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Ao no Kiseki CBS 1

Apr 2nd, 2012
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  1. #==============================================================================
  2. # ■ Ao no Kiseki Custom Battle System 17_2
  3. #   @version 0.28 12/03/08
  4. #   @author Saba Kan
  5. #   @translator kirinelf
  6. #------------------------------------------------------------------------------
  7. #  
  8. # ■ Usage
  9. #  ★★★★The skills numbered 001-010 in the database are needed.★★★★
  10. #  Please copy them and edit those copies instead.
  11. #
  12. #   Attack (001)   … Sets up charge times and delays for normal attacks.
  13. #                    If <delay> and <charge> tags aren't specified in a skill,
  14. #                    The values defined here will be used.
  15. #   Guard (002)    … The delay after guarding.
  16. #   Escape (003    … The delay after a failed escape.
  17. #   Battle Start (004) … The initial delay for each actor at the start of battle.
  18. #   Revive (005)   … The delay after being revived from death.
  19. #   Cancel (006)   … The delay after being interrupted.
  20. #   Pre-emptive Strike (007) … The same as Battle Start, but used for
  21. #                              preemptive strikes.
  22. #   Stop Movement(008) … The delay after recovering from a status effect
  23. #                        that makes you unable to move.
  24. #
  25. #  ★★★★Graphics Needed★★★★
  26. #   Please copy the contents of "Graphics/System" folder into your own.
  27. #   Also, if you want to erase the targetting image when an enemy is
  28. #   targetting an ally, please replace 'Target.png' with a transparent
  29. #   image.
  30. #
  31. # ■ Tags that can be placed in skill and item notetags.
  32. #   For more information, look at the sample skills.
  33. #   <delay> n  … The delay after using a skill.
  34. #                (Time taken before you can act again).
  35. #   <charge> n … How long it takes to charge/channel the skill before it's used.
  36. #   <chargemsg> string  … The message to show when the character
  37. #                         starts charging a skill.
  38. #                         Only used with a skill that has <charge>.
  39. #   <state> n     …   ID of the state to be inflicted on the character
  40. #                     charging the skill.
  41. #                     Removed when the skill finishes charging and is used.
  42. #                     Only used with a skill that has <charge>.
  43. #   <statescope> string  …  The targets affected by the state. Can have two
  44. #                           different strings: allenemies and allallies.
  45. #                           Both can be used together.
  46. #   <cancel>         …    Allows this skill/item to interrupt enemy skills.
  47. #   <cancelrate> n …  When <cancel> is used in a notetag, this determines
  48. #                               interruption rate. 100% rate when n = 100.
  49. #   <nocancel>       …  This skill can't be interrupted.
  50. #   <slow> n           …  This tag allows you to have skills that affect a actor's
  51. #                       turn directly.
  52. #                     For example: '<slow> 5' moves the actor's turn 5 turns down.
  53. #                             Can be negative to speed up actors.
  54. #   <slowrate> n     …    When <slow> is used in a notetag, this determines
  55. #                     delay rate. 100% rate when n = 100.
  56. #
  57. # ■ A summary of tags that can be placed in actor and enemy notetags.
  58. #   <nocancel> … This character can't be interrupted.
  59. #   <noslow>  … This character can't be slowed.
  60. #
  61. #==============================================================================
  62. module Saba
  63.   module Kiseki
  64.     # Default enemy unit graphic if not defined in enemy notetag.
  65.     DEFAULT_MONSTER_GRAPHIC_NAME = "Monster1"
  66.    
  67.     # Index number of the above.
  68.     DEFAULT_MONSTER_GRAPHIC_INDEX = 3
  69.    
  70.     # This sets the notetag to be used to define monster graphics.
  71.     # Enter like this in an enemy's notetag:
  72.       # <GRAPHIC_MARKER> <Filename> <index>
  73.       # E.g. GRAPHIC Monster2 2
  74.     GRAPHIC_MARKER = "GRAPHIC"
  75.    
  76.     # Influences the speed of actors. Please use an integer above 0. Percentage.
  77.     # Default: 100, 1.2x Faster: 120, Half Speed: 50
  78.     SPEED_INFLUENCE = 100 # %
  79.    
  80.     # Debug message display
  81.     # Allows you to view the agility and speed correction values of the actors
  82.       # I think, from looking at the code, it prints out your characters' agility,
  83.       # then the relative speed for the battle or something.
  84.     DEBUG = false
  85.    
  86.     # Default skill preparation message.
