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  1. #==============================================================================
  2. # Requiem ABS 9.0
  3. #==============================================================================
  4. # Credits: Vlad | Email: [email protected]
  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. # Key used to attack
  12. Attack_Key1 = Keys::A
  13.  
  14. # Key used to use shield and attack with 2nd weapon
  15. Attack_Key2 = Keys::S
  16.  
  17. # Keys used to cast skills
  18. Skill_Keys = [Keys::Num1, Keys::Num2, Keys::Num3]
  19.  
  20. # Keys used to cast items
  21. Item_Keys = [Keys::Q, Keys::W, Keys::E]
  22.  
  23. # Auto add skills to hotkeys when learn it?
  24. Auto_Mont_Skills = true
  25.  
  26. # Key used to change the order of the group
  27. Group_Order_Key = Keys::Tab
  28.  
  29. # Variable used to build battle areas
  30. # * When each enemy dies, this variable will add +1
  31. # * When player be transfered to another map, this variable will be setted =0
  32. Battle_Area_Variable = 0
  33.  
  34. # Use Squad battle?
  35. USE_SBABS = true
  36.  
  37. # Show weapons icons when characters attack?
  38. Allow_Weapons_Graphics = true
  39.  
  40. # Show shields icons when characters defend?
  41. Allow_Shields_Graphics = true
  42.  
  43. # Allow characters attack using shield together?
  44. Allow_attack_with_shield = false
  45.  
  46. # Allow hit count and combo damage?
  47. Allow_Combo_Damage = true
  48.  
  49. # Recover HP and MP when character up level?
  50. Recovery_When_LevelUp = true
  51.  
  52. # Through dropped items on map?
  53. Through_Drop = true
  54.  
  55. # Show items names when get it?
  56. Show_Reward = true
  57.  
  58. # Use auto Exp and Gold calculation?
  59. # (This method will ignore the Exp and Gold value of the enemies in the Database)
  60. Auto_EXP_Gold = true
  61.  
  62. # Divide Exp for all party member in the same proportion?
  63. # (If not, who kills the enemy will be the only one who will get the EXP)
  64. Divide_EXP = true
  65.  
  66. # Allow to change the group order pressing a key?
  67. Change_Group_Order = true
  68.  
  69. # When 1st actor dies, change the group order to next actor automatically?
  70. Next_Actor_If_Dead = true
  71.  
  72. # Index of the gold icon when it drops
  73. Gold_Drop_Icon_Index = 147
  74.  
  75. # % of gold drop (0 ~ 100)
  76. Gold_Drop_Rate = 75
  77.  
  78. # Time that items stay in ground (In frames)
  79. Drop_Duration_Time = 600
  80.  
  81. # Auto Exp given by enemies (In %)
  82. Auto_EXP_Rate = 5
  83.  
  84. # Auto Gold given by enemies (In %)
  85. Auto_Gold_Rate = 10
  86.  
  87. # Animation showed on character when it up level
  88. LevelUp_Animation = 40
  89.  
  90. # Divide the size of animations by:
  91. Animations_Divide = 3
  92.  
  93. # Text showed on skill and item window when memorize some skill or item for a key
  94. Memorized_Text = "Memorized!"
  95.  
  96. # SE played when gold drop
  97. Gold_Drop_SE = ""
  98.  
  99. # SE played when item drop
  100. Item_Drop_SE = ""
  101.  
  102. Fonts = {}
  103. # Name | Size | Bold | Italic
  104. Fonts["Damage"] = ["Verdana", 18, true, false]
  105. Fonts["Hits"] = ["Times New Roman", 26, true, true]
  106. Fonts["Reward"] = ["Verdana", 16, false, false]
  107.  
  108. Damage_Texts = ["Miss", "Critical", "Combo", "Guard", "Level Up", "Hits", "Reflect"]
  109.  
  110. Damage_Colors = [Color.new(255,255,255), # Normal
  111. Color.new(102,204,64), # Heal
  112. Color.new(255,255,64), # Critical
  113. Color.new(255,56,16), # Combo
  114. Color.new(160,152,255), # Reflect
  115. Color.new(153,204,255)] # Hits
  116.  
  117. #------------------------------------------------------------------------------
  118. class Requiem_ABS
  119.  
  120. attr_reader :attack_key1
  121. attr_reader :attack_key2
  122. attr_reader :skill_keys
  123. attr_reader :item_keys
  124. attr_reader :group_order_key
  125. attr_reader :animations_divide
  126. attr_reader :memorized_text
  127. attr_reader :allow_weapons_graphics
  128. attr_reader :allow_shields_graphics
  129. attr_reader :allow_attack_with_shield
  130. attr_reader :allow_combo_damage
  131. attr_reader :levelup_animation
  132. attr_reader :recovery_when_levelup
  133. attr_reader :gold_drop_icon_index
  134. attr_reader :gold_drop_rate
  135. attr_reader :drop_duration_time
  136. attr_reader :show_reward
  137. attr_reader :drop_se
  138. attr_reader :auto_exp_e_gold
  139. attr_reader :auto_exp_rate
  140. attr_reader :auto_gold_rate
  141. attr_reader :damage_properties
  142. attr_reader :through_drop
  143. attr_reader :divide_exp
  144. attr_reader :change_group_order
  145. attr_reader :next_actor_if_dead
  146. attr_reader :battle_area_variable
  147. attr_reader :use_sbabs
  148. attr_reader :auto_mont_skills
  149.  
  150. def initialize
  151. @attack_key1 = Attack_Key1
  152. @attack_key2 = Attack_Key2
  153. @skill_keys = Skill_Keys
  154. @item_keys = Item_Keys
  155. @group_order_key = Group_Order_Key
  156. @animations_divide = Animations_Divide
  157. @memorized_text = Memorized_Text
  158. @allow_weapons_graphics = Allow_Weapons_Graphics
  159. @allow_shields_graphics = Allow_Shields_Graphics
  160. @allow_attack_with_shield = Allow_attack_with_shield
  161. @allow_combo_damage = Allow_Combo_Damage
  162. @levelup_animation = LevelUp_Animation
  163. @recovery_when_levelup = Recovery_When_LevelUp
  164. @gold_drop_icon_index = Gold_Drop_Icon_Index
  165. @gold_drop_rate = Gold_Drop_Rate
  166. @drop_duration_time = Drop_Duration_Time
  167. @show_reward = Show_Reward
  168. @drop_se = [Gold_Drop_SE, Item_Drop_SE]
  169. @auto_exp_e_gold = Auto_EXP_Gold
  170. @auto_exp_rate = Auto_EXP_Rate
  171. @auto_gold_rate = Auto_Gold_Rate
  172. @through_drop = Through_Drop
  173. @divide_exp = Divide_EXP
  174. @change_group_order = Change_Group_Order
  175. @next_actor_if_dead = Next_Actor_If_Dead
  176. @battle_area_variable = Battle_Area_Variable
  177. @use_sbabs = USE_SBABS
  178. @auto_mont_skills = Auto_Mont_Skills
  179. @damage_properties = {}
  180. @damage_properties["Damage"] = Fonts["Damage"]
  181. @damage_properties["Hits"] = Fonts["Hits"]
  182. @damage_properties["Reward"] = Fonts["Reward"]
  183. @damage_properties["Texts"] = Damage_Texts
  184. @damage_properties["Colors"] = Damage_Colors
  185. end
  186.  
  187. end
  188.  
  189. #------------------------------------------------------------------------------
  190. # Module RPG
  191. #------------------------------------------------------------------------------
  192. module RPG
  193.  
  194. class State
  195.  
  196. def animation_id
  197. self.note.each_line { |line|
  198. return line.gsub('Animation = ', '').chomp.to_i if line.include?('Animation = ')
  199. }
  200. return 0
  201. end
  202.  
  203. def walk_slower?
  204. self.note.each_line { |line| return true if line.include?("Walk Slower") }
  205. return false
  206. end
  207.  
  208. def walk_faster?
  209. self.note.each_line { |line| return true if line.include?("Walk Faster") }
  210. return false
  211. end
  212.  
  213. def dont_walk?
  214. self.note.each_line { |line| return true if line.include?("Don't Walk") }
  215. return false
  216. end
  217.  
  218. def confusion?
  219. self.note.each_line { |line| return true if line.include?("Confusion") }
  220. return false
  221. end
  222.  
  223. def duration
  224. self.note.each_line { |line|
  225. return line.gsub('Duration = ', '').chomp.to_i if line.include?('Duration = ')
  226. }
  227. return 300
  228. end
  229.  
  230. end
  231.  
  232. class BaseItem
  233.  
  234. def ranged?
  235. self.note.each_line { |line| return true if line.include?("Ranged") }
  236. return false
  237. end
  238.  
  239. def explosive?
  240. self.note.each_line { |line| return true if line.include?("Explosive") }
  241. return false
  242. end
  243.  
  244. def bomb?
  245. self.note.each_line { |line| return true if line.include?("Bomb") }
  246. return false
  247. end
  248.  
  249. def graphic
  250. self.note.each_line { |line|
  251. return line.gsub!('Graphic = ', '').chomp if line.include?('Graphic = ')
  252. }
  253. return ""
  254. end
  255.  
  256. def index
  257. self.note.each_line { |line|
  258. return line.gsub('Index = ', '').chomp.to_i if line.include?('Index = ')
  259. }
  260. return 0
  261. end
  262.  
  263. def move_speed
  264. self.note.each_line { |line|
  265. return line.gsub('Speed = ', '').chomp.to_i if line.include?('Speed = ')
  266. }
  267. return 4
  268. end
  269.  
  270. def range
  271. self.note.each_line { |line|
  272. return line.gsub('Range = ', '').chomp.to_i if line.include?('Range = ')
  273. }
  274. return 5
  275. end
  276.  
  277. def delay
  278. self.note.each_line { |line|
  279. return line.gsub('Delay = ', '').chomp.to_i if line.include?('Delay = ')
  280. }
  281. return 60
  282. end
  283.  
  284. def area
  285. self.note.each_line { |line|
  286. return line.gsub('Area = ', '').chomp.to_i if line.include?('Area = ')
  287. }
  288. return 3
  289. end
  290.  
  291. def shot_se
  292. self.note.each_line { |line|
  293. return line.gsub('Shot SE = ', '').chomp.to_s if line.include?('Shot SE = ')
  294. }
  295. return nil
  296. end
  297.  
  298. def combo_hits
  299. self.note.each_line { |line|
  300. return line.gsub('Combo Hits = ', '').chomp.to_i if line.include?('Combo Hits = ')
  301. }
  302. return 5
  303. end
  304.  
  305. def combo_rate
  306. self.note.each_line { |line|
  307. return line.gsub('Combo Rate = ', '').chomp.to_i if line.include?('Combo Rate = ')
  308. }
  309. return 75
  310. end
  311.  
  312. def ammo1
  313. self.note.each_line { |line|
  314. return $data_items[line.gsub('Ammo1 = ', '').chomp.to_i] if line.include?('Ammo1 = ')
  315. }
  316. return nil
  317. end
  318.  
  319. def ammo2
  320. self.note.each_line { |line|
  321. return $data_items[line.gsub('Ammo2 = ', '').chomp.to_i] if line.include?('Ammo2 = ')
  322. }
  323. return nil
  324. end
  325.  
  326. def defense_rate
  327. self.note.each_line { |line|
  328. return line.gsub('Defense Rate = ', '').chomp.to_i if line.include?('Defense Rate = ')
  329. }
  330. return 50
  331. end
  332.  
  333. def reflect_rate
  334. self.note.each_line { |line|
  335. return line.gsub('Reflect Rate = ', '').chomp.to_i if line.include?('Reflect Rate = ')
  336. }
  337. return 0
  338. end
  339.  
  340. def path
  341. self.note.each_line { |line|
  342. return line.gsub!('Path = ', '').chomp if line.include?('Path = ')
  343. }
  344. return "Line"
  345. end
  346.  
  347. end
  348.  
  349. end
  350.  
  351. #------------------------------------------------------------------------------
  352. # Bitmap
  353. #------------------------------------------------------------------------------
  354. class Bitmap
  355.  
  356. def draw_outlined_text(x, y, w, h, s, a=0, c=Font.default_color)
  357. font.shadow = false
  358. font.color = Color.new(0,0,0)
  359. draw_text(x-1, y-1, w, h, s, a)
  360. draw_text(x+1, y-1, w, h, s, a)
  361. draw_text(x-1, y+1, w, h, s, a)
  362. draw_text(x+1, y+1, w, h, s, a)
  363. font.color = c
  364. draw_text(x, y, w, h, s, a)
  365. end
  366.  
  367. end
  368.  
  369. #------------------------------------------------------------------------------
  370. # Game Battler
  371. #------------------------------------------------------------------------------
  372. class Game_Battler
  373.  
  374. attr_accessor :damage
  375. attr_accessor :critical
  376. attr_accessor :combo
  377. attr_accessor :reflect
  378. attr_accessor :state_turns
  379. attr_accessor :defending
  380. attr_accessor :piece
  381.  
  382. alias requiem_abs_gbattler_initialize initialize
  383. alias requiem_abs_gbattler_make_obj_damage_value make_obj_damage_value
  384.  
  385. def initialize
  386. @damage = 0
  387. requiem_abs_gbattler_initialize
  388. end
  389.  
  390. def attack_effect(attacker)
  391. clear_action_results
  392. unless attack_effective?(attacker)
  393. @skipped = true
  394. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  395. return
  396. end
  397. if rand(100) >= calc_hit(attacker)
  398. @missed = true
  399. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  400. return
  401. end
  402. if rand(100) < calc_eva(attacker)
  403. @evaded = true
  404. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  405. return
  406. end
  407. make_attack_damage_value(attacker)
  408. execute_damage(attacker)
  409. return if @hp_damage == 0
  410. apply_state_changes(attacker)
  411. end
  412.  
  413. def skill_effect(user, skill)
  414. clear_action_results
  415. unless skill_effective?(user, skill)
  416. @skipped = true
  417. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  418. return
  419. end
  420. if rand(100) >= calc_hit(user, skill)
  421. @missed = true
  422. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  423. return
  424. end
  425. if rand(100) < calc_eva(user, skill)
  426. @evaded = true
  427. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  428. return
  429. end
  430. make_obj_damage_value(user, skill)
  431. make_obj_absorb_effect(user, skill)
  432. execute_damage(user)
  433. return if skill.physical_attack and @hp_damage == 0
  434. apply_state_changes(skill)
  435. end
  436.  
  437. def item_effect(user, item)
  438. clear_action_results
  439. unless item_effective?(user, item)
  440. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  441. @skipped = true
  442. return
  443. end
  444. if rand(100) >= calc_hit(user, item)
  445. @missed = true
  446. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  447. return
  448. end
  449. if rand(100) < calc_eva(user, item)
  450. @evaded = true
  451. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  452. return
  453. end
  454. hp_recovery = calc_hp_recovery(user, item)
  455. mp_recovery = calc_mp_recovery(user, item)
  456. make_obj_damage_value(user, item)
  457. @hp_damage -= hp_recovery
  458. @mp_damage -= mp_recovery
  459. make_obj_absorb_effect(user, item)
  460. execute_damage(user)
  461. item_growth_effect(user, item)
  462. return if item.physical_attack and @hp_damage == 0
  463. apply_state_changes(item)
  464. end
  465.  
  466. def execute_damage(user)
  467. if @hp_damage == 0
  468. @damage = $Requiem_ABS.damage_properties["Texts"][0]
  469. elsif defending?(user)
  470. @damage = $Requiem_ABS.damage_properties["Texts"][3]
  471. return
  472. else
  473. if user.reflect
  474. user.damage = (@hp_damage/4 <= 0 ? 1 : @hp_damage/4)
  475. else
  476. @damage = @hp_damage
  477. end
  478. end
  479. remove_states_shock if @hp_damage > 0
  480. if user.reflect
  481. user.hp -= (@hp_damage/4 <= 0 ? 1 : @hp_damage/4)
  482. user.mp -= (@mp_damage/4 <= 0 ? 1 : @mp_damage/4)
  483. else
  484. self.hp -= @hp_damage
  485. self.mp -= @mp_damage
  486. end
  487. if @absorbed
  488. user.hp += @hp_damage
  489. user.mp += @mp_damage
  490. end
  491. end
  492.  
  493. def make_attack_damage_value(attacker)
  494. damage = attacker.atk * 4 - self.def * 2
  495. damage = 0 if damage < 0
  496. damage *= elements_max_rate(attacker.element_set)
  497. damage /= 100
  498. if damage == 0
  499. damage = rand(2)
  500. elsif damage > 0
  501. attacker.reflect = (rand(100) < reflect_rate)
  502. @critical = (rand(100) < attacker.cri)
  503. @critical = false if prevent_critical or @reflect
  504. damage *= 2 if @critical
  505. calculate_combo(attacker)
  506. damage *= 3 if @combo
  507. damage = apply_variance(damage, 20)
  508. damage = apply_guard(damage)
  509. @hp_damage = damage
  510. end
  511. end
  512.  
  513. def make_obj_damage_value(user, obj)
  514. requiem_abs_gbattler_make_obj_damage_value(user, obj)
  515. user.reflect = (rand(100) < reflect_rate)
  516. end
  517.  
  518. def calculate_combo(attacker)
  519. if attacker.is_a?(Game_Actor) and $Requiem_ABS.allow_combo_damage
  520. if $game_player.right_attack_on and attacker.weapons[0] != nil
  521. hits = attacker.weapons[0].combo_hits
  522. rate = attacker.weapons[0].combo_rate
  523. elsif $game_player.left_attack_on and attacker.weapons[1] != nil
  524. hits = attacker.weapons[1].combo_hits
  525. rate = attacker.weapons[1].combo_rate
  526. elsif $game_player.right_attack_on and attacker.weapons[0].nil?
  527. hits = 5
  528. rate = 75
  529. elsif $game_player.left_attack_on and attacker.weapons[1].nil?
  530. hits = 5
  531. rate = 75
  532. else
  533. hits = rate = 0
  534. end
  535. @combo = ($game_player.hits >= hits and rand(100) <= rate)
  536. @combo = false if @reflect
  537. else
  538. @combo = false
  539. end
  540. end
  541.  
  542. def attack_speed
  543. a = [[75, 75-(agi/10)].min, 3].max
  544. return a
  545. end
  546.  
