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Ao no Kiseki CBS 6

Apr 2nd, 2012
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  1. =begin
  2.       ★ Ao no Kiseki Custom Battle System - AT Bonus Plugin - ★
  3.  
  4.       Adds AT bonuses to the Ao no Kiseki Custom Battle System.
  5.       Please place the Bonus graphics in the Graphics/System folder.
  6.      
  7.       ● Bonuses ●======================================================
  8.       There are nine possible bonuses, randomly selected. They are:
  9.      
  10.       --------------------------------------------------------------------
  11.       Recover 10% HP at start of turn.
  12.       --------------------------------------------------------------------
  13.       Recover 50% HP at start of turn.
  14.       --------------------------------------------------------------------
  15.       Recover 10% MP at start of turn.
  16.       --------------------------------------------------------------------
  17.       Recover 50% MP at start of turn.
  18.       --------------------------------------------------------------------
  19.       Recover 10% TP at start of turn.
  20.       --------------------------------------------------------------------
  21.       Recover 50% TP at start of turn.
  22.       --------------------------------------------------------------------
  23.       Critical (All damage/healing effectiveness is multipled by 1.5)
  24.       --------------------------------------------------------------------
  25.       Perfect Guard (Cannot be damaged, Cannot be healed, No Cancel, State Immunity, No Slow)
  26.       --------------------------------------------------------------------
  27.       Rush (Act twice in a row)
  28.       ====================================================================
  29.      
  30.       ● Note ●========================================================
  31.       This script was developed for the Ao no Kiseki Custom Battle System.
  32.       Please contact PetitCure or Saba Kan for any queries regarding the system.
  33.       ====================================================================
  34.      
  35.       ※ The Ao no Kiseki Custom Battle System is still a work in progress.
  36.           Therefore, this script may change or become obselete in the future.
  37.      
  38.       ver0.11
  39.      
  40.       Last Update : 2012/01/24
  41.       01/24 : Added Critical Bonus text.
  42.       01/07 : Released to the public.
  43.      
  44.       Made for Saba Kan of http://petitrare.com/blog/
  45.       Written by Rokan of http://kaisou-ryouiki.sakura.ne.jp/
  46.       Translated by kirinelf
  47. =end
  48.  
  49. #===================================
  50. #  ● Configuration Block
  51. #===================================
  52. module Rokan
  53. module Kiseki_Plugin
  54.   # The variable that determines the rate of activation of the bonuses.
  55.   BCV = 10
  56.  
  57.   #-----------------------------------------------------------------------------
  58.   # The following section determines the activate rate of the bonuses.
  59.   # If 0, that bonus will not activate. All rates are relative to each other.
  60.   # Actual rate = (Rate)/(Total Rate)*100
  61.   #
  62.   # (For example. At BOP=0, there's a roughly 77% chance of there being no bonuses,
  63.   #  about 4% chances of there being 10% heals of HP, MP and TP, and about 1.5%
  64.   # chances of Critical, Perfect Guard and Rush) (Total rate = 130, sum of all rates)
  65.   #-----------------------------------------------------------------------------
  66.   # Variable Value =>
  67.   #   [No Bonus, 10% HP, 50% HP, 10% MP, 50% MP,
  68.   #                       10 TP, 50 TP, Critical, Perfect Guard, Rush],
  69.   #-----------------------------------------------------------------------------
  70.   BOP = { # No touchie.
  71.  
  72.     -1 => [  1,  0,  0,  0,  0,  0,  0,  0,  0,  0],
  73.      0 => [100,  5,  3,  5,  3,  5,  3,  2,  2,  2],
  74.      1 => [ 90,  3,  0,  3,  0,  3,  0,  2,  0,  0],
  75.      
  76.      } # Do not remove this.
  77.  
  78.   # Text that shows up when you get a critical bonus.
  79.   CriticalBonusText = "Critical Bonus!"
  80. end
  81. end
  82.  
  83. #=========================================================================
  84. # Do not edit anything under this line unless you know what you're doing!
  85. #=========================================================================
  86.  
