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  1. #==============================================================================
  2. # Requiem ABS 9.0
  3. #==============================================================================
  4. # Credits: Vlad | Email: requiem@rodcats.com
  5. #------------------------------------------------------------------------------
  6. if Requiem_Masterpiece.enabled?("Requiem Keyboard") and
  7. Requiem_Masterpiece.enabled?("Requiem Extended Movements", 1.5)
  8. #------------------------------------------------------------------------------
  9. Requiem_Masterpiece.register("Requiem ABS", 9.0, "07/28/2009")
  10. #------------------------------------------------------------------------------
  11. # Tasto per l'attacco
  12. Attack_Key1 = Keys::A
  13.  
  14. # Tasto per lo scudo o la seconda arma
  15. Attack_Key2 = Keys::S
  16.  
  17. # Tasti usati per le magie
  18. Skill_Keys = [Keys::Num1, Keys::Num2, Keys::Num3]
  19.  
  20. # Tasti usati per gli oggetti
  21. Item_Keys = [Keys::Q, Keys::W, Keys::E]
  22.  
  23. # Tasto per cambiare l'ordine del gruppo.
  24. Group_Order_Key = Keys::Tab
  25.  
  26. # Variable used to build battle areas
  27. # * Quando un nemico muore, questa variabile riceve +1
  28. # * Quando il player cambia mappa, questa mappa viene settata a 0
  29. Battle_Area_Variable = 0
  30.  
  31. # Mostrare l'icona dell'arma quando attacca?
  32. Allow_Weapons_Graphics = true
  33.  
  34. # Mostrare l'icona dello scudo quando si difende?
  35. Allow_Shields_Graphics = true
  36.  
  37. # Permettere al plyer di attacare e difendersi allo stesso tempo?
  38. Allow_attack_with_shield = false
  39.  
  40. # Permettere il conteggio dei colpi e i combo?
  41. Allow_Combo_Damage = true
  42.  
  43. # Recuperare HP e MP quando sale di livello?
  44. Recovery_When_LevelUp = true
  45.  
  46. # Through dropped items on map?
  47. Through_Drop = true
  48.  
  49. # Mostrare il nome dell'oggetto quando viene raccolto?
  50. Show_Reward = true
  51.  
  52. # Usare il calcolatore automatico di EXP e Gold?
  53. # (Questo metodo ignora l'EXP e il Gold settati nel database)
  54. Auto_EXP_Gold = true
  55.  
  56. # Dividi l'EXP tra i membri del party?
  57. # (se รจ false, l'esperienza va a chi a ucciso il mostro)
  58. Divide_EXP = true
  59.  
  60. # Permettere di cambiare il personaggio tramite pressione del bottone?
  61. Change_Group_Order = true
  62.  
  63. # Quando il primo pg muore, passare automaticamente al prossimo?
  64. Next_Actor_If_Dead = true
  65.  
  66. # Indice dell'icona dell'oro che viene lasciato per terra
  67. Gold_Drop_Icon_Index = 147
  68.  
  69. # % di ricevere oro (0 ~ 100)
  70. Gold_Drop_Rate = 75
  71.  
  72. # Tempo che gli oggetti rimangono sulla mappa (In frames)
  73. Drop_Duration_Time = 600
  74.  
  75. # Auto Exp data dai nemici (In %)
  76. Auto_EXP_Rate = 5
  77.  
  78. # Auto Gold dato dai nemici (In %)
  79. Auto_Gold_Rate = 10
  80.  
  81. # Animazione mostrata quando il pg sale di livello
  82. LevelUp_Animation = 40
  83.  
  84. # Dividi l'animazione in:
  85. Animations_Divide = 3
  86.  
  87. # Testo da mostrare quando una skill o un oggetto sono associati ad un tasto
  88. Memorized_Text = "Memorizzato!"
  89.  
  90. # SE da attivare quando viene trovato oro
  91. Gold_Drop_SE = ""
  92.  
  93. # SE da attivare quando viene trovato un oggetto
  94. Item_Drop_SE = ""
  95.  
  96. Fonts = {}
  97. # Nome | Grandezza | Grassetto | Corsivo
  98. Fonts["Dano"] = ["Verdana", 18, true, false]
  99. Fonts["Golpes"] = ["Times New Roman", 26, true, true]
  100. Fonts["Recompensa"] = ["Verdana", 16, false, false]
  101.  
  102. Damage_Texts = ["Mancato", "Critico", "Combo", "Difende", "Salito di livello", "Colpi", "Rifette"]
  103.  
  104. Damage_Colors = [Color.new(255,255,255), # Normale
  105. Color.new(102,204,64), # Cura
  106. Color.new(255,255,64), # Critico
  107. Color.new(255,56,16), # Combo
  108. Color.new(160,152,255), # Riflette
  109. Color.new(153,204,255)] # Colpisce
  110.  
  111. #------------------------------------------------------------------------------
  112. class Requiem_ABS
  113.  
  114. attr_reader :attack_key1
  115. attr_reader :attack_key2
  116. attr_reader :skill_keys
  117. attr_reader :item_keys
  118. attr_reader :group_order_key
  119. attr_reader :animations_divide
  120. attr_reader :memorized_text
  121. attr_reader :allow_weapons_graphics
  122. attr_reader :allow_shields_graphics
  123. attr_reader :allow_attack_with_shield
  124. attr_reader :allow_combo_damage
  125. attr_reader :levelup_animation
  126. attr_reader :recovery_when_levelup
  127. attr_reader :gold_drop_icon_index
  128. attr_reader :gold_drop_rate
  129. attr_reader :drop_duration_time
  130. attr_reader :show_reward
  131. attr_reader :drop_se
  132. attr_reader :auto_exp_e_gold
  133. attr_reader :auto_exp_rate
  134. attr_reader :auto_gold_rate
  135. attr_reader :damage_properties
  136. attr_reader :through_drop
  137. attr_reader :divide_exp
  138. attr_reader :change_group_order
  139. attr_reader :next_actor_if_dead
  140. attr_reader :battle_area_variable
  141.  
  142. def initialize
  143. @attack_key1 = Attack_Key1
  144. @attack_key2 = Attack_Key2
  145. @skill_keys = Skill_Keys
  146. @item_keys = Item_Keys
  147. @group_order_key = Group_Order_Key
  148. @animations_divide = Animations_Divide
  149. @memorized_text = Memorized_Text
  150. @allow_weapons_graphics = Allow_Weapons_Graphics
  151. @allow_shields_graphics = Allow_Shields_Graphics
  152. @allow_attack_with_shield = Allow_attack_with_shield
  153. @allow_combo_damage = Allow_Combo_Damage
  154. @levelup_animation = LevelUp_Animation
  155. @recovery_when_levelup = Recovery_When_LevelUp
  156. @gold_drop_icon_index = Gold_Drop_Icon_Index
  157. @gold_drop_rate = Gold_Drop_Rate
  158. @drop_duration_time = Drop_Duration_Time
  159. @show_reward = Show_Reward
  160. @drop_se = [Gold_Drop_SE, Item_Drop_SE]
  161. @auto_exp_e_gold = Auto_EXP_Gold
  162. @auto_exp_rate = Auto_EXP_Rate
  163. @auto_gold_rate = Auto_Gold_Rate
  164. @through_drop = Through_Drop
  165. @divide_exp = Divide_EXP
  166. @change_group_order = Change_Group_Order
  167. @next_actor_if_dead = Next_Actor_If_Dead
  168. @battle_area_variable = Battle_Area_Variable
  169. @damage_properties = {}
  170. @damage_properties["Dano"] = Fonts["Dano"]
  171. @damage_properties["Golpes"] = Fonts["Golpes"]
  172. @damage_properties["Recompensa"] = Fonts["Recompensa"]
  173. @damage_properties["Texts"] = Damage_Texts
  174. @damage_properties["Colors"] = Damage_Colors
  175. end
  176.  
  177. end
  178.  
  179. #------------------------------------------------------------------------------
  180. # Module RPG
  181. #------------------------------------------------------------------------------
  182. module RPG
  183.  
  184. class State
  185.  
  186. def animation_id
  187. self.note.each_line { |line|
  188. return line.gsub('Animation = ', '').chomp.to_i if line.include?('Animation = ')
  189. }
  190. return 0
  191. end
  192.  
  193. def walk_slower?
  194. self.note.each_line { |line| return true if line.include?("Walk Slower") }
  195. return false
  196. end
  197.  
  198. def walk_faster?
  199. self.note.each_line { |line| return true if line.include?("Walk Faster") }
  200. return false
  201. end
  202.  
  203. def dont_walk?
  204. self.note.each_line { |line| return true if line.include?("Don't Walk") }
  205. return false
  206. end
  207.  
  208. def confusion?
  209. self.note.each_line { |line| return true if line.include?("Confusion") }
  210. return false
  211. end
  212.  
  213. def duration
  214. self.note.each_line { |line|
  215. return line.gsub('Duration = ', '').chomp.to_i if line.include?('Duration = ')
  216. }
  217. return 300
  218. end
  219.  
  220. end
  221.  
  222. class BaseItem
  223.  
  224. def ranged?
  225. self.note.each_line { |line| return true if line.include?("Ranged") }
  226. return false
  227. end
  228.  
  229. def explosive?
  230. self.note.each_line { |line| return true if line.include?("Explosive") }
  231. return false
  232. end
  233.  
  234. def bomb?
  235. self.note.each_line { |line| return true if line.include?("Bomb") }
  236. return false
  237. end
  238.  
  239. def graphic
  240. self.note.each_line { |line|
  241. return line.gsub!('Graphic = ', '').chomp if line.include?('Graphic = ')
  242. }
  243. return ""
  244. end
  245.  
  246. def index
  247. self.note.each_line { |line|
  248. return line.gsub('Index = ', '').chomp.to_i if line.include?('Index = ')
  249. }
  250. return 0
  251. end
  252.  
  253. def move_speed
  254. self.note.each_line { |line|
  255. return line.gsub('Speed = ', '').chomp.to_i if line.include?('Speed = ')
  256. }
  257. return 4
  258. end
  259.  
  260. def range
  261. self.note.each_line { |line|
  262. return line.gsub('Range = ', '').chomp.to_i if line.include?('Range = ')
  263. }
  264. return 5
  265. end
  266.  
  267. def delay
  268. self.note.each_line { |line|
  269. return line.gsub('Delay = ', '').chomp.to_i if line.include?('Delay = ')
  270. }
  271. return 60
  272. end
  273.  
  274. def area
  275. self.note.each_line { |line|
  276. return line.gsub('Area = ', '').chomp.to_i if line.include?('Area = ')
  277. }
  278. return 3
  279. end
  280.  
  281. def shot_se
  282. self.note.each_line { |line|
  283. return line.gsub('Shot SE = ', '').chomp.to_s if line.include?('Shot SE = ')
  284. }
  285. return nil
  286. end
  287.  
  288. def combo_hits
  289. self.note.each_line { |line|
  290. return line.gsub('Combo Hits = ', '').chomp.to_i if line.include?('Combo Hits = ')
  291. }
  292. return 5
  293. end
  294.  
  295. def combo_rate
  296. self.note.each_line { |line|
  297. return line.gsub('Combo Rate = ', '').chomp.to_i if line.include?('Combo Rate = ')
  298. }
  299. return 75
  300. end
  301.  
  302. def ammo1
  303. self.note.each_line { |line|
  304. return $data_items[line.gsub('Ammo1 = ', '').chomp.to_i] if line.include?('Ammo1 = ')
  305. }
  306. return nil
  307. end
  308.  
  309. def ammo2
  310. self.note.each_line { |line|
  311. return $data_items[line.gsub('Ammo2 = ', '').chomp.to_i] if line.include?('Ammo2 = ')
  312. }
  313. return nil
  314. end
  315.  
  316. def defense_rate
  317. self.note.each_line { |line|
  318. return line.gsub('Defense Rate = ', '').chomp.to_i if line.include?('Defense Rate = ')
  319. }
  320. return 50
  321. end
  322.  
  323. def reflect_rate
  324. self.note.each_line { |line|
  325. return line.gsub('Reflect Rate = ', '').chomp.to_i if line.include?('Reflect Rate = ')
  326. }
  327. return 0
  328. end
  329.  
  330. def path
  331. self.note.each_line { |line|
  332. return line.gsub!('Path = ', '').chomp if line.include?('Path = ')
  333. }
  334. return "Line"
  335. end
  336.  
  337. end
  338.  
  339. end
  340.  
  341. #------------------------------------------------------------------------------
  342. # Bitmap
  343. #------------------------------------------------------------------------------
  344. class Bitmap
  345.  
  346. def draw_outlined_text(x, y, w, h, s, a=0, c=Font.default_color)
  347. font.shadow = false
  348. font.color = Color.new(0,0,0)
  349. draw_text(x-1, y-1, w, h, s, a)
  350. draw_text(x+1, y-1, w, h, s, a)
  351. draw_text(x-1, y+1, w, h, s, a)
  352. draw_text(x+1, y+1, w, h, s, a)
  353. font.color = c
  354. draw_text(x, y, w, h, s, a)
  355. end
  356.  
  357. end
  358.  
  359. #------------------------------------------------------------------------------
  360. # Game Battler
  361. #------------------------------------------------------------------------------
  362. class Game_Battler
  363.  
  364. attr_accessor :damage
  365. attr_accessor :critical
  366. attr_accessor :combo
  367. attr_accessor :reflect
  368. attr_accessor :state_turns
  369. attr_accessor :defending
  370. attr_accessor :piece
  371.  
  372. alias requiem_abs_gbattler_initialize initialize
  373. alias requiem_abs_gbattler_make_obj_damage_value make_obj_damage_value
  374.  
  375. def initialize
  376. @damage = 0
  377. requiem_abs_gbattler_initialize
  378. end
  379.  
  380. def attack_effect(attacker)
  381. clear_action_results
  382. unless attack_effective?(attacker)
  383. @skipped = true
  384. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  385. return
  386. end
  387. if rand(100) >= calc_hit(attacker)
  388. @missed = true
  389. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  390. return
  391. end
  392. if rand(100) < calc_eva(attacker)
  393. @evaded = true
  394. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  395. return
  396. end
  397. make_attack_damage_value(attacker)
  398. execute_damage(attacker)
  399. return if @hp_damage == 0
  400. apply_state_changes(attacker)
  401. end
  402.  
  403. def skill_effect(user, skill)
  404. clear_action_results
  405. unless skill_effective?(user, skill)
  406. @skipped = true
  407. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  408. return
  409. end
  410. if rand(100) >= calc_hit(user, skill)
  411. @missed = true
  412. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  413. return
  414. end
  415. if rand(100) < calc_eva(user, skill)
  416. @evaded = true
  417. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  418. return
  419. end
  420. make_obj_damage_value(user, skill)
  421. make_obj_absorb_effect(user, skill)
  422. execute_damage(user)
  423. return if skill.physical_attack and @hp_damage == 0
  424. apply_state_changes(skill)
  425. end
  426.  
  427. def item_effect(user, item)
  428. clear_action_results
  429. unless item_effective?(user, item)
  430. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  431. @skipped = true
  432. return
  433. end
  434. if rand(100) >= calc_hit(user, item)
  435. @missed = true
  436. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  437. return
  438. end
  439. if rand(100) < calc_eva(user, item)
  440. @evaded = true
  441. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  442. return
  443. end
  444. hp_recovery = calc_hp_recovery(user, item)
  445. mp_recovery = calc_mp_recovery(user, item)
  446. make_obj_damage_value(user, item)
  447. @hp_damage -= hp_recovery
  448. @mp_damage -= mp_recovery
  449. make_obj_absorb_effect(user, item)
  450. execute_damage(user)
  451. item_growth_effect(user, item)
  452. return if item.physical_attack and @hp_damage == 0
  453. apply_state_changes(item)
  454. end
  455.  
  456. def execute_damage(user)
  457. if @hp_damage == 0
  458. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  459. elsif defending?(user)
  460. @damage = $Requiem_ABS.damage_properties["Texts"][3]
  461. return
  462. else
  463. if user.reflect
  464. user.damage = (@hp_damage/4 <= 0 ? 1 : @hp_damage/4)
  465. else
  466. @damage = @hp_damage
  467. end
  468. end
  469. remove_states_shock if @hp_damage > 0
  470. if user.reflect
  471. user.hp -= (@hp_damage/4 <= 0 ? 1 : @hp_damage/4)
  472. user.mp -= (@mp_damage/4 <= 0 ? 1 : @mp_damage/4)
  473. else
  474. self.hp -= @hp_damage
  475. self.mp -= @mp_damage
  476. end
  477. if @absorbed
  478. user.hp += @hp_damage
  479. user.mp += @mp_damage
  480. end
  481. end
  482.  