  547. def defending?(user)
  548. if self.is_a?(Game_Actor) and @defending and equips[1].is_a?(RPG::Armor) and
  549. rand(100) <= equips[1].defense_rate and @piece != nil and user.piece.face_to_face?(user.piece, @piece)
  550. return true
  551. elsif self.is_a?(Game_Monster) and @defending and rand(100) <= self.defense_rate and
  552. @piece != nil and user.piece.face_to_face?(user.piece, @piece)
  553. return true
  554. elsif self.is_a?(Game_Enemy) and @defending and rand(100) <= self.defense_rate and
  555. @piece != nil and user.piece.face_to_face?(user.piece, @piece)
  556. return true
  557. end
  558. return false
  559. end
  560.  
  561. def remove_state(state_id)
  562. return unless state?(state_id)
  563. @states.delete(state_id)
  564. @state_turns.delete(state_id)
  565. end
  566.  
  567. end
  568.  
  569. #------------------------------------------------------------------------------
  570. # Game Actor
  571. #------------------------------------------------------------------------------
  572. class Game_Actor < Game_Battler
  573.  
  574. attr_accessor :skill_hotkeys
  575. attr_accessor :item_hotkeys
  576.  
  577. alias requiem_abs_gactor_setup setup
  578. alias requiem_abs_gactor_learn_skill learn_skill
  579. alias requiem_abs_gactor_forget_skill forget_skill
  580.  
  581. def setup(actor_id)
  582. @skill_hotkeys = {}
  583. @item_hotkeys = {}
  584. $Requiem_ABS.skill_keys.each { |i| @skill_hotkeys[i] = 0 }
  585. $Requiem_ABS.item_keys.each { |i| @item_hotkeys[i] = 0 }
  586. requiem_abs_gactor_setup(actor_id)
  587. end
  588.  
  589. def display_level_up(new_skills)
  590. $game_system.battle_end_me.play
  591. for ally in $game_allies.compact
  592. next unless id == ally.actor.id
  593. ally.animation_id = $Requiem_ABS.levelup_animation
  594. end
  595. if id == $game_party.members[0].id
  596. $game_player.animation_id = $Requiem_ABS.levelup_animation
  597. end
  598. @damage = $Requiem_ABS.damage_properties["Texts"][4]
  599. recover_all if $Requiem_ABS.recovery_when_levelup
  600. end
  601.  
  602. def atk_animation_id2
  603. if two_swords_style
  604. return weapons[1].nil? ? 1 : weapons[1].animation_id
  605. else
  606. return 1
  607. end
  608. end
  609.  
  610. def reflect_rate
  611. r = 0
  612. for i in armors.compact
  613. r += i.reflect_rate
  614. end
  615. return r
  616. end
  617.  
  618. def current_exp
  619. return (@exp - @exp_list[@level])
  620. end
  621.  
  622. def next_exp
  623. return (@exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0)
  624. end
  625.  
  626. def learn_skill(skill_id)
  627. requiem_abs_gactor_learn_skill(skill_id)
  628. return unless $Requiem_ABS.auto_mont_skills
  629. a = []
  630. for k in @skill_hotkeys.keys.compact
  631. next if @skill_hotkeys[k] > 0
  632. a << k
  633. end
  634. @skill_hotkeys[a.min] = skill_id if a.min != nil
  635. end
  636.  
  637. def forget_skill(skill_id)
  638. requiem_abs_gactor_forget_skill(skill_id)
  639. return unless $Requiem_ABS.auto_mont_skills
  640. for k in @skill_hotkeys.keys.compact
  641. @skill_hotkeys[k] = 0 if @skill_hotkeys[k] == skill_id
  642. end
  643. a = []
  644. for k in @skill_hotkeys.keys
  645. next if @skill_hotkeys[k] > 0
  646. a << k
  647. end
  648. b = []
  649. @skills.compact.each { |i| b << i }
  650. @skill_hotkeys[a.min] = b[rand(b.size-1)] if a.min != nil
  651. end
  652.  
  653. end
  654.  
  655. #------------------------------------------------------------------------------
  656. # Game Enemy
  657. #------------------------------------------------------------------------------
  658. class Game_Enemy < Game_Battler
  659.  
  660. def character_name
  661. enemy.note.each_line { |line|
  662. return line.gsub('Char Name = ', '').chomp if line.include?('Char Name = ')
  663. }
  664. return ""
  665. end
  666.  
  667. def character_index
  668. enemy.note.each_line { |line|
  669. return line.gsub('Char Index = ', '').chomp.to_i if line.include?('Char Index = ')
  670. }
  671. return 0
  672. end
  673.  
  674. def atk_animation_id
  675. enemy.note.each_line { |line|
  676. return line.gsub('Attack Animation = ', '').chomp.to_i if line.include?('Attack Animation = ')
  677. }
  678. return 1
  679. end
  680.  
  681. def die_animation_id
  682. enemy.note.each_line { |line|
  683. return line.gsub('Die Animation = ', '').chomp.to_i if line.include?('Die Animation = ')
  684. }
  685. return 0
  686. end
  687.  
  688. def die_se
  689. enemy.note.each_line { |line|
  690. return line.gsub('Die SE = ', '').chomp.to_s if line.include?('Die SE = ')
  691. }
  692. return nil
  693. end
  694.  
  695. def weapon_icon
  696. enemy.note.each_line { |line|
  697. return line.gsub('Weapon Icon = ', '').chomp.to_i if line.include?('Weapon Icon = ')
  698. }
  699. return 0
  700. end
  701.  
  702. def shield_icon
  703. enemy.note.each_line { |line|
  704. return line.gsub('Shield Icon = ', '').chomp.to_i if line.include?('Shield Icon = ')
  705. }
  706. return 0
  707. end
  708.  
  709. def defense_rate
  710. enemy.note.each_line { |line|
  711. return line.gsub('Defense Rate = ', '').chomp.to_i if line.include?('Defense Rate = ')
  712. }
  713. return 50
  714. end
  715.  
  716. def reflect_rate
  717. enemy.note.each_line { |line|
  718. return line.gsub('Reflect Rate = ', '').chomp.to_i if line.include?('Reflect Rate = ')
  719. }
  720. return 0
  721. end
  722.  
  723. def move_speed
  724. enemy.note.each_line { |line|
  725. return line.gsub('Move Speed = ', '').chomp.to_i if line.include?('Move Speed = ')
  726. }
  727. return 3
  728. end
  729.  
  730. def follow_range
  731. enemy.note.each_line { |line|
  732. return line.gsub('Follow Range = ', '').chomp.to_i if line.include?('Follow Range = ')
  733. }
  734. return 3
  735. end
  736.  
  737. def move_route
  738. enemy.note.each_line { |line|
  739. return line.gsub('Move Route = ', '').chomp.to_i if line.include?('Move Route = ')
  740. }
  741. return 1
  742. end
  743.  
  744. def respawn
  745. enemy.note.each_line { |line|
  746. return line.gsub('Respawn = ', '').chomp.to_i if line.include?('Respawn = ')
  747. }
  748. return 0
  749. end
  750.  
  751. end
  752.  
  753. #------------------------------------------------------------------------------
  754. # Game Party
  755. #------------------------------------------------------------------------------
  756. class Game_Party < Game_Unit
  757.  
  758. alias requiem_sbabs_gparty_setup_starting_members setup_starting_members
  759.  
  760. def setup_starting_members
  761. requiem_sbabs_gparty_setup_starting_members
  762. next if @actors[i].nil?
  763. $game_allies[i] = Game_Ally.new(i)
  764. end
  765. end
  766.  
  767. def add_actor(actor_id)
  768. if @actors.size < MAX_MEMBERS and not @actors.include?(actor_id)
  769. @actors.push(actor_id)
  770. $game_player.refresh
  771. id = @actors.size-1
  772. if @actors.size > 1 and $Requiem_ABS.use_sbabs
  773. $game_allies[id] = Game_Ally.new(id)
  774. $game_allies[id].moveto($game_player.x, $game_player.y)
  775. $game_allies[id].move_random
  776. end
  777. end
  778. $scene.refresh_sprites if $scene.is_a?(Scene_Map)
  779. end
  780.  
  781. def remove_actor(actor_id)
  782. change_group_order if members[0].id == actor_id
  783. @actors.delete(actor_id)
  784. for ally in $game_allies.compact
  785. next if ally.actor.id != actor_id
  786. ally.destroy = true
  787. $game_allies.delete(ally)
  788. end
  789. $game_player.refresh
  790. $scene.refresh_sprites if $scene.is_a?(Scene_Map)
  791. end
  792.  
  793. def change_group_order
  794. for ally in $game_allies.compact
  795. next if ally.map_id == $game_map.map_id
  796. return
  797. end
  798. return if members.size <= 1
  799. actor = @actors[0]
  800. @actors.delete(actor)
  801. @actors.compact
  802. if all_dead?
  803. @actors.insert(0, actor)
  804. return
  805. end
  806. @actors.push(actor)
  807. for a in members.compact
  808. if a.dead?
  809. ally = a
  810. @actors.delete(a.id)
  811. @actors.push(a.id)
  812. else
  813. for i in $game_allies.compact
  814. next if i.actor != a
  815. ally = i
  816. end
  817. break
  818. end
  819. end
  820. allies = []
  821. for a in $game_allies.compact
  822. allies.push(a)
  823. end
  824. allies.delete(ally)
  825. allies.push($game_player)
  826. allies.compact
  827. for i in 1...members.size
  828. next if members[i].nil?
  829. next unless $Requiem_ABS.use_sbabs
  830. $game_allies[i] = Game_Ally.new(i)
  831. $game_allies[i].refresh
  832. $game_allies[i].moveto(allies[i-1].x, allies[i-1].y)
  833. if !allies[i-1].is_a?(Game_Player)
  834. $game_allies[i].map_id = allies[i-1].map_id
  835. else
  836. $game_allies[i].map_id = $game_map.map_id
  837. end
  838. $game_allies[i].direction = allies[i-1].direction
  839. end
  840. $game_player.moveto(ally.x, ally.y) unless ally.nil?
  841. $game_player.refresh
  842. $scene.refresh_sprites if $scene.is_a?(Scene_Map)
  843. end
  844.  
  845. end
  846.  
  847. #------------------------------------------------------------------------------
  848. # Game Map
  849. #------------------------------------------------------------------------------
  850. class Game_Map
  851.  
  852. alias requiem_abs_gmap_passable passable?
  853. alias requiem_abs_gmap_setup_events setup_events
  854.  
  855. def setup_events
  856. requiem_abs_gmap_setup_events
  857. $game_monsters.clear
  858. for area in $data_areas.values
  859. next unless area.map_id == @map_id
  860. for i in area.encounter_list
  861. for m in $data_troops[i].members
  862. $game_monsters.push(Game_Monster.new($game_monsters.size, m.enemy_id, m.id, area))
  863. end
  864. end
  865. end
  866. for i in encounter_list
  867. for m in $data_troops[i].members
  868. $game_monsters.push(Game_Monster.new($game_monsters.size, m.enemy_id, m.id, nil))
  869. end
  870. end
  871. end
  872.  
  873. def range_passable?(x, y, flag = 0x01)
  874. return true if @passages[@map.data[x, y, 0]] == 9
  875. passable?(x, y, flag)
  876. end
  877.  
  878. def player_passable?(x, y, flag = 0x01)
  879. all_passable?(x, y, flag)
  880. end
  881.  
  882. def passable?(x, y, flag = 0x01)
  883. for ally in $game_allies.compact
  884. next if ally.character_name == ""
  885. return false if ally.x == x and ally.y == y
  886. end
  887. all_passable?(x, y, flag)
  888. end
  889.  
  890. def all_passable?(x, y, flag = 0x01)
  891. for monster in $game_monsters.compact
  892. next if monster.actor.dead?
  893. return false if monster.x == x and monster.y == y
  894. end
  895. for drop in $game_drop.compact
  896. next if $Requiem_ABS.through_drop
  897. return false if drop.x == x and drop.y == y
  898. end
  899. for event in events_xy(x, y)
  900. next if event.tile_id == 0
  901. next if event.priority_type > 0
  902. next if event.through
  903. pass = @passages[event.tile_id]
  904. next if pass & 0x10 == 0x10
  905. return true if pass & flag == 0x00
  906. return false if pass & flag == flag
  907. end
  908. for i in [2, 1, 0]
  909. tile_id = @map.data[x, y, i]
  910. return false if tile_id == nil
  911. pass = @passages[tile_id]
  912. next if pass & 0x10 == 0x10
  913. return true if pass & flag == 0x00
  914. return false if pass & flag == flag
  915. end
  916. return false
  917. end
  918.  
  919. def update_events
  920. for event in @events.values
  921. next unless in_range?(event) or event.trigger == 3 or event.trigger == 4
  922. event.update
  923. end
  924. for common_event in @common_events.values
  925. common_event.update
  926. end
  927. end
  928.  
  929. end
  930.  
  931. #------------------------------------------------------------------------------
  932. # Game Character
  933. #------------------------------------------------------------------------------
  934. class Game_Character
  935.  
  936. alias requiem_abs_gchar_initialize initialize
  937. alias requiem_abs_gchar_update update
  938.  
  939. attr_accessor :actor
  940. attr_accessor :target
  941. attr_accessor :ani_time
  942. attr_accessor :state_time
  943. attr_accessor :weapon1_attack_time
  944. attr_accessor :weapon2_attack_time
  945. attr_accessor :assigned_skill
  946. attr_accessor :skill_attack_time
  947. attr_accessor :item_attack_time
  948. attr_accessor :recovery_time
  949. attr_accessor :right_attack_on
  950. attr_accessor :left_attack_on
  951. attr_accessor :freeze
  952. attr_accessor :anime_attack
  953. attr_accessor :lock_target
  954. attr_accessor :original_move_speed
  955.  
  956. def initialize
  957. requiem_abs_gchar_initialize
  958. @weapon1_attack_time = 0
  959. @weapon2_attack_time = 0
  960. @skill_attack_time = 0
  961. @item_attack_time = 0
  962. @recovery_time = 0
  963. @assigned_skill = nil
  964. @ani_time = 0
  965. @anime_attack = 0
  966. @state_time = 0
  967. @original_move_speed = 0
  968. @actor = nil
  969. @target = nil
  970. @freeze = false
  971. @right_attack_on = false
  972. @left_attack_on = false
  973. @lock_target = false
  974. end
  975.  
  976. def update
  977. requiem_abs_gchar_update
  978. return if $game_party.members.size <= 0
  979. decrease_counters
  980. states_effects
  981. end
  982.  
  983. def decrease_counters
  984. @ani_time -= 1 if @ani_time > 0
  985. @weapon1_attack_time -= 1 if @weapon1_attack_time > 0
  986. @weapon2_attack_time -= 1 if @weapon2_attack_time > 0
  987. @skill_attack_time -= 1 if @skill_attack_time > 0
  988. @item_attack_time -= 1 if @item_attack_time > 0
  989. @recovery_time -= 1 if @recovery_time > 0
  990. @anime_attack -= 1 if @anime_attack > 0
  991. @right_attack_on = @left_attack_on = false if @anime_attack <= 0
  992. end
  993.  
  994. def states_effects
  995. return unless is_battler?
  996. for state in @actor.states.compact
  997. if @state_time <= state.duration
  998. @state_time += 1
  999. @freeze = true if state.dont_walk?
  1000. @move_speed = 2 if state.walk_slower?
  1001. @move_speed = 5 if state.walk_faster?
  1002. if is_enemy? and @actor.slip_damage?
  1003. @actor.slip_damage_effect if Graphics.frame_count % 60 <= 0
  1004. end
  1005. elsif @state_time > state.duration
  1006. @freeze = false if state.dont_walk?
  1007. @move_speed = @original_move_speed if state.walk_slower?
  1008. @move_speed = @original_move_speed if state.walk_faster?
  1009. @actor.remove_state(state.id)
  1010. @state_time = 0
  1011. end
  1012. end
  1013. end
  1014.  
  1015. def is_battler?
  1016. return true if self.is_a?(Game_Player)
  1017. return true if self.is_a?(Game_Ally)
  1018. return true if self.is_a?(Game_Monster)
  1019. return true if self.is_a?(Game_Event) and self.in_battle
  1020. return false
  1021. end
  1022.  
  1023. def is_enemy?
  1024. return true if self.is_a?(Game_Monster)
  1025. return true if self.is_a?(Game_Event) and self.in_battle
  1026. return false
  1027. end
  1028.  
  1029. end
  1030.  
  1031. #------------------------------------------------------------------------------
  1032. # Game Event
  1033. #------------------------------------------------------------------------------
  1034. class Game_Event < Game_Character
  1035.  
  1036. attr_reader :in_battle
  1037. attr_reader :kill_with_weapon
  1038. attr_reader :kill_with_skill
  1039. attr_reader :kill_with_item
  1040. attr_reader :respawn
  1041. attr_reader :boss
  1042. attr_reader :object
  1043. attr_reader :puzzle
  1044.  
  1045. alias requiem_abs_gevent_initialize initialize
  1046. alias requiem_abs_gevent_setup setup
  1047. alias requiem_abs_gevent_update update
  1048. alias requiem_abs_gevent_refresh refresh
  1049.  
  1050. def initialize(map_id, event)
  1051. @enemy_id = 0
  1052. @respawn = nil
  1053. @in_battle = false
  1054. @boss = false
  1055. @auto_follow = false
  1056. @object = false
  1057. @puzzle = false
  1058. requiem_abs_gevent_initialize(map_id, event)
  1059. end
  1060.  
  1061. def setup(new_page)
  1062. requiem_abs_gevent_setup(new_page)
  1063. self.original_move_speed = @move_speed
  1064. end
  1065.  
  1066. def update
  1067. requiem_abs_gevent_update
  1068. @respawn -= 1 if !@in_battle and self.actor.nil? and @respawn != nil and @respawn > 0
  1069. if @in_battle and self.actor != nil and !self.actor.dead?
  1070. make_attack
  1071. elsif @in_battle and self.actor != nil and self.actor.dead?
  1072. kill_enemy
  1073. erasing
  1074. elsif !@in_battle and self.actor.nil? and @respawn != nil and @respawn <= 0
  1075. @erased = @starting = false
  1076. refresh
  1077. end
  1078. end
  1079.  