  87. $rsi ||= {}
  88. $rsi["空の軌跡_ATボーナス"] = true
  89.  
  90. class RPG::UsableItem
  91.   #--------------------------------------------------------------------------
  92.   # ● 駆動時間の取得
  93.   #--------------------------------------------------------------------------
  94.   alias _kiseki_bonus_operate_time operate_time
  95.   def operate_time(battler)
  96.     if BonusManager.rash?
  97.       0
  98.     else
  99.       _kiseki_bonus_operate_time(battler)
  100.     end
  101.   end
  102.   #--------------------------------------------------------------------------
  103.   # ● 硬直時間の取得
  104.   #--------------------------------------------------------------------------
  105.   alias _kiseki_bonus_stiff_time stiff_time
  106.   def stiff_time(battler)
  107.     if BonusManager.rash?
  108.       0
  109.     else
  110.       _kiseki_bonus_stiff_time(battler)
  111.     end
  112.   end
  113. end
  114.  
  115. class << BattleManager
  116.   #--------------------------------------------------------------------------
  117.   # ● セットアップ
  118.   #--------------------------------------------------------------------------
  119.   alias _kiseki_bonus_setup setup
  120.   def setup(troop_id, can_escape = true, can_lose = false)
  121.     _kiseki_bonus_setup(troop_id, can_escape, can_lose)
  122.     setup_bonus
  123.   end
  124.   #--------------------------------------------------------------------------
  125.   # ● ボーナスのセットアップ
  126.   #--------------------------------------------------------------------------
  127.   def setup_bonus
  128.     BonusManager.clear
  129.     BonusManager.init_bonus
  130.   end
  131. end
  132.  
  133. class << OrderManager
  134.   #--------------------------------------------------------------------------
  135.   # ● 先頭ユニットを削除し、次のユニットに入れ替えます。
  136.   #--------------------------------------------------------------------------
  137.   alias _kiseki_bonus_update_top update_top
  138.   def update_top
  139.     BonusManager.next_bonus
  140.     _kiseki_bonus_update_top
  141.   end
  142.   #--------------------------------------------------------------------------
  143.   # ● 指定のバトラーの順番を遅らせる。
  144.   #--------------------------------------------------------------------------
  145.   alias _kiseki_bonus_delay_order delay_order
  146.   def delay_order(battler, value)
  147.     _kiseki_bonus_delay_order(battler, value) unless BonusManager.full_guard?
  148.   end
  149. end
  150.  
  151. module BonusManager
  152.   module_function
  153.   include Rokan::Kiseki_Plugin
  154.   #--------------------------------------------------------------------------
  155.   # ● オブジェクト初期化
  156.   #--------------------------------------------------------------------------
  157.   def init_manager
  158.     @rate_list = []
  159.     @bonus_list = []
  160.     clear
  161.   end
  162.   #--------------------------------------------------------------------------
  163.   # ● クリア
  164.   #--------------------------------------------------------------------------
  165.   def clear
  166.     @rate_list.clear
  167.     @bonus_list.clear
  168.     @sprites_listener = nil
  169.   end
  170.   #--------------------------------------------------------------------------
  171.   # ● クリティカル判定
  172.   #--------------------------------------------------------------------------
  173.   def critical?
  174.     get_bonus == 6 && $game_party.in_battle
  175.   end
  176.   #--------------------------------------------------------------------------
  177.   # ● 完全防御判定
  178.   #--------------------------------------------------------------------------
  179.   def full_guard?
  180.     get_bonus == 7 && $game_party.in_battle
  181.   end
  182.   #--------------------------------------------------------------------------
  183.   # ● ラッシュ判定
  184.   #--------------------------------------------------------------------------
  185.   def rash?