  483. def make_attack_damage_value(attacker)
  484. damage = attacker.atk * 4 - self.def * 2
  485. damage = 0 if damage < 0
  486. damage *= elements_max_rate(attacker.element_set)
  487. damage /= 100
  488. if damage == 0
  489. damage = rand(2)
  490. elsif damage > 0
  491. attacker.reflect = (rand(100) < reflect_rate)
  492. @critical = (rand(100) < attacker.cri)
  493. @critical = false if prevent_critical or @reflect
  494. damage *= 2 if @critical
  495. calculate_combo(attacker)
  496. damage *= 3 if @combo
  497. damage = apply_variance(damage, 20)
  498. damage = apply_guard(damage)
  499. @hp_damage = damage
  500. end
  501. end
  502.  
  503. def make_obj_damage_value(user, obj)
  504. requiem_abs_gbattler_make_obj_damage_value(user, obj)
  505. user.reflect = (rand(100) < reflect_rate)
  506. end
  507.  
  508. def calculate_combo(attacker)
  509. if attacker.is_a?(Game_Actor) and $Requiem_ABS.allow_combo_damage
  510. if $game_player.right_attack_on and attacker.weapons[0] != nil
  511. hits = attacker.weapons[0].combo_hits
  512. rate = attacker.weapons[0].combo_rate
  513. elsif $game_player.left_attack_on and attacker.weapons[1] != nil
  514. hits = attacker.weapons[1].combo_hits
  515. rate = attacker.weapons[1].combo_rate
  516. elsif $game_player.right_attack_on and attacker.weapons[0].nil?
  517. hits = 5
  518. rate = 75
  519. elsif $game_player.left_attack_on and attacker.weapons[1].nil?
  520. hits = 5
  521. rate = 75
  522. else
  523. hits = rate = 0
  524. end
  525. @combo = ($game_player.hits >= hits and rand(100) <= rate)
  526. @combo = false if @reflect
  527. else
  528. @combo = false
  529. end
  530. end
  531.  
  532. def attack_speed
  533. a = [[75, 75-(agi/10)].min, 3].max
  534. return a
  535. end
  536.  
  537. def defending?(user)
  538. if self.is_a?(Game_Actor) and @defending and equips[1].is_a?(RPG::Armor) and
  539. rand(100) <= equips[1].defense_rate and @piece != nil and user.piece.face_to_face?(user.piece, @piece)
  540. return true
  541. elsif self.is_a?(Game_Monster) and @defending and rand(100) <= self.defense_rate and
  542. @piece != nil and user.piece.face_to_face?(user.piece, @piece)
  543. return true
  544. elsif self.is_a?(Game_Enemy) and @defending and rand(100) <= self.defense_rate and
  545. @piece != nil and user.piece.face_to_face?(user.piece, @piece)
  546. return true
  547. end
  548. return false
  549. end
  550.  
  551. def remove_state(state_id)
  552. return unless state?(state_id)
  553. @states.delete(state_id)
  554. @state_turns.delete(state_id)
  555. end
  556.  
  557. end
  558.  
  559. #------------------------------------------------------------------------------
  560. # Game Actor
  561. #------------------------------------------------------------------------------
  562. class Game_Actor < Game_Battler
  563.  
  564. attr_accessor :skill_hotkeys
  565. attr_accessor :item_hotkeys
  566.  
  567. alias requiem_abs_gactor_initialize initialize
  568.  
  569. def initialize(actor_id)
  570. requiem_abs_gactor_initialize(actor_id)
  571. @skill_hotkeys = {}
  572. for s in $Requiem_ABS.skill_keys
  573. @skill_hotkeys[s] = 0
  574. end
  575. @item_hotkeys = {}
  576. for i in $Requiem_ABS.item_keys
  577. @item_hotkeys[i] = 0
  578. end
  579. end
  580.  
  581. def display_level_up(new_skills)
  582. $game_system.battle_end_me.play
  583. $game_player.animation_id = $Requiem_ABS.levelup_animation
  584. @damage = $Requiem_ABS.damage_properties["Texts"][4]
  585. recover_all if $Requiem_ABS.recovery_when_levelup
  586. end
  587.  
  588. def atk_animation_id2
  589. if two_swords_style
  590. return weapons[1].nil? ? 1 : weapons[1].animation_id
  591. else
  592. return 1
  593. end
  594. end
  595.  
  596. def reflect_rate
  597. r = 0
  598. for i in armors.compact
  599. r += i.reflect_rate
  600. end
  601. return r
  602. end
  603.  
  604. def current_exp
  605. return (@exp - @exp_list[@level])
  606. end
  607.  
  608. def next_exp
  609. return (@exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0)
  610. end
  611.  
  612. end
  613.  
  614. #------------------------------------------------------------------------------
  615. # Game Enemy
  616. #------------------------------------------------------------------------------
  617. class Game_Enemy < Game_Battler
  618.  
  619. def character_name
  620. enemy.note.each_line { |line|
  621. return line.gsub('Char Name = ', '').chomp if line.include?('Char Name = ')
  622. }
  623. return ""
  624. end
  625.  
  626. def character_index
  627. enemy.note.each_line { |line|
  628. return line.gsub('Char Index = ', '').chomp.to_i if line.include?('Char Index = ')
  629. }
  630. return 0
  631. end
  632.  
  633. def atk_animation_id
  634. enemy.note.each_line { |line|
  635. return line.gsub('Attack Animation = ', '').chomp.to_i if line.include?('Attack Animation = ')
  636. }
  637. return 1
  638. end
  639.  
  640. def die_animation_id
  641. enemy.note.each_line { |line|
  642. return line.gsub('Die Animation = ', '').chomp.to_i if line.include?('Die Animation = ')
  643. }
  644. return 0
  645. end
  646.  
  647. def die_se
  648. enemy.note.each_line { |line|
  649. return line.gsub('Die SE = ', '').chomp.to_s if line.include?('Die SE = ')
  650. }
  651. return nil
  652. end
  653.  
  654. def weapon_icon
  655. enemy.note.each_line { |line|
  656. return line.gsub('Weapon Icon = ', '').chomp.to_i if line.include?('Weapon Icon = ')
  657. }
  658. return 0
  659. end
  660.  
  661. def shield_icon
  662. enemy.note.each_line { |line|
  663. return line.gsub('Shield Icon = ', '').chomp.to_i if line.include?('Shield Icon = ')
  664. }
  665. return 0
  666. end
  667.  
  668. def defense_rate
  669. enemy.note.each_line { |line|
  670. return line.gsub('Defense Rate = ', '').chomp.to_i if line.include?('Defense Rate = ')
  671. }
  672. return 50
  673. end
  674.  
  675. def reflect_rate
  676. enemy.note.each_line { |line|
  677. return line.gsub('Reflect Rate = ', '').chomp.to_i if line.include?('Reflect Rate = ')
  678. }
  679. return 0
  680. end
  681.  
  682. def move_speed
  683. enemy.note.each_line { |line|
  684. return line.gsub('Move Speed = ', '').chomp.to_i if line.include?('Move Speed = ')
  685. }
  686. return 3
  687. end
  688.  
  689. def follow_range
  690. enemy.note.each_line { |line|
  691. return line.gsub('Follow Range = ', '').chomp.to_i if line.include?('Follow Range = ')
  692. }
  693. return 3
  694. end
  695.  
  696. def move_route
  697. enemy.note.each_line { |line|
  698. return line.gsub('Move Route = ', '').chomp.to_i if line.include?('Move Route = ')
  699. }
  700. return 1
  701. end
  702.  
  703. def respawn
  704. enemy.note.each_line { |line|
  705. return line.gsub('Respawn = ', '').chomp.to_i if line.include?('Respawn = ')
  706. }
  707. return 0
  708. end
  709.  
  710. end
  711.  
  712. #------------------------------------------------------------------------------
  713. # Game Party
  714. #------------------------------------------------------------------------------
  715. class Game_Party < Game_Unit
  716.  
  717. alias requiem_sbabs_gparty_setup_starting_members setup_starting_members
  718.  
  719. def setup_starting_members
  720. requiem_sbabs_gparty_setup_starting_members
  721. for i in 1...@actors.size
  722. next if @actors[i].nil?
  723. $game_allies[i] = Game_Ally.new(i)
  724. end
  725. end
  726.  
  727. def add_actor(actor_id)
  728. if @actors.size < MAX_MEMBERS and not @actors.include?(actor_id)
  729. @actors.push(actor_id)
  730. $game_player.refresh
  731. id = @actors.size-1
  732. if @actors.size > 1
  733. $game_allies[id] = Game_Ally.new(id)
  734. $game_allies[id].moveto($game_player.x, $game_player.y)
  735. $game_allies[id].move_random
  736. end
  737. end
  738. $scene.refresh_sprites if $scene.is_a?(Scene_Map)
  739. end
  740.  
  741. def remove_actor(actor_id)
  742. change_group_order if members[0].id == actor_id
  743. @actors.delete(actor_id)
  744. for ally in $game_allies.compact
  745. next if ally.actor.id != actor_id
  746. ally.destroy = true
  747. $game_allies.delete(ally)
  748. end
  749. $game_player.refresh
  750. $scene.refresh_sprites if $scene.is_a?(Scene_Map)
  751. end
  752.  
  753. def change_group_order
  754. for ally in $game_allies.compact
  755. next if ally.map_id == $game_map.map_id
  756. return
  757. end
  758. return if members.size <= 1
  759. actor = @actors[0]
  760. @actors.delete(actor)
  761. @actors.compact
  762. if all_dead?
  763. @actors.insert(0, actor)
  764. return
  765. end
  766. @actors.push(actor)
  767. for a in members.compact
  768. if a.dead?
  769. ally = a
  770. @actors.delete(a.id)
  771. @actors.push(a.id)
  772. else
  773. for i in $game_allies.compact
  774. next if i.actor != a
  775. ally = i
  776. end
  777. break
  778. end
  779. end
  780. allies = []
  781. for a in $game_allies.compact
  782. allies.push(a)
  783. end
  784. allies.delete(ally)
  785. allies.push($game_player)
  786. allies.compact
  787. for i in 1...members.size
  788. next if members[i].nil?
  789. $game_allies[i] = Game_Ally.new(i)
  790. $game_allies[i].refresh
  791. $game_allies[i].moveto(allies[i-1].x, allies[i-1].y)
  792. if !allies[i-1].is_a?(Game_Player)
  793. $game_allies[i].map_id = allies[i-1].map_id
  794. else
  795. $game_allies[i].map_id = $game_map.map_id
  796. end
  797. $game_allies[i].direction = allies[i-1].direction
  798. end
  799. $game_player.moveto(ally.x, ally.y)
  800. $game_player.refresh
  801. $scene.refresh_sprites if $scene.is_a?(Scene_Map)
  802. end
  803.  
  804. end
  805.  
  806. #------------------------------------------------------------------------------
  807. # Game Map
  808. #------------------------------------------------------------------------------
  809. class Game_Map
  810.  
  811. alias requiem_abs_gmap_passable passable?
  812. alias requiem_abs_gmap_setup_events setup_events
  813.  
  814. def setup_events
  815. requiem_abs_gmap_setup_events
  816. $game_monsters.clear
  817. for area in $data_areas.values
  818. next unless area.map_id == @map_id
  819. for i in area.encounter_list
  820. for m in $data_troops[i].members
  821. $game_monsters.push(Game_Monster.new($game_monsters.size, m.enemy_id, m.id, area))
  822. end
  823. end
  824. end
  825. for i in encounter_list
  826. for m in $data_troops[i].members
  827. $game_monsters.push(Game_Monster.new($game_monsters.size, m.enemy_id, m.id, nil))
  828. end
  829. end
  830. end
  831.  
  832. def range_passable?(x, y, flag = 0x01)
  833. return true if @passages[@map.data[x, y, 0]] == 9
  834. passable?(x, y, flag)
  835. end
  836.  
  837. def player_passable?(x, y, flag = 0x01)
  838. all_passable?(x, y, flag)
  839. end
  840.  
  841. def passable?(x, y, flag = 0x01)
  842. for ally in $game_allies.compact
  843. next if ally.character_name == ""
  844. return false if ally.x == x and ally.y == y
  845. end
  846. all_passable?(x, y, flag)
  847. end
  848.  
  849. def all_passable?(x, y, flag = 0x01)
  850. for monster in $game_monsters.compact
  851. next if monster.actor.dead?
  852. return false if monster.x == x and monster.y == y
  853. end
  854. for drop in $game_drop.compact
  855. next if $Requiem_ABS.through_drop
  856. return false if drop.x == x and drop.y == y
  857. end
  858. for event in events_xy(x, y)
  859. next if event.tile_id == 0
  860. next if event.priority_type > 0
  861. next if event.through
  862. pass = @passages[event.tile_id]
  863. next if pass & 0x10 == 0x10
  864. return true if pass & flag == 0x00
  865. return false if pass & flag == flag
  866. end
  867. for i in [2, 1, 0]
  868. tile_id = @map.data[x, y, i]
  869. return false if tile_id == nil
  870. pass = @passages[tile_id]
  871. next if pass & 0x10 == 0x10
  872. return true if pass & flag == 0x00
  873. return false if pass & flag == flag
  874. end
  875. return false
  876. end
  877.  
  878. def update_events
  879. for event in @events.values
  880. next unless in_range?(event) or event.trigger == 3 or event.trigger == 4
  881. event.update
  882. end
  883. for common_event in @common_events.values
  884. common_event.update
  885. end
  886. end
  887.  
  888. def in_range?(object)
  889. return true if object.is_a?(Game_Event) and object.check_command("Force Update")
  890. return false if object.real_x < (@display_x-768)
  891. return false if object.real_x > (@display_x+5120)
  892. return false if object.real_y < (@display_y-768)
  893. return false if object.real_y > (@display_y+4096)
  894. return true
  895. end
  896.  
  897. end
  898.  
  899. #------------------------------------------------------------------------------
  900. # Game Character
  901. #------------------------------------------------------------------------------
  902. class Game_Character
  903.  
  904. alias requiem_abs_gchar_initialize initialize
  905. alias requiem_abs_gchar_update update
  906.  
  907. attr_accessor :actor
  908. attr_accessor :target
  909. attr_accessor :ani_time
  910. attr_accessor :state_time
  911. attr_accessor :weapon1_attack_time
  912. attr_accessor :weapon2_attack_time
  913. attr_accessor :assigned_skill
  914. attr_accessor :skill_attack_time
  915. attr_accessor :item_attack_time
  916. attr_accessor :recovery_time
  917. attr_accessor :right_attack_on
  918. attr_accessor :left_attack_on
  919. attr_accessor :freeze
  920. attr_accessor :anime_attack
  921. attr_accessor :lock_target
  922. attr_accessor :original_move_speed
  923.  
  924. def initialize
  925. requiem_abs_gchar_initialize
  926. @weapon1_attack_time = 0
  927. @weapon2_attack_time = 0
  928. @skill_attack_time = 0
  929. @item_attack_time = 0
  930. @recovery_time = 0
  931. @assigned_skill = nil
  932. @ani_time = 0
  933. @anime_attack = 0
  934. @state_time = 0
  935. @original_move_speed = 0
  936. @actor = nil
  937. @target = nil
  938. @freeze = false
  939. @right_attack_on = false
  940. @left_attack_on = false
  941. @lock_target = false
  942. end
  943.  
  944. def update
  945. requiem_abs_gchar_update
  946. return if $game_party.members.size <= 0
  947. decrease_counters
  948. states_effects
  949. end
  950.  
  951. def decrease_counters
  952. @ani_time -= 1 if @ani_time > 0
  953. @weapon1_attack_time -= 1 if @weapon1_attack_time > 0
  954. @weapon2_attack_time -= 1 if @weapon2_attack_time > 0
  955. @skill_attack_time -= 1 if @skill_attack_time > 0
  956. @item_attack_time -= 1 if @item_attack_time > 0
  957. @recovery_time -= 1 if @recovery_time > 0
  958. @anime_attack -= 1 if @anime_attack > 0
  959. @right_attack_on = @left_attack_on = false if @anime_attack <= 0
  960. end
  961.  
  962. def states_effects
  963. return unless is_battler?
  964. for state in @actor.states.compact
  965. if @state_time <= state.duration
  966. @state_time += 1
  967. @freeze = true if state.dont_walk?
  968. @move_speed = 2 if state.walk_slower?
  969. @move_speed = 5 if state.walk_faster?
  970. if is_enemy? and @actor.slip_damage?
  971. @actor.slip_damage_effect if Graphics.frame_count % 60 <= 0
  972. end
  973. elsif @state_time > state.duration
  974. @freeze = false if state.dont_walk?
