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  1. #===============================================================================
  2. # * Falcao Pearl ABS script shelf # 3
  3. #
  4. # This script handles some battler settings and the keys definitions
  5. #===============================================================================
  6.  
  7. module Key
  8.  
  9.  
  10. # Pearl ABS Input system, there is a full keayboard build in with this system,
  11. # you can use keys from A throught Z, and number between 1 throught 9
  12.  
  13. # Type Key Display name
  14. Weapon = [PearlKey::N1, '1'] # Weapon usage
  15. Armor = [PearlKey::N2, '2'] # Armor usage
  16. Item = [PearlKey::N3, '3'] # Item usage
  17. Item2 = [PearlKey::N4, '4'] # Item2 usage
  18. Skill = [PearlKey::N5, '5'] # Skill usage
  19. Skill2 = [PearlKey::N6, '6'] # Skill2 usage
  20. Skill3 = [PearlKey::N7, '7'] # Skill3 usage
  21. Skill4 = [PearlKey::N8, '8'] # Skill4 usage
  22.  
  23. # Follower attack toggle
  24. Follower = [PearlKey::N9, '9']
  25.  
  26. # Quick tool selection key
  27. QuickTool = PearlKey::N
  28.  
  29. # Player select call key
  30. PlayerSelect = PearlKey::M
  31.  
  32. # Sound played when success guarding
  33. GuardSe = "Hammer"
  34.  
  35. end
  36.  
  37.  
  38. module Vocab
  39.  
  40. # Buff/Debuff
  41. BuffAdd = "%s's %s up!"
  42. DebuffAdd = "%s's %s down!"
  43. BuffRemove = "%s's %s to normal."
  44.  
  45. end
  46.  
  47.  
  48. #-------------------------------------------------------------------------------
  49. # Game player adds
  50. class Game_Player < Game_Character
  51. attr_accessor :projectiles, :damage_pop, :anime_action, :enemy_drops
  52. attr_accessor :refresh_status_icons, :refresh_buff_icons, :mouse_over
  53. attr_accessor :refresh_skillbar, :pearl_menu_call, :reserved_swap
  54. attr_accessor :new_map_id
  55. alias falcaopearl_initialize initialize
  56. def initialize
  57. @projectiles = []
  58. @damage_pop = []
  59. @anime_action = []
  60. @enemy_drops = []
  61. @press_timer = 0
  62. @mouse_over = 0
  63. @mouse_exist = defined?(Map_Buttons).is_a?(String)
  64. @refresh_skillbar = 0
  65. @pearl_menu_call = [sym = nil, 0]
  66. @reserved_swap = []
  67. falcaopearl_initialize
  68. end
  69.  
  70. alias falcaopearl_poses_refresh refresh
  71. def refresh
  72. return if @knockdown_data[0] > 0
  73. falcaopearl_poses_refresh
  74. end
  75.  
  76. def any_collapsing?
  77. return true if @colapse_time > 0
  78. @followers.each {|f| return true if f.visible? and f.colapse_time > 0}
  79. return false
  80. end
  81.  
  82. # check if any follower is fighting
  83. def follower_fighting?
  84. @followers.each do |f|
  85. next unless f.visible?
  86. return true if f.targeted_character != nil
  87. end
  88. return false
  89. end
  90.  
  91. # check if game party in combat mode
  92. def in_combat_mode?
  93. return true if follower_fighting? || battler_acting?
  94. return false
  95. end
  96.  
  97. # get battler
  98. def battler
  99. return actor
  100. end
  101.  
  102. def update_state_effects
  103. battler.dead? ? return : super
  104. end
  105.  
  106. def trigger_tool?(key, type)
  107. return true if type == :keys && PearlKey.trigger?(key)
  108. return true if @mouse_exist && Mouse.trigger?(0) && type == :mouse &&
  109. @mouse_over == key
  110. return false
  111. end
  112.  
  113. def all_jump(x, y)
  114. jumpto_tile(x, y)
  115. @followers.each {|f| f.jumpto_tile(x, y)}
  116. end
  117.  
  118. alias falcaopearl_it_update update
  119. def update
  120. update_pearl_battle_set
  121. falcaopearl_it_update
  122. end
  123.  
  124. # pearl battle update
  125. def update_pearl_battle_set
  126. @projectiles.each {|projectile| projectile.update}
  127. @pearl_menu_call[1] -= 1 if @pearl_menu_call[1] > 0
  128. update_tool_usage
  129. update_menu_buttons
  130. end
  131.  