  186.     get_bonus == 8
  187.   end
  188.   #--------------------------------------------------------------------------
  189.   # ● アクティブなボーナスの取得
  190.   #--------------------------------------------------------------------------
  191.   def get_bonus
  192.     @bonus_list[1]
  193.   end
  194.   #--------------------------------------------------------------------------
  195.   # ● インデックスを指定したボーナスの取得
  196.   #--------------------------------------------------------------------------
  197.   def get_bonus_with_index(index)
  198.     @bonus_list[index]
  199.   end
  200.   #--------------------------------------------------------------------------
  201.   # ● 新たに追加するボーナスの取得
  202.   #--------------------------------------------------------------------------
  203.   def get_pop_bonus
  204.     case rand(@rate_list[9].last)
  205.     when @rate_list[0]; -1
  206.     when @rate_list[1];  0
  207.     when @rate_list[2];  1
  208.     when @rate_list[3];  2
  209.     when @rate_list[4];  3
  210.     when @rate_list[5];  4
  211.     when @rate_list[6];  5
  212.     when @rate_list[7];  6
  213.     when @rate_list[8];  7
  214.     when @rate_list[9];  8
  215.     else; -1
  216.     end
  217.   end
  218.   #--------------------------------------------------------------------------
  219.   # ● ボーナスの初期化
  220.   #--------------------------------------------------------------------------
  221.   def init_bonus
  222.     init_bonus_rate
  223.     @bonus_list.clear
  224.     10.times{@bonus_list << get_pop_bonus}
  225.   end
  226.   #--------------------------------------------------------------------------
  227.   # ● ボーナス発生確率の初期化
  228.   #--------------------------------------------------------------------------
  229.   def init_bonus_rate
  230.     @rate_list.clear
  231.     first = last = 0
  232.     BOP[$game_variables[BCV]].each_with_index{|value, index|
  233.       last += value unless value.zero?
  234.       @rate_list << Range.new(first, last)
  235.       first = last
  236.     }
  237.   end
  238.   #--------------------------------------------------------------------------
  239.   # ● ボーナスを進める
  240.   #--------------------------------------------------------------------------
  241.   def next_bonus
  242.     @bonus_list.shift
  243.     @bonus_list << get_pop_bonus
  244.     @sprites_listener.next_bonus if @sprites_listener
  245.   end
  246.   #--------------------------------------------------------------------------
  247.   # ● ボーナススプライトを可視化する
  248.   #--------------------------------------------------------------------------
  249.   def sprites_listener=(obj)
  250.     @sprites_listener = obj
  251.   end
  252. end
  253. BonusManager.init_manager
  254.  
  255. class Game_ActionResult
  256.   #--------------------------------------------------------------------------
  257.   # ● ダメージ値のクリティカル補正
  258.   #--------------------------------------------------------------------------
  259.   def critical_damage_values
  260.     @hp_damage = (@hp_damage * 1.5).to_i
  261.     @mp_damage = (@mp_damage * 1.5).to_i
  262.     @hp_drain = (@hp_drain * 1.5).to_i
  263.     @mp_drain = (@mp_drain * 1.5).to_i
  264.   end
  265. end
  266.  
  267. class Game_Battler
  268.   #--------------------------------------------------------------------------
  269.   # ● ダメージの処理
  270.   #--------------------------------------------------------------------------
  271.   alias _kiseki_bonus_execute_damage execute_damage
  272.   def execute_damage(user)
  273.     if BonusManager.critical?
  274.       @result.critical_damage_values
  275.     elsif BonusManager.full_guard?