  975. @move_speed = @original_move_speed if state.walk_slower?
  976. @move_speed = @original_move_speed if state.walk_faster?
  977. @actor.remove_state(state.id)
  978. @state_time = 0
  979. end
  980. end
  981. end
  982.  
  983. def is_battler?
  984. return true if self.is_a?(Game_Player)
  985. return true if self.is_a?(Game_Ally)
  986. return true if self.is_a?(Game_Monster)
  987. return true if self.is_a?(Game_Event) and self.in_battle
  988. return false
  989. end
  990.  
  991. def is_enemy?
  992. return true if self.is_a?(Game_Monster)
  993. return true if self.is_a?(Game_Event) and self.in_battle
  994. return false
  995. end
  996.  
  997. end
  998.  
  999. #------------------------------------------------------------------------------
  1000. # Game Event
  1001. #------------------------------------------------------------------------------
  1002. class Game_Event < Game_Character
  1003.  
  1004. attr_reader :in_battle
  1005. attr_reader :kill_with_weapon
  1006. attr_reader :kill_with_skill
  1007. attr_reader :kill_with_item
  1008. attr_reader :respawn
  1009. attr_reader :boss
  1010. attr_reader :object
  1011. attr_reader :puzzle
  1012.  
  1013. alias requiem_abs_gevent_initialize initialize
  1014. alias requiem_abs_gevent_setup setup
  1015. alias requiem_abs_gevent_update update
  1016. alias requiem_abs_gevent_refresh refresh
  1017.  
  1018. def initialize(map_id, event)
  1019. @enemy_id = 0
  1020. @respawn = nil
  1021. @in_battle = false
  1022. @boss = false
  1023. @object = false
  1024. @puzzle = false
  1025. requiem_abs_gevent_initialize(map_id, event)
  1026. end
  1027.  
  1028. def setup(new_page)
  1029. requiem_abs_gevent_setup(new_page)
  1030. self.original_move_speed = @move_speed
  1031. end
  1032.  
  1033. def update
  1034. requiem_abs_gevent_update
  1035. @respawn -= 1 if !@in_battle and self.actor.nil? and @respawn != nil and @respawn > 0
  1036. if @in_battle and self.actor != nil and !self.actor.dead?
  1037. make_attack
  1038. elsif @in_battle and self.actor != nil and self.actor.dead?
  1039. kill_enemy
  1040. erasing
  1041. elsif !@in_battle and self.actor.nil? and @respawn != nil and @respawn <= 0
  1042. @erased = @starting = false
  1043. refresh
  1044. end
  1045. end
  1046.  
  1047. def refresh
  1048. requiem_abs_gevent_refresh
  1049. @enemy_id = check_value("Enemy")
  1050. @self_switch_a = check_command("Die Self Switch A")
  1051. @self_switch_b = check_command("Die Self Switch B")
  1052. @self_switch_c = check_command("Die Self Switch C")
  1053. @self_switch_d = check_command("Die Self Switch D")
  1054. @switch = check_value("Die Switch")
  1055. @variable = check_value("Die Variable")
  1056. @kill_with_weapon = check_value("Kill With Weapon")
  1057. @kill_with_skill = check_value("Kill With Skill")
  1058. @kill_with_item = check_value("Kill With Item")
  1059. @boss = check_command("Boss")
  1060. @object = check_command("Object")
  1061. @puzzle = check_command("Puzzle")
  1062. if @enemy_id > 0 and !@in_battle
  1063. self.actor = Game_Enemy.new(0, @enemy_id)
  1064. self.actor.recover_all
  1065. @respawn = self.actor.respawn
  1066. @respawn = nil if @respawn <= 0
  1067. @follow_range = self.actor.follow_range
  1068. self.actor.piece = self
  1069. self.target = $game_player
  1070. self.lock_target = false
  1071. @in_battle = true
  1072. elsif @enemy_id <= 0
  1073. @in_battle = false
  1074. end
  1075. @opacity = 255
  1076. @blend_type = 0
  1077. end
  1078.  
  1079. def make_attack
  1080. return if $game_map.interpreter.running?
  1081. return if $game_player.in_vehicle?
  1082. for action in self.actor.enemy.actions
  1083. next unless self.actor.conditions_met?(action)
  1084. next unless rand(11) < action.rating
  1085. next if self.weapon1_attack_time > 0
  1086. case action.kind
  1087. when 0
  1088. case action.basic
  1089. when 0
  1090. attack_normal
  1091. when 1
  1092. self.actor.defending = true
  1093. end
  1094. when 1
  1095. self.assigned_skill = $data_skills[action.skill_id]
  1096. case self.assigned_skill.scope
  1097. when 1...7
  1098. if self.assigned_skill.ranged?
  1099. if in_direction?(self, $game_player) and in_range?(self, $game_player, self.assigned_skill.range)
  1100. skill_attack_range
  1101. elsif action.rating == 10
  1102. skill_attack_range
  1103. else
  1104. for ally in $game_allies.compact
  1105. next unless in_direction?(self, ally) and in_range?(self, ally, self.assigned_skill.range)
  1106. skill_attack_range
  1107. end
  1108. end
  1109. elsif self.assigned_skill.explosive?
  1110. if in_direction?(self, $game_player) and in_range?(self, $game_player, self.assigned_skill.range)
  1111. skill_explode_range
  1112. elsif action.rating == 10
  1113. skill_explode_range
  1114. else
  1115. for ally in $game_allies.compact
  1116. next unless in_direction?(self, ally) and in_range?(self, ally, self.assigned_skill.range)
  1117. skill_explode_range
  1118. end
  1119. end
  1120. else
  1121. skill_attack_normal
  1122. end
  1123. when 7...12
  1124. skill_recover
  1125. end
  1126. end
  1127. end
  1128. end
  1129.  
  1130. def attack_normal
  1131. for ally in $game_allies.compact
  1132. next unless in_front?(self, ally)
  1133. self.anime_attack = 20
  1134. ally.animation_id = self.actor.atk_animation_id
  1135. ally.actor.attack_effect(self.actor)
  1136. ally.jump(0,0)
  1137. self.weapon1_attack_time = self.actor.attack_speed
  1138. return
  1139. end
  1140. return if $game_player.actor.nil?
  1141. return unless in_front?(self, $game_player)
  1142. self.anime_attack = 20
  1143. $game_player.animation_id = self.actor.atk_animation_id
  1144. $game_player.actor.attack_effect(self.actor)
  1145. $game_player.jump(0,0)
  1146. self.weapon1_attack_time = self.actor.attack_speed
  1147. end
  1148.  
  1149. def skill_attack_normal
  1150. return if self.actor.mp < self.assigned_skill.mp_cost
  1151. for ally in $game_allies.compact
  1152. next unless in_front?(self, ally)
  1153. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1154. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1155. ally.animation_id = self.assigned_skill.animation_id
  1156. ally.actor.skill_effect(self.actor, self.assigned_skill)
  1157. ally.jump(0,0)
  1158. self.weapon1_attack_time = self.actor.attack_speed
  1159. end
  1160. return if $game_player.actor.dead?
  1161. return unless in_front?(self, $game_player)
  1162. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1163. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1164. $game_player.animation_id = self.assigned_skill.animation_id
  1165. $game_player.actor.skill_effect(self.actor, self.assigned_skill)
  1166. $game_player.jump(0,0)
  1167. self.weapon1_attack_time = self.actor.attack_speed
  1168. end
  1169.  
  1170. def skill_attack_range
  1171. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1172. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1173. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1174. $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))
  1175. self.weapon1_attack_time = self.assigned_skill.delay
  1176. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  1177. end
  1178.  
  1179. def skill_explode_range
  1180. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1181. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1182. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1183. $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))
  1184. self.weapon1_attack_time = self.assigned_skill.delay
  1185. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  1186. end
  1187.  
  1188. def skill_recover
  1189. if self.actor.mp >= self.assigned_skill.mp_cost and self.actor.hp <= (self.actor.maxhp*25/100)
  1190. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1191. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1192. @animation_id = self.assigned_skill.animation_id
  1193. self.actor.skill_effect(self.actor, self.assigned_skill)
  1194. self.weapon1_attack_time = self.assigned_skill.delay
  1195. end
  1196. for event in $game_map.events.values
  1197. if event.in_battle and in_range?(self, event, 3)
  1198. if self.actor.mp >= self.assigned_skill.mp_cost and event.actor.hp <= (event.actor.maxhp*25/100)
  1199. self.actor.mp -= self.assigned_skill.mp_cost
  1200. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1201. event.animation_id = self.assigned_skill.animation_id
  1202. event.actor.skill_effect(self.actor, self.assigned_skill)
  1203. self.weapon1_attack_time = self.assigned_skill.delay
  1204. end
  1205. end
  1206. end
  1207. end
  1208.  
  1209. def erasing
  1210. return if @puzzle
  1211. @blend_type = 2
  1212. @opacity -= 5
  1213. end
  1214.  
  1215. def kill_enemy
  1216. dying unless @killed
  1217. return if @opacity > 0 and !@puzzle
  1218. self.actor = nil
  1219. desactive_enemy
  1220. @killed = false
  1221. $game_player.hits = 0
  1222. @in_battle = false
  1223. for ally in $game_allies.compact
  1224. next if ally.actor.dead?
  1225. ally.target = $game_player
  1226. ally.lock_target = false
  1227. end
  1228. end
  1229.  
  1230. def dying
  1231. if $Requiem_ABS.auto_exp_e_gold and !@puzzle and !@object
  1232. exp = (self.actor.maxhp+self.actor.maxmp+self.actor.atk+self.actor.def+self.actor.spi+
  1233. self.actor.agi+self.actor.hit+self.actor.eva) * $Requiem_ABS.auto_exp_rate / 100
  1234. else
  1235. exp = self.actor.exp
  1236. end
  1237. if $Requiem_ABS.divide_exp
  1238. x = (exp/$game_party.members.size)
  1239. for i in $game_party.members
  1240. i.gain_exp(x, true)
  1241. end
  1242. else
  1243. self.target.actor.gain_exp(exp, true)
  1244. end
  1245. make_drop
  1246. unless @puzzle
  1247. @animation_id = self.actor.die_animation_id if self.actor.die_animation_id > 0
  1248. if self.actor.die_se != nil
  1249. RPG::SE.new(self.actor.die_se).play
  1250. else
  1251. Sound.play_enemy_collapse
  1252. end
  1253. end
  1254. $game_variables[$Requiem_ABS.battle_area_variable] += 1 if $Requiem_ABS.battle_area_variable > 0
  1255. @killed = true
  1256. end
  1257.  
  1258. def desactive_enemy
  1259. if @self_switch_a
  1260. key = [$game_map.map_id, self.id, "A"]
  1261. $game_self_switches[key] = !$game_self_switches[key]
  1262. elsif @self_switch_b
  1263. key = [$game_map.map_id, self.id, "B"]
  1264. $game_self_switches[key] = !$game_self_switches[key]
  1265. elsif @self_switch_c
  1266. key = [$game_map.map_id, self.id, "C"]
  1267. $game_self_switches[key] = !$game_self_switches[key]
  1268. elsif @self_switch_d
  1269. key = [$game_map.map_id, self.id, "D"]
  1270. $game_self_switches[key] = !$game_self_switches[key]
  1271. elsif @switch > 0
  1272. $game_switches[@switch] = !$game_switches[@switch]
  1273. elsif @variable > 0
  1274. $game_variables[@variable] += 1
  1275. else
  1276. erase
  1277. end
  1278. $game_map.need_refresh = true
  1279. end
  1280.  
  1281. def make_drop
  1282. droped_items = []
  1283. for i in [self.actor.drop_item1, self.actor.drop_item2]
  1284. next if i.kind <= 0
  1285. next if rand(i.denominator) != 0
  1286. if i.kind == 1
  1287. droped_items.push($data_items[i.item_id])
  1288. elsif i.kind == 2
  1289. droped_items.push($data_weapons[i.weapon_id])
  1290. elsif i.kind == 3
  1291. droped_items.push($data_armors[i.armor_id])
  1292. end
  1293. end
  1294. for t in droped_items.compact
  1295. $game_drop.push(Game_Drop.new(self, t.icon_index, t , 0))
  1296. end
  1297. if $Requiem_ABS.auto_exp_e_gold
  1298. gold = (self.actor.maxhp+self.actor.maxmp+self.actor.atk+self.actor.def+self.actor.spi+
  1299. self.actor.agi+self.actor.hit+self.actor.eva) * $Requiem_ABS.auto_gold_rate / 100
  1300. else
  1301. gold = self.actor.gold
  1302. end
  1303. if gold > 0 and rand(100) <= $Requiem_ABS.gold_drop_rate
  1304. $game_drop.push(Game_Drop.new(self, $Requiem_ABS.gold_drop_icon_index, nil, gold))
  1305. end
  1306. end
  1307.  
  1308. def update_self_movement
  1309. return if self.freeze or (self.anime_attack/2) > 0
  1310. return unless @stop_count > 30 * (5 - @move_frequency)
  1311. if self.puzzle or self.object
  1312. self.target = nil
  1313. elsif @in_battle and in_range?(self, $game_player, @follow_range) and !self.lock_target
  1314. self.target = $game_player
  1315. self.lock_target = true
  1316. end
  1317. for ally in $game_allies.compact
  1318. next if self.puzzle or self.object
  1319. if @in_battle and in_range?(self, ally, @follow_range) and !ally.actor.dead? and !self.lock_target
  1320. self.target = ally
  1321. self.lock_target = true
  1322. elsif self.target == ally and ally.actor.dead? and self.lock_target
  1323. self.target = nil
  1324. self.lock_target = false
  1325. end
  1326. end
  1327. if self.target != nil and @in_battle and in_range?(self, self.target, @follow_range)
  1328. move_type_toward(self.target)
  1329. else
  1330. case @move_type
  1331. when 1
  1332. move_type_random
  1333. when 2
  1334. move_type_toward_player
  1335. when 3
  1336. move_type_custom
  1337. end
  1338. end
  1339. end
  1340.  
  1341. end
  1342.  
  1343. #------------------------------------------------------------------------------
  1344. # Game Player
  1345. #------------------------------------------------------------------------------
  1346. class Game_Player < Game_Character
  1347.  
  1348. attr_accessor :hit
  1349. attr_accessor :hits
  1350. attr_accessor :hit_time
  1351. attr_accessor :assigned_item
  1352. attr_accessor :reward
  1353.  
  1354. alias requiem_abs_gplayer_initialize initialize
  1355. alias requiem_abs_gplayer_refresh refresh
  1356. alias requiem_abs_gplayer_update update
  1357. alias requiem_abs_gplayer_move_by_input move_by_input
  1358. alias requiem_abs_gplayer_perform_transfer perform_transfer
  1359.  
  1360. def initialize
  1361. requiem_abs_gplayer_initialize
  1362. @hits = 0
  1363. @hit_time = 0
  1364. @assigned_item = 0
  1365. @hit = nil
  1366. @reward = nil
  1367. self.original_move_speed = 4
  1368. end
  1369.  
  1370. def refresh
  1371. self.actor = $game_party.members[0]
  1372. self.actor.piece = self unless self.actor.nil?
  1373. requiem_abs_gplayer_refresh
  1374. end
  1375.  
  1376. def update
  1377. requiem_abs_gplayer_update
  1378. return if self.actor.nil?
  1379. return if $game_map.interpreter.running?
  1380. return if in_vehicle?
  1381. attack_with_weapon
  1382. attack_with_skill
  1383. attack_with_item
  1384. auto_recovery
  1385. update_hits
  1386. if $Requiem_ABS.next_actor_if_dead
  1387. $game_temp.next_scene = "gameover" if $game_party.all_dead?
  1388. $game_party.change_group_order if self.actor.dead? and !$game_party.all_dead?
  1389. elsif self.actor.dead?
  1390. $game_temp.next_scene = "gameover"
  1391. end
  1392. if Input.trigger?($Requiem_ABS.group_order_key) and !Input.press?(Input::CTRL) and $Requiem_ABS.change_group_order
  1393. $game_party.change_group_order
  1394. end
  1395. end
  1396.  
  1397. def hit_count
  1398. return unless $Requiem_ABS.allow_combo_damage
  1399. @hits += 1
  1400. @hit = "#{@hits}"
  1401. end
  1402.  
  1403. def update_hits
  1404. if self.right_attack_on and @attack_weapon != nil
  1405. @hits = 0 if @hit_time <= 0 or @hits >= @attack_weapon.combo_hits
  1406. elsif self.left_attack_on and @attack_weapon_and_Shield != nil
  1407. @hits = 0 if @hit_time <= 0 or @hits >= @attack_weapon_and_Shield.combo_hits
  1408. elsif self.right_attack_on and @attack_weapon.nil?