  1080. def refresh
  1081. requiem_abs_gevent_refresh
  1082. @enemy_id = check_value("Enemy")
  1083. @self_switch_a = check_command("Die Self Switch A")
  1084. @self_switch_b = check_command("Die Self Switch B")
  1085. @self_switch_c = check_command("Die Self Switch C")
  1086. @self_switch_d = check_command("Die Self Switch D")
  1087. @switch = check_value("Die Switch")
  1088. @variable = check_value("Die Variable")
  1089. @kill_with_weapon = check_value("Kill With Weapon")
  1090. @kill_with_skill = check_value("Kill With Skill")
  1091. @kill_with_item = check_value("Kill With Item")
  1092. @boss = check_command("Boss")
  1093. @auto_follow = check_command("Follow")
  1094. @object = check_command("Object")
  1095. @puzzle = check_command("Puzzle")
  1096. if @enemy_id > 0 and !@in_battle
  1097. self.actor = Game_Enemy.new(0, @enemy_id)
  1098. self.actor.recover_all
  1099. @respawn = self.actor.respawn
  1100. @respawn = nil if @respawn <= 0
  1101. @follow_range = self.actor.follow_range
  1102. self.actor.piece = self
  1103. self.target = $game_player
  1104. self.lock_target = false
  1105. @in_battle = true
  1106. elsif @enemy_id <= 0
  1107. @in_battle = false
  1108. end
  1109. @opacity = 255
  1110. @blend_type = 0
  1111. end
  1112.  
  1113. def make_attack
  1114. return if $game_map.interpreter.running?
  1115. return if $game_player.in_vehicle?
  1116. for action in self.actor.enemy.actions
  1117. next unless self.actor.conditions_met?(action)
  1118. next unless rand(11) < action.rating
  1119. next if self.weapon1_attack_time > 0
  1120. case action.kind
  1121. when 0
  1122. case action.basic
  1123. when 0
  1124. attack_normal
  1125. when 1
  1126. self.actor.defending = true
  1127. end
  1128. when 1
  1129. self.assigned_skill = $data_skills[action.skill_id]
  1130. case self.assigned_skill.scope
  1131. when 1...7
  1132. if self.assigned_skill.ranged?
  1133. if in_direction?(self, $game_player) and in_range?(self, $game_player, self.assigned_skill.range)
  1134. skill_attack_range
  1135. elsif action.rating == 10
  1136. skill_attack_range
  1137. else
  1138. for ally in $game_allies.compact
  1139. next unless in_direction?(self, ally) and in_range?(self, ally, self.assigned_skill.range)
  1140. skill_attack_range
  1141. end
  1142. end
  1143. elsif self.assigned_skill.explosive?
  1144. if in_direction?(self, $game_player) and in_range?(self, $game_player, self.assigned_skill.range)
  1145. skill_explode_range
  1146. elsif action.rating == 10
  1147. skill_explode_range
  1148. else
  1149. for ally in $game_allies.compact
  1150. next unless in_direction?(self, ally) and in_range?(self, ally, self.assigned_skill.range)
  1151. skill_explode_range
  1152. end
  1153. end
  1154. else
  1155. skill_attack_normal
  1156. end
  1157. when 7...12
  1158. skill_recover
  1159. end
  1160. end
  1161. end
  1162. end
  1163.  
  1164. def attack_normal
  1165. for ally in $game_allies.compact
  1166. next unless in_front?(self, ally)
  1167. self.anime_attack = 20
  1168. ally.animation_id = self.actor.atk_animation_id
  1169. ally.actor.attack_effect(self.actor)
  1170. ally.jump(0,0)
  1171. self.weapon1_attack_time = self.actor.attack_speed
  1172. return
  1173. end
  1174. return if $game_player.actor.nil?
  1175. return unless in_front?(self, $game_player)
  1176. self.anime_attack = 20
  1177. $game_player.animation_id = self.actor.atk_animation_id
  1178. $game_player.actor.attack_effect(self.actor)
  1179. $game_player.jump(0,0)
  1180. self.weapon1_attack_time = self.actor.attack_speed
  1181. end
  1182.  
  1183. def skill_attack_normal
  1184. return if self.actor.mp < self.assigned_skill.mp_cost
  1185. for ally in $game_allies.compact
  1186. next unless in_front?(self, ally)
  1187. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1188. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1189. ally.animation_id = self.assigned_skill.animation_id
  1190. ally.actor.skill_effect(self.actor, self.assigned_skill)
  1191. ally.jump(0,0)
  1192. self.weapon1_attack_time = self.actor.attack_speed
  1193. end
  1194. return if $game_player.actor.dead?
  1195. return unless in_front?(self, $game_player)
  1196. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1197. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1198. $game_player.animation_id = self.assigned_skill.animation_id
  1199. $game_player.actor.skill_effect(self.actor, self.assigned_skill)
  1200. $game_player.jump(0,0)
  1201. self.weapon1_attack_time = self.actor.attack_speed
  1202. end
  1203.  
  1204. def skill_attack_range
  1205. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1206. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1207. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1208. $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))
  1209. self.weapon1_attack_time = self.assigned_skill.delay
  1210. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  1211. end
  1212.  
  1213. def skill_explode_range
  1214. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1215. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1216. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1217. $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))
  1218. self.weapon1_attack_time = self.assigned_skill.delay
  1219. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  1220. end
  1221.  
  1222. def skill_recover
  1223. if self.actor.mp >= self.assigned_skill.mp_cost and self.actor.hp <= (self.actor.maxhp*25/100)
  1224. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1225. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1226. @animation_id = self.assigned_skill.animation_id
  1227. self.actor.skill_effect(self.actor, self.assigned_skill)
  1228. self.weapon1_attack_time = self.assigned_skill.delay
  1229. end
  1230. for event in $game_map.events.values
  1231. if event.in_battle and in_range?(self, event, 3)
  1232. if self.actor.mp >= self.assigned_skill.mp_cost and event.actor.hp <= (event.actor.maxhp*25/100)
  1233. self.actor.mp -= self.assigned_skill.mp_cost
  1234. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1235. event.animation_id = self.assigned_skill.animation_id
  1236. event.actor.skill_effect(self.actor, self.assigned_skill)
  1237. self.weapon1_attack_time = self.assigned_skill.delay
  1238. end
  1239. end
  1240. end
  1241. end
  1242.  
  1243. def erasing
  1244. return if @puzzle
  1245. @blend_type = 2
  1246. @opacity -= 5
  1247. end
  1248.  
  1249. def kill_enemy
  1250. dying unless @killed
  1251. return if @opacity > 0 and !@puzzle
  1252. self.actor = nil
  1253. desactive_enemy
  1254. @killed = false
  1255. $game_player.hits = 0
  1256. @in_battle = false
  1257. for ally in $game_allies.compact
  1258. next if ally.actor.dead?
  1259. ally.target = $game_player
  1260. ally.lock_target = false
  1261. end
  1262. end
  1263.  
  1264. def dying
  1265. if $Requiem_ABS.auto_exp_e_gold and !@puzzle and !@object
  1266. exp = (self.actor.maxhp+self.actor.maxmp+self.actor.atk+self.actor.def+self.actor.spi+
  1267. self.actor.agi+self.actor.hit+self.actor.eva) * $Requiem_ABS.auto_exp_rate / 100
  1268. else
  1269. exp = self.actor.exp
  1270. end
  1271. if $Requiem_ABS.divide_exp
  1272. x = (exp/$game_party.members.size)
  1273. for i in $game_party.members
  1274. i.gain_exp(x, true)
  1275. end
  1276. else
  1277. self.target.actor.gain_exp(exp, true)
  1278. end
  1279. make_drop
  1280. unless @puzzle
  1281. @animation_id = self.actor.die_animation_id if self.actor.die_animation_id > 0
  1282. if self.actor.die_se != nil
  1283. RPG::SE.new(self.actor.die_se).play
  1284. else
  1285. Sound.play_enemy_collapse
  1286. end
  1287. end
  1288. $game_variables[$Requiem_ABS.battle_area_variable] += 1 if $Requiem_ABS.battle_area_variable > 0
  1289. @killed = true
  1290. end
  1291.  
  1292. def desactive_enemy
  1293. if @self_switch_a
  1294. key = [$game_map.map_id, self.id, "A"]
  1295. $game_self_switches[key] = !$game_self_switches[key]
  1296. elsif @self_switch_b
  1297. key = [$game_map.map_id, self.id, "B"]
  1298. $game_self_switches[key] = !$game_self_switches[key]
  1299. elsif @self_switch_c
  1300. key = [$game_map.map_id, self.id, "C"]
  1301. $game_self_switches[key] = !$game_self_switches[key]
  1302. elsif @self_switch_d
  1303. key = [$game_map.map_id, self.id, "D"]
  1304. $game_self_switches[key] = !$game_self_switches[key]
  1305. elsif @switch > 0
  1306. $game_switches[@switch] = !$game_switches[@switch]
  1307. elsif @variable > 0
  1308. $game_variables[@variable] += 1
  1309. else
  1310. erase
  1311. end
  1312. $game_map.need_refresh = true
  1313. end
  1314.  
  1315. def make_drop
  1316. droped_items = []
  1317. for i in [self.actor.drop_item1, self.actor.drop_item2]
  1318. next if i.kind <= 0
  1319. next if rand(i.denominator) != 0
  1320. if i.kind == 1
  1321. droped_items.push($data_items[i.item_id])
  1322. elsif i.kind == 2
  1323. droped_items.push($data_weapons[i.weapon_id])
  1324. elsif i.kind == 3
  1325. droped_items.push($data_armors[i.armor_id])
  1326. end
  1327. end
  1328. for t in droped_items.compact
  1329. $game_drop.push(Game_Drop.new(self, t.icon_index, t , 0))
  1330. end
  1331. if $Requiem_ABS.auto_exp_e_gold
  1332. gold = (self.actor.maxhp+self.actor.maxmp+self.actor.atk+self.actor.def+self.actor.spi+
  1333. self.actor.agi+self.actor.hit+self.actor.eva) * $Requiem_ABS.auto_gold_rate / 100
  1334. else
  1335. gold = self.actor.gold
  1336. end
  1337. if gold > 0 and rand(100) <= $Requiem_ABS.gold_drop_rate
  1338. $game_drop.push(Game_Drop.new(self, $Requiem_ABS.gold_drop_icon_index, nil, gold))
  1339. end
  1340. end
  1341.  
  1342. def update_self_movement
  1343. return if self.actor != nil and self.actor.dead?
  1344. return if self.freeze or (self.anime_attack/2) > 0
  1345. return unless @stop_count > 30 * (5 - @move_frequency)
  1346. if self.puzzle or self.object
  1347. self.target = nil
  1348. elsif @in_battle and in_range?(self, $game_player, @follow_range) and !self.lock_target
  1349. self.target = $game_player
  1350. self.lock_target = true
  1351. end
  1352. for ally in $game_allies.compact
  1353. next if self.puzzle or self.object
  1354. if @in_battle and in_range?(self, ally, @follow_range) and !ally.actor.dead? and !self.lock_target
  1355. self.target = ally
  1356. self.lock_target = true
  1357. elsif self.target == ally and ally.actor.dead? and self.lock_target
  1358. self.target = nil
  1359. self.lock_target = false
  1360. end
  1361. end
  1362. if can_follow?
  1363. move_type_toward(self.target)
  1364. else
  1365. case @move_type
  1366. when 1
  1367. move_type_random
  1368. when 2
  1369. move_type_toward_player
  1370. when 3
  1371. move_type_custom
  1372. end
  1373. end
  1374. end
  1375.  
  1376. def can_follow?
  1377. return false unless @auto_follow
  1378. return true if @in_battle and self.target != nil and in_range?(self, self.target, @follow_range)
  1379. return false
  1380. end
  1381.  
  1382. end
  1383.  
  1384. #------------------------------------------------------------------------------
  1385. # Game Player
  1386. #------------------------------------------------------------------------------
  1387. class Game_Player < Game_Character
  1388.  
  1389. attr_accessor :hit
  1390. attr_accessor :hits
  1391. attr_accessor :hit_time
  1392. attr_accessor :assigned_item
  1393. attr_accessor :reward
  1394.  
  1395. alias requiem_abs_gplayer_initialize initialize
  1396. alias requiem_abs_gplayer_refresh refresh
  1397. alias requiem_abs_gplayer_update update
  1398. alias requiem_abs_gplayer_move_by_input move_by_input
  1399. alias requiem_abs_gplayer_perform_transfer perform_transfer
  1400.  
  1401. def initialize
  1402. requiem_abs_gplayer_initialize
  1403. @hits = 0
  1404. @hit_time = 0
  1405. @assigned_item = 0
  1406. @hit = nil
  1407. @reward = nil
  1408. self.original_move_speed = 4
  1409. end
  1410.  
  1411. def refresh
  1412. self.actor = $game_party.members[0]
  1413. self.actor.piece = self unless self.actor.nil?
  1414. requiem_abs_gplayer_refresh
  1415. end
  1416.  
  1417. def update
  1418. requiem_abs_gplayer_update
  1419. return if self.actor.nil?
  1420. return if $game_map.interpreter.running?
  1421. return if in_vehicle?
  1422. attack_with_weapon
  1423. attack_with_skill
  1424. attack_with_item
  1425. auto_recovery
  1426. update_hits
  1427. if $Requiem_ABS.next_actor_if_dead
  1428. $game_temp.next_scene = "gameover" if $game_party.all_dead?
  1429. $game_party.change_group_order if self.actor.dead? and !$game_party.all_dead?
  1430. elsif self.actor.dead?
  1431. $game_temp.next_scene = "gameover"
  1432. end
  1433. if Input.trigger?($Requiem_ABS.group_order_key) and !Input.press?(Input::CTRL) and $Requiem_ABS.change_group_order
  1434. $game_party.change_group_order
  1435. end
  1436. end
  1437.  
  1438. def hit_count
  1439. return unless $Requiem_ABS.allow_combo_damage
  1440. @hits += 1
  1441. @hit = "#{@hits}"
  1442. end
  1443.  
  1444. def update_hits
  1445. if self.right_attack_on and @attack_weapon != nil
  1446. @hits = 0 if @hit_time <= 0 or @hits >= @attack_weapon.combo_hits
  1447. elsif self.left_attack_on and @attack_weapon_and_Shield != nil
  1448. @hits = 0 if @hit_time <= 0 or @hits >= @attack_weapon_and_Shield.combo_hits
  1449. elsif self.right_attack_on and @attack_weapon.nil?
  1450. @hits = 0 if @hit_time <= 0 or @hits >= 5
  1451. elsif self.left_attack_on and @attack_weapon_and_Shield.nil?
  1452. @hits = 0 if @hit_time <= 0 or @hits >= 5
  1453. end
  1454. @hit_time -= 1 if @hit_time > 0
  1455. end
  1456.  
  1457. def attack_with_weapon
  1458. if Input.trigger?($Requiem_ABS.attack_key1)
  1459. return if !$Requiem_ABS.allow_attack_with_shield and self.actor.defending
  1460. return if self.weapon1_attack_time > 0
  1461. @attack_weapon = self.actor.equips[0]
  1462. RPG::SE.new(@attack_weapon.shot_se).play if @attack_weapon != nil and @attack_weapon.shot_se != nil
  1463. self.anime_attack = 20
  1464. self.right_attack_on = true
  1465. self.left_attack_on = false
  1466. if @attack_weapon != nil and @attack_weapon.ranged?
  1467. range_attack_right
  1468. self.weapon1_attack_time = @attack_weapon.delay
  1469. @hit_time = self.weapon1_attack_time + 15
  1470. else
  1471. normal_attack_right
  1472. self.weapon1_attack_time = self.actor.attack_speed
  1473. @hit_time = self.weapon1_attack_time + 15
  1474. end
  1475. end
  1476. if Input.press?($Requiem_ABS.attack_key2)
  1477. self.actor.defending = (self.actor.equips[1].is_a?(RPG::Armor) and $Requiem_ABS.allow_shields_graphics)
  1478. else
  1479. self.actor.defending = false
  1480. end
  1481. if Input.trigger?($Requiem_ABS.attack_key2)
  1482. return if self.weapon2_attack_time > 0
  1483. return if !$Requiem_ABS.allow_attack_with_shield and self.actor.defending
  1484. @attack_weapon_and_Shield = (self.actor.two_swords_style ? self.actor.equips[1] : self.actor.equips[0])
  1485. RPG::SE.new(@attack_weapon_and_Shield.shot_se).play if @attack_weapon_and_Shield != nil and @attack_weapon_and_Shield.shot_se != nil
  1486. self.anime_attack = 20
  1487. self.right_attack_on = false
  1488. self.left_attack_on = true
  1489. if @attack_weapon_and_Shield != nil and @attack_weapon_and_Shield.ranged?
  1490. range_attack_left
  1491. self.weapon2_attack_time = @attack_weapon_and_Shield.delay
  1492. @hit_time = self.weapon2_attack_time + 15
  1493. elsif self.actor.two_swords_style
  1494. normal_attack_left
  1495. self.weapon2_attack_time = self.actor.attack_speed
  1496. @hit_time = self.weapon1_attack_time + 15
  1497. end
  1498. end
  1499. end
  1500.  
  1501. def attack_with_skill
  1502. for button in self.actor.skill_hotkeys.keys
  1503. if Input.trigger?(button) and self.actor.skill_hotkeys[button] != nil and self.actor.skill_hotkeys[button] != 0
  1504. return if self.skill_attack_time > 0
  1505. return if !$Requiem_ABS.allow_attack_with_shield and self.actor.defending
  1506. self.assigned_skill = $data_skills[self.actor.skill_hotkeys[button]]
  1507. if self.assigned_skill.scope == 2
  1508. skill_attack_all
  1509. elsif self.assigned_skill.ranged?
  1510. skill_attack_range
  1511. elsif self.assigned_skill.explosive?
  1512. skill_explode_range
  1513. elsif self.assigned_skill.scope >= 7
  1514. skill_recover
  1515. else
  1516. skill_attack_normal
  1517. end
  1518. end
  1519. end
  1520. end
  1521.  
  1522. def attack_with_item
  1523. for button in self.actor.item_hotkeys.keys
  1524. if Input.trigger?(button) and self.actor.item_hotkeys[button] != nil and self.actor.item_hotkeys[button] != 0
  1525. return if self.item_attack_time > 0
  1526. return if !$Requiem_ABS.allow_attack_with_shield and self.actor.defending
  1527. @assigned_item = $data_items[self.actor.item_hotkeys[button]]
  1528. if @assigned_item.ranged?