  87.     DEFAULT_PREPARE_MSG = "%s is preparing to use %s!"
  88.    
  89.     # Charging SE
  90.     OPERATE_SE_FILE = "Audio/SE/Heal4"
  91.     # Charging SE Volume
  92.     OPERATE_SE_VOLUME = 80
  93.     # Charging SE Pitch
  94.     OPERATE_SE_PITCH = 150
  95.   end
  96. end
  97.  
  98. #=========================================================================
  99. # Do not edit anything under this line unless you know what you're doing!
  100. #=========================================================================
  101.  
  102. class Scene_Battle
  103.   include Saba::Kiseki
  104.   #--------------------------------------------------------------------------
  105.   # ● 開始処理
  106.   #--------------------------------------------------------------------------
  107.   alias saba_kiseki_start start
  108.   def start
  109.     $game_party.clear_results
  110.     calculate_battlers_speed
  111.     OrderManager.init_unit
  112.     saba_kiseki_start
  113.   end
  114.   #--------------------------------------------------------------------------
  115.   # ○ バトラーの速度偏差値を求めます。
  116.   #--------------------------------------------------------------------------
  117.   def calculate_battlers_speed
  118.     battlers = $game_party.battle_members + $game_troop.members
  119.    
  120.     total = 0.0
  121.     for battler in battlers
  122.       total += battler.agi
  123.     end
  124.    
  125.     mean = total / battlers.size
  126.     standard_deviation = 0.0
  127.  
  128.     for battler in battlers
  129.       standard_deviation += (battler.agi - mean) * (battler.agi - mean)
  130.     end
  131.    
  132.     standard_deviation /= battlers.size
  133.     standard_deviation = Math.sqrt(standard_deviation)
  134.     for battler in battlers
  135.       if standard_deviation != 0
  136.         battler.spd = ((battler.agi - mean) / standard_deviation) * 10
  137.       else
  138.         battler.spd = 0
  139.       end
  140.       battler.spd *= (SPEED_INFLUENCE / 100.0)
  141.       battler.spd += 50
  142.       msgbox battler.name + " Agi:" + battler.agi.to_s + " Speed:" + battler.spd.to_i.to_s if DEBUG
  143.     end
  144.   end
  145.   #--------------------------------------------------------------------------
  146.   # ● パーティコマンド選択の開始
  147.   #--------------------------------------------------------------------------
  148.   def start_party_command_selection
  149.     unless scene_changing?
  150.       refresh_status
  151.       @status_window.unselect
  152.       @status_window.open
  153.       BattleManager.input_start
  154.       top_unit = OrderManager.top_unit
  155.       top_unit.battler.on_turn_start
  156.       refresh_status
  157.      
  158.       @log_window.display_auto_affected_status(top_unit.battler)
  159.       @log_window.wait_and_clear
  160.       next_command
  161.     end
  162.   end
  163.   #--------------------------------------------------------------------------
  164.   # ● フレーム更新
  165.   #--------------------------------------------------------------------------
  166.   alias saba_kiseki_battle_update_basic update_basic
  167.   def update_basic
  168.     saba_kiseki_battle_update_basic
  169.     OrderManager.update
  170.   end
  171.   #--------------------------------------------------------------------------
  172.   # ● スキルウィンドウの作成
  173.   #--------------------------------------------------------------------------
  174.   alias saba_kiseki_battle_create_skill_window create_skill_window
  175.   def create_skill_window
  176.     saba_kiseki_battle_create_skill_window
  177.     @skill_window.set_handler(:change, method(:update_forecast))
  178.   end
  179.   #--------------------------------------------------------------------------
  180.   # ● アイテムウィンドウの作成
  181.   #--------------------------------------------------------------------------
  182.   alias saba_kiseki_battle_create_item_window create_item_window
  183.   def create_item_window
  184.     saba_kiseki_battle_create_item_window
  185.     @item_window.set_handler(:change, method(:update_forecast))
  186.   end
  187.   #--------------------------------------------------------------------------
  188.   # ● アクターコマンドウィンドウの作成
  189.   #--------------------------------------------------------------------------
  190.   alias saba_kiseki_battle_create_actor_command_window create_actor_command_window
  191.   def create_actor_command_window
  192.     saba_kiseki_battle_create_actor_command_window
  193.     @actor_command_window.set_handler(:change, method(:update_forecast))
  194.   end
  195.   #--------------------------------------------------------------------------
  196.   # ● アクターウィンドウの作成
  197.   #--------------------------------------------------------------------------
  198.   alias saba_kiseki_battle_create_actor_window create_actor_window