  1409. @hits = 0 if @hit_time <= 0 or @hits >= 5
  1410. elsif self.left_attack_on and @attack_weapon_and_Shield.nil?
  1411. @hits = 0 if @hit_time <= 0 or @hits >= 5
  1412. end
  1413. @hit_time -= 1 if @hit_time > 0
  1414. end
  1415.  
  1416. def attack_with_weapon
  1417. if Input.trigger?($Requiem_ABS.attack_key1)
  1418. return if !$Requiem_ABS.allow_attack_with_shield and self.actor.defending
  1419. return if self.weapon1_attack_time > 0
  1420. @attack_weapon = self.actor.equips[0]
  1421. RPG::SE.new(@attack_weapon.shot_se).play if @attack_weapon != nil and @attack_weapon.shot_se != nil
  1422. self.anime_attack = 20
  1423. self.right_attack_on = true
  1424. self.left_attack_on = false
  1425. if @attack_weapon != nil and @attack_weapon.ranged?
  1426. range_attack_right
  1427. self.weapon1_attack_time = @attack_weapon.delay
  1428. @hit_time = self.weapon1_attack_time + 15
  1429. else
  1430. normal_attack_right
  1431. self.weapon1_attack_time = self.actor.attack_speed
  1432. @hit_time = self.weapon1_attack_time + 15
  1433. end
  1434. end
  1435. if Input.press?($Requiem_ABS.attack_key2)
  1436. self.actor.defending = (self.actor.equips[1].is_a?(RPG::Armor) and $Requiem_ABS.allow_shields_graphics)
  1437. else
  1438. self.actor.defending = false
  1439. end
  1440. if Input.trigger?($Requiem_ABS.attack_key2)
  1441. return if self.weapon2_attack_time > 0
  1442. return if !$Requiem_ABS.allow_attack_with_shield and self.actor.defending
  1443. @attack_weapon_and_Shield = (self.actor.two_swords_style ? self.actor.equips[1] : self.actor.equips[0])
  1444. RPG::SE.new(@attack_weapon_and_Shield.shot_se).play if @attack_weapon_and_Shield != nil and @attack_weapon_and_Shield.shot_se != nil
  1445. self.anime_attack = 20
  1446. self.right_attack_on = false
  1447. self.left_attack_on = true
  1448. if @attack_weapon_and_Shield != nil and @attack_weapon_and_Shield.ranged?
  1449. range_attack_left
  1450. self.weapon2_attack_time = @attack_weapon_and_Shield.delay
  1451. @hit_time = self.weapon2_attack_time + 15
  1452. elsif self.actor.two_swords_style
  1453. normal_attack_left
  1454. self.weapon2_attack_time = self.actor.attack_speed
  1455. @hit_time = self.weapon1_attack_time + 15
  1456. end
  1457. end
  1458. end
  1459.  
  1460. def attack_with_skill
  1461. for button in self.actor.skill_hotkeys.keys
  1462. if Input.trigger?(button) and self.actor.skill_hotkeys[button] != nil and self.actor.skill_hotkeys[button] != 0
  1463. return if self.skill_attack_time > 0
  1464. return if !$Requiem_ABS.allow_attack_with_shield and self.actor.defending
  1465. self.assigned_skill = $data_skills[self.actor.skill_hotkeys[button]]
  1466. if self.assigned_skill.scope == 2
  1467. skill_attack_all
  1468. elsif self.assigned_skill.ranged?
  1469. skill_attack_range
  1470. elsif self.assigned_skill.explosive?
  1471. skill_explode_range
  1472. elsif self.assigned_skill.scope >= 7
  1473. skill_recover
  1474. else
  1475. skill_attack_normal
  1476. end
  1477. end
  1478. end
  1479. end
  1480.  
  1481. def attack_with_item
  1482. for button in self.actor.item_hotkeys.keys
  1483. if Input.trigger?(button) and self.actor.item_hotkeys[button] != nil and self.actor.item_hotkeys[button] != 0
  1484. return if self.item_attack_time > 0
  1485. return if !$Requiem_ABS.allow_attack_with_shield and self.actor.defending
  1486. @assigned_item = $data_items[self.actor.item_hotkeys[button]]
  1487. if @assigned_item.ranged?
  1488. item_attack_range
  1489. elsif @assigned_item.explosive?
  1490. item_attack_explode
  1491. elsif @assigned_item.bomb?
  1492. item_attack_bomb
  1493. else
  1494. case @assigned_item.scope
  1495. when 1
  1496. item_normal_attack
  1497. when 2
  1498. item_attack_all
  1499. when 3...7
  1500. item_normal_attack
  1501. when 7...12
  1502. item_recover
  1503. end
  1504. end
  1505. end
  1506. end
  1507. end
  1508.  
  1509. def normal_attack_right
  1510. for monster in $game_monsters.compact
  1511. next unless in_front?(self, monster)
  1512. next if monster.actor.dead?
  1513. monster.animation_id = self.actor.atk_animation_id
  1514. hit_count
  1515. monster.actor.attack_effect(self.actor)
  1516. monster.jump(0,0)
  1517. monster.target = self
  1518. end
  1519. for event in $game_map.events.values
  1520. next unless event.in_battle
  1521. next unless in_front?(self, event)
  1522. next if event.actor.dead? or event.object
  1523. event.animation_id = self.actor.atk_animation_id
  1524. hit_count
  1525. return if event.kill_with_weapon > 0 and event.kill_with_weapon != @attack_weapon.id or
  1526. event.kill_with_skill > 0 or event.kill_with_item > 0
  1527. event.actor.attack_effect(self.actor)
  1528. event.jump(0,0) unless event.puzzle
  1529. event.target = self
  1530. end
  1531. end
  1532.  
  1533. def range_attack_right
  1534. return if @attack_weapon.ammo1 != nil and !$game_party.has_item?(@attack_weapon.ammo1)
  1535. $game_party.consume_item(@attack_weapon.ammo1) if @attack_weapon.ammo1 != nil
  1536. $game_range.push(Game_Range.new(self, @attack_weapon.graphic, @attack_weapon.index, @attack_weapon.move_speed, @attack_weapon.range, 1))
  1537. end
  1538.  
  1539. def normal_attack_left
  1540. for monster in $game_monsters.compact
  1541. next unless in_front?(self, monster)
  1542. next if monster.actor.dead?
  1543. monster.animation_id = self.actor.atk_animation_id2
  1544. hit_count
  1545. monster.actor.attack_effect(self.actor)
  1546. monster.jump(0,0)
  1547. monster.target = self
  1548. end
  1549. for event in $game_map.events.values
  1550. next unless event.in_battle
  1551. next unless in_front?(self,event)
  1552. next if event.actor.dead? or event.object
  1553. event.animation_id = self.actor.atk_animation_id2
  1554. hit_count
  1555. return if event.kill_with_weapon > 0 and event.kill_with_weapon != @attack_weapon_and_Shield.id or
  1556. event.kill_with_skill > 0 or event.kill_with_item > 0
  1557. event.actor.attack_effect(self.actor)
  1558. event.jump(0,0) unless event.puzzle
  1559. event.target = self
  1560. end
  1561. end
  1562.  
  1563. def range_attack_left
  1564. return if @attack_weapon_and_Shield.ammo2 != nil and !$game_party.has_item?(@attack_weapon_and_Shield.ammo2)
  1565. $game_party.consume_item(@attack_weapon_and_Shield.ammo2) if @attack_weapon_and_Shield.ammo2 != nil
  1566. $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))
  1567. end
  1568.  
  1569. def skill_attack_normal
  1570. for monster in $game_monsters.compact
  1571. next unless in_front?(self, monster)
  1572. next if monster.actor.dead?
  1573. next unless self.actor.mp >= self.assigned_skill.mp_cost
  1574. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1575. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1576. monster.animation_id = self.assigned_skill.animation_id
  1577. self.skill_attack_time = self.assigned_skill.delay
  1578. monster.actor.skill_effect(self.actor, self.assigned_skill)
  1579. monster.jump(0,0)
  1580. monster.target = self
  1581. end
  1582. for event in $game_map.events.values
  1583. next unless event.in_battle
  1584. next unless in_front?(self,event)
  1585. next if event.actor.dead? or event.object
  1586. next unless self.actor.mp >= self.assigned_skill.mp_cost
  1587. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1588. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1589. event.animation_id = self.assigned_skill.animation_id
  1590. self.skill_attack_time = self.assigned_skill.delay
  1591. return if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  1592. event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
  1593. event.actor.skill_effect(self.actor, self.assigned_skill)
  1594. event.jump(0,0) unless event.puzzle
  1595. event.target = self
  1596. end
  1597. end
  1598.  
  1599. def skill_attack_range
  1600. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1601. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1602. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1603. $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))
  1604. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  1605. self.skill_attack_time = self.assigned_skill.delay
  1606. end
  1607.  
  1608. def skill_attack_all
  1609. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1610. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1611. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1612. for monster in $game_monsters.compact
  1613. next if monster.actor.dead?
  1614. monster.animation_id = self.assigned_skill.animation_id
  1615. self.skill_attack_time = self.assigned_skill.delay
  1616. monster.actor.skill_effect(self.actor, self.assigned_skill)
  1617. monster.jump(0,0)
  1618. monster.target = self
  1619. end
  1620. for event in $game_map.events.values
  1621. next unless event.in_battle
  1622. next if event.actor.dead? or event.object
  1623. event.animation_id = self.assigned_skill.animation_id
  1624. self.skill_attack_time = self.assigned_skill.delay
  1625. return if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  1626. event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
  1627. event.actor.skill_effect(self.actor, self.assigned_skill)
  1628. event.jump(0,0) unless event.puzzle
  1629. event.target = self
  1630. end
  1631. end
  1632.  
  1633. def skill_explode_range
  1634. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1635. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1636. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1637. $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))
  1638. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  1639. self.skill_attack_time = self.assigned_skill.delay
  1640. end
  1641.  
  1642. def skill_recover
  1643. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1644. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1645. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1646. self.actor.skill_effect(self.actor, self.assigned_skill)
  1647. @animation_id = self.assigned_skill.animation_id
  1648. self.skill_attack_time = 60
  1649. end
  1650.  
  1651. def item_normal_attack
  1652. for monster in $game_monsters.compact
  1653. next unless in_front?(self, monster)
  1654. next if monster.actor.dead?
  1655. next unless $game_party.has_item?(@assigned_item)
  1656. $game_party.consume_item(@assigned_item)
  1657. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1658. monster.animation_id = @assigned_item.animation_id
  1659. self.item_attack_time = @assigned_item.delay
  1660. monster.actor.item_effect(self.actor, @assigned_item)
  1661. monster.jump(0,0)
  1662. monster.target = self
  1663. end
  1664. for event in $game_map.events.values
  1665. next unless event.in_battle
  1666. next unless in_front?(self,event)
  1667. next if event.actor.dead? or event.object
  1668. next unless $game_party.has_item?(@assigned_item)
  1669. $game_party.consume_item(@assigned_item)
  1670. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1671. event.animation_id = @assigned_item.animation_id
  1672. self.item_attack_time = @assigned_item.delay
  1673. return if event.kill_with_weapon > 0 or event.kill_with_skill > 0 or
  1674. event.kill_with_item > 0 and event.kill_with_item != self.assigned_item.id
  1675. event.actor.item_effect(self.actor, @assigned_item)
  1676. event.jump(0,0) unless event.puzzle
  1677. event.target = self
  1678. end
  1679. end
  1680.  
  1681. def item_attack_range
  1682. return unless $game_party.has_item?(@assigned_item)
  1683. $game_party.consume_item(@assigned_item)
  1684. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1685. $game_range.push(Game_Range.new(self, @assigned_item.graphic, @assigned_item.index, @assigned_item.move_speed, @assigned_item.range, 5))
  1686. RPG::SE.new(@assigned_item.shot_se).play if @assigned_item.shot_se != nil
  1687. self.item_attack_time = @assigned_item.delay
  1688. end
  1689.  
  1690. def item_attack_explode
  1691. return unless $game_party.has_item?(@assigned_item)
  1692. $game_party.consume_item(@assigned_item)
  1693. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1694. $game_range.push(Game_Range.new(self, @assigned_item.graphic, @assigned_item.index, @assigned_item.move_speed, @assigned_item.range, 6))
  1695. RPG::SE.new(@assigned_item.shot_se).play if @assigned_item.shot_se != nil
  1696. self.item_attack_time = @assigned_item.delay
  1697. end
  1698.  
  1699. def item_recover
  1700. return unless $game_party.has_item?(@assigned_item)
  1701. $game_party.consume_item(@assigned_item)
  1702. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1703. @animation_id = @assigned_item.animation_id
  1704. self.actor.item_effect(self.actor, @assigned_item)
  1705. self.item_attack_time = @assigned_item.delay
  1706. end
  1707.  
  1708. def item_attack_all
  1709. next unless $game_party.has_item?(@assigned_item)
  1710. $game_party.consume_item(@assigned_item)
  1711. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1712. for monster in $game_monsters.compact
  1713. next unless in_front?(self, monster)
  1714. next if monster.actor.dead?
  1715. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1716. monster.animation_id = @assigned_item.animation_id
  1717. self.item_attack_time = @assigned_item.delay
  1718. monster.actor.item_effect(self.actor, @assigned_item)
  1719. monster.jump(0,0)
  1720. monster.target = self
  1721. end
  1722. for event in $game_map.events.values
  1723. next unless event.in_battle
  1724. next if event.actor.dead? or event.object
  1725. event.animation_id = @assigned_item.animation_id
  1726. self.item_attack_time = @assigned_item.delay
  1727. return if event.kill_with_weapon > 0 or event.kill_with_skill > 0 or
  1728. event.kill_with_item > 0 and event.kill_with_item != self.assigned_item.id
  1729. event.actor.item_effect(self.actor, @assigned_item)
  1730. event.jump(0,0) unless event.puzzle
  1731. event.target = self
  1732. end
  1733. end
  1734.  
  1735. def item_attack_bomb
  1736. return unless $game_party.has_item?(@assigned_item)
  1737. $game_party.consume_item(@assigned_item)
  1738. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1739. $game_bomb.push(Game_Bomb.new(self, @assigned_item))
  1740. self.item_attack_time = 60
  1741. end
  1742.  
  1743. def auto_recovery
  1744. return unless self.actor.auto_hp_recover and self.recovery_time <= 0
  1745. self.actor.hp += (self.actor.maxhp*10/100)
  1746. self.recovery_time = 1800
  1747. end
  1748.  
  1749. def perform_transfer
  1750. requiem_abs_gplayer_perform_transfer
  1751. for range in $game_range.compact
  1752. range.destroy = true
  1753. end
  1754. for drop in $game_drop.compact
  1755. drop.destroy = true
  1756. end
  1757. for bomb in $game_bomb.compact
  1758. bomb.destroy = true
  1759. end
  1760. for ally in $game_allies.compact
  1761. ally.perform_transfer(@new_map_id, @new_x, @new_y, @new_direction) unless ally.actor.dead?
  1762. ally.refresh
  1763. end
  1764. $game_variables[$Requiem_ABS.battle_area_variable] = 0 if $Requiem_ABS.battle_area_variable > 0
  1765. end
  1766.  
  1767. def map_passable?(x, y)
  1768. case @vehicle_type
  1769. when 0
  1770. return $game_map.boat_passable?(x, y)
  1771. when 1
  1772. return $game_map.ship_passable?(x, y)
  1773. when 2
  1774. return true
  1775. else
  1776. return $game_map.player_passable?(x, y)
  1777. end
  1778. end
  1779.  
  1780. def move_by_input
  1781. return if self.freeze or (self.anime_attack/2) > 0
  1782. if self.actor != nil
  1783. for state in self.actor.states.compact
  1784. next unless state.confusion?
  1785. return unless movable?
  1786. return if $game_map.interpreter.running?
  1787. case Input.dir4
  1788. when 2,4,6,8
  1789. move_random
  1790. end
  1791. return
  1792. end
  1793. end
  1794. requiem_abs_gplayer_move_by_input
  1795. end
  1796.  
  1797. end
  1798.  
  1799. #------------------------------------------------------------------------------
  1800. # Game Ally
  1801. #------------------------------------------------------------------------------
  1802. class Game_Ally < Game_Character
  1803.  
  1804. attr_reader :id
  1805. attr_accessor :map_id
  1806. attr_accessor :draw
  1807. attr_accessor :destroy
  1808. attr_accessor :command
  1809.  
  1810. def initialize(id)
  1811. super()
  1812. @id = id
  1813. @map_id = $game_map.map_id
  1814. @command = 0
  1815. @draw = false
  1816. @destroy = false
  1817. self.target = $game_player
  1818. self.original_move_speed = 4
  1819. refresh
  1820. end
  1821.  