  1529. item_attack_range
  1530. elsif @assigned_item.explosive?
  1531. item_attack_explode
  1532. elsif @assigned_item.bomb?
  1533. item_attack_bomb
  1534. else
  1535. case @assigned_item.scope
  1536. when 1
  1537. item_normal_attack
  1538. when 2
  1539. item_attack_all
  1540. when 3...7
  1541. item_normal_attack
  1542. when 7...12
  1543. item_recover
  1544. end
  1545. end
  1546. end
  1547. end
  1548. end
  1549.  
  1550. def normal_attack_right
  1551. for monster in $game_monsters.compact
  1552. next unless in_front?(self, monster)
  1553. next if monster.actor.dead?
  1554. monster.animation_id = self.actor.atk_animation_id
  1555. hit_count
  1556. monster.actor.attack_effect(self.actor)
  1557. monster.jump(0,0)
  1558. monster.target = self
  1559. end
  1560. for event in $game_map.events.values
  1561. next unless event.in_battle
  1562. next unless in_front?(self, event)
  1563. next if event.actor.dead? or event.object
  1564. event.animation_id = self.actor.atk_animation_id
  1565. hit_count
  1566. return if event.kill_with_weapon > 0 and event.kill_with_weapon != @attack_weapon.id or
  1567. event.kill_with_skill > 0 or event.kill_with_item > 0
  1568. event.actor.attack_effect(self.actor)
  1569. event.jump(0,0) unless event.puzzle
  1570. event.target = self
  1571. end
  1572. end
  1573.  
  1574. def range_attack_right
  1575. return if @attack_weapon.ammo1 != nil and !$game_party.has_item?(@attack_weapon.ammo1)
  1576. $game_party.consume_item(@attack_weapon.ammo1) if @attack_weapon.ammo1 != nil
  1577. $game_range.push(Game_Range.new(self, @attack_weapon.graphic, @attack_weapon.index, @attack_weapon.move_speed, @attack_weapon.range, 1))
  1578. end
  1579.  
  1580. def normal_attack_left
  1581. for monster in $game_monsters.compact
  1582. next unless in_front?(self, monster)
  1583. next if monster.actor.dead?
  1584. monster.animation_id = self.actor.atk_animation_id2
  1585. hit_count
  1586. monster.actor.attack_effect(self.actor)
  1587. monster.jump(0,0)
  1588. monster.target = self
  1589. end
  1590. for event in $game_map.events.values
  1591. next unless event.in_battle
  1592. next unless in_front?(self,event)
  1593. next if event.actor.dead? or event.object
  1594. event.animation_id = self.actor.atk_animation_id2
  1595. hit_count
  1596. return if event.kill_with_weapon > 0 and event.kill_with_weapon != @attack_weapon_and_Shield.id or
  1597. event.kill_with_skill > 0 or event.kill_with_item > 0
  1598. event.actor.attack_effect(self.actor)
  1599. event.jump(0,0) unless event.puzzle
  1600. event.target = self
  1601. end
  1602. end
  1603.  
  1604. def range_attack_left
  1605. return if @attack_weapon_and_Shield.ammo2 != nil and !$game_party.has_item?(@attack_weapon_and_Shield.ammo2)
  1606. $game_party.consume_item(@attack_weapon_and_Shield.ammo2) if @attack_weapon_and_Shield.ammo2 != nil
  1607. $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))
  1608. end
  1609.  
  1610. def skill_attack_normal
  1611. for monster in $game_monsters.compact
  1612. next unless in_front?(self, monster)
  1613. next if monster.actor.dead?
  1614. next unless self.actor.mp >= self.assigned_skill.mp_cost
  1615. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1616. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1617. monster.animation_id = self.assigned_skill.animation_id
  1618. self.skill_attack_time = self.assigned_skill.delay
  1619. monster.actor.skill_effect(self.actor, self.assigned_skill)
  1620. monster.jump(0,0)
  1621. monster.target = self
  1622. end
  1623. for event in $game_map.events.values
  1624. next unless event.in_battle
  1625. next unless in_front?(self,event)
  1626. next if event.actor.dead? or event.object
  1627. next unless self.actor.mp >= self.assigned_skill.mp_cost
  1628. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1629. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1630. event.animation_id = self.assigned_skill.animation_id
  1631. self.skill_attack_time = self.assigned_skill.delay
  1632. return if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  1633. event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
  1634. event.actor.skill_effect(self.actor, self.assigned_skill)
  1635. event.jump(0,0) unless event.puzzle
  1636. event.target = self
  1637. end
  1638. end
  1639.  
  1640. def skill_attack_range
  1641. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1642. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1643. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1644. $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))
  1645. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  1646. self.skill_attack_time = self.assigned_skill.delay
  1647. end
  1648.  
  1649. def skill_attack_all
  1650. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1651. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1652. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1653. for monster in $game_monsters.compact
  1654. next if monster.actor.dead?
  1655. monster.animation_id = self.assigned_skill.animation_id
  1656. self.skill_attack_time = self.assigned_skill.delay
  1657. monster.actor.skill_effect(self.actor, self.assigned_skill)
  1658. monster.jump(0,0)
  1659. monster.target = self
  1660. end
  1661. for event in $game_map.events.values
  1662. next unless event.in_battle
  1663. next if event.actor.dead? or event.object
  1664. event.animation_id = self.assigned_skill.animation_id
  1665. self.skill_attack_time = self.assigned_skill.delay
  1666. return if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  1667. event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
  1668. event.actor.skill_effect(self.actor, self.assigned_skill)
  1669. event.jump(0,0) unless event.puzzle
  1670. event.target = self
  1671. end
  1672. end
  1673.  
  1674. def skill_explode_range
  1675. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1676. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1677. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1678. $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))
  1679. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  1680. self.skill_attack_time = self.assigned_skill.delay
  1681. end
  1682.  
  1683. def skill_recover
  1684. return unless self.actor.mp >= self.assigned_skill.mp_cost
  1685. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  1686. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  1687. self.actor.skill_effect(self.actor, self.assigned_skill)
  1688. @animation_id = self.assigned_skill.animation_id
  1689. self.skill_attack_time = 60
  1690. end
  1691.  
  1692. def item_normal_attack
  1693. for monster in $game_monsters.compact
  1694. next unless in_front?(self, monster)
  1695. next if monster.actor.dead?
  1696. next unless $game_party.has_item?(@assigned_item)
  1697. $game_party.consume_item(@assigned_item)
  1698. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1699. monster.animation_id = @assigned_item.animation_id
  1700. self.item_attack_time = @assigned_item.delay
  1701. monster.actor.item_effect(self.actor, @assigned_item)
  1702. monster.jump(0,0)
  1703. monster.target = self
  1704. end
  1705. for event in $game_map.events.values
  1706. next unless event.in_battle
  1707. next unless in_front?(self,event)
  1708. next if event.actor.dead? or event.object
  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. event.animation_id = @assigned_item.animation_id
  1713. self.item_attack_time = @assigned_item.delay
  1714. return if event.kill_with_weapon > 0 or event.kill_with_skill > 0 or
  1715. event.kill_with_item > 0 and event.kill_with_item != self.assigned_item.id
  1716. event.actor.item_effect(self.actor, @assigned_item)
  1717. event.jump(0,0) unless event.puzzle
  1718. event.target = self
  1719. end
  1720. end
  1721.  
  1722. def item_attack_range
  1723. return unless $game_party.has_item?(@assigned_item)
  1724. $game_party.consume_item(@assigned_item)
  1725. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1726. $game_range.push(Game_Range.new(self, @assigned_item.graphic, @assigned_item.index, @assigned_item.move_speed, @assigned_item.range, 5))
  1727. RPG::SE.new(@assigned_item.shot_se).play if @assigned_item.shot_se != nil
  1728. self.item_attack_time = @assigned_item.delay
  1729. end
  1730.  
  1731. def item_attack_explode
  1732. return unless $game_party.has_item?(@assigned_item)
  1733. $game_party.consume_item(@assigned_item)
  1734. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1735. $game_range.push(Game_Range.new(self, @assigned_item.graphic, @assigned_item.index, @assigned_item.move_speed, @assigned_item.range, 6))
  1736. RPG::SE.new(@assigned_item.shot_se).play if @assigned_item.shot_se != nil
  1737. self.item_attack_time = @assigned_item.delay
  1738. end
  1739.  
  1740. def item_recover
  1741. return unless $game_party.has_item?(@assigned_item)
  1742. $game_party.consume_item(@assigned_item)
  1743. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1744. @animation_id = @assigned_item.animation_id
  1745. self.actor.item_effect(self.actor, @assigned_item)
  1746. self.item_attack_time = @assigned_item.delay
  1747. end
  1748.  
  1749. def item_attack_all
  1750. next unless $game_party.has_item?(@assigned_item)
  1751. $game_party.consume_item(@assigned_item)
  1752. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1753. for monster in $game_monsters.compact
  1754. next unless in_front?(self, monster)
  1755. next if monster.actor.dead?
  1756. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1757. monster.animation_id = @assigned_item.animation_id
  1758. self.item_attack_time = @assigned_item.delay
  1759. monster.actor.item_effect(self.actor, @assigned_item)
  1760. monster.jump(0,0)
  1761. monster.target = self
  1762. end
  1763. for event in $game_map.events.values
  1764. next unless event.in_battle
  1765. next if event.actor.dead? or event.object
  1766. event.animation_id = @assigned_item.animation_id
  1767. self.item_attack_time = @assigned_item.delay
  1768. return if event.kill_with_weapon > 0 or event.kill_with_skill > 0 or
  1769. event.kill_with_item > 0 and event.kill_with_item != self.assigned_item.id
  1770. event.actor.item_effect(self.actor, @assigned_item)
  1771. event.jump(0,0) unless event.puzzle
  1772. event.target = self
  1773. end
  1774. end
  1775.  
  1776. def item_attack_bomb
  1777. return unless $game_party.has_item?(@assigned_item)
  1778. $game_party.consume_item(@assigned_item)
  1779. $game_temp.common_event_id = @assigned_item.common_event_id if @assigned_item.common_event_id > 0
  1780. $game_bomb.push(Game_Bomb.new(self, @assigned_item))
  1781. self.item_attack_time = 60
  1782. end
  1783.  
  1784. def auto_recovery
  1785. return unless self.actor.auto_hp_recover and self.recovery_time <= 0
  1786. self.actor.hp += (self.actor.maxhp*10/100)
  1787. self.recovery_time = 1800
  1788. end
  1789.  
  1790. def perform_transfer
  1791. requiem_abs_gplayer_perform_transfer
  1792. for range in $game_range.compact
  1793. range.destroy = true
  1794. end
  1795. for drop in $game_drop.compact
  1796. drop.destroy = true
  1797. end
  1798. for bomb in $game_bomb.compact
  1799. bomb.destroy = true
  1800. end
  1801. for ally in $game_allies.compact
  1802. ally.perform_transfer(@new_map_id, @new_x, @new_y, @new_direction) unless ally.actor.dead?
  1803. ally.refresh
  1804. end
  1805. $game_variables[$Requiem_ABS.battle_area_variable] = 0 if $Requiem_ABS.battle_area_variable > 0
  1806. end
  1807.  
  1808. def map_passable?(x, y)
  1809. case @vehicle_type
  1810. when 0
  1811. return $game_map.boat_passable?(x, y)
  1812. when 1
  1813. return $game_map.ship_passable?(x, y)
  1814. when 2
  1815. return true
  1816. else
  1817. return $game_map.player_passable?(x, y)
  1818. end
  1819. end
  1820.  
  1821. def move_by_input
  1822. return if self.freeze or (self.anime_attack/2) > 0
  1823. if self.actor != nil
  1824. for state in self.actor.states.compact
  1825. next unless state.confusion?
  1826. return unless movable?
  1827. return if $game_map.interpreter.running?
  1828. case Input.dir4
  1829. when 2,4,6,8
  1830. move_random
  1831. end
  1832. return
  1833. end
  1834. end
  1835. requiem_abs_gplayer_move_by_input
  1836. end
  1837.  
  1838. end
  1839.  
  1840. #------------------------------------------------------------------------------
  1841. # Game Ally
  1842. #------------------------------------------------------------------------------
  1843. class Game_Ally < Game_Character
  1844.  
  1845. attr_reader :id
  1846. attr_accessor :map_id
  1847. attr_accessor :draw
  1848. attr_accessor :destroy
  1849. attr_accessor :command
  1850.  
  1851. def initialize(id)
  1852. super()
  1853. @id = id
  1854. @map_id = $game_map.map_id
  1855. @command = 0
  1856. @draw = false
  1857. @destroy = false
  1858. self.target = $game_player
  1859. self.original_move_speed = 4
  1860. refresh
  1861. end
  1862.  
  1863. def update
  1864. super
  1865. return if @destroy
  1866. if self.actor.dead? and !@dead
  1867. refresh
  1868. @dead = true
  1869. elsif !self.actor.dead? and @dead
  1870. refresh
  1871. @dead = false
  1872. end
  1873. if $game_player.in_vehicle? and !@in_vehicle and !self.actor.defending
  1874. refresh
  1875. @in_vehicle = true
  1876. elsif !$game_player.in_vehicle? and @in_vehicle
  1877. refresh
  1878. moveto($game_player.x, $game_player.y) unless self.actor.dead?
  1879. @in_vehicle = false
  1880. end
  1881. return if self.actor.nil? or self.actor.dead? or $game_player.in_vehicle?
  1882. self.actor.defending = (@command == 2 ? true : false)
  1883. make_action
  1884. auto_recovery
  1885. update_movement
  1886. end
  1887.  
  1888. def refresh
  1889. self.actor = $game_party.members[@id]
  1890. self.actor.piece = self
  1891. if $game_player.in_vehicle? and !self.actor.dead? and !self.actor.defending
  1892. @character_name = ""
  1893. elsif self.actor.dead?
  1894. if File.exists?("Graphics/Characters/$#{self.actor.name}_dead.png") and @map_id == $game_map.map_id
  1895. @character_name = "$#{self.actor.name}_dead"
  1896. @character_index = 0
  1897. else
  1898. @character_name = ""
  1899. end
  1900. elsif @map_id != $game_map.map_id
  1901. @character_name = ""
  1902. else
  1903. @character_name = self.actor.character_name
  1904. @character_index = self.actor.character_index
  1905. end
  1906. end
  1907.  
  1908. def make_action
  1909. return if $game_map.interpreter.running?
  1910. return if self.actor.dead?
  1911. case @command
  1912. when 0
  1913. if self.actor.weapons[0] != nil and self.actor.weapons[0].ranged? and self.weapon1_attack_time <= 0
  1914. weapon_range_attack
  1915. self.weapon1_attack_time = self.actor.weapons[0].delay
  1916. else
  1917. if self.actor.two_swords_style
  1918. if self.weapon1_attack_time <= 0 and rand(100) <= 50
  1919. normal_attack_right
  1920. self.weapon1_attack_time = self.actor.attack_speed
  1921. elsif self.weapon1_attack_time <= 0 and rand(100) > 50
  1922. normal_attack_left
  1923. self.weapon1_attack_time = self.actor.attack_speed
  1924. end
  1925. elsif self.weapon1_attack_time <= 0
  1926. normal_attack_right
  1927. self.weapon1_attack_time = self.actor.attack_speed
  1928. end
  1929. end
  1930. when 1
  1931. return if self.skill_attack_time > 0 or self.actor.skills == []
  1932. self.assigned_skill = self.actor.skills[rand(self.actor.skills.size)]
  1933. case self.assigned_skill.scope
  1934. when 1
  1935. if self.assigned_skill.ranged?
  1936. skill_attack_range
  1937. elsif self.assigned_skill.explosive?
  1938. skill_explode_range
  1939. else
  1940. skill_attack_normal
  1941. end
  1942. when 2
  1943. skill_attack_all
  1944. when 3...7
  1945. if self.assigned_skill.ranged?
  1946. skill_attack_range
  1947. elsif self.assigned_skill.explosive?
  1948. skill_explode_range
  1949. else
  1950. skill_attack_normal
  1951. end
  1952. end
  1953. when 3
  1954. for skill in self.actor.skills
  1955. self.assigned_skill = skill
  1956. case self.assigned_skill.scope
  1957. when 7...12
  1958. skill_recover
  1959. end
  1960. end
  1961. end
  1962. end
  1963.  
  1964. def normal_attack_right
  1965. for monster in $game_monsters.compact
  1966. next unless in_front?(self, monster)
  1967. next if monster.actor.dead?
  1968. self.anime_attack = 20
  1969. self.right_attack_on = true
  1970. self.left_attack_on = false
  1971. monster.animation_id = self.actor.atk_animation_id
  1972. monster.actor.attack_effect(self.actor)
  1973. monster.jump(0,0)
  1974. monster.target = self
  1975. end
  1976. for event in $game_map.events.values
  1977. next unless event.in_battle
  1978. next unless in_front?(self, event)
  1979. next if event.actor.dead? or event.object
  1980. self.anime_attack = 20
  1981. self.right_attack_on = true
  1982. self.left_attack_on = false
  1983. event.animation_id = self.actor.atk_animation_id
  1984. next if event.kill_with_weapon > 0 and event.kill_with_weapon != @attack_weapon.id or
  1985. event.kill_with_skill > 0 or event.kill_with_item > 0
  1986. event.actor.attack_effect(self.actor)
  1987. event.jump(0,0) unless event.puzzle
  1988. event.target = self
  1989. end
  1990. end
  1991.  
  1992. def weapon_range_attack
  1993. for monster in $game_monsters
  1994. next unless in_direction?(self, monster) and in_range?(self, monster, self.actor.weapons[0].range)
  1995. next if monster.actor.dead?