  132. if $imported["Falcao Interactive System Lite"]
  133. alias falcaopearl_int player_start_falling
  134. def player_start_falling
  135. return if @hookshoting[1]
  136. falcaopearl_int
  137. end
  138. end
  139.  
  140. # get on vehicle
  141. alias falcaopearl_get_on_vehicle get_on_vehicle
  142. def get_on_vehicle
  143. return if follower_fighting?
  144. falcaopearl_get_on_vehicle
  145. end
  146.  
  147. def update_tool_usage
  148. return if PearlSkillBar.hidden?
  149. return unless normal_walk?
  150. unless actor.equips[0].nil?
  151. use_weapon(actor.equips[0].id) if trigger_tool?(Key::Weapon[0], :keys)
  152. use_weapon(actor.equips[0].id) if trigger_tool?(1, :mouse)
  153. end
  154. unless actor.equips[1].nil?
  155. use_armor(actor.equips[1].id) if trigger_tool?(Key::Armor[0], :keys)
  156. use_armor(actor.equips[1].id) if trigger_tool?(2, :mouse)
  157. end
  158. unless actor.assigned_item.nil?
  159. use_item(actor.assigned_item.id) if trigger_tool?(Key::Item[0], :keys)
  160. use_item(actor.assigned_item.id) if trigger_tool?(3, :mouse)
  161. end
  162. unless actor.assigned_item2.nil?
  163. use_item(actor.assigned_item2.id) if trigger_tool?(Key::Item2[0], :keys)
  164. use_item(actor.assigned_item2.id) if trigger_tool?(4, :mouse)
  165. end
  166. unless actor.assigned_skill.nil?
  167. use_skill(actor.assigned_skill.id) if trigger_tool?(Key::Skill[0], :keys)
  168. use_skill(actor.assigned_skill.id) if trigger_tool?(5, :mouse)
  169. end
  170. unless actor.assigned_skill2.nil?
  171. use_skill(actor.assigned_skill2.id) if trigger_tool?(Key::Skill2[0],:keys)
  172. use_skill(actor.assigned_skill2.id) if trigger_tool?(6, :mouse)
  173. end
  174. unless actor.assigned_skill3.nil?
  175. use_skill(actor.assigned_skill3.id) if trigger_tool?(Key::Skill3[0],:keys)
  176. use_skill(actor.assigned_skill3.id) if trigger_tool?(7, :mouse)
  177. end
  178. unless actor.assigned_skill4.nil?
  179. use_skill(actor.assigned_skill4.id) if trigger_tool?(Key::Skill4[0],:keys)
  180. use_skill(actor.assigned_skill4.id) if trigger_tool?(8, :mouse)
  181. end
  182. update_followers_trigger unless $game_map.interpreter.running?
  183. end
  184.  
  185. def update_followers_trigger
  186. if PearlKernel::SinglePlayer and trigger_tool?(Key::Follower[0], :keys)
  187. return if @knockdown_data[0] > 0
  188. force_cancel_actions
  189. @pearl_menu_call = [:tools, 2]
  190. return
  191. end
  192. make_battle_followers if trigger_tool?(Key::Follower[0], :keys)
  193. make_battle_followers if trigger_tool?(9, :mouse)
  194. if PearlKey.press?(Key::Follower[0]) || @mouse_exist && Mouse.press?(0) &&
  195. @mouse_over == 9
  196. @press_timer += 1
  197. if @press_timer == 3 * 60
  198. @followers.each do |f|
  199. next unless f.visible?
  200. next if f.targeted_character.nil?
  201. f.turn_toward_player
  202. f.targeted_character = nil
  203. f.pop_damage('Scape')
  204. end
  205. end
  206. else
  207. @press_timer = 0 if @press_timer != 0
  208. end
  209. end
  210.  
  211. def make_battle_followers
  212. @followers.each do |f|
  213. next unless f.visible?
  214. next if f.fo_tool.nil? || f.battler.dead?
  215. if f.targeted_character.nil?
  216. if f.fo_tool.tool_data("User Graphic = ", false).nil?
  217. if f.fo_tool.is_a?(RPG::Skill) || fo_tool.is_a?(RPG::Item)
  218. # has no data but is a benefical skill
  219. if f.fo_tool.scope == 0 || f.fo_tool.scope.between?(7, 11)
  220. f.setup_followertool_usage
  221. else
  222. f.balloon_id = PearlKernel::FailBalloon
  223. end
  224. else
  225. f.balloon_id = PearlKernel::FailBalloon
  226. next
  227. end
  228. else
  229. #has data
  230. f.setup_followertool_usage
  231. end
  232. end
  233. end
  234. end
  235.  