  1822. def update
  1823. super
  1824. return if @destroy
  1825. if self.actor.dead? and !@dead
  1826. refresh
  1827. @dead = true
  1828. elsif !self.actor.dead? and @dead
  1829. refresh
  1830. @dead = false
  1831. end
  1832. if $game_player.in_vehicle? and !@in_vehicle and !self.actor.defending
  1833. refresh
  1834. @in_vehicle = true
  1835. elsif !$game_player.in_vehicle? and @in_vehicle
  1836. refresh
  1837. moveto($game_player.x, $game_player.y) unless self.actor.dead?
  1838. @in_vehicle = false
  1839. end
  1840. return if self.actor.nil? or self.actor.dead? or $game_player.in_vehicle?
  1841. self.actor.defending = (@command == 2 ? true : false)
  1842. make_action
  1843. auto_recovery
  1844. update_movement
  1845. end
  1846.  
  1847. def refresh
  1848. self.actor = $game_party.members[@id]
  1849. self.actor.piece = self
  1850. if $game_player.in_vehicle? and !self.actor.dead? and !self.actor.defending
  1851. @character_name = ""
  1852. elsif self.actor.dead?
  1853. if File.exists?("Graphics/Characters/$#{self.actor.name}_dead.png") and @map_id == $game_map.map_id
  1854. @character_name = "$#{self.actor.name}_dead"
  1855. @character_index = 0
  1856. else
  1857. @character_name = ""
  1858. end
  1859. elsif @map_id != $game_map.map_id
  1860. @character_name = ""
  1861. else
  1862. @character_name = self.actor.character_name
  1863. @character_index = self.actor.character_index
  1864. end
  1865. end
  1866. #shit
  1867. def make_action
  1868.  
  1869. end
  1870.  
  1871. def normal_attack_right
  1872.  
  1873. end
  1874.  
  1875. def weapon_range_attack
  1876.  
  1877. end
  1878.  
  1879. def range_attack_right
  1880.  
  1881. end
  1882.  
  1883. def normal_attack_left
  1884.  
  1885. end
  1886.  
  1887. def range_attack_left
  1888.  
  1889. end
  1890.  
  1891. def skill_attack_normal
  1892.  
  1893. end
  1894.  
  1895. def skill_attack_range
  1896.  
  1897. end
  1898.  
  1899. def skill_attack_all
  1900.  
  1901. end
  1902.  
  1903. def skill_explode_range
  1904.  
  1905. end
  1906.  
  1907. def skill_recover
  1908.  
  1909. end
  1910.  
  1911. def auto_recovery
  1912.  
  1913. end
  1914. #@@
  1915. def update_movement
  1916. return if $game_map.interpreter.running?
  1917. return if moving?
  1918. return if self.freeze or (self.anime_attack/2) > 0
  1919. if $game_player.dash? and self.target == $game_player
  1920. @move_speed = 5
  1921. else
  1922. @move_speed = self.original_move_speed
  1923. end
  1924. #shit
  1925. self.target = $game_player
  1926. away = false
  1927. for monster in $game_monsters.compact
  1928. next unless in_range?($game_player, monster, 3)
  1929. next if monster.actor.dead?
  1930. away = true
  1931. end
  1932. for event in $game_map.events.values
  1933. next unless event.in_battle
  1934. next unless in_range?($game_player, event, 3)
  1935. next if event.actor.dead? or event.object
  1936. away = true
  1937. end
  1938. if away == false
  1939. move_toward(self.target)
  1940. else
  1941. move_away_from(self.target)
  1942. end
  1943. #@@
  1944. end
  1945.  
  1946. def perform_transfer(map_id, x, y, dir)
  1947. @map_id = map_id
  1948. set_direction(dir)
  1949. moveto(x, y)
  1950. move_random
  1951. self.target = $game_player
  1952. self.lock_target = false
  1953. end
  1954.  
  1955. def screen_z
  1956. return $game_player.screen_z-1
  1957. end
  1958.  
  1959. def in_vehicle?
  1960. return $game_player.in_vehicle?
  1961. end
  1962.  
  1963. end
  1964.  
  1965. #------------------------------------------------------------------------------
  1966. # Game Monster
  1967. #------------------------------------------------------------------------------
  1968. class Game_Monster < Game_Character
  1969.  
  1970. attr_reader :respawn
  1971. attr_accessor :draw
  1972. attr_accessor :destroy
  1973.  
  1974. def initialize(id, enemy_id, troop_id, area)
  1975. super()
  1976. @id = id
  1977. @enemy_id = enemy_id
  1978. @troop_id = troop_id
  1979. @area = area
  1980. setup_monster
  1981. loop do
  1982. set_start_position
  1983. break if $game_map.passable?(@x_pos, @y_pos) and !empty_area?
  1984. end
  1985. moveto(@x_pos, @y_pos)
  1986. @move_type = self.actor.move_route
  1987. @move_speed = self.actor.move_speed
  1988. @draw = false
  1989. refresh
  1990. end
  1991.  
  1992. def setup_monster
  1993. self.actor = Game_Enemy.new(0, @enemy_id)
  1994. self.actor.piece = self
  1995. @respawn = self.actor.respawn
  1996. self.actor.recover_all
  1997. @draw = false
  1998. @destroy = false
  1999. @killed = false
  2000. @opacity = 255
  2001. @blend_type = 0
  2002. refresh
  2003. end
  2004.  
  2005. def set_start_position
  2006. if @area != nil
  2007. x = []
  2008. for i in (@area.rect.x)...(@area.rect.x+@area.rect.width)
  2009. x << i
  2010. end
  2011. y = []
  2012. for i in (@area.rect.y)...(@area.rect.y+@area.rect.height)
  2013. y << i
  2014. end
  2015. @x_pos = x[rand(x.size)]
  2016. @y_pos = y[rand(y.size)]
  2017. else
  2018. @x_pos = rand($game_map.width)
  2019. @y_pos = rand($game_map.height)
  2020. end
  2021. end
  2022.  
  2023. def empty_area?
  2024. x = []; y = []
  2025. for area in $data_areas.values
  2026. next unless area.map_id == $game_map.map_id
  2027. next unless area.name == "EMPTY"
  2028. x = (area.rect.x)...(area.rect.x+area.rect.width)
  2029. y = (area.rect.y)...(area.rect.y+area.rect.height)
  2030. end
  2031. return true if x.include?(@x_pos) and y.include?(@y_pos)
  2032. return false
  2033. end
  2034.  
  2035. def refresh
  2036. @character_name = self.actor.character_name
  2037. @character_index = self.actor.character_index
  2038. end
  2039.  
  2040. def update
  2041. super
  2042. if !self.actor.dead?
  2043. update_attack
  2044. else
  2045. update_dying
  2046. end
  2047. end
  2048.  
  2049. def update_attack
  2050. return if $game_map.interpreter.running?
  2051. return if $game_player.in_vehicle?
  2052. for action in self.actor.enemy.actions
  2053. next unless self.actor.conditions_met?(action)
  2054. next unless rand(11) < action.rating
  2055. next if self.weapon1_attack_time > 0
  2056. case action.kind
  2057. when 0
  2058. case action.basic
  2059. when 0
  2060. attack_normal
  2061. when 1
  2062. self.actor.defending = true
  2063. end
  2064. when 1
  2065. self.assigned_skill = $data_skills[action.skill_id]
  2066. case self.assigned_skill.scope
  2067. when 1...7
  2068. if self.assigned_skill.ranged?
  2069. if in_direction?(self, $game_player) and in_range?(self, $game_player, self.assigned_skill.range)
  2070. skill_attack_range
  2071. elsif action.rating == 10
  2072. skill_attack_range
  2073. else
  2074. end
  2075. elsif self.assigned_skill.explosive?
  2076. if in_direction?(self, $game_player) and in_range?(self, $game_player, self.assigned_skill.range)
  2077. skill_explode_range
  2078. elsif action.rating == 10
  2079. skill_explode_range
  2080. else
  2081. end
  2082. else
  2083. skill_attack_normal
  2084. end
  2085. when 7...12
  2086. skill_recover
  2087. end
  2088. end
  2089. end
  2090. end
  2091.  
  2092. def attack_normal
  2093. return if $game_player.actor.nil?
  2094. return unless in_front?(self, $game_player)
  2095. self.anime_attack = 20
  2096. $game_player.animation_id = self.actor.atk_animation_id
  2097. $game_player.actor.attack_effect(self.actor)
  2098. $game_player.jump(0,0)
  2099. self.weapon1_attack_time = self.actor.attack_speed
  2100. end
  2101.  
  2102. def skill_attack_normal
  2103. return if self.actor.mp < self.assigned_skill.mp_cost
  2104. return if $game_player.actor.nil?
  2105. return unless in_front?(self, $game_player)
  2106. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2107. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2108. $game_player.animation_id = self.assigned_skill.animation_id
  2109. $game_player.actor.skill_effect(self.actor, self.assigned_skill)
  2110. $game_player.jump(0,0)
  2111. self.weapon1_attack_time = self.actor.attack_speed
  2112. end
  2113.  
  2114. def skill_attack_range
  2115. return unless self.actor.mp >= self.assigned_skill.mp_cost
  2116. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2117. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2118. $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))
  2119. self.weapon1_attack_time = self.assigned_skill.delay
  2120. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2121. end
  2122.  
  2123. def skill_explode_range
  2124. return unless self.actor.mp >= self.assigned_skill.mp_cost
  2125. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2126. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2127. $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))
  2128. self.weapon1_attack_time = self.assigned_skill.delay
  2129. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2130. end
  2131.  
  2132. def skill_recover
  2133. if self.actor.mp >= self.assigned_skill.mp_cost and self.actor.hp <= (self.actor.maxhp*25/100)
  2134. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2135. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2136. @animation_id = self.assigned_skill.animation_id
  2137. self.actor.skill_effect(self.actor, self.assigned_skill)
  2138. self.weapon1_attack_time = self.actor.attack_speed
  2139. end
  2140. for event in $game_map.events.values
  2141. if event.in_battle and in_range?(self, event, 3)
  2142. if self.actor.mp >= self.assigned_skill.mp_cost and event.actor.hp <= (event.actor.maxhp*25/100)
  2143. self.actor.mp -= self.assigned_skill.mp_cost
  2144. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2145. event.animation_id = self.assigned_skill.animation_id
  2146. event.actor.skill_effect(self.actor, self.assigned_skill)
  2147. self.weapon1_attack_time = self.actor.attack_speed
  2148. end
  2149. end
  2150. end
  2151. end
  2152.  
  2153. def update_dying
  2154. @blend_type = 2
  2155. @opacity -= 5
  2156. get_rewards unless @killed
  2157. if @opacity <= 0 and !@destroy
  2158. $game_player.hits = 0
  2159. @destroy = true
  2160. end
  2161. if @destroy and @respawn > 0
  2162. @respawn -= 1
  2163. setup_monster if @respawn <= 0
  2164. end
  2165. end
  2166.  
  2167. def get_rewards
  2168. if $Requiem_ABS.auto_exp_e_gold
  2169. exp = (self.actor.maxhp+self.actor.maxmp+self.actor.atk+self.actor.def+self.actor.spi+
  2170. self.actor.agi+self.actor.hit+self.actor.eva) * $Requiem_ABS.auto_exp_rate / 100
  2171. else
  2172. exp = self.actor.exp
  2173. end
  2174. if $Requiem_ABS.divide_exp
  2175. x = (exp/$game_party.members.size)
  2176. for i in $game_party.members
  2177. i.gain_exp(x, true)
  2178. end
  2179. else
  2180. self.target.actor.gain_exp(exp, true)
  2181. end
  2182. droped_items = []
  2183. for i in [self.actor.drop_item1, self.actor.drop_item2]
  2184. next if i.kind <= 0
  2185. next if rand(i.denominator) != 0
  2186. if i.kind == 1
  2187. droped_items.push($data_items[i.item_id])
  2188. elsif i.kind == 2
  2189. droped_items.push($data_weapons[i.weapon_id])
  2190. elsif i.kind == 3
  2191. droped_items.push($data_armors[i.armor_id])
  2192. end
  2193. end
  2194. for t in droped_items.compact
  2195. $game_drop.push(Game_Drop.new(self, t.icon_index, t , 0))
  2196. end
  2197. if $Requiem_ABS.auto_exp_e_gold
  2198. gold = (self.actor.maxhp+self.actor.maxmp+self.actor.atk+self.actor.def+self.actor.spi+
  2199. self.actor.agi+self.actor.hit+self.actor.eva) * $Requiem_ABS.auto_gold_rate / 100
  2200. else
  2201. gold = self.actor.gold
  2202. end
  2203. if gold > 0 and rand(100) <= $Requiem_ABS.gold_drop_rate
  2204. $game_drop.push(Game_Drop.new(self, $Requiem_ABS.gold_drop_icon_index, nil, gold))
  2205. end
  2206. @animation_id = self.actor.die_animation_id if self.actor.die_animation_id > 0
  2207. if self.actor.die_se != nil
  2208. RPG::SE.new(self.actor.die_se).play
  2209. else
  2210. Sound.play_enemy_collapse
  2211. end
  2212. $game_variables[$Requiem_ABS.battle_area_variable] += 1 if $Requiem_ABS.battle_area_variable > 0
  2213. @killed = true
  2214. end
  2215.  
  2216. def update_self_movement
  2217. return if moving?
  2218. return if self.actor.dead?
  2219. return if self.freeze or (self.anime_attack/2) > 0
  2220. return unless @stop_count > 30 * (5 - @move_frequency)
  2221. if in_range?(self, $game_player, self.actor.follow_range) and !self.lock_target
  2222. self.target = $game_player
  2223. self.lock_target = true
  2224. end
  2225. if self.target != nil and in_range?(self, self.target, self.actor.follow_range)
  2226. move_type_toward(self.target)
  2227. else
  2228. case @move_type
  2229. when 1
  2230. move_type_random
  2231. when 2
  2232. move_type_toward_player
  2233. when 3
  2234. move_type_custom
  2235. end
  2236. end
  2237. end
  2238.  
  2239. end
  2240.  
  2241. #------------------------------------------------------------------------------
  2242. # Game Range
  2243. #------------------------------------------------------------------------------
  2244. class Game_Range < Game_Character
  2245.  
  2246. attr_accessor :draw
  2247. attr_accessor :destroy
  2248.  
  2249. def initialize(parent, chara_name="", chara_index=0, speed=4, range=5, type=3)
  2250. super()
  2251. @parent = parent
  2252. @character_name = chara_name
  2253. @character_index = chara_index
  2254. @move_speed = speed
  2255. @range = range
  2256. @type = type
  2257. @step = 0
  2258. @destroy = false
  2259. @draw = false
  2260. @moving = false
  2261. @direction = @parent.direction
  2262. moveto(@parent.x, @parent.y)
  2263. case @type
  2264. when 1
  2265. @item = @parent.actor.equips[0]
  2266. when 2
  2267. if @parent.actor.two_hands_legal?
  2268. @item = @parent.actor.equips[0]
  2269. else
  2270. @item = @parent.actor.equips[1]
  2271. end
  2272. when 3...5
  2273. @item = @parent.assigned_skill
  2274. when 5...7
  2275. @item = @parent.assigned_item
  2276. end
  2277. end
  2278.  
  2279. def update
  2280. super
  2281. return if @destroy
  2282. @destroy = (@step > @range)
  2283. return unless stopping?