  1996. self.anime_attack = 20
  1997. select = rand(100)
  1998. self.right_attack_on = select >= 50
  1999. self.left_attack_on = select < 50
  2000. if $game_party.has_item?(select >= 50 ? self.actor.weapons[0].ammo1 : self.actor.weapons[0].ammo2)
  2001. $game_party.consume_item(select >= 50 ? self.actor.weapons[0].ammo1 : self.actor.weapons[0].ammo2)
  2002. $game_range.push(Game_Range.new(self, self.actor.weapons[0].graphic, self.actor.weapons[0].index, self.actor.weapons[0].move_speed, self.actor.weapons[0].range, (select >= 50 ? 1 : 2)))
  2003. end
  2004. self.weapon1_attack_time = self.actor.equips[0].delay
  2005. end
  2006. for event in $game_map.events.values
  2007. next unless event.in_battle
  2008. next unless in_direction?(self, event) and in_range?(self, event, self.actor.weapons[0].range)
  2009. next if event.actor.dead? or event.object
  2010. self.anime_attack = 20
  2011. select = rand(100)
  2012. self.right_attack_on = select >= 50
  2013. self.left_attack_on = select < 50
  2014. if $game_party.has_item?(select >= 50 ? self.actor.weapons[0].ammo1 : self.actor.weapons[0].ammo2)
  2015. $game_party.consume_item(select >= 50 ? self.actor.weapons[0].ammo1 : self.actor.weapons[0].ammo2)
  2016. $game_range.push(Game_Range.new(self, self.actor.weapons[0].graphic, self.actor.weapons[0].index, self.actor.weapons[0].move_speed, self.actor.weapons[0].range, (select >= 50 ? 1 : 2)))
  2017. end
  2018. self.weapon1_attack_time = self.actor.equips[0].delay
  2019. end
  2020. end
  2021.  
  2022. def range_attack_right
  2023. return if @attack_weapon.ammo1 != nil and !$game_party.has_item?(@attack_weapon.ammo1)
  2024. $game_party.consume_item(@attack_weapon.ammo1) if @attack_weapon.ammo1 != nil
  2025. $game_range.push(Game_Range.new(self, @attack_weapon.graphic, @attack_weapon.index, @attack_weapon.move_speed, @attack_weapon.range, 1))
  2026. end
  2027.  
  2028. def normal_attack_left
  2029. for monster in $game_monsters.compact
  2030. next unless in_front?(self, monster)
  2031. next if monster.actor.dead?
  2032. self.anime_attack = 20
  2033. self.right_attack_on = false
  2034. self.left_attack_on = true
  2035. monster.animation_id = self.actor.atk_animation_id2
  2036. monster.actor.attack_effect(self.actor)
  2037. monster.jump(0,0)
  2038. monster.target = self
  2039. end
  2040. for event in $game_map.events.values
  2041. next unless event.in_battle
  2042. next unless in_front?(self,event)
  2043. next if event.actor.dead? or event.object
  2044. self.anime_attack = 20
  2045. self.right_attack_on = false
  2046. self.left_attack_on = true
  2047. event.animation_id = self.actor.atk_animation_id2
  2048. next if event.kill_with_weapon > 0 and event.kill_with_weapon != @attack_weapon_and_Shield.id or
  2049. event.kill_with_skill > 0 or event.kill_with_item > 0
  2050. event.actor.attack_effect(self.actor)
  2051. event.jump(0,0) unless event.puzzle
  2052. event.target = self
  2053. end
  2054. end
  2055.  
  2056. def range_attack_left
  2057. return if @attack_weapon_and_Shield.ammo2 != nil and !$game_party.has_item?(@attack_weapon_and_Shield.ammo2)
  2058. $game_party.consume_item(@attack_weapon_and_Shield.ammo2) if @attack_weapon_and_Shield.ammo2 != nil
  2059. $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))
  2060. end
  2061.  
  2062. def skill_attack_normal
  2063. for monster in $game_monsters.compact
  2064. next unless in_front?(self, monster)
  2065. next if monster.actor.dead?
  2066. next if self.actor.mp < self.assigned_skill.mp_cost
  2067. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2068. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2069. monster.animation_id = self.assigned_skill.animation_id
  2070. self.skill_attack_time = self.assigned_skill.delay
  2071. monster.actor.skill_effect(self.actor, self.assigned_skill)
  2072. monster.jump(0,0)
  2073. monster.target = self
  2074. end
  2075. for event in $game_map.events.values
  2076. next unless event.in_battle
  2077. next unless in_front?(self,event)
  2078. next if event.actor.dead? or event.object
  2079. next if self.actor.mp < self.assigned_skill.mp_cost
  2080. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2081. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2082. event.animation_id = self.assigned_skill.animation_id
  2083. self.skill_attack_time = self.assigned_skill.delay
  2084. next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  2085. event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
  2086. event.actor.skill_effect(self.actor, self.assigned_skill)
  2087. event.jump(0,0) unless event.puzzle
  2088. event.target = self
  2089. end
  2090. end
  2091.  
  2092. def skill_attack_range
  2093. for monster in $game_monsters.compact
  2094. next if monster.actor.dead?
  2095. next unless in_direction?(self, monster) and in_range?(self, monster, self.assigned_skill.range)
  2096. next if self.actor.mp < self.assigned_skill.mp_cost
  2097. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2098. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2099. $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))
  2100. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2101. self.skill_attack_time = self.assigned_skill.delay
  2102. end
  2103. for event in $game_map.events.values
  2104. next unless event.in_battle
  2105. next unless in_direction?(self, event) and in_range?(self, event, self.assigned_skill.range)
  2106. next self.actor.mp < self.assigned_skill.mp_cost
  2107. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2108. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2109. $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))
  2110. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2111. self.skill_attack_time = self.assigned_skill.delay
  2112. end
  2113. end
  2114.  
  2115. def skill_attack_all
  2116. return unless self.actor.mp >= self.assigned_skill.mp_cost
  2117. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2118. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2119. for monster in $game_mosnters.compact
  2120. next if monster.actor.dead?
  2121. monster.animation_id = self.assigned_skill.animation_id
  2122. self.skill_attack_time = self.assigned_skill.delay
  2123. monster.actor.skill_effect(self.actor, self.assigned_skill)
  2124. monster.jump(0,0)
  2125. monster.target = self
  2126. end
  2127. for event in $game_map.events.values
  2128. next unless event.in_battle
  2129. next if event.actor.dead? or event.object
  2130. event.animation_id = self.assigned_skill.animation_id
  2131. self.skill_attack_time = self.assigned_skill.delay
  2132. next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  2133. event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
  2134. event.actor.skill_effect(self.actor, self.assigned_skill)
  2135. event.jump(0,0) unless event.puzzle
  2136. event.target = self
  2137. end
  2138. end
  2139.  
  2140. def skill_explode_range
  2141. for monster in $game_monsters.compact
  2142. next if monster.actor.dead?
  2143. return unless in_direction?(self, monster) and in_range?(self, monster, self.assigned_skill.range)
  2144. return if self.actor.mp < self.assigned_skill.mp_cost
  2145. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2146. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2147. $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))
  2148. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2149. self.skill_attack_time = self.assigned_skill.delay
  2150. end
  2151. for event in $game_map.events.values
  2152. next unless event.in_battle
  2153. return unless in_direction?(self, event) and in_range?(self, event, self.assigned_skill.range)
  2154. return if self.actor.mp < self.assigned_skill.mp_cost
  2155. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2156. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2157. $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))
  2158. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2159. self.skill_attack_time = self.assigned_skill.delay
  2160. end
  2161. end
  2162.  
  2163. def skill_recover
  2164. for person in $game_party.members
  2165. next unless person.hp <= (person.maxhp/4)
  2166. next if self.actor.mp < self.assigned_skill.mp_cost
  2167. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2168. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2169. person.skill_effect(person, self.assigned_skill)
  2170. person.piece.animation_id = self.assigned_skill.animation_id
  2171. self.skill_attack_time = self.assigned_skill.delay
  2172. end
  2173. end
  2174.  
  2175. def auto_recovery
  2176. return unless self.actor.auto_hp_recover and self.recovery_time <= 0
  2177. self.actor.hp += (self.actor.maxhp*10/100)
  2178. self.recovery_time = 1800
  2179. end
  2180.  
  2181. def update_movement
  2182. return if $game_map.interpreter.running?
  2183. return if moving?
  2184. return if self.freeze or (self.anime_attack/2) > 0
  2185. if $game_player.dash? and self.target == $game_player
  2186. @move_speed = 5
  2187. else
  2188. @move_speed = self.original_move_speed
  2189. end
  2190. if @target.nil? or @command >= 2
  2191. self.target = $game_player
  2192. else
  2193. for monster in $game_monsters.compact
  2194. next if monster.actor.dead?
  2195. if in_range?(self, monster, 3) and !self.lock_target
  2196. self.target = monster
  2197. self.lock_target = true
  2198. elsif !self.lock_target
  2199. self.target = $game_player
  2200. end
  2201. end
  2202. for event in $game_map.events.values
  2203. if event.in_battle and in_range?(self, event, 3) and !self.lock_target
  2204. next if event.object or event.puzzle
  2205. self.target = event
  2206. self.lock_target = true
  2207. elsif !self.lock_target
  2208. self.target = $game_player
  2209. end
  2210. end
  2211. end
  2212. move_toward(self.target)
  2213. end
  2214.  
  2215. def perform_transfer(map_id, x, y, dir)
  2216. @map_id = map_id
  2217. set_direction(dir)
  2218. moveto(x, y)
  2219. move_random
  2220. self.target = $game_player
  2221. self.lock_target = false
  2222. end
  2223.  
  2224. def screen_z
  2225. return $game_player.screen_z-1
  2226. end
  2227.  
  2228. def in_vehicle?
  2229. return $game_player.in_vehicle?
  2230. end
  2231.  
  2232. end
  2233.  
  2234. #------------------------------------------------------------------------------
  2235. # Game Monster
  2236. #------------------------------------------------------------------------------
  2237. class Game_Monster < Game_Character
  2238.  
  2239. attr_reader :respawn
  2240. attr_accessor :draw
  2241. attr_accessor :destroy
  2242.  
  2243. def initialize(id, enemy_id, troop_id, area)
  2244. super()
  2245. @id = id
  2246. @enemy_id = enemy_id
  2247. @troop_id = troop_id
  2248. @area = area
  2249. setup_monster
  2250. loop do
  2251. set_start_position
  2252. break if $game_map.passable?(@x_pos, @y_pos) and !empty_area?
  2253. end
  2254. moveto(@x_pos, @y_pos)
  2255. @move_type = self.actor.move_route
  2256. @move_speed = self.actor.move_speed
  2257. @draw = false
  2258. refresh
  2259. end
  2260.  
  2261. def setup_monster
  2262. self.actor = Game_Enemy.new(0, @enemy_id)
  2263. self.actor.piece = self
  2264. @respawn = self.actor.respawn
  2265. self.actor.recover_all
  2266. @draw = false
  2267. @destroy = false
  2268. @killed = false
  2269. @opacity = 255
  2270. @blend_type = 0
  2271. refresh
  2272. end
  2273.  
  2274. def set_start_position
  2275. if @area != nil
  2276. x = []
  2277. for i in (@area.rect.x)...(@[email protected])
  2278. x << i
  2279. end
  2280. y = []
  2281. for i in (@area.rect.y)...(@[email protected])
  2282. y << i
  2283. end
  2284. @x_pos = x[rand(x.size)]
  2285. @y_pos = y[rand(y.size)]
  2286. else
  2287. @x_pos = rand($game_map.width)
  2288. @y_pos = rand($game_map.height)
  2289. end
  2290. end
  2291.  
  2292. def empty_area?
  2293. x = []; y = []
  2294. for area in $data_areas.values
  2295. next unless area.map_id == $game_map.map_id
  2296. next unless area.name == "EMPTY"
  2297. x = (area.rect.x)...(area.rect.x+area.rect.width)
  2298. y = (area.rect.y)...(area.rect.y+area.rect.height)
  2299. end
  2300. return true if x.include?(@x_pos) and y.include?(@y_pos)
  2301. return false
  2302. end
  2303.  
  2304. def refresh
  2305. @character_name = self.actor.character_name
  2306. @character_index = self.actor.character_index
  2307. end
  2308.  
  2309. def update
  2310. super
  2311. if !self.actor.dead?
  2312. update_attack
  2313. else
  2314. update_dying
  2315. end
  2316. end
  2317.  
  2318. def update_attack
  2319. return if $game_map.interpreter.running?
  2320. return if $game_player.in_vehicle?
  2321. for action in self.actor.enemy.actions
  2322. next unless self.actor.conditions_met?(action)
  2323. next unless rand(11) < action.rating
  2324. next if self.weapon1_attack_time > 0
  2325. case action.kind
  2326. when 0
  2327. case action.basic
  2328. when 0
  2329. attack_normal
  2330. when 1
  2331. self.actor.defending = true
  2332. end
  2333. when 1
  2334. self.assigned_skill = $data_skills[action.skill_id]
  2335. case self.assigned_skill.scope
  2336. when 1...7
  2337. if self.assigned_skill.ranged?
  2338. if in_direction?(self, $game_player) and in_range?(self, $game_player, self.assigned_skill.range)
  2339. skill_attack_range
  2340. elsif action.rating == 10
  2341. skill_attack_range
  2342. else
  2343. for ally in $game_allies.compact
  2344. next unless in_direction?(self, ally) and in_range?(self, ally, self.assigned_skill.range)
  2345. skill_attack_range
  2346. end
  2347. end
  2348. elsif self.assigned_skill.explosive?
  2349. if in_direction?(self, $game_player) and in_range?(self, $game_player, self.assigned_skill.range)
  2350. skill_explode_range
  2351. elsif action.rating == 10
  2352. skill_explode_range
  2353. else
  2354. for ally in $game_allies.compact
  2355. next unless in_direction?(self, ally) and in_range?(self, ally, self.assigned_skill.range)
  2356. skill_explode_range
  2357. end
  2358. end
  2359. else
  2360. skill_attack_normal
  2361. end
  2362. when 7...12
  2363. skill_recover
  2364. end
  2365. end
  2366. end
  2367. end
  2368.  
  2369. def attack_normal
  2370. for ally in $game_allies.compact
  2371. next unless in_front?(self, ally)
  2372. self.anime_attack = 20
  2373. ally.animation_id = self.actor.atk_animation_id
  2374. ally.actor.attack_effect(self.actor)
  2375. ally.jump(0,0)
  2376. self.weapon1_attack_time = self.actor.attack_speed
  2377. return
  2378. end
  2379. return if $game_player.actor.nil?
  2380. return unless in_front?(self, $game_player)
  2381. self.anime_attack = 20
  2382. $game_player.animation_id = self.actor.atk_animation_id
  2383. $game_player.actor.attack_effect(self.actor)
  2384. $game_player.jump(0,0)
  2385. self.weapon1_attack_time = self.actor.attack_speed
  2386. end
  2387.  
  2388. def skill_attack_normal
  2389. return if self.actor.mp < self.assigned_skill.mp_cost
  2390. for ally in $game_allies.compact
  2391. next unless in_front?(self, ally)
  2392. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2393. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2394. ally.animation_id = self.assigned_skill.animation_id
  2395. ally.actor.skill_effect(self.actor, self.assigned_skill)
  2396. ally.jump(0,0)
  2397. self.weapon1_attack_time = self.actor.attack_speed
  2398. end
  2399. return if $game_player.actor.nil?
  2400. return unless in_front?(self, $game_player)
  2401. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2402. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2403. $game_player.animation_id = self.assigned_skill.animation_id
  2404. $game_player.actor.skill_effect(self.actor, self.assigned_skill)
  2405. $game_player.jump(0,0)
  2406. self.weapon1_attack_time = self.actor.attack_speed
  2407. end
  2408.  
  2409. def skill_attack_range
  2410. return unless self.actor.mp >= self.assigned_skill.mp_cost
  2411. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2412. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2413. $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))
  2414. self.weapon1_attack_time = self.assigned_skill.delay
  2415. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2416. end
  2417.  
  2418. def skill_explode_range
  2419. return unless self.actor.mp >= self.assigned_skill.mp_cost
  2420. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2421. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2422. $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))
  2423. self.weapon1_attack_time = self.assigned_skill.delay
  2424. RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  2425. end
  2426.  
  2427. def skill_recover
  2428. if self.actor.mp >= self.assigned_skill.mp_cost and self.actor.hp <= (self.actor.maxhp*25/100)
  2429. self.actor.mp -= self.actor.calc_mp_cost(self.assigned_skill)
  2430. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2431. @animation_id = self.assigned_skill.animation_id
  2432. self.actor.skill_effect(self.actor, self.assigned_skill)
  2433. self.weapon1_attack_time = self.actor.attack_speed
  2434. end
  2435. for event in $game_map.events.values
  2436. if event.in_battle and in_range?(self, event, 3)
  2437. if self.actor.mp >= self.assigned_skill.mp_cost and event.actor.hp <= (event.actor.maxhp*25/100)
  2438. self.actor.mp -= self.assigned_skill.mp_cost
  2439. $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
  2440. event.animation_id = self.assigned_skill.animation_id
  2441. event.actor.skill_effect(self.actor, self.assigned_skill)
  2442. self.weapon1_attack_time = self.actor.attack_speed
  2443. end
  2444. end
  2445. end
  2446. end
  2447.  
  2448. def update_dying
  2449. @blend_type = 2
  2450. @opacity -= 5
  2451. get_rewards unless @killed
  2452. if @opacity <= 0 and !@destroy
  2453. $game_player.hits = 0
  2454. for ally in $game_allies.compact
  2455. next if ally.actor.dead?
  2456. ally.target = $game_player
  2457. ally.lock_target = false
  2458. end
  2459. @destroy = true
  2460. end
  2461. if @destroy and @respawn > 0
  2462. @respawn -= 1
  2463. setup_monster if @respawn <= 0
  2464. end
  2465. end
  2466.  