  199.   def create_actor_window
  200.     saba_kiseki_battle_create_actor_window
  201.     @actor_window.set_handler(:change, method(:update_selection))
  202.   end
  203.   #--------------------------------------------------------------------------
  204.   # ● 敵キャラウィンドウの作成
  205.   #--------------------------------------------------------------------------
  206.   alias saba_kiseki_battle_create_enemy_window create_enemy_window
  207.   def create_enemy_window
  208.     saba_kiseki_battle_create_enemy_window
  209.     @enemy_window.set_handler(:change, method(:update_selection))
  210.   end
  211.   #--------------------------------------------------------------------------
  212.   # ○ 選択状態の更新
  213.   #--------------------------------------------------------------------------
  214.   def update_selection
  215.     OrderManager.clear_selection
  216.     OrderManager.select(@enemy_window.enemy) if @enemy_window.active
  217.     OrderManager.select(@actor_window.actor) if @actor_window.active
  218.   end
  219.   #--------------------------------------------------------------------------
  220.   # ○ 順番予測更新
  221.   #--------------------------------------------------------------------------
  222.   def update_forecast
  223.     OrderManager.clear_selection
  224.     actor = BattleManager.actor
  225.     case @actor_command_window.current_symbol
  226.       when :attack
  227.         item = $data_skills[actor.attack_skill_id]
  228.       when :guard
  229.         item = $data_skills[actor.guard_skill_id]
  230.       when :skill
  231.         item = @skill_window.item if @skill_window.visible
  232.       when :item
  233.         item = @item_window.item if @item_window.visible
  234.       when :escape
  235.         item = $data_skills[3]
  236.     end
  237.     return OrderManager.remove_forecast_unit if item == nil
  238.     update_forecast_item(item)
  239.   end
  240.   #--------------------------------------------------------------------------
  241.   # ○ 指定のアイテムの順番予測更新
  242.   #--------------------------------------------------------------------------
  243.   def update_forecast_item(item)
  244.     battler = OrderManager.top_unit.battler
  245.     item = $data_skills[battler.attack_skill_id] if item == nil
  246.     operate_time = item.operate_time(battler)
  247.     unit = OrderManager.forecast_unit
  248.     return if unit && unit.battler == battler && unit.usable_item == item
  249.    
  250.     OrderManager.remove_forecast_unit
  251.    
  252.     if operate_time > 0 && ! OrderManager.top_unit.operate
  253.       if battler.state_operate_time == nil
  254.         OrderManager.insert(battler, operate_time, true, item, true)
  255.       else
  256.         OrderManager.insert(battler, battler.state_operate_time, true, item, true)
  257.       end
  258.       OrderManager.show_targeted(battler) if battler.enemy?
  259.     else
  260.       if battler.state_stiff_time == nil
  261.         stiff_time = item.stiff_time(battler)
  262.         OrderManager.insert(battler, stiff_time, true, item)
  263.       else
  264.         OrderManager.insert(battler, battler.state_stiff_time, true, item)
  265.       end
  266.     end
  267.   end
  268.   #--------------------------------------------------------------------------
  269.   # ● ターン開始
  270.   #--------------------------------------------------------------------------
  271.   alias saba_kiski_battle_turn_start turn_start
  272.   def turn_start
  273.     OrderManager.clear_selection
  274.     battler = OrderManager.top_unit.battler
  275.    
  276.     $game_troop.clear_results
  277.     $game_party.clear_results
  278.    
  279.     if battler.current_action != nil
  280.       item = battler.current_action.item
  281.       update_forecast_item(item)
  282.     else
  283.       update_forecast_item($data_skills[8])
  284.     end
  285.     saba_kiski_battle_turn_start
  286.     if item != nil && item.operate_time(battler) > 0 &&
  287.        OrderManager.top_unit.operate != true
  288.        play_operate_se
  289.        refresh_status
  290.       @log_window.display_prepare_item(battler, item)
  291.     end
  292.   end
  293.   #--------------------------------------------------------------------------
  294.   # ○ 駆動SE再生
  295.   #--------------------------------------------------------------------------
  296.   def play_operate_se
  297.     Audio.se_play(OPERATE_SE_FILE, OPERATE_SE_VOLUME, OPERATE_SE_PITCH)
  298.   end
  299.   #--------------------------------------------------------------------------
  300.   # ● ターン終了
  301.   #--------------------------------------------------------------------------
  302.   def turn_end
  303.     all_battle_members.each do |battler|
  304.       battler.on_turn_end
  305.       if battler.result.status_affected?