  236. # menu buttons update
  237. def update_menu_buttons
  238. return if $game_map.interpreter.running?
  239. return if @pearl_menu_call[1] > 0
  240. if PearlKey.trigger?(Key::QuickTool)
  241. return if @knockdown_data[0] > 0
  242. force_cancel_actions
  243. @pearl_menu_call = [:tools, 2]
  244. end
  245. if !PearlKernel::SinglePlayer and PearlKey.trigger?(Key::PlayerSelect)
  246. @pearl_menu_call = [:character, 2]
  247. end
  248. end
  249.  
  250. def set_skill(id)
  251. actor.assigned_skill = $data_skills[id]
  252. end
  253.  
  254. alias falcao_pearl_movable movable?
  255. def movable?
  256. return if force_stopped? || @blowpower[0] > 0
  257. falcao_pearl_movable
  258. end
  259.  
  260. alias falcaopearl_perform_transfer perform_transfer
  261. def perform_transfer
  262. if $game_map.map_id != @new_map_id
  263. pearl_abs_global_reset
  264. end
  265. falcaopearl_perform_transfer
  266.  
  267.  
  268. @followers.each {|f|
  269. next unless f.visible?
  270. if f.battler.deadposing != nil
  271. f.battler.deadposing != $game_map.map_id ? f.transparent = true :
  272. f.transparent = false
  273. f.knockdown_data[0] = 10 #if follower.battler.deadposing != nil
  274. f.knowdown_effect(1)
  275. end}
  276. end
  277.  
  278. alias falcaopearl_start_map start_map_event
  279. def start_map_event(x, y, triggers, normal)
  280. $game_map.events_xy(x, y).each do |event|
  281. return if event.has_token?
  282. end
  283. falcaopearl_start_map(x, y, triggers, normal)
  284. end
  285. end
  286.  
  287. # game party
  288. class Game_Party < Game_Unit
  289. attr_accessor :actors
  290. def set_skill(actor_id, sid, slot)
  291. actor = $game_actors[actor_id] ; skill = $data_skills[sid]
  292. return unless actor.skill_learn?(skill)
  293. case slot
  294. when Key::Skill[1].to_sym then actor.assigned_skill = skill
  295. when Key::Skill2[1].to_sym then actor.assigned_skill2 = skill
  296. when Key::Skill3[1].to_sym then actor.assigned_skill3 = skill
  297. when Key::Skill4[1].to_sym then actor.assigned_skill4 = skill
  298. end
  299. end
  300.  
  301. def set_item(actor_id, item_id, slot)
  302. actor = $game_actors[actor_id] ; item = $data_items[item_id]
  303. return unless has_item?(item)
  304. case slot
  305. when Key::Item[1].to_sym then actor.assigned_item = item
  306. when Key::Item2[1].to_sym then actor.assigned_item2 = item
  307. end
  308. end
  309. end
  310.  
  311. #--------------------------------------------------------
  312. class Game_Battler < Game_BattlerBase
  313. attr_reader :state_steps
  314. attr_accessor :buff_turns, :buffs, :used_item, :deadposing
  315. attr_accessor :skill_cooldown,:item_cooldown,:weapon_cooldown, :armor_cooldown
  316.  
  317. alias falcaopearl_battler_ini initialize
  318. def initialize
  319. @skill_cooldown = {}
  320. @item_cooldown = {}
  321. @weapon_cooldown = {}
  322. @armor_cooldown = {}
  323. falcaopearl_battler_ini
  324. end
  325.  
  326. alias falcaopearl_revive revive
  327. def revive
  328. if SceneManager.scene_is?(Scene_Item) || SceneManager.scene_is?(Scene_Skill)
  329. $game_temp.pop_w(180, 'Pearl ABS',
  330. 'You cannot revive from menu!')
  331. return
  332. end
  333. falcaopearl_revive
  334. @deadposing = nil
  335. end
  336.  
  337. alias falcaopearl_addnew add_new_state
  338. def add_new_state(state_id)
  339. falcaopearl_addnew(state_id)
  340. if self.is_a?(Game_Actor)
  341. $game_player.refresh_skillbar = 4
  342. end
  343. end
  344.  