  2467. def get_rewards
  2468. if $Requiem_ABS.auto_exp_e_gold
  2469. exp = (self.actor.maxhp+self.actor.maxmp+self.actor.atk+self.actor.def+self.actor.spi+
  2470. self.actor.agi+self.actor.hit+self.actor.eva) * $Requiem_ABS.auto_exp_rate / 100
  2471. else
  2472. exp = self.actor.exp
  2473. end
  2474. if $Requiem_ABS.divide_exp
  2475. x = (exp/$game_party.members.size)
  2476. for i in $game_party.members
  2477. i.gain_exp(x, true)
  2478. end
  2479. else
  2480. self.target.actor.gain_exp(exp, true)
  2481. end
  2482. droped_items = []
  2483. for i in [self.actor.drop_item1, self.actor.drop_item2]
  2484. next if i.kind <= 0
  2485. next if rand(i.denominator) != 0
  2486. if i.kind == 1
  2487. droped_items.push($data_items[i.item_id])
  2488. elsif i.kind == 2
  2489. droped_items.push($data_weapons[i.weapon_id])
  2490. elsif i.kind == 3
  2491. droped_items.push($data_armors[i.armor_id])
  2492. end
  2493. end
  2494. for t in droped_items.compact
  2495. $game_drop.push(Game_Drop.new(self, t.icon_index, t , 0))
  2496. end
  2497. if $Requiem_ABS.auto_exp_e_gold
  2498. gold = (self.actor.maxhp+self.actor.maxmp+self.actor.atk+self.actor.def+self.actor.spi+
  2499. self.actor.agi+self.actor.hit+self.actor.eva) * $Requiem_ABS.auto_gold_rate / 100
  2500. else
  2501. gold = self.actor.gold
  2502. end
  2503. if gold > 0 and rand(100) <= $Requiem_ABS.gold_drop_rate
  2504. $game_drop.push(Game_Drop.new(self, $Requiem_ABS.gold_drop_icon_index, nil, gold))
  2505. end
  2506. @animation_id = self.actor.die_animation_id if self.actor.die_animation_id > 0
  2507. if self.actor.die_se != nil
  2508. RPG::SE.new(self.actor.die_se).play
  2509. else
  2510. Sound.play_enemy_collapse
  2511. end
  2512. $game_variables[$Requiem_ABS.battle_area_variable] += 1 if $Requiem_ABS.battle_area_variable > 0
  2513. @killed = true
  2514. end
  2515.  
  2516. def update_self_movement
  2517. return if moving?
  2518. return if self.actor.dead?
  2519. return if self.freeze or (self.anime_attack/2) > 0
  2520. return unless @stop_count > 30 * (5 - @move_frequency)
  2521. if in_range?(self, $game_player, self.actor.follow_range) and !self.lock_target
  2522. self.target = $game_player
  2523. self.lock_target = true
  2524. end
  2525. for ally in $game_allies.compact
  2526. if in_range?(self, ally, self.actor.follow_range) and !ally.actor.dead? and !self.lock_target
  2527. self.target = ally
  2528. self.lock_target = true
  2529. elsif self.target == ally and ally.actor.dead? and self.lock_target
  2530. self.target = nil
  2531. self.lock_target = false
  2532. end
  2533. end
  2534. if self.target != nil and in_range?(self, self.target, self.actor.follow_range)
  2535. move_type_toward(self.target)
  2536. else
  2537. case @move_type
  2538. when 1
  2539. move_type_random
  2540. when 2
  2541. move_type_toward_player
  2542. when 3
  2543. move_type_custom
  2544. end
  2545. end
  2546. end
  2547.  
  2548. end
  2549.  
  2550. #------------------------------------------------------------------------------
  2551. # Game Range
  2552. #------------------------------------------------------------------------------
  2553. class Game_Range < Game_Character
  2554.  
  2555. attr_accessor :draw
  2556. attr_accessor :destroy
  2557.  
  2558. def initialize(parent, chara_name="", chara_index=0, speed=4, range=5, type=3)
  2559. super()
  2560. @parent = parent
  2561. @character_name = chara_name
  2562. @character_index = chara_index
  2563. @move_speed = speed
  2564. @range = range
  2565. @type = type
  2566. @step = 0
  2567. @destroy = false
  2568. @draw = false
  2569. @moving = false
  2570. @direction = @parent.direction
  2571. moveto(@parent.x, @parent.y)
  2572. case @type
  2573. when 1
  2574. @item = @parent.actor.equips[0]
  2575. when 2
  2576. if @parent.actor.two_hands_legal?
  2577. @item = @parent.actor.equips[0]
  2578. else
  2579. @item = @parent.actor.equips[1]
  2580. end
  2581. when 3...5
  2582. @item = @parent.assigned_skill
  2583. when 5...7
  2584. @item = @parent.assigned_item
  2585. end
  2586. end
  2587.  
  2588. def update
  2589. super
  2590. return if @destroy
  2591. @destroy = (@step > @range)
  2592. return unless stopping?
  2593. case @item.path
  2594. when "Line"
  2595. unless @moving
  2596. @move_route = RPG::MoveRoute.new
  2597. for i in 0...@range
  2598. @move_route.list.insert(0, RPG::MoveCommand.new(12))
  2599. end
  2600. @moving = true
  2601. end
  2602. when "Boom"
  2603. unless @moving
  2604. @move_route = RPG::MoveRoute.new
  2605. @move_route.list = [
  2606. RPG::MoveCommand.new(12),
  2607. RPG::MoveCommand.new(12),
  2608. RPG::MoveCommand.new(12),
  2609. RPG::MoveCommand.new(12),
  2610. RPG::MoveCommand.new(12),
  2611. RPG::MoveCommand.new(13),
  2612. RPG::MoveCommand.new(13),
  2613. RPG::MoveCommand.new(13),
  2614. RPG::MoveCommand.new(13),
  2615. RPG::MoveCommand.new(13),
  2616. RPG::MoveCommand.new()]
  2617. @range = @move_route.list.size-1
  2618. @moving = true
  2619. end
  2620. when "Circle"
  2621. unless @moving
  2622. $game_player.anime_attack = 70
  2623. @move_route = RPG::MoveRoute.new
  2624. @move_route.list = [
  2625. RPG::MoveCommand.new(37),
  2626. RPG::MoveCommand.new(4),
  2627. RPG::MoveCommand.new(2),
  2628. RPG::MoveCommand.new(1),
  2629. RPG::MoveCommand.new(1),
  2630. RPG::MoveCommand.new(3),
  2631. RPG::MoveCommand.new(3),
  2632. RPG::MoveCommand.new(4),
  2633. RPG::MoveCommand.new(4),
  2634. RPG::MoveCommand.new(2),
  2635. RPG::MoveCommand.new()]
  2636. @range = @move_route.list.size-1
  2637. @moving = true
  2638. end
  2639. when "Jump"
  2640. unless @moving
  2641. @move_route = RPG::MoveRoute.new
  2642. case @parent.direction
  2643. when 2; dir = 0, 3
  2644. when 4; dir = -3, 0
  2645. when 6; dir = 3, 0
  2646. when 8; dir = 0, -3
  2647. end
  2648. @move_route.list = [
  2649. RPG::MoveCommand.new(14, [dir[0], dir[1]]),
  2650. RPG::MoveCommand.new()]
  2651. @moving = true
  2652. end
  2653. when "Random"
  2654. unless @moving
  2655. @move_route = RPG::MoveRoute.new
  2656. for i in 0...@range
  2657. @move_route.list.insert(0, RPG::MoveCommand.new(9))
  2658. end
  2659. @moving = true
  2660. end
  2661. end
  2662. @move_route.skippable = true
  2663. move_type_custom
  2664. x = (@direction == 4 ? -1 : @direction == 6 ? 1 : 0)
  2665. y = (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
  2666. check_event_trigger_touch(@x+x, @y+y) unless jumping?
  2667. @step += 1
  2668. end
  2669.  
  2670. def check_event_trigger_touch(x, y)
  2671. return if @destroy
  2672. if @parent.is_a?(Game_Event) or @parent.is_a?(Game_Monster)
  2673. case @type
  2674. when 3
  2675. for ally in $game_allies.compact
  2676. hurt_hero_skill(ally) if ally.pos?(x, y)
  2677. end
  2678. hurt_hero_skill($game_player) if $game_player.pos?(x, y)
  2679. when 4
  2680. for ally in $game_allies.compact
  2681. hurt_hero_skill_explode if ally.pos?(x, y)
  2682. end
  2683. hurt_hero_skill_explode if $game_player.pos?(x, y)
  2684. end
  2685. return
  2686. end
  2687. for monster in $game_monsters.compact
  2688. next unless monster.pos?(x, y)
  2689. case @type
  2690. when 1
  2691. hurt_monster_weapon_right(monster)
  2692. when 2
  2693. hurt_monster_weapon_left(monster)
  2694. when 3
  2695. hurt_monster_skill(monster)
  2696. when 4
  2697. hurt_enemy_skill_explode
  2698. when 5
  2699. hurt_monster_item(monster)
  2700. when 6
  2701. hurt_enemy_item_explode
  2702. end
  2703. end
  2704. for event in $game_map.events.values
  2705. next unless event.in_battle and event.pos?(x, y)
  2706. case @type
  2707. when 1
  2708. hurt_enemy_weapon_right(event)
  2709. when 2
  2710. hurt_enemy_weapon_left(event)
  2711. when 3
  2712. hurt_enemy_skill(event)
  2713. when 4
  2714. hurt_enemy_skill_explode
  2715. when 5
  2716. hurt_enemy_item(event)
  2717. when 6
  2718. hurt_enemy_item_explode
  2719. end
  2720. end
  2721. end
  2722.  
  2723. def hurt_hero_skill(hero)
  2724. return if self.target == hero
  2725. return if hero.actor.dead?
  2726. self.target = hero
  2727. hero.animation_id = @parent.assigned_skill.animation_id
  2728. hero.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  2729. @destroy = true
  2730. end
  2731.  
  2732. def hurt_hero_skill_explode
  2733. for ally in $game_allies.compact
  2734. next if self.target == ally
  2735. next unless in_range?(self, ally, @parent.assigned_skill.range)
  2736. next if ally.actor.dead?
  2737. self.target = ally
  2738. ally.animation_id = @parent.assigned_skill.animation_id
  2739. ally.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  2740. end
  2741. if in_range?(self, $game_player, @parent.assigned_skill.range) and
  2742. self.target != $game_player and !$game_player.actor.dead?
  2743. self.target = $game_player
  2744. $game_player.animation_id = @parent.assigned_skill.animation_id
  2745. $game_player.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  2746. end
  2747. @destroy = true
  2748. end
  2749.  
  2750. def hurt_enemy_weapon_right(enemy)
  2751. return if self.target == enemy
  2752. return if enemy.actor.dead? or enemy.object
  2753. if @parent.actor.weapons[0].ammo1 != nil
  2754. enemy.animation_id = @parent.actor.equips[0].ammo1.animation_id
  2755. else
  2756. enemy.animation_id = @parent.actor.atk_animation_id
  2757. end
  2758. return if enemy.kill_with_weapon > 0 and enemy.kill_with_weapon != @parent.actor.weapon_id or
  2759. enemy.kill_with_skill > 0 or enemy.kill_with_item > 0
  2760. self.target = enemy
  2761. enemy.actor.attack_effect(@parent.actor)
  2762. enemy.jump(0,0) unless enemy.puzzle
  2763. enemy.target = @parent
  2764. @destroy = true
  2765. end
  2766.  
  2767. def hurt_enemy_weapon_left(enemy)
  2768. return if self.target == enemy
  2769. return if enemy.actor.dead? or enemy.object
  2770. if @parent.actor.two_swords_style
  2771. @weapon = @parent.actor.weapons[1]
  2772. else
  2773. @weapon = @parent.actor.weapons[0]
  2774. end
  2775. if @weapon.ammo2 != nil
  2776. enemy.animation_id = @weapon.ammo2.animation_id
  2777. else
  2778. enemy.animation_id = @parent.actor.atk_animation_id2
  2779. end
  2780. return if enemy.kill_with_weapon > 0 and enemy.kill_with_weapon != @weapon.id or
  2781. enemy.kill_with_skill > 0 or enemy.kill_with_item > 0
  2782. self.target = enemy
  2783. enemy.actor.attack_effect(@parent.actor)
  2784. enemy.jump(0,0) unless enemy.puzzle
  2785. enemy.target = @parent
  2786. @destroy = true
  2787. end
  2788.  
  2789. def hurt_enemy_skill(enemy)
  2790. return if self.target == enemy
  2791. return if enemy.actor.dead? or enemy.object
  2792. enemy.animation_id = @parent.assigned_skill.animation_id
  2793. return if enemy.kill_with_weapon > 0 or enemy.kill_with_item > 0 or
  2794. enemy.kill_with_skill > 0 and enemy.kill_with_skill != @parent.assigned_skill.id
  2795. self.target = enemy
  2796. enemy.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  2797. enemy.jump(0,0) unless enemy.puzzle
  2798. enemy.target = @parent
  2799. @destroy = true
  2800. end
  2801.  
  2802. def hurt_enemy_item(enemy)
  2803. return if self.target == enemy
  2804. return if enemy.actor.dead? or enemy.object
  2805. enemy.animation_id = @parent.assigned_item.animation_id
  2806. return if enemy.kill_with_weapon > 0 or enemy.kill_with_skill > 0 or
  2807. enemy.kill_with_item > 0 and enemy.kill_with_item != @parent.assigned_item.id
  2808. self.target = enemy
  2809. enemy.actor.item_effect(@parent.actor, @parent.assigned_item)
  2810. enemy.jump(0,0) unless enemy.puzzle
  2811. enemy.target = @parent
  2812. @destroy = true
  2813. end
  2814.  
  2815. def hurt_enemy_skill_explode
  2816. for monster in $game_monsters.compact
  2817. next if self.target == monster
  2818. next if monster.actor.dead?
  2819. next unless in_range?(self, monster, @parent.assigned_skill.area)
  2820. self.target = monster
  2821. monster.animation_id = @parent.assigned_skill.animation_id
  2822. monster.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  2823. monster.jump(0,0)
  2824. monster.target = @parent
  2825. @destroy = true
  2826. end
  2827. for event in $game_map.events.values
  2828. next unless event.in_battle
  2829. next if self.target == event
  2830. next if event.actor.dead? or event.object
  2831. next unless in_range?(self, event, @parent.assigned_skill.area)
  2832. self.target = event
  2833. event.animation_id = @parent.assigned_skill.animation_id
  2834. next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  2835. event.kill_with_skill > 0 and event.kill_with_skill != @parent.assigned_skill.id
  2836. event.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  2837. event.jump(0,0) unless event.puzzle
  2838. event.target = @parent
  2839. end
  2840. @destroy = true
  2841. end
  2842.  
  2843. def hurt_enemy_item_explode
  2844. for monster in $game_monsters.compact
  2845. next if self.target == monster
  2846. next if monster.actor.dead?
  2847. next unless in_range?(self, monster, @parent.assigned_item.area)
  2848. self.target = monster
  2849. monster.animation_id = @parent.assigned_item.animation_id
  2850. monster.actor.item_effect(@parent.actor, @parent.assigned_item)
  2851. monster.jump(0,0)
  2852. monster.target = @parent
  2853. @destroy = true
  2854. end
  2855. for event in $game_map.events.values
  2856. next unless event.in_battle
  2857. next if self.target == event
  2858. next if event.actor.dead? or event.object
  2859. next unless in_range?(self, event, @parent.assigned_item.area)
  2860. self.target = event
  2861. event.animation_id = @parent.assigned_item.animation_id
  2862. next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
  2863. event.kill_with_skill > 0 and event.kill_with_skill != @parent.assigned_item.id
  2864. event.actor.item_effect(@parent.actor, @parent.assigned_item)
  2865. event.jump(0,0) unless event.puzzle
  2866. event.target = @parent
  2867. end
  2868. @destroy = true
  2869. end
  2870.  
  2871. def hurt_monster_weapon_right(monster)
  2872. return if self.target == monster
  2873. return if monster.actor.dead?
  2874. self.target = monster
  2875. if @parent.actor.weapons[0].ammo1 != nil
  2876. monster.animation_id = @parent.actor.equips[0].ammo1.animation_id
  2877. else
  2878. monster.animation_id = @parent.actor.atk_animation_id
  2879. end
  2880. monster.actor.attack_effect(@parent.actor)
  2881. monster.jump(0,0)
  2882. monster.target = @parent
  2883. @destroy = true
  2884. end
  2885.  
  2886. def hurt_monster_weapon_left(monster)
  2887. return if self.target == monster
  2888. return if monster.actor.dead?
  2889. self.target = monster
  2890. if @parent.actor.two_swords_style
  2891. @weapon = @parent.actor.weapons[1]
  2892. else
  2893. @weapon = @parent.actor.weapons[0]
  2894. end
  2895. if @weapon.ammo2 != nil
  2896. monster.animation_id = @weapon.ammo2.animation_id
  2897. else
  2898. monster.animation_id = @parent.actor.atk_animation_id2
  2899. end
  2900. monster.actor.attack_effect(@parent.actor)
  2901. monster.jump(0,0)
  2902. monster.target = @parent
  2903. @destroy = true
  2904. end
  2905.  
  2906. def hurt_monster_skill(monster)
  2907. return if self.target == monster
  2908. return if monster.actor.dead?
  2909. self.target = monster
  2910. monster.animation_id = @parent.assigned_skill.animation_id
  2911. monster.actor.skill_effect(@parent.actor, @parent.assigned_skill)
  2912. monster.jump(0,0)
  2913. monster.target = @parent
  2914. @destroy = true
  2915. end
  2916.  
  2917. def hurt_monster_item(monster)
  2918. return if self.target == monster
  2919. return if monster.actor.dead?
  2920. self.target = monster
  2921. monster.animation_id = @parent.assigned_item.animation_id
  2922. monster.actor.item_effect(@parent.actor, @parent.assigned_item)
  2923. monster.jump(0,0)
  2924. monster.target = @parent
  2925. @destroy = true
  2926. end
  2927.  
  2928. def map_passable?(x, y)
  2929. return $game_map.range_passable?(x, y)
  2930. end
  2931.  
  2932. end
  2933.  
  2934. #------------------------------------------------------------------------------
  2935. # Game Bomb
  2936. #------------------------------------------------------------------------------
  2937. class Game_Bomb < Game_Character
  2938.  
  2939. attr_accessor :draw
  2940. attr_accessor :destroy
  2941. attr_accessor :character_name
  2942. attr_accessor :character_index
  2943.  
  2944. def initialize(parent, item)
  2945. super()
  2946. @parent = parent
  2947. @item = item
  2948. @character_name = "IconSet"
  2949. @character_index = @item.icon_index
  2950. @area = @item.area
  2951. @time = @item.delay
  2952. @destroy = false
  2953. @draw = false
  2954. self.priority_type = 2
  2955. jump(0, 0)
  2956. case @parent.direction
  2957. when 2
  2958. moveto(@parent.x, @parent.y+1)
  2959. when 4
  2960. moveto(@parent.x-1, @parent.y)
  2961. when 6
  2962. moveto(@parent.x+1, @parent.y)
  2963. when 8
  2964. moveto(@parent.x, @parent.y-1)
  2965. end
  2966. RPG::SE.new($Requiem_ABS.drop_se[1]).play if $Requiem_ABS.drop_se[1] != ""
  2967. move_random if !$game_map.passable?(@x, @y) or $game_map.events_xy(@x, @y) != []
  2968. end
  2969.  