  276.       @result.clear_damage_values
  277.       @result.cancel = false
  278.     end
  279.     _kiseki_bonus_execute_damage(user)
  280.   end
  281.   #--------------------------------------------------------------------------
  282.   # ● 使用効果[HP 回復] ※再定義
  283.   #--------------------------------------------------------------------------
  284.   def item_effect_recover_hp(user, item, effect)
  285.     value = (mhp * effect.value1 + effect.value2) * rec
  286.     value *= user.pha if item.is_a?(RPG::Item)
  287.     value *= 1.5 if BonusManager.critical? # 追加
  288.     value = value.to_i
  289.     @result.hp_damage -= value
  290.     @result.success = true
  291.     self.hp += value
  292.   end
  293.   #--------------------------------------------------------------------------
  294.   # ● 使用効果[MP 回復] ※再定義
  295.   #--------------------------------------------------------------------------
  296.   def item_effect_recover_mp(user, item, effect)
  297.     value = (mmp * effect.value1 + effect.value2) * rec
  298.     value *= user.pha if item.is_a?(RPG::Item)
  299.     value *= 1.5 if BonusManager.critical? # 追加
  300.     value = value.to_i
  301.     @result.mp_damage -= value
  302.     @result.success = true if value != 0
  303.     self.mp += value
  304.   end
  305.   #--------------------------------------------------------------------------
  306.   # ● 使用効果[TP 増加] ※再定義
  307.   #--------------------------------------------------------------------------
  308.   def item_effect_gain_tp(user, item, effect)
  309.     value = effect.value1.to_i
  310.     value *= 1.5 if BonusManager.critical? # 追加
  311.     @result.tp_damage -= value
  312.     @result.success = true if value != 0
  313.     self.tp += value
  314.   end
  315.   #--------------------------------------------------------------------------
  316.   # ● ステートの付加可能判定
  317.   #--------------------------------------------------------------------------
  318.   alias _kiseki_bonus_state_addable? state_addable?
  319.   def state_addable?(state_id)
  320.     _kiseki_bonus_state_addable?(state_id) && !BonusManager.full_guard?
  321.   end
  322.   #--------------------------------------------------------------------------
  323.   # ● 使用効果[ステート解除]
  324.   #--------------------------------------------------------------------------
  325.   alias _kiseki_bonus_item_effect_remove_state item_effect_remove_state
  326.   def item_effect_remove_state(user, item, effect)
  327.     _kiseki_bonus_item_effect_remove_state(user, item, effect) unless BonusManager.full_guard?
  328.   end
  329.   #--------------------------------------------------------------------------
  330.   # ● ボーナスによる回復適用
  331.   #--------------------------------------------------------------------------
  332.   def bonus_recover_effect
  333.     @result.clear
  334.     @result.used = (0..5).include?(BonusManager.get_bonus)
  335.     case BonusManager.get_bonus
  336.     when 0
  337.       self.hp -= @result.hp_damage = -(mhp * 0.1).to_i
  338.     when 1
  339.       self.hp -= @result.hp_damage = -(mhp * 0.5).to_i
  340.     when 2
  341.       self.mp -= @result.mp_damage = -(mmp * 0.1).to_i
  342.     when 3
  343.       self.mp -= @result.mp_damage = -(mmp * 0.5).to_i
  344.     when 4
  345.       self.tp -= @result.tp_damage = -10
  346.     when 5
  347.       self.tp -= @result.tp_damage = -50
  348.     end
  349.   end
  350. end
  351.  
  352. class Bonus < Sprite
  353.   include Saba::Kiseki
  354.   #--------------------------------------------------------------------------
  355.   # ● オブジェクト初期化
  356.   #--------------------------------------------------------------------------
  357.   def initialize(viewport, index)
  358.     super(viewport)
  359.     @index = index
  360.     set_bitmap unless @index.zero?