  345. def tool_ready?(item)
  346. return false if item.is_a?(RPG::Skill) and @skill_cooldown[item.id]
  347. return false if item.is_a?(RPG::Item) and @item_cooldown[item.id]
  348. return false if item.is_a?(RPG::Weapon) and @weapon_cooldown[item.id]
  349. return false if item.is_a?(RPG::Armor) and @armor_cooldown[item.id]
  350. return true
  351. end
  352.  
  353. def apply_cooldown(item, value)
  354. @skill_cooldown[item.id] = value if item.is_a?(RPG::Skill)
  355. @item_cooldown[item.id] = value if item.is_a?(RPG::Item)
  356. @weapon_cooldown[item.id] = value if item.is_a?(RPG::Weapon)
  357. @armor_cooldown[item.id] = value if item.is_a?(RPG::Armor)
  358. end
  359.  
  360. # Make the steps settings to seconds for states if used in the scene map
  361. alias falcaopearl_stepsset reset_state_counts
  362. def reset_state_counts(state_id)
  363. falcaopearl_stepsset(state_id)
  364. state = $data_states[state_id]
  365. @state_steps[state_id] = state.steps_to_remove * 60 if
  366. SceneManager.scene_is?(Scene_Map)
  367. end
  368.  
  369. # make the buff turns per seconds if used in the scene map
  370. alias falcaopearl_buffs overwrite_buff_turns
  371. def overwrite_buff_turns(param_id, turns)
  372. if SceneManager.scene_is?(Scene_Map)
  373. time = turns * 60
  374. @buff_turns[param_id] = time if @buff_turns[param_id].to_i < time
  375. return
  376. end
  377. falcaopearl_buffs(param_id, turns)
  378. end
  379.  
  380. # make the item occasion to always in the map
  381. alias falcaopearl_occasion_ok occasion_ok?
  382. def occasion_ok?(item)
  383. return true if SceneManager.scene_is?(Scene_Map) ||
  384. SceneManager.scene_is?(Scene_QuickTool) ||
  385. SceneManager.scene_is?(Scene_CharacterSet)
  386. falcaopearl_occasion_ok(item)
  387. end
  388.  
  389. # apply the usability settings (used to refresh the skill bar icons)
  390. alias falcaopearl_usablecheck use_item
  391. def use_item(item)
  392. falcaopearl_usablecheck(item)
  393. self.apply_usability if self.is_a?(Game_Actor)
  394. end
  395.  
  396. # melee attack apply used with invoked tools
  397. def melee_attack_apply(user, item_id)
  398. item_apply(user, $data_skills[item_id])
  399. end
  400.  
  401. alias falcaopearl_itemapply item_apply
  402. def item_apply(user, item)
  403. @used_item = item
  404. falcaopearl_itemapply(user, item)
  405. end
  406. end
  407.  
  408. #-------------------------------------------------------------------------------
  409. # Game followers adds
  410.  
  411. class Game_Follower < Game_Character
  412.  
  413. def battler
  414. return actor
  415. end
  416.  
  417. alias falcaopearl_f_poses_refresh refresh
  418. def refresh
  419. return if @knockdown_data[0] > 0
  420. falcaopearl_f_poses_refresh
  421. end
  422.  
  423.  
  424. def update_state_effects
  425. battler.dead? ? return : super
  426. end
  427.  
  428. # Make the followers inpassable if they are in battle state
  429. alias falcaopearl_follower_update update
  430. def update
  431. if $game_player.followers.gathering? || $game_player.hookshoting[1] ||
  432. @hookshoting[1]
  433. @through = true
  434. else
  435. @through = false if @through
  436. end
  437. falcaopearl_follower_update
  438.  
  439. @transparent = lying_down? if visible? and $game_player.normal_walk?
  440. @transparent = false if $game_player.using_custom_g
  441.  
  442. end
  443.  
  444. def lying_down?
  445. return true if !battler.deadposing.nil? &&
  446. battler.deadposing != $game_map.map_id
  447. return false
  448. end
  449.  
  450. # avoid the followers to chase the preceding character in battle
  451. alias falcaopearl_chase_preceding_character chase_preceding_character
  452. def chase_preceding_character
  453. return if @blowpower[0] > 0
  454. return if @targeted_character != nil
  455. if visible? and $game_player.follower_fighting?
  456. return if fo_tool.nil?
  457. return if battler.dead?
  458. end
  459.  
  460.  
  461. $game_player.reserved_swap.each {|i|
  462.  
  463. if i == battler.id
  464. swap_dead_follower
  465. $game_player.reserved_swap.delete(i)
  466. end}
  467.  
  468.  