  2970. def update
  2971. super
  2972. return if @destroy
  2973. if @item.shot_se != nil and Graphics.frame_count % 60 <= 0
  2974. RPG::SE.new(@item.shot_se).play
  2975. end
  2976. @time -= 1 if @time > 0
  2977. explode if @time <= 0
  2978. end
  2979.  
  2980. def explode
  2981. @animation_id = @item.animation_id
  2982. if in_range?(self, $game_player, @area)
  2983. $game_player.actor.item_effect(@parent.actor, @item)
  2984. $game_player.jump(0, 0)
  2985. end
  2986. for monster in $game_monsters.compact
  2987. next unless in_range?(self, monster, @area)
  2988. monster.actor.item_effect(@parent.actor, @item)
  2989. monster.jump(0, 0)
  2990. end
  2991. for event in $game_map.events.values
  2992. next unless event.in_battle and in_range?(self, event, @area)
  2993. event.actor.item_effect(@parent.actor, @item)
  2994. event.jump(0, 0) unless event.puzzle
  2995. end
  2996. for ally in $game_allies.compact
  2997. next if ally.actor.dead?
  2998. next unless in_range?(self, ally, @area)
  2999. ally.actor.item_effect(@parent.actor, @item)
  3000. ally.jump(0, 0)
  3001. end
  3002. @destroy = true
  3003. end
  3004.  
  3005. def screen_z
  3006. return $game_player.screen_z-2
  3007. end
  3008.  
  3009. end
  3010.  
  3011. #------------------------------------------------------------------------------
  3012. # Game Drop
  3013. #------------------------------------------------------------------------------
  3014. class Game_Drop < Game_Character
  3015.  
  3016. attr_accessor :draw
  3017. attr_accessor :destroy
  3018. attr_accessor :character_name
  3019. attr_accessor :character_index
  3020.  
  3021. def initialize(parent, character_index=0, item=nil, gold=0)
  3022. super()
  3023. @character_name = "IconSet"
  3024. @character_index = character_index
  3025. @item = item
  3026. @gold = gold
  3027. @drop_time = $Requiem_ABS.drop_duration_time
  3028. moveto(parent.x, parent.y)
  3029. RPG::SE.new($Requiem_ABS.drop_se[0]).play if $Requiem_ABS.drop_se[0] != "" and @gold > 0
  3030. RPG::SE.new($Requiem_ABS.drop_se[1]).play if $Requiem_ABS.drop_se[1] != "" and @items != nil
  3031. @destroy = false
  3032. @draw = false
  3033. jump(0,0)
  3034. move_random if !moving?
  3035. end
  3036.  
  3037. def update
  3038. super
  3039. return if @destroy
  3040. @drop_time -= 1 if @drop_time > 0
  3041. @destroy = (@drop_time <= 0)
  3042. return unless Input.trigger?(Input::C) and in_front?($game_player, self)
  3043. get_reward
  3044. end
  3045.  
  3046. def get_reward
  3047. Sound.play_decision
  3048. case @item
  3049. when RPG::Item
  3050. $game_party.gain_item($data_items[@item.id],1)
  3051. $game_player.reward = $data_items[@item.id].name
  3052. when RPG::Weapon
  3053. $game_party.gain_item($data_weapons[@item.id],1)
  3054. $game_player.reward = $data_weapons[@item.id].name
  3055. when RPG::Armor
  3056. $game_party.gain_item($data_armors[@item.id],1)
  3057. $game_player.reward = $data_armors[@item.id].name
  3058. end
  3059. if @gold > 0
  3060. $game_party.gain_gold(@gold)
  3061. $game_player.reward = "#{Vocab.gold} #{@gold}"
  3062. end
  3063. @destroy = true
  3064. end
  3065.  
  3066. def screen_z
  3067. return $game_player.screen_z-2
  3068. end
  3069.  
  3070. end
  3071.  
  3072. #------------------------------------------------------------------------------
  3073. # Sprite Base
  3074. #------------------------------------------------------------------------------
  3075. class Sprite_Base
  3076.  
  3077. attr_reader :animation_duration
  3078.  
  3079. alias requiem_abs_spbase_initialize initialize
  3080. alias requiem_abs_spbase_update update
  3081. alias requiem_abs_spbase_dispose dispose
  3082.  
  3083. def initialize(viewport = nil)
  3084. requiem_abs_spbase_initialize(viewport)
  3085. @_damage_duration = 0
  3086. @_hit_duration = 0
  3087. @_reward_duration = 0
  3088. end
  3089.  
  3090. def update
  3091. requiem_abs_spbase_update
  3092. update_show_dmg
  3093. update_show_hit
  3094. update_show_reward
  3095. end
  3096.  
  3097. def animation_set_sprites(frame)
  3098. cell_data = frame.cell_data
  3099. for i in 0...15
  3100. sprite = @animation_sprites[i]
  3101. next if sprite == nil
  3102. pattern = cell_data[i, 0]
  3103. if pattern == nil or pattern == -1
  3104. sprite.visible = false
  3105. next
  3106. end
  3107. if pattern < 100
  3108. sprite.bitmap = @animation_bitmap1
  3109. else
  3110. sprite.bitmap = @animation_bitmap2
  3111. end
  3112. sprite.visible = true
  3113. sprite.src_rect.set(pattern % 5 * 192, pattern % 100 / 5 * 192, 192, 192)
  3114. if @animation_mirror
  3115. sprite.x = @animation_ox - cell_data[i, 1] / $Requiem_ABS.animations_divide
  3116. sprite.y = @animation_oy + cell_data[i, 2] / $Requiem_ABS.animations_divide
  3117. sprite.angle = (360 - cell_data[i, 4])
  3118. sprite.mirror = (cell_data[i, 5] == 0)
  3119. else
  3120. sprite.x = @animation_ox + cell_data[i, 1] / $Requiem_ABS.animations_divide
  3121. sprite.y = @animation_oy + cell_data[i, 2] / $Requiem_ABS.animations_divide
  3122. sprite.angle = cell_data[i, 4]
  3123. sprite.mirror = (cell_data[i, 5] == 1)
  3124. end
  3125. sprite.z = self.z + 300 + i
  3126. sprite.ox = 96
  3127. sprite.oy = 96
  3128. sprite.zoom_x = cell_data[i, 3] / (100.0 * $Requiem_ABS.animations_divide)
  3129. sprite.zoom_y = cell_data[i, 3] / (100.0 * $Requiem_ABS.animations_divide)
  3130. sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
  3131. sprite.blend_type = cell_data[i, 7]
  3132. end
  3133. end
  3134.  
  3135. def update_show_dmg
  3136. if @_damage_duration > 0
  3137. @_damage_duration -=1
  3138. @_damage_sprite.y -= 1
  3139. @_damage_sprite.x = self.x
  3140. elsif @_damage_duration <= 0 and @_damage_sprite != nil and !@_damage_sprite.disposed?
  3141. @_damage_sprite.y -= 1
  3142. @_damage_sprite.opacity -= 5
  3143. dispose_damage if @_damage_sprite.opacity <= 0
  3144. end
  3145. if @character.actor != nil and @character.actor.damage != 0
  3146. return if @character.is_a?(Game_Event) and @character.puzzle
  3147. damage(@character.actor.damage, @character.actor.critical, @character.actor.combo, @character.actor.reflect)
  3148. @character.actor.damage = 0
  3149. @character.actor.critical = @character.actor.combo = @character.actor.reflect = false
  3150. end
  3151. end
  3152.  
  3153. def update_show_hit
  3154. if @_hit_duration > 0
  3155. @_hit_duration -=1
  3156. elsif @_hit_duration <= 0 and @_hit_sprite != nil and !@_hit_sprite.disposed?
  3157. @_hit_sprite.opacity -= 5
  3158. dispose_hit if @_hit_sprite.opacity <= 0
  3159. end
  3160. if @character.is_a?(Game_Player) and @character.hit != nil
  3161. hit(@character.hit)
  3162. @character.hit = nil
  3163. end
  3164. end
  3165.  
  3166. def update_show_reward
  3167. if @_reward_duration > 0
  3168. @_reward_duration -= 1
  3169. elsif @_reward_duration <= 0 and @_reward_sprite != nil and !@_reward_sprite.disposed?
  3170. @_reward_sprite.opacity -= 5
  3171. dispose_reward if @_reward_sprite.opacity <= 0
  3172. end
  3173. if $game_player.reward != nil and $Requiem_ABS.show_reward
  3174. reward($game_player.reward)
  3175. $game_player.reward = nil
  3176. end
  3177. end
  3178.  
  3179. def update_show_state_ani
  3180. return if @character.actor.nil?
  3181. for state in @character.actor.states
  3182. next if state.nil? or state.animation_id <= 0
  3183. if @character.ani_time <= 0
  3184. @character.animation_id = state.animation_id
  3185. @character.ani_time = $data_animations[@character.animation_id].frame_max * 4 + 1
  3186. end
  3187. end
  3188. end
  3189.  
  3190. def damage(value, critical, combo, reflect)
  3191. dispose_damage
  3192. damage_string = (value.is_a?(Numeric) ? value.abs.to_s : value.to_s)
  3193. bitmap = Bitmap.new(160, ($Requiem_ABS.damage_properties["Damage"][1]*2)+10)
  3194. bitmap.font.name = $Requiem_ABS.damage_properties["Damage"][0]
  3195. bitmap.font.size = $Requiem_ABS.damage_properties["Damage"][1]
  3196. bitmap.font.bold = $Requiem_ABS.damage_properties["Damage"][2]
  3197. bitmap.font.italic = $Requiem_ABS.damage_properties["Damage"][3]
  3198. bitmap.font.shadow = false
  3199. if value.is_a?(Numeric) and value <= 0
  3200. color = $Requiem_ABS.damage_properties["Colors"][1]
  3201. else
  3202. color = $Requiem_ABS.damage_properties["Colors"][0]
  3203. end
  3204. bitmap.draw_outlined_text(0, bitmap.font.size+5, bitmap.width, bitmap.font.size, damage_string, 1, color)
  3205. if reflect
  3206. color = $Requiem_ABS.damage_properties["Colors"][5]
  3207. bitmap.draw_outlined_text(0, 0, bitmap.width, bitmap.font.size, $Requiem_ABS.damage_properties["Texts"][6], 1, color)
  3208. elsif combo
  3209. color = $Requiem_ABS.damage_properties["Colors"][3]
  3210. bitmap.draw_outlined_text(0, 0, bitmap.width, bitmap.font.size,$Requiem_ABS.damage_properties["Texts"][2], 1, color)
  3211. elsif critical
  3212. color = $Requiem_ABS.damage_properties["Colors"][2]
  3213. bitmap.draw_outlined_text(0, 0, bitmap.width, bitmap.font.size, $Requiem_ABS.damage_properties["Texts"][1], 1, color)
  3214. end
  3215. @_damage_sprite = Sprite.new(self.viewport)
  3216. @_damage_sprite.bitmap = bitmap
  3217. @_damage_sprite.ox = bitmap.width/2
  3218. @_damage_sprite.oy = bitmap.height*2
  3219. @_damage_sprite.x = self.x
  3220. @_damage_sprite.y = self.y
  3221. @_damage_sprite.z = 999999
  3222. @_damage_duration = 30
  3223. end
  3224.  
  3225. def hit(value)
  3226. dispose_hit
  3227. hit_string = (value.is_a?(Numeric) ? value.abs.to_s : value.to_s)
  3228. bitmap = Bitmap.new(160, $Requiem_ABS.damage_properties["Hits"][1])
  3229. bitmap.font.name = $Requiem_ABS.damage_properties["Hits"][0]
  3230. bitmap.font.size = $Requiem_ABS.damage_properties["Hits"][1]
  3231. bitmap.font.bold = $Requiem_ABS.damage_properties["Hits"][2]
  3232. bitmap.font.italic = $Requiem_ABS.damage_properties["Hits"][3]
  3233. bitmap.font.shadow = false
  3234. color = $Requiem_ABS.damage_properties["Colors"][4]
  3235. bitmap.draw_outlined_text(0, 0, bitmap.width, bitmap.font.size,"#{hit_string}" "#{$Requiem_ABS.damage_properties["Texts"][5]}", 2, color)
  3236. @_hit_sprite = Sprite.new(self.viewport)
  3237. @_hit_sprite.bitmap = bitmap
  3238. @_hit_sprite.x = Graphics.width-bitmap.width-10
  3239. @_hit_sprite.y = (Graphics.height/2)-bitmap.font.size
  3240. @_hit_sprite.z = 999999
  3241. @_hit_duration = 60
  3242. end
  3243.  
  3244. def reward(reward)
  3245. dispose_reward
  3246. bitmap = Bitmap.new(200, $Requiem_ABS.damage_properties["Reward"][1])
  3247. bitmap.font.name = $Requiem_ABS.damage_properties["Reward"][0]
  3248. bitmap.font.size = $Requiem_ABS.damage_properties["Reward"][1]
  3249. bitmap.font.bold = $Requiem_ABS.damage_properties["Reward"][2]
  3250. bitmap.font.italic = $Requiem_ABS.damage_properties["Reward"][3]
  3251. bitmap.font.shadow = false
  3252. color = $Requiem_ABS.damage_properties["Colors"][0]
  3253. bitmap.draw_outlined_text(0, 0, bitmap.width, bitmap.font.size, reward, 0, color)
  3254. @_reward_sprite = Sprite.new(self.viewport)
  3255. @_reward_sprite.bitmap = bitmap
  3256. @_reward_sprite.x = 10
  3257. @_reward_sprite.y = (Graphics.height/2)-bitmap.font.size
  3258. @_reward_sprite.z = 999999
  3259. @_reward_duration = 300
  3260. end
  3261.  
  3262. def dispose
  3263. requiem_abs_spbase_dispose
  3264. dispose_damage
  3265. dispose_hit
  3266. dispose_reward
  3267. end
  3268.  
  3269. def dispose_damage
  3270. return if @_damage_sprite.nil?
  3271. @_damage_sprite.bitmap.dispose
  3272. @_damage_sprite.dispose
  3273. @_damage_sprite = nil
  3274. end
  3275.  
  3276. def dispose_hit
  3277. return if @_hit_sprite.nil?
  3278. @_hit_sprite.bitmap.dispose
  3279. @_hit_sprite.dispose
  3280. @_hit_sprite = nil
  3281. end
  3282.  
  3283. def dispose_reward
  3284. return if @_reward_sprite.nil?
  3285. @_reward_sprite.bitmap.dispose
  3286. @_reward_sprite.dispose
  3287. @_reward_sprite = nil
  3288. end
  3289.  
  3290. end
  3291.  
  3292. #------------------------------------------------------------------------------
  3293. # Sprite Drop
  3294. #------------------------------------------------------------------------------
  3295. class Sprite_Drop < Sprite_Base
  3296.  
  3297. attr_accessor :character
  3298.  
  3299. def initialize(viewport, character=nil)
  3300. super(viewport)
  3301. @character = character
  3302. update
  3303. end
  3304.  
  3305. def update
  3306. super
  3307. update_bitmap
  3308. self.x = @character.screen_x
  3309. self.y = @character.screen_y
  3310. self.z = @character.screen_z
  3311. self.opacity = @character.opacity
  3312. self.blend_type = @character.blend_type
  3313. self.bush_depth = @character.bush_depth
  3314. if @character.animation_id != 0
  3315. start_animation($data_animations[@character.animation_id])
  3316. @character.animation_id = 0
  3317. end
  3318. end
  3319.  
  3320. def update_bitmap
  3321. return if @character_name == @character.character_name
  3322. @character_name = @character.character_name
  3323. self.bitmap = Cache.system(@character_name)
  3324. self.ox = 12
  3325. self.oy = 24
  3326. sx = @character.character_index % 16 * 24
  3327. sy = @character.character_index / 16 * 24
  3328. self.src_rect.set(sx, sy, 24, 24)
  3329. end
  3330.  
  3331. end
  3332.  
  3333. #------------------------------------------------------------------------------
  3334. # Sprite Weapon
  3335. #------------------------------------------------------------------------------
  3336. class Sprite_Weapon < Sprite_Base
  3337.  
  3338. attr_accessor :character
  3339.  
  3340. def initialize(viewport, character=nil)
  3341. super(viewport)
  3342. @character = character
  3343. self.visible = false
  3344. create_bitmap
  3345. update
  3346. end
  3347.  
  3348. def update
  3349. super
  3350. return unless $Requiem_ABS.allow_weapons_graphics
  3351. return if @character.actor.nil?
  3352. return if @character.is_a?(Game_Ally) and @character.map_id != $game_map.map_id
  3353. self.visible = (@character.anime_attack > 0)
  3354. update_src_rect
  3355. update_movement
  3356. end
  3357.  
  3358. def create_bitmap
  3359. self.bitmap = Cache.system("Iconset")
  3360. self.ox = 12
  3361. self.oy = 24
  3362. self.zoom_x = 0.80
  3363. self.zoom_y = 0.80
  3364. end
  3365.  
  3366. def update_src_rect
  3367. sx = weapon_index % 16 * 24
  3368. sy = weapon_index / 16 * 24
  3369. self.src_rect.set(sx, sy, 24, 24)
  3370. end
  3371.  
  3372. def update_movement
  3373. case @character.direction
  3374. when 2
  3375. self.x = @character.screen_x-6
  3376. self.z = @character.screen_z+2
  3377. self.mirror = false
  3378. change_angle(180, 135, 90)
  3379. when 4
  3380. self.x = @character.screen_x-10
  3381. self.z = @character.screen_z-1
  3382. self.mirror = false
  3383. change_angle(-45, 0, 45)
  3384. when 6
  3385. self.x = @character.screen_x+10
  3386. self.z = @character.screen_z+2
  3387. self.mirror = true
  3388. change_angle(45, 0, -45)
  3389. when 8
  3390. self.x = @character.screen_x+10
  3391. self.z = @character.screen_z-1
  3392. self.mirror = true
  3393. change_angle(45, 0, -45)
  3394. end
  3395. self.y = @character.screen_y-4
  3396. self.opacity = @character.opacity
  3397. self.blend_type = @character.blend_type
  3398. self.bush_depth = @character.bush_depth
  3399. end
  3400.  