  2284. case @item.path
  2285. when "Line"
  2286. unless @moving
  2287. @move_route = RPG::MoveRoute.new
  2288. for i in 0...@range
  2289. @move_route.list.insert(0, RPG::MoveCommand.new(12))
  2290. end
  2291. @moving = true
  2292. end
  2293. when "Boom"
  2294. unless @moving
  2295. @move_route = RPG::MoveRoute.new
  2296. @move_route.list = [
  2297. RPG::MoveCommand.new(12),
  2298. RPG::MoveCommand.new(12),
  2299. RPG::MoveCommand.new(12),
  2300. RPG::MoveCommand.new(12),
  2301. RPG::MoveCommand.new(12),
  2302. RPG::MoveCommand.new(13),
  2303. RPG::MoveCommand.new(13),
  2304. RPG::MoveCommand.new(13),
  2305. RPG::MoveCommand.new(13),
  2306. RPG::MoveCommand.new(13),
  2307. RPG::MoveCommand.new()]
  2308. @range = @move_route.list.size-1
  2309. @moving = true
  2310. end
  2311. when "Circle"
  2312. unless @moving
  2313. $game_player.anime_attack = 70
  2314. @move_route = RPG::MoveRoute.new
  2315. @move_route.list = [
  2316. RPG::MoveCommand.new(37),
  2317. RPG::MoveCommand.new(4),
  2318. RPG::MoveCommand.new(2),
  2319. RPG::MoveCommand.new(1),
  2320. RPG::MoveCommand.new(1),
  2321. RPG::MoveCommand.new(3),
  2322. RPG::MoveCommand.new(3),
  2323. RPG::MoveCommand.new(4),
  2324. RPG::MoveCommand.new(4),
  2325. RPG::MoveCommand.new(2),
  2326. RPG::MoveCommand.new()]
  2327. @range = @move_route.list.size-1
  2328. @moving = true
  2329. end
  2330. when "Jump"
  2331. unless @moving
  2332. @move_route = RPG::MoveRoute.new
  2333. case @parent.direction
  2334. when 2
  2335. dir = 0, 3
  2336. when 4
  2337. dir = -3, 0
  2338. when 6
  2339. dir = 3, 0
  2340. when 8
  2341. dir = 0, -3
  2342. end
  2343. @move_route.list = [
  2344. RPG::MoveCommand.new(14, [dir[0], dir[1]]),
  2345. RPG::MoveCommand.new()]
  2346. @moving = true
  2347. end
  2348. when "Random"
  2349. unless @moving
  2350. @move_route = RPG::MoveRoute.new
  2351. for i in 0...@range
  2352. @move_route.list.insert(0, RPG::MoveCommand.new(9))
  2353. end
  2354. @moving = true
  2355. end
  2356. end
  2357. @move_route.skippable = true
  2358. move_type_custom
  2359. x = (@direction == 4 ? -1 : @direction == 6 ? 1 : 0)
  2360. y = (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
  2361. check_event_trigger_touch(@x+x, @y+y) unless jumping?
  2362. @step += 1
  2363. end
  2364.  
  2365. def check_event_trigger_touch(x, y)
  2366. return if @destroy
  2367. if @parent.is_a?(Game_Event) or @parent.is_a?(Game_Monster)
  2368. case @type
  2369. when 3
  2370. for ally in $game_allies.compact
  2371. hurt_hero_skill(ally) if ally.pos?(x, y)
  2372. end
  2373. hurt_hero_skill($game_player) if $game_player.pos?(x, y)
  2374. when 4
  2375. for ally in $game_allies.compact
  2376. hurt_hero_skill_explode if ally.pos?(x, y)
  2377. end
  2378. hurt_hero_skill_explode if $game_player.pos?(x, y)
  2379. end
  2380. return
  2381. end
  2382. for monster in $game_monsters.compact
  2383. next unless monster.pos?(x, y)
  2384. case @type
  2385. when 1
  2386. hurt_monster_weapon_right(monster)
  2387. when 2
  2388. hurt_monster_weapon_left(monster)
  2389. when 3
  2390. hurt_monster_skill(monster)
  2391. when 4
  2392. hurt_enemy_skill_explode
  2393. when 5
  2394. hurt_monster_item(monster)
  2395. when 6
  2396. hurt_enemy_item_explode
  2397. end
  2398. end
  2399. for event in $game_map.events.values
  2400. next unless event.in_battle and event.pos?(x, y)
  2401. case @type
  2402. when 1
  2403. hurt_enemy_weapon_right(event)
  2404. when 2
  2405. hurt_enemy_weapon_left(event)
  2406. when 3
  2407. hurt_enemy_skill(event)
  2408. when 4
  2409. hurt_enemy_skill_explode
  2410. when 5
  2411. hurt_enemy_item(event)
  2412. when 6
  2413. hurt_enemy_item_explode
  2414. end
  2415. end
  2416. end
  2417.  
  2418. def hurt_hero_skill(hero)
  2419. return if self.target == hero
  2420. return if hero.actor.dead?
  2421. self.target = hero
  2422. hero.animation_id = @parent.assigned_skill.animation_id
  2423. hero.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  2424. @destroy = true
  2425. end
  2426.  
  2427. def hurt_hero_skill_explode
  2428. for ally in $game_allies.compact
  2429. next if self.target == ally
  2430. next unless in_range?(self, ally, @parent.assigned_skill.range)
  2431. next if ally.actor.dead?
  2432. self.target = ally
  2433. ally.animation_id = @parent.assigned_skill.animation_id
  2434. ally.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  2435. end
  2436. if in_range?(self, $game_player, @parent.assigned_skill.range) and
  2437. self.target != $game_player and !$game_player.actor.dead?
  2438. self.target = $game_player
  2439. $game_player.animation_id = @parent.assigned_skill.animation_id
  2440. $game_player.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  2441. end
  2442. @destroy = true
  2443. end
  2444.  
  2445. def hurt_enemy_weapon_right(enemy)
  2446. return if self.target == enemy
  2447. return if enemy.actor.dead? or enemy.object
  2448. if @parent.actor.weapons[0].ammo1 != nil
  2449. enemy.animation_id = @parent.actor.equips[0].ammo1.animation_id
  2450. else
  2451. enemy.animation_id = @parent.actor.atk_animation_id
  2452. end
  2453. return if enemy.kill_with_weapon > 0 and enemy.kill_with_weapon != @parent.actor.weapon_id or
  2454. enemy.kill_with_skill > 0 or enemy.kill_with_item > 0
  2455. self.target = enemy
  2456. enemy.actor.attack_effect(@parent.actor)
  2457. enemy.jump(0,0) unless enemy.puzzle
  2458. enemy.target = @parent
  2459. @destroy = true
  2460. end
  2461.  
  2462. def hurt_enemy_weapon_left(enemy)
  2463. return if self.target == enemy
  2464. return if enemy.actor.dead? or enemy.object
  2465. if @parent.actor.two_swords_style
  2466. @weapon = @parent.actor.weapons[1]
  2467. else
  2468. @weapon = @parent.actor.weapons[0]
  2469. end
  2470. if @weapon.ammo2 != nil
  2471. enemy.animation_id = @weapon.ammo2.animation_id
  2472. else
  2473. enemy.animation_id = @parent.actor.atk_animation_id2
  2474. end
  2475. return if enemy.kill_with_weapon > 0 and enemy.kill_with_weapon != @weapon.id or
  2476. enemy.kill_with_skill > 0 or enemy.kill_with_item > 0
  2477. self.target = enemy
  2478. enemy.actor.attack_effect(@parent.actor)
  2479. enemy.jump(0,0) unless enemy.puzzle
  2480. enemy.target = @parent
  2481. @destroy = true
  2482. end
  2483.  
  2484. def hurt_enemy_skill(enemy)
  2485. return if self.target == enemy
  2486. return if enemy.actor.dead? or enemy.object
  2487. enemy.animation_id = @parent.assigned_skill.animation_id
  2488. return if enemy.kill_with_weapon > 0 or enemy.kill_with_item > 0 or
  2489. enemy.kill_with_skill > 0 and enemy.kill_with_skill != @parent.assigned_skill.id
  2490. self.target = enemy
  2491. enemy.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  2492. enemy.jump(0,0) unless enemy.puzzle
  2493. enemy.target = @parent
  2494. @destroy = true
  2495. end
  2496.  
  2497. def hurt_enemy_item(enemy)
  2498. return if self.target == enemy
  2499. return if enemy.actor.dead? or enemy.object
  2500. enemy.animation_id = @parent.assigned_item.animation_id
  2501. return if enemy.kill_with_weapon > 0 or enemy.kill_with_skill > 0 or
  2502. enemy.kill_with_item > 0 and enemy.kill_with_item != @parent.assigned_item.id
  2503. self.target = enemy
  2504. enemy.actor.item_effect(@parent.actor, @parent.assigned_item)
  2505. enemy.jump(0,0) unless enemy.puzzle
  2506. enemy.target = @parent
  2507. @destroy = true
  2508. end
  2509.  
  2510. def hurt_enemy_skill_explode
  2511. for monster in $game_monsters.compact
  2512. next if self.target == monster
  2513. next if monster.actor.dead?
  2514. next unless in_range?(self, monster, @parent.assigned_skill.area)
  2515. self.target = monster
  2516. monster.animation_id = @parent.assigned_skill.animation_id
  2517. monster.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  2518. monster.jump(0,0)
  2519. monster.target = @parent
  2520. @destroy = true
  2521. end
  2522. for event in $game_map.events.values
  2523. next unless event.in_battle
  2524. next if self.target == event
  2525. next if event.actor.dead? or event.object
  2526. next unless in_range?(self, event, @parent.assigned_skill.area)
  2527. self.target = event
  2528. event.animation_id = @parent.assigned_skill.animation_id
  2529. next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  2530. event.kill_with_skill > 0 and event.kill_with_skill != @parent.assigned_skill.id
  2531. event.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  2532. event.jump(0,0) unless event.puzzle
  2533. event.target = @parent
  2534. end
  2535. @destroy = true
  2536. end
  2537.  
  2538. def hurt_enemy_item_explode
  2539. for monster in $game_monsters.compact
  2540. next if self.target == monster
  2541. next if monster.actor.dead?
  2542. next unless in_range?(self, monster, @parent.assigned_item.area)
  2543. self.target = monster
  2544. monster.animation_id = @parent.assigned_item.animation_id
  2545. monster.actor.item_effect(@parent.actor, @parent.assigned_item)
  2546. monster.jump(0,0)
  2547. monster.target = @parent
  2548. @destroy = true
  2549. end
  2550. for event in $game_map.events.values
  2551. next unless event.in_battle
  2552. next if self.target == event
  2553. next if event.actor.dead? or event.object
  2554. next unless in_range?(self, event, @parent.assigned_item.area)
  2555. self.target = event
  2556. event.animation_id = @parent.assigned_item.animation_id
  2557. next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  2558. event.kill_with_skill > 0 and event.kill_with_skill != @parent.assigned_item.id
  2559. event.actor.item_effect(@parent.actor, @parent.assigned_item)
  2560. event.jump(0,0) unless event.puzzle
  2561. event.target = @parent
  2562. end
  2563. @destroy = true
  2564. end
  2565.  
  2566. def hurt_monster_weapon_right(monster)
  2567. return if self.target == monster
  2568. return if monster.actor.dead?
  2569. self.target = monster
  2570. if @parent.actor.weapons[0].ammo1 != nil
  2571. monster.animation_id = @parent.actor.equips[0].ammo1.animation_id
  2572. else
  2573. monster.animation_id = @parent.actor.atk_animation_id
  2574. end
  2575. monster.actor.attack_effect(@parent.actor)
  2576. monster.jump(0,0)
  2577. monster.target = @parent
  2578. @destroy = true
  2579. end
  2580.  
  2581. def hurt_monster_weapon_left(monster)
  2582. return if self.target == monster
  2583. return if monster.actor.dead?
  2584. self.target = monster
  2585. if @parent.actor.two_swords_style
  2586. @weapon = @parent.actor.weapons[1]
  2587. else
  2588. @weapon = @parent.actor.weapons[0]
  2589. end
  2590. if @weapon.ammo2 != nil
  2591. monster.animation_id = @weapon.ammo2.animation_id
  2592. else
  2593. monster.animation_id = @parent.actor.atk_animation_id2
  2594. end
  2595. monster.actor.attack_effect(@parent.actor)
  2596. monster.jump(0,0)
  2597. monster.target = @parent
  2598. @destroy = true
  2599. end
  2600.  
  2601. def hurt_monster_skill(monster)
  2602. return if self.target == monster
  2603. return if monster.actor.dead?
  2604. self.target = monster
  2605. monster.animation_id = @parent.assigned_skill.animation_id
  2606. monster.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  2607. monster.jump(0,0)
  2608. monster.target = @parent
  2609. @destroy = true
  2610. end
  2611.  
  2612. def hurt_monster_item(monster)
  2613. return if self.target == monster
  2614. return if monster.actor.dead?
  2615. self.target = monster
  2616. monster.animation_id = @parent.assigned_item.animation_id
  2617. monster.actor.item_effect(@parent.actor, @parent.assigned_item)
  2618. monster.jump(0,0)
  2619. monster.target = @parent
  2620. @destroy = true
  2621. end
  2622.  
  2623. def map_passable?(x, y)
  2624. return $game_map.range_passable?(x, y)
  2625. end
  2626.  
  2627. end
  2628.  
  2629. #------------------------------------------------------------------------------
  2630. # Game Bomb
  2631. #------------------------------------------------------------------------------
  2632. class Game_Bomb < Game_Character
  2633.  
  2634. attr_accessor :draw
  2635. attr_accessor :destroy
  2636. attr_accessor :character_name
  2637. attr_accessor :character_index
  2638.  
  2639. def initialize(parent, item)
  2640. super()
  2641. @parent = parent
  2642. @item = item
  2643. @character_name = "IconSet"
  2644. @character_index = @item.icon_index
  2645. @area = @item.area
  2646. @time = @item.delay
  2647. @destroy = false
  2648. @draw = false
  2649. self.priority_type = 2
  2650. jump(0, 0)
  2651. case @parent.direction
  2652. when 2
  2653. moveto(@parent.x, @parent.y+1)
  2654. when 4
  2655. moveto(@parent.x-1, @parent.y)
  2656. when 6
  2657. moveto(@parent.x+1, @parent.y)
  2658. when 8
  2659. moveto(@parent.x, @parent.y-1)
  2660. end
  2661. RPG::SE.new($Requiem_ABS.drop_se[1]).play if $Requiem_ABS.drop_se[1] != ""
  2662. move_random if !$game_map.passable?(@x, @y) or $game_map.events_xy(@x, @y) != []
  2663. end
  2664.  
  2665. def update
  2666. super
  2667. return if @destroy
  2668. if @item.shot_se != nil and Graphics.frame_count % 60 <= 0
  2669. RPG::SE.new(@item.shot_se).play
  2670. end
  2671. @time -= 1 if @time > 0
  2672. explode if @time <= 0
  2673. end
  2674.  
  2675. def explode
  2676. @animation_id = @item.animation_id
  2677. if in_range?(self, $game_player, @area)
  2678. $game_player.actor.item_effect(@parent.actor, @item)
  2679. $game_player.jump(0, 0)
  2680. end
  2681. for monster in $game_monsters.compact
  2682. next unless in_range?(self, monster, @area)
  2683. monster.actor.item_effect(@parent.actor, @item)
  2684. monster.jump(0, 0)
  2685. end
  2686. for event in $game_map.events.values
  2687. next unless event.in_battle and in_range?(self, event, @area)
  2688. event.actor.item_effect(@parent.actor, @item)
  2689. event.jump(0, 0) unless event.puzzle
  2690. end
  2691. for ally in $game_allies.compact
  2692. next if ally.actor.dead?
  2693. next unless in_range?(self, ally, @area)
  2694. ally.actor.item_effect(@parent.actor, @item)
  2695. ally.jump(0, 0)
  2696. end
  2697. @destroy = true
  2698. end
  2699.  
  2700. def screen_z
  2701. return $game_player.screen_z-2
  2702. end
  2703.  
  2704. end
  2705.  
  2706. #------------------------------------------------------------------------------
  2707. # Game Drop
  2708. #------------------------------------------------------------------------------
  2709. class Game_Drop < Game_Character
  2710.  
  2711. attr_accessor :draw
  2712. attr_accessor :destroy
  2713. attr_accessor :character_name
  2714. attr_accessor :character_index
  2715.  
  2716. def initialize(parent, character_index=0, item=nil, gold=0)
  2717. super()
  2718. @character_name = "IconSet"
  2719. @character_index = character_index
  2720. @item = item
  2721. @gold = gold
  2722. @drop_time = $Requiem_ABS.drop_duration_time
  2723. moveto(parent.x, parent.y)
  2724. RPG::SE.new($Requiem_ABS.drop_se[0]).play if $Requiem_ABS.drop_se[0] != "" and @gold > 0
  2725. RPG::SE.new($Requiem_ABS.drop_se[1]).play if $Requiem_ABS.drop_se[1] != "" and @items != nil
  2726. @destroy = false
  2727. @draw = false
  2728. jump(0,0)
  2729. move_random if !moving?
  2730. end
  2731.  
  2732. def update
  2733. super
  2734. return if @destroy
  2735. @drop_time -= 1 if @drop_time > 0
  2736. @destroy = (@drop_time <= 0)
  2737. return unless Input.trigger?(Input::C) and in_front?($game_player, self)
  2738. get_reward
  2739. end
  2740.  