  361.     if self.bitmap
  362.       self.x = MARGIN_LEFT + 40
  363.       self.y = set_new_y
  364.       self.z = 4
  365.       self.ox = self.bitmap.width / 2
  366.       self.oy = self.bitmap.height
  367.     end
  368.     self.opacity = 0
  369.   end
  370.   #--------------------------------------------------------------------------
  371.   # ● ボーナスIDの取得
  372.   #--------------------------------------------------------------------------
  373.   def get_bonus
  374.     BonusManager.get_bonus_with_index(@index)
  375.   end
  376.   #--------------------------------------------------------------------------
  377.   # ● ビットマップのセット
  378.   #--------------------------------------------------------------------------
  379.   def set_bitmap
  380.     case get_bonus
  381.     when 0
  382.       self.bitmap = Cache.system("AT_BONUS_HP10")
  383.     when 1
  384.       self.bitmap = Cache.system("AT_BONUS_HP50")
  385.     when 2
  386.       self.bitmap = Cache.system("AT_BONUS_MP10")
  387.     when 3
  388.       self.bitmap = Cache.system("AT_BONUS_MP50")
  389.     when 4
  390.       self.bitmap = Cache.system("AT_BONUS_TP10")
  391.     when 5
  392.       self.bitmap = Cache.system("AT_BONUS_TP50")
  393.     when 6
  394.       self.bitmap = Cache.system("AT_BONUS_CRI")
  395.     when 7
  396.       self.bitmap = Cache.system("AT_BONUS_DUARD")
  397.     when 8
  398.       self.bitmap = Cache.system("AT_BONUS_RASH")
  399.     end
  400.   end
  401.   #--------------------------------------------------------------------------
  402.   # ● 移動先の y 座標を設定
  403.   #--------------------------------------------------------------------------
  404.   def set_new_y
  405.     @new_y = 32
  406.     @new_y += MARGIN_CURRENT_BOTTOM if @index > 1
  407.     @new_y += MARGIN_TOP + UNIT_INTERVAL * (@index-1)
  408.   end
  409.   #--------------------------------------------------------------------------
  410.   # ● フレーム更新
  411.   #--------------------------------------------------------------------------
  412.   def update
  413.     if self.bitmap
  414.       super
  415.       update_x
  416.       update_y
  417.       update_z
  418.       update_zoom
  419.       update_opacity
  420.     end
  421.   end
  422.   #--------------------------------------------------------------------------
  423.   # ● x 座標の更新
  424.   #--------------------------------------------------------------------------
  425.   def update_x
  426.   end
  427.   #--------------------------------------------------------------------------
  428.   # ● y 座標の更新
  429.   #--------------------------------------------------------------------------
  430.   def update_y
  431.     if self.y != @new_y
  432.       self.y = [self.y - ((@new_y - self.y).abs < 3 ? 1 : 3), @new_y].max
  433.       flash_top_bonus if @index == 1 && self.y == @new_y
  434.     end
  435.   end
  436.   #--------------------------------------------------------------------------
  437.   # ● z 座標の更新
  438.   #--------------------------------------------------------------------------
  439.   def update_z
  440.     self.z = @index > 1 ?  4 : 7
  441.   end
  442.   #--------------------------------------------------------------------------
  443.   # ● 拡大率の更新
  444.   #--------------------------------------------------------------------------
  445.   def update_zoom
  446.     if (get_bonus == -1 || @index.zero?) && !self.zoom_x.zero?
  447.       self.zoom_x = self.zoom_y -= 0.05
  448.     end
  449.   end
  450.   #--------------------------------------------------------------------------
  451.   # ● 透明度の更新
  452.   #--------------------------------------------------------------------------
  453.   def update_opacity
  454.     self.opacity += 12 if self.opacity != 255
  455.   end
  456.   #--------------------------------------------------------------------------
  457.   # ● ボーナスを進める
  458.   #--------------------------------------------------------------------------
  459.   def next_bonus
  460.     @index -= 1
  461.     set_new_y unless @index.zero?
  462.   end
  463.   #--------------------------------------------------------------------------
  464.   # ● 先頭に到達したボーナスをフラッシュさせてみる
  465.   #--------------------------------------------------------------------------
  466.   def flash_top_bonus
  467.     flash(Color.new(255, 255, 255, 196), 40)
  468.   end
  469. end
  470.  