  3401. def change_angle(a, b, c)
  3402. if @character.anime_attack >= 20
  3403. self.angle = a
  3404. elsif @character.anime_attack >= 15
  3405. self.angle = b
  3406. elsif @character.anime_attack >= 10
  3407. self.angle = c
  3408. end
  3409. end
  3410.  
  3411. def weapon_index
  3412. return 0 if @character.actor.nil?
  3413. if @character.actor.is_a?(Game_Actor) and @character.right_attack_on and @character.actor.equips[0] != nil
  3414. return @character.actor.equips[0].icon_index
  3415. elsif @character.actor.is_a?(Game_Actor) and @character.left_attack_on
  3416. if @character.actor.two_swords_style and @character.actor.equips[1] != nil
  3417. return @character.actor.equips[1].icon_index
  3418. elsif @character.actor.two_hands_legal? and @character.actor.equips[0] != nil and @character.actor.equips[0].ranged?
  3419. return @character.actor.equips[0].icon_index
  3420. end
  3421. elsif @character.actor.is_a?(Game_Enemy) and @character.actor.weapon_icon > 0
  3422. return @character.actor.weapon_icon
  3423. end
  3424. return 0
  3425. end
  3426.  
  3427. end
  3428.  
  3429. #------------------------------------------------------------------------------
  3430. # Sprite Shield
  3431. #------------------------------------------------------------------------------
  3432. class Sprite_Shield < Sprite_Base
  3433.  
  3434. attr_accessor :character
  3435.  
  3436. def initialize(viewport, character = nil)
  3437. super(viewport)
  3438. @character = character
  3439. self.visible = false
  3440. create_bitmap
  3441. update
  3442. end
  3443.  
  3444. def update
  3445. super
  3446. return unless $Requiem_ABS.allow_shields_graphics
  3447. return if @character.actor.nil?
  3448. return if @character.is_a?(Game_Ally) and @character.map_id != $game_map.map_id
  3449. self.visible = @character.actor.defending
  3450. update_src_rect
  3451. update_movement
  3452. moving_with_shield
  3453. end
  3454.  
  3455. def create_bitmap
  3456. self.bitmap = Cache.system("Iconset")
  3457. self.ox = 12
  3458. self.oy = 24
  3459. self.zoom_x = 0.80
  3460. self.zoom_y = 0.80
  3461. end
  3462.  
  3463. def update_src_rect
  3464. sx = shield_index % 16 * 24
  3465. sy = shield_index / 16 * 24
  3466. self.src_rect.set(sx, sy, 24, 24)
  3467. end
  3468.  
  3469. def update_movement
  3470. case @character.direction
  3471. when 2
  3472. self.mirror = true
  3473. self.x = @character.screen_x+6
  3474. self.z = @character.screen_z+1
  3475. when 4
  3476. self.mirror = false
  3477. self.x = @character.screen_x-6
  3478. self.z = @character.screen_z+1
  3479. when 6
  3480. self.mirror = true
  3481. self.x = @character.screen_x+6
  3482. self.z = @character.screen_z-1
  3483. when 8
  3484. self.mirror = false
  3485. self.x = @character.screen_x-6
  3486. self.z = @character.screen_z-1
  3487. end
  3488. self.y = @character.screen_y
  3489. self.opacity = @character.opacity
  3490. self.blend_type = @character.blend_type
  3491. self.bush_depth = @character.bush_depth
  3492. end
  3493.  
  3494. def moving_with_shield
  3495. if @character.moving?
  3496. self.wave_amp = 1
  3497. self.wave_length = 1
  3498. self.wave_speed = 6
  3499. else
  3500. self.wave_amp = 0
  3501. end
  3502. end
  3503.  
  3504. def shield_index
  3505. return 0 if @character.actor.nil?
  3506. if @character.actor.is_a?(Game_Actor) and [email protected]_swords_style and @character.actor.armor1_id > 0
  3507. return @character.actor.armors[0].icon_index
  3508. elsif @character.actor.is_a?(Game_Enemy) and @character.actor.shield_icon > 0
  3509. return @character.actor.shield_icon
  3510. end
  3511. return 0
  3512. end
  3513.  
  3514. end
  3515.  
  3516. #------------------------------------------------------------------------------
  3517. # Spriteset Map
  3518. #------------------------------------------------------------------------------
  3519. class Spriteset_Map
  3520.  
  3521. alias requiem_abs_sp_map_create_characters create_characters
  3522. alias requiem_abs_sp_map_dispose_characters dispose_characters
  3523.  
  3524. def create_characters
  3525. @allies_sprites = []
  3526. for ally in $game_allies.compact
  3527. @allies_sprites.push(Sprite_Character.new(@viewport1, ally))
  3528. end
  3529. @range_sprites = []
  3530. for range in $game_range.compact
  3531. next unless $game_map.in_range?(range)
  3532. @range_sprites.push(Sprite_Character.new(@viewport1, range))
  3533. end
  3534. @drop_sprites = []
  3535. for drop in $game_drop.compact
  3536. next unless $game_map.in_range?(drop)
  3537. @drop_sprites.push(Sprite_Drop.new(@viewport1, drop))
  3538. end
  3539. for bomb in $game_bomb.compact
  3540. next unless $game_map.in_range?(bomb)
  3541. @drop_sprites.push(Sprite_Drop.new(@viewport1, bomb))
  3542. end
  3543. @weapon_sprites = []
  3544. @shield_sprites = []
  3545. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, $game_player))
  3546. @shield_sprites.push(Sprite_Shield.new(@viewport1, $game_player))
  3547. for ally in $game_allies.compact
  3548. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, ally))
  3549. @shield_sprites.push(Sprite_Shield.new(@viewport1, ally))
  3550. end
  3551. for i in $game_map.events.keys.sort
  3552. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, $game_map.events[i]))
  3553. @shield_sprites.push(Sprite_Shield.new(@viewport1, $game_map.events[i]))
  3554. end
  3555. @monsters_sprites = []
  3556. for monster in $game_monsters.compact
  3557. @monsters_sprites.push(Sprite_Character.new(@viewport1, monster))
  3558. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, monster))
  3559. @shield_sprites.push(Sprite_Shield.new(@viewport1, monster))
  3560. end
  3561. requiem_abs_sp_map_create_characters
  3562. end
  3563.  
  3564. def update_characters
  3565. for sprite in @character_sprites
  3566. if sprite.character.is_a?(Game_Event)
  3567. sprite.update if $game_map.in_range?(sprite.character)
  3568. else
  3569. sprite.update
  3570. end
  3571. end
  3572. for ally in @allies_sprites.compact
  3573. if ally.character.destroy and !ally.disposed?
  3574. ally.dispose
  3575. $game_allies.delete(ally.character)
  3576. @allies_sprites.delete(ally)
  3577. elsif !ally.disposed?
  3578. ally.update if $game_map.in_range?(ally.character)
  3579. end
  3580. end
  3581. for monster in @monsters_sprites.compact
  3582. if monster.character.destroy and !monster.character.respawn and !monster.disposed?
  3583. monster.dispose
  3584. $game_monsters.delete(monster.character)
  3585. @monsters_sprites.delete(monster)
  3586. elsif !monster.disposed?
  3587. monster.update if $game_map.in_range?(monster.character)
  3588. end
  3589. end
  3590. for range in @range_sprites.compact
  3591. if range.character.destroy and !range.disposed?
  3592. range.dispose
  3593. $game_range.delete(range.character)
  3594. @range_sprites.delete(range)
  3595. elsif !range.disposed?
  3596. range.update if $game_map.in_range?(range.character)
  3597. end
  3598. end
  3599. for drop in @drop_sprites.compact
  3600. if drop.character.destroy and !drop.disposed?
  3601. drop.update
  3602. drop.character.character_name = ""
  3603. unless drop.animation?
  3604. drop.dispose
  3605. $game_drop.delete(drop.character)
  3606. $game_bomb.delete(drop.character)
  3607. @drop_sprites.delete(drop)
  3608. end
  3609. elsif !drop.disposed?
  3610. drop.update if $game_map.in_range?(drop.character)
  3611. end
  3612. end
  3613. for ally in $game_allies.compact
  3614. next if ally.draw
  3615. @allies_sprites.push(Sprite_Character.new(@viewport1, ally))
  3616. @weapon_sprites.push(Sprite_Weapon.new(@viewport1, ally))
  3617. @shield_sprites.push(Sprite_Shield.new(@viewport1 ,ally))
  3618. ally.draw = true
  3619. end
  3620. for range in $game_range.compact
  3621. next unless $game_map.in_range?(range)
  3622. next if range.draw
  3623. @range_sprites.push(Sprite_Character.new(@viewport1, range))
  3624. range.draw = true
  3625. end
  3626. for drop in $game_drop.compact
  3627. next unless $game_map.in_range?(drop)
  3628. next if drop.draw
  3629. @drop_sprites.push(Sprite_Drop.new(@viewport1, drop))
  3630. drop.draw = true
  3631. end
  3632. for bomb in $game_bomb.compact
  3633. next unless $game_map.in_range?(bomb)
  3634. next if bomb.draw
  3635. @drop_sprites.push(Sprite_Drop.new(@viewport1, bomb))
  3636. bomb.draw = true
  3637. end
  3638. for weapon in @weapon_sprites.compact
  3639. next unless $game_map.in_range?(weapon.character)
  3640. weapon.update
  3641. end
  3642. for shield in @shield_sprites.compact
  3643. next unless $game_map.in_range?(shield.character)
  3644. shield.update
  3645. end
  3646. end
  3647.  
  3648. def dispose_characters
  3649. requiem_abs_sp_map_dispose_characters
  3650. @allies_sprites.compact.each { |i| i.dispose }
  3651. @monsters_sprites.compact.each { |i| i.dispose }
  3652. @range_sprites.compact.each { |i| i.dispose }
  3653. @drop_sprites.compact.each { |i| i.dispose }
  3654. @weapon_sprites.compact.each { |i| i.dispose }
  3655. @shield_sprites.compact.each { |i| i.dispose }
  3656. end
  3657.  
  3658. def refresh_characters
  3659. dispose_characters
  3660. create_characters
  3661. end
  3662.  
  3663. end
  3664.  
  3665. #------------------------------------------------------------------------------
  3666. # Window Base
  3667. #------------------------------------------------------------------------------
  3668. class Window_Base < Window
  3669.  
  3670. def draw_actor_head(actor, x, y, enabled=true)
  3671. char_name = actor.character_name
  3672. char_index = actor.character_index
  3673. bitmap = Cache.character(char_name)
  3674. sign = char_name[/^[\!\$]./]
  3675. if sign != nil and sign.include?('$')
  3676. cw = bitmap.width / 3
  3677. ch = bitmap.height / 4
  3678. else
  3679. cw = bitmap.width / 12
  3680. ch = bitmap.height / 8
  3681. end
  3682. enbl = (enabled ? 255 : 128)
  3683. src_rect = Rect.new((char_index%4*3+1)*cw, (char_index/4*4)*ch, cw, ch/3*2)
  3684. self.contents.blt(x, y, bitmap, src_rect, enbl)
  3685. end
  3686.  
  3687. end
  3688.  
  3689. #------------------------------------------------------------------------------
  3690. # Scene Title
  3691. #------------------------------------------------------------------------------
  3692. class Scene_Title < Scene_Base
  3693.  
  3694. alias requiem_abs_scenetitle_create_game_objects create_game_objects
  3695. alias requiem_abs_scenetitle_command_new_game command_new_game
  3696.  
  3697. def create_game_objects
  3698. $game_monsters = []
  3699. $game_allies = []
  3700. $game_range = []
  3701. $game_drop = []
  3702. $game_bomb = []
  3703. requiem_abs_scenetitle_create_game_objects
  3704. $Requiem_ABS = Requiem_ABS.new
  3705. end
  3706.  
  3707. def command_new_game
  3708. requiem_abs_scenetitle_command_new_game
  3709. for ally in $game_allies.compact
  3710. ally.map_id = $data_system.start_map_id
  3711. ally.moveto($data_system.start_x, $data_system.start_y)
  3712. ally.move_random
  3713. end
  3714. end
  3715.  
  3716. end
  3717.  
  3718. #------------------------------------------------------------------------------
  3719. # Scene Map
  3720. #------------------------------------------------------------------------------
  3721. class Scene_Map < Scene_Base
  3722.  
  3723. alias requiem_abs_scenemap_update update
  3724.  
  3725. def update
  3726. requiem_abs_scenemap_update
  3727. for ally in $game_allies.compact
  3728. ally.update if $game_map.in_range?(ally)
  3729. end
  3730. for monster in $game_monsters.compact
  3731. monster.update if $game_map.in_range?(monster)
  3732. end
  3733. for range in $game_range.compact
  3734. range.update if $game_map.in_range?(range)
  3735. end
  3736. for drop in $game_drop.compact
  3737. drop.update if $game_map.in_range?(drop)
  3738. end
  3739. for bomb in $game_bomb.compact
  3740. bomb.update if $game_map.in_range?(bomb)
  3741. end
  3742. end
  3743.  
  3744. def update_encounter
  3745. end
  3746.  
  3747. def refresh_sprites
  3748. @spriteset.refresh_characters
  3749. Cache.clear
  3750. end
  3751.  
  3752. end
  3753.  
  3754. #------------------------------------------------------------------------------
  3755. # Scene Item
  3756. #------------------------------------------------------------------------------
  3757. class Window_Item < Window_Selectable
  3758.  
  3759. def update_help
  3760. if $scene.is_a?(Scene_Item) and $scene.message != ""
  3761. @help_window.set_text($scene.message)
  3762. else
  3763. @help_window.set_text(item == nil ? "" : item.description)
  3764. end
  3765. end
  3766.  
  3767. end
  3768.  
  3769. #------------------------------------------------------------------------------
  3770. class Scene_Item < Scene_Base
  3771.  
  3772. attr_accessor :message
  3773. attr_accessor :delay
  3774.  
  3775. alias requiem_abs_sitem_start start
  3776. alias requiem_abs_sitem_update update
  3777. alias requiem_abs_sitem_update_item_selection update_item_selection
  3778.  
  3779. def start
  3780. requiem_abs_sitem_start
  3781. @actor = $game_party.members[0]
  3782. @message = ""
  3783. @delay = 0
  3784. end
  3785.  
  3786. def update
  3787. requiem_abs_sitem_update
  3788. if @delay <= 0
  3789. @message = ""
  3790. else
  3791. @delay -= 1
  3792. end
  3793. end
  3794.  
  3795. def update_item_selection
  3796. requiem_abs_sitem_update_item_selection
  3797. for button in @actor.item_hotkeys.keys
  3798. next unless @item_window.item.is_a?(RPG::Item)
  3799. next unless Input.trigger?(button)
  3800. Sound.play_decision
  3801. @actor.item_hotkeys[button] = @item_window.item.id
  3802. @message = $Requiem_ABS.memorized_text
  3803. @delay = 120
  3804. end
  3805. end
  3806.  
  3807. end
  3808.  
  3809. #------------------------------------------------------------------------------
  3810. # Scene Skill
  3811. #------------------------------------------------------------------------------
  3812. class Window_Skill < Window_Selectable
  3813.  
  3814. def update_help
  3815. if $scene.is_a?(Scene_Skill) and $scene.message != ""
  3816. @help_window.set_text($scene.message)
  3817. else
  3818. @help_window.set_text(skill == nil ? "" : skill.description)
  3819. end
  3820. end
  3821.  
  3822. end
  3823.  
  3824. #------------------------------------------------------------------------------
  3825. class Scene_Skill < Scene_Base
  3826.  
  3827. attr_accessor :message
  3828. attr_accessor :delay
  3829.  
  3830. alias requiem_abs_sskill_start start
  3831. alias requiem_abs_sskill_update update
  3832. alias requiem_abs_sskill_update_skill_selection update_skill_selection
  3833.  
  3834. def start
  3835. requiem_abs_sskill_start
  3836. @message = ""
  3837. @delay = 0
  3838. end
  3839.  
  3840. def update
  3841. requiem_abs_sskill_update
  3842. if @delay <= 0
  3843. @message = ""
  3844. else
  3845. @delay -= 1
  3846. end
  3847. end
  3848.  
  3849. def update_skill_selection
  3850. requiem_abs_sskill_update_skill_selection
  3851. for button in @actor.skill_hotkeys.keys
  3852. next unless Input.trigger?(button)
  3853. Sound.play_decision
  3854. @actor.skill_hotkeys[button] = @skill_window.skill.id
  3855. @message = $Requiem_ABS.memorized_text
  3856. @delay = 120
  3857. end
  3858. end
  3859.  
  3860. end
  3861.  
  3862. #------------------------------------------------------------------------------
  3863. # Scene File
  3864. #------------------------------------------------------------------------------
  3865. class Scene_File < Scene_Base
  3866.  
  3867. alias requiem_abs_sfile_do_load do_load
  3868. alias requiem_abs_sfile_write_save_data write_save_data
  3869. alias requiem_abs_sfile_read_save_data read_save_data
  3870.  
  3871. def do_load
  3872. requiem_abs_sfile_do_load
  3873. $game_player.refresh
  3874. for ally in $game_allies.compact
  3875. ally.refresh
  3876. end
  3877. end
  3878.  
  3879. def write_save_data(file)
  3880. requiem_abs_sfile_write_save_data(file)
  3881. Marshal.dump($game_allies, file)
  3882. Marshal.dump($game_monsters, file)
  3883. Marshal.dump($game_range, file)
  3884. Marshal.dump($game_drop, file)
  3885. Marshal.dump($game_bomb, file)
  3886. end
  3887.  
  3888. def read_save_data(file)
  3889. requiem_abs_sfile_read_save_data(file)
  3890. $game_allies = Marshal.load(file)
  3891. $game_monsters = Marshal.load(file)
  3892. $game_range = Marshal.load(file)
  3893. $game_drop = Marshal.load(file)
  3894. $game_bomb = Marshal.load(file)
  3895. end
  3896.  
  3897. end
  3898.  
  3899. #------------------------------------------------------------------------------
  3900. # End of ABS
  3901. #------------------------------------------------------------------------------
  3902. end
  3903.  
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