  469. jumpto(0) if @targeted_character.nil? && !obj_size?($game_player, 6) &&
  470. !stopped_any?
  471. falcaopearl_chase_preceding_character
  472. end
  473.  
  474. def stopped_any?
  475. $game_player.followers.each do |follower|
  476. return true if follower.force_stopped?
  477. end
  478. return false
  479. end
  480.  
  481. # set up a target for followers
  482. def setup_target
  483. for event in $game_map.event_enemies
  484. if event.on_battle_screen? && event.enemy_ready?
  485. if $game_player.obj_size?(event, PearlKernel::PlayerRange) and
  486. !event.being_targeted
  487. @targeted_character = event
  488. event.being_targeted = true
  489. break
  490. end
  491. end
  492. end
  493. end
  494.  
  495. def move_straight(d, turn_ok = true)
  496. return if force_stopped?
  497. super
  498. end
  499.  
  500. def move_diagonal(horz, vert)
  501. return if force_stopped?
  502. super
  503. end
  504.  
  505. alias falcaoabs_gather gather?
  506. def gather?
  507. return true if !battler.deadposing.nil?
  508. falcaoabs_gather
  509. end
  510. end
  511.  
  512. #-------------------------------------------------------------------------------
  513. # Game Actor adds
  514.  
  515. class Game_Actor < Game_Battler
  516. attr_accessor :assigned_skill, :assigned_item, :primary_use
  517. attr_accessor :assigned_skill2, :assigned_item2, :usability
  518. attr_accessor :assigned_skill3, :assigned_skill4
  519. alias falcaopearl_cooldown_setup setup
  520. def setup(actor_id)
  521. @usability = [nil, nil, nil, nil, nil, nil, nil, nil]
  522. @primary_use = 1
  523. falcaopearl_cooldown_setup(actor_id)
  524. end
  525.  
  526. # player walk
  527. alias falcaopearl_on_player_walk on_player_walk
  528. def on_player_walk
  529. @result.clear
  530. check_floor_effect
  531. return
  532. falcaopearl_on_player_walk
  533. end
  534.  
  535. #usability refresher
  536. def apply_usability
  537. apply_usabilityto_melee(0) # weapon
  538. apply_usabilityto_melee(1) # armor
  539. @usability[2] = usable?(@assigned_item) if !@assigned_item.nil?
  540. @usability[3] = usable?(@assigned_item2) if !@assigned_item2.nil?
  541. @usability[4] = usable?(@assigned_skill) if !@assigned_skill.nil?
  542. @usability[5] = usable?(@assigned_skill2) if !@assigned_skill2.nil?
  543. @usability[6] = usable?(@assigned_skill3) if !@assigned_skill3.nil?
  544. @usability[7] = usable?(@assigned_skill4) if !@assigned_skill4.nil?
  545. end
  546.  
  547. def apply_usabilityto_melee(index)
  548. if !equips[index].nil?
  549. invoke = equips[index].tool_data("Tool Invoke Skill = ")
  550. if invoke != nil and invoke != 0 and index == 0
  551. @usability[index] = usable?($data_skills[invoke])
  552. elsif index == 0
  553. @usability[index] = usable?($data_skills[1])
  554. end
  555. if invoke != nil and invoke != 0 and index == 1
  556. @usability[index] = usable?($data_skills[invoke])
  557. elsif index == 1
  558. @usability[index] = usable?($data_skills[2])
  559. end
  560. end
  561. end
  562. end
  563.  
  564. #-------------------------------------------------------------------------------
  565. # Game character adds, the agro system
  566.  
  567. class Game_Character < Game_CharacterBase
  568.  
  569. # agro to follower turn towars player
  570. alias pearlagro_turn_toward_player turn_toward_player
  571. def turn_toward_player
  572. if self.is_a?(Game_Event) and self.agroto_f != nil
  573. turn_toward_character(self.agroto_f)
  574. return
  575. end
  576. pearlagro_turn_toward_player
  577. end
  578.  
  579. # agro to follower turn away from player
  580. alias pearlagro_turn_away_from_player turn_away_from_player
  581. def turn_away_from_player
  582. if self.is_a?(Game_Event) and self.agroto_f != nil
  583. turn_away_from_character(self.agroto_f)
  584. return
  585. end
  586. pearlagro_turn_away_from_player
  587. end
  588.  
  589. # agro to game follower move toward player
  590. alias pearlagro_move_toward_player move_toward_player
  591. def move_toward_player
  592. if self.is_a?(Game_Event) and self.agroto_f != nil
  593. move_toward_character(self.agroto_f)
  594. return
  595. end
  596. pearlagro_move_toward_player
  597. end
  598.  
