93. class Game_Actor < Game_Battler
  94.   #--------------------------------------------------------------------------
  95.   # * Alias method draw cards
  96.   #--------------------------------------------------------------------------
  97.   alias draw_cards_state_addon draw_cards
  98.   def draw_cards(n, show = true, sound = true)
  99.     draw_cards_state_addon(n, show, sound)
  100.     change = draw_effect_check_all(n)
  101.     evaluate_on_card_draw_and_play(change)
  102.   end
  103.   #--------------------------------------------------------------------------
  104.   # * Evaluate card draw and play effects
  105.   #--------------------------------------------------------------------------
  106.   def evaluate_on_card_draw_and_play(change)
  107.     unless change[:hp] == 0
  108.       @hp = cage_number(@hp + change[:hp], 1, mhp)
  109.       change[:hp] > 0 ? RPG::SE.new(*PC27::CG::GAIN_SE).play : RPG::SE.new(*PC27::CG::LOOSE_SE).play
  110.     end
  111.     unless change[:mp] == 0
  112.       @mp = cage_number(@mp + change[:mp], 0, mmp)
  113.       change[:mp] > 0 ? RPG::SE.new(*PC27::CG::GAIN_SE).play : RPG::SE.new(*PC27::CG::LOOSE_SE).play
  114.     end
  115.     unless change[:tp] == 0
  116.       @tp = cage_number(@tp + change[:tp], 0, max_tp)
  117.       change[:tp] > 0 ? RPG::SE.new(*PC27::CG::GAIN_SE).play : RPG::SE.new(*PC27::CG::LOOSE_SE).play
  118.     end
  119.   end
  120.   #--------------------------------------------------------------------------
  121.   # * Check for on card draw effects
  122.   #--------------------------------------------------------------------------
  123.   def draw_effect_check_all(n)
  124.     change = {:hp => 0, :mp => 0, :tp => 0}
  125.     # --- check states ---
  126.     for id in @states
  127.       if $data_states[id].on_card_draw != 0
  128.         hash = $data_states[id].on_card_draw
  129.         change[:hp] += hash[:hp] * n
  130.         change[:mp] += hash[:mp] * n
  131.         change[:tp] += hash[:tp] * n
  132.       end
  133.     end
  134.     # --- check armor ---
  135.     for armor in self.armors
  136.       if armor.on_card_draw != 0
  137.         hash = armor.on_card_draw
  138.         change[:hp] += hash[:hp] * n
  139.         change[:mp] += hash[:mp] * n
  140.         change[:tp] += hash[:tp] * n
  141.       end
  142.     end
  143.     # --- check weapons ---
  144.     for weapon in self.weapons
  145.       if weapon.on_card_draw != 0
  146.         hash = weapon.on_card_draw
  147.         change[:hp] += hash[:hp] * n
  148.         change[:mp] += hash[:mp] * n
  149.         change[:tp] += hash[:tp] * n
  150.       end
  151.     end
  152.     return change
  153.   end
  154.   #--------------------------------------------------------------------------
  155.   # * Evaluates play effects from scene battle
  156.   #--------------------------------------------------------------------------
  157.   def evaluate_on_card_play
  158.     change = play_effect_check_all
  159.     evaluate_on_card_draw_and_play(change)
  160.   end
  161.   #--------------------------------------------------------------------------
  162.   # * Check for on card play effects
  163.   #--------------------------------------------------------------------------
  164.   def play_effect_check_all
  165.     change = {:hp => 0, :mp => 0, :tp => 0}
  166.     # --- check states ---
  167.     for id in @states
  168.       if $data_states[id].on_card_play != 0
  169.         hash = $data_states[id].on_card_play
  170.         change[:hp] += hash[:hp]
  171.         change[:mp] += hash[:mp]
  172.         change[:tp] += hash[:tp]
  173.       end
  174.     end
  175.     # --- check armor ---
  176.     for armor in self.armors
  177.       if armor.on_card_play != 0
  178.         hash = armor.on_card_play
  179.         change[:hp] += hash[:hp]
  180.         change[:mp] += hash[:mp]
  181.         change[:tp] += hash[:tp]
  182.       end
  183.     end
  184.     # --- check weapons ---
  185.     for weapon in self.weapons
  186.       if weapon.on_card_play != 0
  187.         hash = weapon.on_card_play
  188.         change[:hp] += hash[:hp]
  189.         change[:mp] += hash[:mp]
  190.         change[:tp] += hash[:tp]
  191.       end
  192.     end
  193.     return change
  194.   end
  195.   #--------------------------------------------------------------------------
  196.   # * Method to cage a number between two values
  197.   #--------------------------------------------------------------------------
  198.   def cage_number(number, min, max)
  199.     x = number
  200.     x = [x, min].max
  201.     x = [x, max].min
  202.     return x
  203.   end
  204. end
  205. #============================================================================
  206. # Scene_Battle
  207. #============================================================================
  208. class Scene_Battle
  209.   #--------------------------------------------------------------------------
  210.   # * Alias Method evaluate item
  211.   #--------------------------------------------------------------------------
  212.   alias evaluate_item_state_addon evaluate_item
  213.   def evaluate_item(actor, item)
  214.     evaluate_item_state_addon(actor, item)
  215.     if item.id != actor.attack_skill_id && item.id != actor.guard_skill_id
  216.       actor.evaluate_on_card_play
  217.     end
  218.   end
  219. end
RAW Paste Data