  2741. def get_reward
  2742. Sound.play_decision
  2743. case @item
  2744. when RPG::Item
  2745. $game_party.gain_item($data_items[@item.id],1)
  2746. $game_player.reward = $data_items[@item.id].name
  2747. when RPG::Weapon
  2748. $game_party.gain_item($data_weapons[@item.id],1)
  2749. $game_player.reward = $data_weapons[@item.id].name
  2750. when RPG::Armor
  2751. $game_party.gain_item($data_armors[@item.id],1)
  2752. $game_player.reward = $data_armors[@item.id].name
  2753. end
  2754. if @gold > 0
  2755. $game_party.gain_gold(@gold)
  2756. $game_player.reward = "#{Vocab.gold} #{@gold}"
  2757. end
  2758. @destroy = true
  2759. end
  2760.  
  2761. def screen_z
  2762. return $game_player.screen_z-2
  2763. end
  2764.  
  2765. end
  2766.  
  2767. #------------------------------------------------------------------------------
  2768. # Sprite Base
  2769. #------------------------------------------------------------------------------
  2770. class Sprite_Base
  2771.  
  2772. attr_reader :animation_duration
  2773.  
  2774. alias requiem_abs_spbase_initialize initialize
  2775. alias requiem_abs_spbase_update update
  2776. alias requiem_abs_spbase_dispose dispose
  2777.  
  2778. def initialize(viewport = nil)
  2779. requiem_abs_spbase_initialize(viewport)
  2780. @_damage_duration = 0
  2781. @_hit_duration = 0
  2782. @_reward_duration = 0
  2783. end
  2784.  
  2785. def update
  2786. requiem_abs_spbase_update
  2787. update_show_dmg
  2788. update_show_hit
  2789. update_show_reward
  2790. end
  2791.  
  2792. def animation_set_sprites(frame)
  2793. cell_data = frame.cell_data
  2794. for i in 0...15
  2795. sprite = @animation_sprites[i]
  2796. next if sprite == nil
  2797. pattern = cell_data[i, 0]
  2798. if pattern == nil or pattern == -1
  2799. sprite.visible = false
  2800. next
  2801. end
  2802. if pattern < 100
  2803. sprite.bitmap = @animation_bitmap1
  2804. else
  2805. sprite.bitmap = @animation_bitmap2
  2806. end
  2807. sprite.visible = true
  2808. sprite.src_rect.set(pattern % 5 * 192, pattern % 100 / 5 * 192, 192, 192)
  2809. if @animation_mirror
  2810. sprite.x = @animation_ox - cell_data[i, 1] / $Requiem_ABS.animations_divide
  2811. sprite.y = @animation_oy + cell_data[i, 2] / $Requiem_ABS.animations_divide
  2812. sprite.angle = (360 - cell_data[i, 4])
  2813. sprite.mirror = (cell_data[i, 5] == 0)
  2814. else
  2815. sprite.x = @animation_ox + cell_data[i, 1] / $Requiem_ABS.animations_divide
  2816. sprite.y = @animation_oy + cell_data[i, 2] / $Requiem_ABS.animations_divide
  2817. sprite.angle = cell_data[i, 4]
  2818. sprite.mirror = (cell_data[i, 5] == 1)
  2819. end
  2820. sprite.z = self.z + 300 + i
  2821. sprite.ox = 96
  2822. sprite.oy = 96
  2823. sprite.zoom_x = cell_data[i, 3] / (100.0 * $Requiem_ABS.animations_divide)
  2824. sprite.zoom_y = cell_data[i, 3] / (100.0 * $Requiem_ABS.animations_divide)
  2825. sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
  2826. sprite.blend_type = cell_data[i, 7]
  2827. end
  2828. end
  2829.  
  2830. def update_show_dmg
  2831. if @_damage_duration > 0
  2832. @_damage_duration -=1
  2833. @_damage_sprite.y -= 1
  2834. @_damage_sprite.x = self.x
  2835. elsif @_damage_duration <= 0 and @_damage_sprite != nil and !@_damage_sprite.disposed?
  2836. @_damage_sprite.y -= 1
  2837. @_damage_sprite.opacity -= 5
  2838. dispose_damage if @_damage_sprite.opacity <= 0
  2839. end
  2840. if @character.actor != nil and @character.actor.damage != 0
  2841. return if @character.is_a?(Game_Event) and @character.puzzle
  2842. damage(@character.actor.damage, @character.actor.critical, @character.actor.combo, @character.actor.reflect)
  2843. @character.actor.damage = 0
  2844. @character.actor.critical = @character.actor.combo = @character.actor.reflect = false
  2845. end
  2846. end
  2847.  
  2848. def update_show_hit
  2849. if @_hit_duration > 0
  2850. @_hit_duration -=1
  2851. elsif @_hit_duration <= 0 and @_hit_sprite != nil and !@_hit_sprite.disposed?
  2852. @_hit_sprite.opacity -= 5
  2853. dispose_hit if @_hit_sprite.opacity <= 0
  2854. end
  2855. if @character.is_a?(Game_Player) and @character.hit != nil
  2856. hit(@character.hit)
  2857. @character.hit = nil
  2858. end
  2859. end
  2860.  
  2861. def update_show_reward
  2862. if @_reward_duration > 0
  2863. @_reward_duration -= 1
  2864. elsif @_reward_duration <= 0 and @_reward_sprite != nil and !@_reward_sprite.disposed?
  2865. @_reward_sprite.opacity -= 5
  2866. dispose_reward if @_reward_sprite.opacity <= 0
  2867. end
  2868. if $game_player.reward != nil and $Requiem_ABS.show_reward
  2869. reward($game_player.reward)
  2870. $game_player.reward = nil
  2871. end
  2872. end
  2873.  
  2874. def update_show_state_ani
  2875. return if @character.actor.nil?
  2876. for state in @character.actor.states
  2877. next if state.nil? or state.animation_id <= 0
  2878. if @character.ani_time <= 0
  2879. @character.animation_id = state.animation_id
  2880. @character.ani_time = $data_animations[@character.animation_id].frame_max * 4 + 1
  2881. end
  2882. end
  2883. end
  2884.  
  2885. def damage(value, critical, combo, reflect)
  2886. dispose_damage
  2887. damage_string = (value.is_a?(Numeric) ? value.abs.to_s : value.to_s)
  2888. bitmap = Bitmap.new(160, ($Requiem_ABS.damage_properties["Dano"][1]*2)+10)
  2889. bitmap.font.name = $Requiem_ABS.damage_properties["Dano"][0]
  2890. bitmap.font.size = $Requiem_ABS.damage_properties["Dano"][1]
  2891. bitmap.font.bold = $Requiem_ABS.damage_properties["Dano"][2]
  2892. bitmap.font.italic = $Requiem_ABS.damage_properties["Dano"][3]
  2893. bitmap.font.shadow = false
  2894. if value.is_a?(Numeric) and value <= 0
  2895. color = $Requiem_ABS.damage_properties["Colors"][1]
  2896. else
  2897. color = $Requiem_ABS.damage_properties["Colors"][0]
  2898. end
  2899. bitmap.draw_outlined_text(0, bitmap.font.size+5, bitmap.width, bitmap.font.size, damage_string, 1, color)
  2900. if reflect
  2901. color = $Requiem_ABS.damage_properties["Colors"][5]
  2902. bitmap.draw_outlined_text(0, 0, bitmap.width, bitmap.font.size, $Requiem_ABS.damage_properties["Texts"][6], 1, color)
  2903. elsif combo
  2904. color = $Requiem_ABS.damage_properties["Colors"][3]
  2905. bitmap.draw_outlined_text(0, 0, bitmap.width, bitmap.font.size,$Requiem_ABS.damage_properties["Texts"][2], 1, color)
  2906. elsif critical
  2907. color = $Requiem_ABS.damage_properties["Colors"][2]
  2908. bitmap.draw_outlined_text(0, 0, bitmap.width, bitmap.font.size, $Requiem_ABS.damage_properties["Texts"][1], 1, color)
  2909. end
  2910. @_damage_sprite = Sprite.new(self.viewport)
  2911. @_damage_sprite.bitmap = bitmap
  2912. @_damage_sprite.ox = bitmap.width/2
  2913. @_damage_sprite.oy = bitmap.height*2
  2914. @_damage_sprite.x = self.x
  2915. @_damage_sprite.y = self.y
  2916. @_damage_sprite.z = 999999
  2917. @_damage_duration = 30
  2918. end
  2919.  
  2920. def hit(value)
  2921. dispose_hit
  2922. hit_string = (value.is_a?(Numeric) ? value.abs.to_s : value.to_s)
  2923. bitmap = Bitmap.new(160, $Requiem_ABS.damage_properties["Golpes"][1])
  2924. bitmap.font.name = $Requiem_ABS.damage_properties["Golpes"][0]
  2925. bitmap.font.size = $Requiem_ABS.damage_properties["Golpes"][1]
  2926. bitmap.font.bold = $Requiem_ABS.damage_properties["Golpes"][2]
  2927. bitmap.font.italic = $Requiem_ABS.damage_properties["Golpes"][3]
  2928. bitmap.font.shadow = false
  2929. color = $Requiem_ABS.damage_properties["Colors"][4]
  2930. bitmap.draw_outlined_text(0, 0, bitmap.width, bitmap.font.size,"#{hit_string}" "#{$Requiem_ABS.damage_properties["Texts"][5]}", 2, color)
  2931. @_hit_sprite = Sprite.new(self.viewport)
  2932. @_hit_sprite.bitmap = bitmap
  2933. @_hit_sprite.x = Graphics.width-bitmap.width-10
  2934. @_hit_sprite.y = (Graphics.height/2)-bitmap.font.size
  2935. @_hit_sprite.z = 999999
  2936. @_hit_duration = 60
  2937. end
  2938.  
  2939. def reward(reward)
  2940. dispose_reward
  2941. bitmap = Bitmap.new(200, $Requiem_ABS.damage_properties["Recompensa"][1])
  2942. bitmap.font.name = $Requiem_ABS.damage_properties["Recompensa"][0]
  2943. bitmap.font.size = $Requiem_ABS.damage_properties["Recompensa"][1]
  2944. bitmap.font.bold = $Requiem_ABS.damage_properties["Recompensa"][2]
  2945. bitmap.font.italic = $Requiem_ABS.damage_properties["Recompensa"][3]
  2946. bitmap.font.shadow = false
  2947. color = $Requiem_ABS.damage_properties["Colors"][0]
  2948. bitmap.draw_outlined_text(0, 0, bitmap.width, bitmap.font.size, reward, 0, color)
  2949. @_reward_sprite = Sprite.new(self.viewport)
  2950. @_reward_sprite.bitmap = bitmap
  2951. @_reward_sprite.x = 10
  2952. @_reward_sprite.y = (Graphics.height/2)-bitmap.font.size
  2953. @_reward_sprite.z = 999999
  2954. @_reward_duration = 300
  2955. end
  2956.  
  2957. def dispose
  2958. requiem_abs_spbase_dispose
  2959. dispose_damage
  2960. dispose_hit
  2961. dispose_reward
  2962. end
  2963.  
  2964. def dispose_damage
  2965. return if @_damage_sprite.nil?
  2966. @_damage_sprite.bitmap.dispose
  2967. @_damage_sprite.dispose
  2968. @_damage_sprite = nil
  2969. end
  2970.  
  2971. def dispose_hit
  2972. return if @_hit_sprite.nil?
  2973. @_hit_sprite.bitmap.dispose
  2974. @_hit_sprite.dispose
  2975. @_hit_sprite = nil
  2976. end
  2977.  
  2978. def dispose_reward
  2979. return if @_reward_sprite.nil?
  2980. @_reward_sprite.bitmap.dispose
  2981. @_reward_sprite.dispose
  2982. @_reward_sprite = nil
  2983. end
  2984.  
  2985. end
  2986.  
  2987. #------------------------------------------------------------------------------
  2988. # Sprite Drop
  2989. #------------------------------------------------------------------------------
  2990. class Sprite_Drop < Sprite_Base
  2991.  
  2992. attr_accessor :character
  2993.  
  2994. def initialize(viewport, character=nil)
  2995. super(viewport)
  2996. @character = character
  2997. update
  2998. end
  2999.  
  3000. def update
  3001. super
  3002. update_bitmap
  3003. self.x = @character.screen_x
  3004. self.y = @character.screen_y
  3005. self.z = @character.screen_z
  3006. self.opacity = @character.opacity
  3007. self.blend_type = @character.blend_type
  3008. self.bush_depth = @character.bush_depth
  3009. if @character.animation_id != 0
  3010. start_animation($data_animations[@character.animation_id])
  3011. @character.animation_id = 0
  3012. end
  3013. end
  3014.  
  3015. def update_bitmap
  3016. return if @character_name == @character.character_name
  3017. @character_name = @character.character_name
  3018. self.bitmap = Cache.system(@character_name)
  3019. self.ox = 12
  3020. self.oy = 24
  3021. sx = @character.character_index % 16 * 24
  3022. sy = @character.character_index / 16 * 24
  3023. self.src_rect.set(sx, sy, 24, 24)
  3024. end
  3025.  
  3026. end
  3027.  
  3028. #------------------------------------------------------------------------------
  3029. # Sprite Weapon
  3030. #------------------------------------------------------------------------------
  3031. class Sprite_Weapon < Sprite_Base
  3032.  
  3033. attr_accessor :character
  3034.  
  3035. def initialize(viewport, character=nil)
  3036. super(viewport)
  3037. @character = character
  3038. self.visible = false
  3039. create_bitmap
  3040. update
  3041. end
  3042.  
  3043. def update
  3044. super
  3045. return unless $Requiem_ABS.allow_weapons_graphics
  3046. return if @character.actor.nil?
  3047. return if @character.is_a?(Game_Ally) and @character.map_id != $game_map.map_id
  3048. self.visible = (@character.anime_attack > 0)
  3049. update_src_rect
  3050. update_movement
  3051. end
  3052.  
  3053. def create_bitmap
  3054. self.bitmap = Cache.system("Iconset")
  3055. self.ox = 12
  3056. self.oy = 24
  3057. self.zoom_x = 0.80
  3058. self.zoom_y = 0.80
  3059. end
  3060.  
  3061. def update_src_rect
  3062. sx = weapon_index % 16 * 24
  3063. sy = weapon_index / 16 * 24
  3064. self.src_rect.set(sx, sy, 24, 24)
  3065. end
  3066.  
  3067. def update_movement
  3068. case @character.direction
  3069. when 2
  3070. self.x = @character.screen_x-6
  3071. self.z = @character.screen_z+2
  3072. self.mirror = false
  3073. change_angle(180, 135, 90)
  3074. when 4
  3075. self.x = @character.screen_x-10
  3076. self.z = @character.screen_z-1
  3077. self.mirror = false
  3078. change_angle(-45, 0, 45)
  3079. when 6
  3080. self.x = @character.screen_x+10
  3081. self.z = @character.screen_z+2
  3082. self.mirror = true
  3083. change_angle(45, 0, -45)
  3084. when 8
  3085. self.x = @character.screen_x+10
  3086. self.z = @character.screen_z-1
  3087. self.mirror = true
  3088. change_angle(45, 0, -45)
  3089. end
  3090. self.y = @character.screen_y-4
  3091. self.opacity = @character.opacity
  3092. self.blend_type = @character.blend_type
  3093. self.bush_depth = @character.bush_depth
  3094. end
  3095.  
  3096. def change_angle(a, b, c)
  3097. if @character.anime_attack >= 20
  3098. self.angle = a
  3099. elsif @character.anime_attack >= 15
  3100. self.angle = b
  3101. elsif @character.anime_attack >= 10
  3102. self.angle = c
  3103. end
  3104. end
  3105.  
  3106. def weapon_index
  3107. return 0 if @character.actor.nil?
  3108. if @character.actor.is_a?(Game_Actor) and @character.right_attack_on and @character.actor.equips[0] != nil
  3109. return @character.actor.equips[0].icon_index
  3110. elsif @character.actor.is_a?(Game_Actor) and @character.left_attack_on
  3111. if @character.actor.two_swords_style and @character.actor.equips[1] != nil
  3112. return @character.actor.equips[1].icon_index
  3113. elsif @character.actor.two_hands_legal? and @character.actor.equips[0] != nil and @character.actor.equips[0].ranged?
  3114. return @character.actor.equips[0].icon_index
  3115. end
  3116. elsif @character.actor.is_a?(Game_Enemy) and @character.actor.weapon_icon > 0
  3117. return @character.actor.weapon_icon
  3118. end
  3119. return 0
  3120. end
  3121.  
  3122. end
  3123.  
  3124. #------------------------------------------------------------------------------
  3125. # Sprite Shield
  3126. #------------------------------------------------------------------------------
  3127. class Sprite_Shield < Sprite_Base
  3128.  
  3129. attr_accessor :character
  3130.  
  3131. def initialize(viewport, character = nil)
  3132. super(viewport)
  3133. @character = character
  3134. self.visible = false
  3135. create_bitmap
  3136. update
  3137. end
  3138.  