  599. # agro away from follower
  600. alias pearlagro_move_away_from_player move_away_from_player
  601. def move_away_from_player
  602. if self.is_a?(Game_Event) and self.agroto_f != nil
  603. move_away_from_character(self.agroto_f)
  604. return
  605. end
  606. pearlagro_move_away_from_player
  607. end
  608. end
  609.  
  610. # enemy
  611. class Game_Enemy < Game_Battler
  612. attr_accessor :battler_graphic, :breath_enable, :object, :collapse_type
  613. attr_accessor :die_animation, :kill_weapon, :kill_armor, :kill_item
  614. attr_accessor :kill_skill, :body_sized, :esensor, :boss_hud, :k_back_dis
  615. attr_reader :lowhp_10, :lowhp_25, :lowhp_50, :lowhp_75
  616. alias falcaopearl_enemy_ini initialize
  617. def initialize(index, enemy_id)
  618. falcaopearl_enemy_ini(index, enemy_id)
  619. @kill_weapon = []
  620. @kill_armor = []
  621. @kill_item = []
  622. @kill_skill = []
  623.  
  624. @battler_graphic = enemy.tool_data("Enemy Battler = ",false) == "true"
  625. @breath_enable = enemy.tool_data("Enemy Breath = ",false) == "true"
  626. @object = enemy.tool_data("Enemy Object = ", false) == "true"
  627. @collapse_type = enemy.tool_data("Enemy Collapse Type = ", false)
  628. @die_animation = enemy.tool_data("Enemy Die Animation = ")
  629. @body_sized = enemy.tool_data("Enemy Body Increase = ")
  630. @boss_hud = enemy.tool_data("Enemy Boss Bar = ", false) == "true"
  631. @esensor = enemy.tool_data("Enemy Sensor = ")
  632. @esensor = PearlKernel::Sensor if @esensor.nil?
  633. @body_sized = 0 if @body_sized.nil?
  634. @k_back_dis = enemy.tool_data("Enemy Knockback Disable = ",false) == "true"
  635.  
  636. @lowhp_75 = enemy.tool_data("Enemy Lowhp 75% Switch = ")
  637. @lowhp_50 = enemy.tool_data("Enemy Lowhp 50% Switch = ")
  638. @lowhp_25 = enemy.tool_data("Enemy Lowhp 25% Switch = ")
  639. @lowhp_10 = enemy.tool_data("Enemy Lowhp 10% Switch = ")
  640. apply_kill_with_settings
  641. end
  642.  
  643. def apply_kill_with_settings
  644. wtag = enemy.tool_data("Enemy Kill With Weapon = ", false)
  645. @kill_weapon = wtag.split(",").map { |s| s.to_i } if wtag != nil
  646. atag = enemy.tool_data("Enemy Kill With Armor = ", false)
  647. @kill_armor = atag.split(",").map { |s| s.to_i } if atag != nil
  648. itag = enemy.tool_data("Enemy Kill With Item = ", false)
  649. @kill_item = itag.split(",").map { |s| s.to_i } if itag != nil
  650. stag = enemy.tool_data("Enemy Kill With Skill = ", false)
  651. @kill_skill = stag.split(",").map { |s| s.to_i } if stag != nil
  652. end
  653.  
  654. def has_kill_with?
  655. !@kill_weapon.empty? || !@kill_armor.empty? || !@kill_item.empty? ||
  656. !@kill_skill.empty?
  657. end
  658. end
  659.  
  660. # make refresh
  661. class Game_BattlerBase
  662. alias falcaopearl_erasestate erase_state
  663. def erase_state(state_id)
  664. falcaopearl_erasestate(state_id)
  665. if self.is_a?(Game_Actor)
  666. $game_player.refresh_skillbar = 4
  667. end
  668. end
  669. end
  670.  
  671. class Game_Followers
  672. def synchronize(x, y, d)
  673. each do |follower|
  674. next if follower.visible? and follower.battler.deadposing != nil
  675. follower.moveto(x, y)
  676. follower.set_direction(d)
  677. end
  678. end
  679. end
  680.  
  681. class Game_Interpreter
  682. alias falcaopearl_intsystem_command_201 command_201
  683. def command_201
  684. return if $game_player.any_collapsing?
  685. falcaopearl_intsystem_command_201
  686. end
  687. end
  688. #-------------------------------------------------------------------------------
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