  471. class Bonus_Spriteset
  472.   #--------------------------------------------------------------------------
  473.   # ● オブジェクト初期化
  474.   #--------------------------------------------------------------------------
  475.   def initialize(viewport)
  476.     @viewport = viewport
  477.     create_bonus
  478.   end
  479.   #--------------------------------------------------------------------------
  480.   # ● ボーナススプライトの生成
  481.   #--------------------------------------------------------------------------
  482.   def create_bonus
  483.     @bonus_sprites = []
  484.     10.times{|i| @bonus_sprites << Bonus.new(@viewport, i)}
  485.   end
  486.   #--------------------------------------------------------------------------
  487.   # ● ボーナスを1つ進める
  488.   #--------------------------------------------------------------------------
  489.   def next_bonus
  490.     @bonus_sprites.shift.dispose
  491.     @bonus_sprites.each{|bonus| bonus.next_bonus}
  492.     @bonus_sprites << Bonus.new(@viewport, 8)
  493.   end
  494.   #--------------------------------------------------------------------------
  495.   # ● 解放
  496.   #--------------------------------------------------------------------------
  497.   def dispose
  498.     @bonus_sprites.each{|bonus| bonus.dispose}
  499.   end
  500.   #--------------------------------------------------------------------------
  501.   # ● フレーム更新
  502.   #--------------------------------------------------------------------------
  503.   def update
  504.     @bonus_sprites.each{|bonus| bonus.update}
  505.   end
  506. end
  507.  
  508. class Spriteset_Battle
  509.   #--------------------------------------------------------------------------
  510.   # ● オブジェクト初期化
  511.   #--------------------------------------------------------------------------
  512.   alias _kiseki_bonus_initialize initialize
  513.   def initialize
  514.     _kiseki_bonus_initialize
  515.     @bonus_spriteset = Bonus_Spriteset.new(@viewport3)
  516.     BonusManager.sprites_listener = @bonus_spriteset
  517.   end
  518.   #--------------------------------------------------------------------------
  519.   # ● フレーム更新
  520.   #--------------------------------------------------------------------------
  521.   alias _kiseki_bonus_update update
  522.   def update
  523.     _kiseki_bonus_update
  524.     @bonus_spriteset.update if @bonus_spriteset
  525.   end
  526.   #--------------------------------------------------------------------------
  527.   # ● 解放
  528.   #--------------------------------------------------------------------------
  529.   alias _kiseki_bonus_dispose dispose
  530.   def dispose
  531.     _kiseki_bonus_dispose
  532.     @bonus_spriteset.dispose
  533.   end
  534. end
  535.  
  536. class Window_BattleLog < Window_Selectable
  537.   include Rokan::Kiseki_Plugin
  538.   #--------------------------------------------------------------------------
  539.   # ● クリティカルヒットの表示
  540.   #--------------------------------------------------------------------------
  541.   alias _kiseki_bonus_display_critical display_critical
  542.   def display_critical(target, item)
  543.     display_critical_bonus
  544.     _kiseki_bonus_display_critical(target, item)
  545.   end
  546.   #--------------------------------------------------------------------------
  547.   # ● クリティカルボーナスの表示
  548.   #--------------------------------------------------------------------------
  549.   def display_critical_bonus
  550.     if BonusManager.critical?
  551.       add_text(CriticalBonusText)
  552.       wait
  553.     end
  554.   end
  555.   #--------------------------------------------------------------------------
  556.   # ● ボーナスによる回復結果の表示
  557.   #--------------------------------------------------------------------------
  558.   def display_bonus_recover(target)
  559.     if target.result.used
  560.       Sound.play_recovery
  561.       last_line_number = line_number
  562.       case BonusManager.get_bonus
  563.       when 0..1
  564.         add_text(target.result.hp_damage_text)
  565.       when 2..3
  566.         add_text(target.result.mp_damage_text)
  567.       when 4..5
  568.         add_text(target.result.tp_damage_text)
  569.       end
  570.       SceneManager.scene.refresh_status
  571.       wait
  572.       wait if line_number > last_line_number
  573.       back_to(last_line_number)
  574.     end
  575.   end
  576. end
  577.  
  578. class Scene_Battle < Scene_Base
  579.   #--------------------------------------------------------------------------
  580.   # ● パーティコマンド選択の開始
  581.   #--------------------------------------------------------------------------
  582.   alias _kiseki_bonus_start_party_command_selection start_party_command_selection
  583.   def start_party_command_selection
  584.     battler = OrderManager.top_unit.battler
  585.     battler.bonus_recover_effect
  586.     @log_window.display_bonus_recover(battler)
  587.     _kiseki_bonus_start_party_command_selection
  588.   end
  589. end
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