  3139. def update
  3140. super
  3141. return unless $Requiem_ABS.allow_shields_graphics
  3142. return if @character.actor.nil?
  3143. return if @character.is_a?(Game_Ally) and @character.map_id != $game_map.map_id
  3144. self.visible = @character.actor.defending
  3145. update_src_rect
  3146. update_movement
  3147. moving_with_shield
  3148. end
  3149.  
  3150. def create_bitmap
  3151. self.bitmap = Cache.system("Iconset")
  3152. self.ox = 12
  3153. self.oy = 24
  3154. self.zoom_x = 0.80
  3155. self.zoom_y = 0.80
  3156. end
  3157.  
  3158. def update_src_rect
  3159. sx = shield_index % 16 * 24
  3160. sy = shield_index / 16 * 24
  3161. self.src_rect.set(sx, sy, 24, 24)
  3162. end
  3163.  
  3164. def update_movement
  3165. case @character.direction
  3166. when 2
  3167. self.mirror = true
  3168. self.x = @character.screen_x+6
  3169. self.z = @character.screen_z+1
  3170. when 4
  3171. self.mirror = false
  3172. self.x = @character.screen_x-6
  3173. self.z = @character.screen_z+1
  3174. when 6
  3175. self.mirror = true
  3176. self.x = @character.screen_x+6
  3177. self.z = @character.screen_z-1
  3178. when 8
  3179. self.mirror = false
  3180. self.x = @character.screen_x-6
  3181. self.z = @character.screen_z-1
  3182. end
  3183. self.y = @character.screen_y
  3184. self.opacity = @character.opacity
  3185. self.blend_type = @character.blend_type
  3186. self.bush_depth = @character.bush_depth
  3187. end
  3188.  
  3189. def moving_with_shield
  3190. if @character.moving?
  3191. self.wave_amp = 1
  3192. self.wave_length = 1
  3193. self.wave_speed = 6
  3194. else
  3195. self.wave_amp = 0
  3196. end
  3197. end
  3198.  
  3199. def shield_index
  3200. return 0 if @character.actor.nil?
  3201. if @character.actor.is_a?(Game_Actor) and !@character.actor.two_swords_style and @character.actor.armor1_id > 0
  3202. return @character.actor.armors[0].icon_index
  3203. elsif @character.actor.is_a?(Game_Enemy) and @character.actor.shield_icon > 0
  3204. return @character.actor.shield_icon
  3205. end
  3206. return 0
  3207. end
  3208.  
  3209. end
  3210.  
  3211. #------------------------------------------------------------------------------
  3212. # Spriteset Map
  3213. #------------------------------------------------------------------------------
  3214. class Spriteset_Map
  3215.  
  3216. alias requiem_abs_sp_map_create_characters create_characters
  3217. alias requiem_abs_sp_map_dispose_characters dispose_characters
  3218.  
  3219. def create_characters
  3220. @allies_sprites = []
  3221. for ally in $game_allies.compact
  3222. @allies_sprites.push(Sprite_Character.new(@viewport1, ally))
  3223. end
  3224. @range_sprites = []
  3225. for range in $game_range.compact
  3226. next unless $game_map.in_range?(range)
  3227. @range_sprites.push(Sprite_Character.new(@viewport1, range))
  3228. end
  3229. @drop_sprites = []
  3230. for drop in $game_drop.compact
  3231. next unless $game_map.in_range?(drop)
  3232. @drop_sprites.push(Sprite_Drop.new(@viewport1, drop))
  3233. end
  3234. for bomb in $game_bomb.compact
  3235. next unless $game_map.in_range?(bomb)
  3236. @drop_sprites.push(Sprite_Drop.new(@viewport1, bomb))
  3237. end
  3238. @weapon_sprites = []
  3239. @shield_sprites = []
  3240. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, $game_player))
  3241. @shield_sprites.push(Sprite_Shield.new(@viewport1, $game_player))
  3242. for ally in $game_allies.compact
  3243. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, ally))
  3244. @shield_sprites.push(Sprite_Shield.new(@viewport1, ally))
  3245. end
  3246. for i in $game_map.events.keys.sort
  3247. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, $game_map.events[i]))
  3248. @shield_sprites.push(Sprite_Shield.new(@viewport1, $game_map.events[i]))
  3249. end
  3250. @monsters_sprites = []
  3251. for monster in $game_monsters.compact
  3252. @monsters_sprites.push(Sprite_Character.new(@viewport1, monster))
  3253. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, monster))
  3254. @shield_sprites.push(Sprite_Shield.new(@viewport1, monster))
  3255. end
  3256. requiem_abs_sp_map_create_characters
  3257. end
  3258.  
  3259. def update_characters
  3260. for sprite in @character_sprites
  3261. if sprite.character.is_a?(Game_Event)
  3262. sprite.update if $game_map.in_range?(sprite.character)
  3263. else
  3264. sprite.update
  3265. end
  3266. end
  3267. for ally in @allies_sprites.compact
  3268. if ally.character.destroy and !ally.disposed?
  3269. ally.dispose
  3270. $game_allies.delete(ally.character)
  3271. @allies_sprites.delete(ally)
  3272. elsif !ally.disposed?
  3273. ally.update if $game_map.in_range?(ally.character)
  3274. end
  3275. end
  3276. for monster in @monsters_sprites.compact
  3277. if monster.character.destroy and !monster.character.respawn and !monster.disposed?
  3278. monster.dispose
  3279. $game_monsters.delete(monster.character)
  3280. @monsters_sprites.delete(monster)
  3281. elsif !monster.disposed?
  3282. monster.update if $game_map.in_range?(monster.character)
  3283. end
  3284. end
  3285. for range in @range_sprites.compact
  3286. if range.character.destroy and !range.disposed?
  3287. range.dispose
  3288. $game_range.delete(range.character)
  3289. @range_sprites.delete(range)
  3290. elsif !range.disposed?
  3291. range.update if $game_map.in_range?(range.character)
  3292. end
  3293. end
  3294. for drop in @drop_sprites.compact
  3295. if drop.character.destroy and !drop.disposed?
  3296. drop.update
  3297. drop.character.character_name = ""
  3298. unless drop.animation?
  3299. drop.dispose
  3300. $game_drop.delete(drop.character)
  3301. $game_bomb.delete(drop.character)
  3302. @drop_sprites.delete(drop)
  3303. end
  3304. elsif !drop.disposed?
  3305. drop.update if $game_map.in_range?(drop.character)
  3306. end
  3307. end
  3308. for ally in $game_allies.compact
  3309. next if ally.draw
  3310. @allies_sprites.push(Sprite_Character.new(@viewport1, ally))
  3311. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, ally))
  3312. @shield_sprites.push(Sprite_Shield.new(@viewport1 ,ally))
  3313. ally.draw = true
  3314. end
  3315. for range in $game_range.compact
  3316. next unless $game_map.in_range?(range)
  3317. next if range.draw
  3318. @range_sprites.push(Sprite_Character.new(@viewport1, range))
  3319. range.draw = true
  3320. end
  3321. for drop in $game_drop.compact
  3322. next unless $game_map.in_range?(drop)
  3323. next if drop.draw
  3324. @drop_sprites.push(Sprite_Drop.new(@viewport1, drop))
  3325. drop.draw = true
  3326. end
  3327. for bomb in $game_bomb.compact
  3328. next unless $game_map.in_range?(bomb)
  3329. next if bomb.draw
  3330. @drop_sprites.push(Sprite_Drop.new(@viewport1, bomb))
  3331. bomb.draw = true
  3332. end
  3333. for weapon in @weapon_sprites.compact
  3334. next unless $game_map.in_range?(weapon.character)
  3335. weapon.update
  3336. end
  3337. for shield in @shield_sprites.compact
  3338. next unless $game_map.in_range?(shield.character)
  3339. shield.update
  3340. end
  3341. end
  3342.  
  3343. def dispose_characters
  3344. requiem_abs_sp_map_dispose_characters
  3345. @allies_sprites.compact.each { |i| i.dispose }
  3346. @monsters_sprites.compact.each { |i| i.dispose }
  3347. @range_sprites.compact.each { |i| i.dispose }
  3348. @drop_sprites.compact.each { |i| i.dispose }
  3349. @weapon_sprites.compact.each { |i| i.dispose }
  3350. @shield_sprites.compact.each { |i| i.dispose }
  3351. end
  3352.  
  3353. def refresh_characters
  3354. dispose_characters
  3355. create_characters
  3356. end
  3357.  
  3358. end
  3359.  
  3360. #------------------------------------------------------------------------------
  3361. # Window Base
  3362. #------------------------------------------------------------------------------
  3363. class Window_Base < Window
  3364.  
  3365. def draw_actor_head(actor, x, y, enabled=true)
  3366. char_name = actor.character_name
  3367. char_index = actor.character_index
  3368. bitmap = Cache.character(char_name)
  3369. sign = char_name[/^[\!\$]./]
  3370. if sign != nil and sign.include?('$')
  3371. cw = bitmap.width / 3
  3372. ch = bitmap.height / 4
  3373. else
  3374. cw = bitmap.width / 12
  3375. ch = bitmap.height / 8
  3376. end
  3377. enbl = (enabled ? 255 : 128)
  3378. src_rect = Rect.new((char_index%4*3+1)*cw, (char_index/4*4)*ch, cw, ch/3*2)
  3379. self.contents.blt(x, y, bitmap, src_rect, enbl)
  3380. end
  3381.  
  3382. end
  3383.  
  3384. #------------------------------------------------------------------------------
  3385. # Scene Title
  3386. #------------------------------------------------------------------------------
  3387. class Scene_Title < Scene_Base
  3388.  
  3389. alias requiem_abs_scenetitle_create_game_objects create_game_objects
  3390. alias requiem_abs_scenetitle_command_new_game command_new_game
  3391.  
  3392. def create_game_objects
  3393. $game_monsters = []
  3394. $game_allies = []
  3395. $game_range = []
  3396. $game_drop = []
  3397. $game_bomb = []
  3398. requiem_abs_scenetitle_create_game_objects
  3399. $Requiem_ABS = Requiem_ABS.new
  3400. end
  3401.  
  3402. def command_new_game
  3403. requiem_abs_scenetitle_command_new_game
  3404. for ally in $game_allies.compact
  3405. ally.map_id = $data_system.start_map_id
  3406. ally.moveto($data_system.start_x, $data_system.start_y)
  3407. ally.move_random
  3408. end
  3409. end
  3410.  
  3411. end
  3412.  
  3413. #------------------------------------------------------------------------------
  3414. # Scene Map
  3415. #------------------------------------------------------------------------------
  3416. class Scene_Map < Scene_Base
  3417.  
  3418. alias requiem_abs_scenemap_update update
  3419.  
  3420. def update
  3421. requiem_abs_scenemap_update
  3422. for ally in $game_allies.compact
  3423. ally.update if $game_map.in_range?(ally)
  3424. end
  3425. for monster in $game_monsters.compact
  3426. monster.update if $game_map.in_range?(monster)
  3427. end
  3428. for range in $game_range.compact
  3429. range.update if $game_map.in_range?(range)
  3430. end
  3431. for drop in $game_drop.compact
  3432. drop.update if $game_map.in_range?(drop)
  3433. end
  3434. for bomb in $game_bomb.compact
  3435. bomb.update if $game_map.in_range?(bomb)
  3436. end
  3437. end
  3438.  
  3439. def update_encounter
  3440. end
  3441.  
  3442. def refresh_sprites
  3443. @spriteset.refresh_characters
  3444. Cache.clear
  3445. end
  3446.  
  3447. end
  3448.  
  3449. #------------------------------------------------------------------------------
  3450. # Scene Item
  3451. #------------------------------------------------------------------------------
  3452. class Window_Item < Window_Selectable
  3453.  
  3454. def update_help
  3455. if $scene.is_a?(Scene_Item) and $scene.message != ""
  3456. @help_window.set_text($scene.message)
  3457. else
  3458. @help_window.set_text(item == nil ? "" : item.description)
  3459. end
  3460. end
  3461.  
  3462. end
  3463.  
  3464. #------------------------------------------------------------------------------
  3465. class Scene_Item < Scene_Base
  3466.  
  3467. attr_accessor :message
  3468. attr_accessor :delay
  3469.  
  3470. alias requiem_abs_sitem_start start
  3471. alias requiem_abs_sitem_update update
  3472. alias requiem_abs_sitem_update_item_selection update_item_selection
  3473.  
  3474. def start
  3475. requiem_abs_sitem_start
  3476. @actor = $game_party.members[0]
  3477. @message = ""
  3478. @delay = 0
  3479. end
  3480.  
  3481. def update
  3482. requiem_abs_sitem_update
  3483. if @delay <= 0
  3484. @message = ""
  3485. else
  3486. @delay -= 1
  3487. end
  3488. end
  3489.  
  3490. def update_item_selection
  3491. requiem_abs_sitem_update_item_selection
  3492. for button in @actor.item_hotkeys.keys
  3493. next unless @item_window.item.is_a?(RPG::Item)
  3494. next unless Input.trigger?(button)
  3495. Sound.play_decision
  3496. @actor.item_hotkeys[button] = @item_window.item.id
  3497. @message = $Requiem_ABS.memorized_text
  3498. @delay = 120
  3499. end
  3500. end
  3501.  
  3502. end
  3503.  
  3504. #------------------------------------------------------------------------------
  3505. # Scene Skill
  3506. #------------------------------------------------------------------------------
  3507. class Window_Skill < Window_Selectable
  3508.  
  3509. def update_help
  3510. if $scene.is_a?(Scene_Skill) and $scene.message != ""
  3511. @help_window.set_text($scene.message)
  3512. else
  3513. @help_window.set_text(skill == nil ? "" : skill.description)
  3514. end
  3515. end
  3516.  
  3517. end
  3518.  
  3519. #------------------------------------------------------------------------------
  3520. class Scene_Skill < Scene_Base
  3521.  
  3522. attr_accessor :message
  3523. attr_accessor :delay
  3524.  
  3525. alias requiem_abs_sskill_start start
  3526. alias requiem_abs_sskill_update update
  3527. alias requiem_abs_sskill_update_skill_selection update_skill_selection
  3528.  
  3529. def start
  3530. requiem_abs_sskill_start
  3531. @message = ""
  3532. @delay = 0
  3533. end
  3534.  
  3535. def update
  3536. requiem_abs_sskill_update
  3537. if @delay <= 0
  3538. @message = ""
  3539. else
  3540. @delay -= 1
  3541. end
  3542. end
  3543.  
  3544. def update_skill_selection
  3545. requiem_abs_sskill_update_skill_selection
  3546. for button in @actor.skill_hotkeys.keys
  3547. next unless Input.trigger?(button)
  3548. Sound.play_decision
  3549. @actor.skill_hotkeys[button] = @skill_window.skill.id
  3550. @message = $Requiem_ABS.memorized_text
  3551. @delay = 120
  3552. end
  3553. end
  3554.  
  3555. end
  3556.  
  3557. #------------------------------------------------------------------------------
  3558. # Scene File
  3559. #------------------------------------------------------------------------------
  3560. class Scene_File < Scene_Base
  3561.  
  3562. alias requiem_abs_sfile_do_load do_load
  3563. alias requiem_abs_sfile_write_save_data write_save_data
  3564. alias requiem_abs_sfile_read_save_data read_save_data
  3565.  
  3566. def do_load
  3567. requiem_abs_sfile_do_load
  3568. $game_player.refresh
  3569. for ally in $game_allies.compact
  3570. ally.refresh
  3571. end
  3572. end
  3573.  
  3574. def write_save_data(file)
  3575. requiem_abs_sfile_write_save_data(file)
  3576. Marshal.dump($game_allies, file)
  3577. Marshal.dump($game_monsters, file)
  3578. Marshal.dump($game_range, file)
  3579. Marshal.dump($game_drop, file)
  3580. Marshal.dump($game_bomb, file)
  3581. end
  3582.  
  3583. def read_save_data(file)
  3584. requiem_abs_sfile_read_save_data(file)
  3585. $game_allies = Marshal.load(file)
  3586. $game_monsters = Marshal.load(file)
  3587. $game_range = Marshal.load(file)
  3588. $game_drop = Marshal.load(file)
  3589. $game_bomb = Marshal.load(file)
  3590. end
  3591.  
  3592. end
  3593.  
  3594. #------------------------------------------------------------------------------
  3595. # High Priority
  3596. #------------------------------------------------------------------------------
  3597. Win32API.new("kernel32", "SetPriorityClass", "pi", "i").call(-1, 0x80)
  3598.  
  3599. #------------------------------------------------------------------------------
  3600. # End of ABS
  3601. #------------------------------------------------------------------------------
  3602. end
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