  306.         refresh_status
  307.         @log_window.display_auto_affected_status(battler)
  308.         @log_window.wait_and_clear
  309.       end
  310.     end
  311.     BattleManager.turn_end
  312.     process_event
  313.     start_party_command_selection
  314.     calculate_battlers_speed
  315.   end
  316.   #--------------------------------------------------------------------------
  317.   # ● スキル/アイテムの使用
  318.   #--------------------------------------------------------------------------
  319.   alias saba_kiski_battle_use_item use_item
  320.   def use_item
  321.     saba_kiski_battle_use_item
  322.     return if @subject.current_action == nil
  323.     targets = @subject.current_action.make_targets.compact
  324.     targets.each do |target|
  325.       delay = target.result.delay_count
  326.       if delay != 0
  327.         OrderManager.delay_order(target, delay)
  328.         #@log_window.display_delay(target, delay)
  329.       end
  330.       unit = OrderManager.find_unit(target)
  331.       if unit && unit.cancel?
  332.         unit.battler.turn_count += 1
  333.         OrderManager.cancel(unit)
  334.       end
  335.     end
  336.   end
  337.   #--------------------------------------------------------------------------
  338.   # ● 戦闘行動終了時の処理
  339.   #--------------------------------------------------------------------------
  340.   alias saba_kiski_battle_process_action_end process_action_end
  341.   def process_action_end
  342.     OrderManager.update_delay_time
  343.     if BattleManager.battle_end?
  344.       OrderManager.remove_forecast_unit
  345.     end
  346.     saba_kiski_battle_process_action_end
  347.   end
  348. end
  349.  
  350. class Window_ActorCommand
  351.   def cancel_enabled?
  352.     return false
  353.   end
  354. end
  355.  
  356. class Spriteset_Battle
  357.   #--------------------------------------------------------------------------
  358.   # ● オブジェクト初期化
  359.   #--------------------------------------------------------------------------
  360.   alias saba_kiseki_battle_initialize initialize
  361.   def initialize
  362.     @battle_units = {}
  363.     saba_kiseki_battle_initialize
  364.     @viewport3.rect.height = Saba::Kiseki::ORDER_BAR_HEIGHT
  365.     @kiseki_sprite = Spriteset_Kiseki.new(@viewport3)
  366.   end
  367.   #--------------------------------------------------------------------------
  368.   # ● フレーム更新
  369.   #--------------------------------------------------------------------------
  370.   alias saba_kiseki_battle_update update
  371.   def update
  372.     saba_kiseki_battle_update
  373.     update_battle_unit
  374.     @kiseki_sprite.update if @kiseki_sprite
  375.   end
  376.   #--------------------------------------------------------------------------
  377.   # ○ ユニット更新
  378.   #--------------------------------------------------------------------------
  379.   def update_battle_unit
  380.     remove_list = @battle_units.keys
  381.     OrderManager.units.each do |unit|
  382.       if @battle_units[unit] == nil
  383.         @battle_units[unit] = Spriteset_BattleUnit.new(@viewport3, unit)
  384.       else
  385.         remove_list.delete(unit)
  386.       end
  387.       @battle_units[unit].update
  388.     end
  389.     remove_list.each { |unit|
  390.       sprite = @battle_units[unit]
  391.       sprite.dispose
  392.       @battle_units.delete(unit)
  393.     }
  394.   end
  395.   #--------------------------------------------------------------------------
  396.   # ● 解放
  397.   #--------------------------------------------------------------------------
  398.   alias saba_kiseki_battle_dispose dispose
  399.   def dispose
  400.     @battle_units.values.each { |sprite| sprite.dispose }
  401.     @kiseki_sprite.dispose
  402.     saba_kiseki_battle_dispose
  403.   end
  404. end
  405.  
  406. class Window_Selectable
  407.   #--------------------------------------------------------------------------
  408.   # ● 項目の選択
  409.   #--------------------------------------------------------------------------
  410.   alias saba_kiseki_battle_select select
  411.   def select(index)
  412.     saba_kiseki_battle_select(index)
  413.     call_handler(:change)
  414.   end
  415.   #--------------------------------------------------------------------------
  416.   # ● ウィンドウのアクティブ化
  417.   #--------------------------------------------------------------------------
  418.   def activate
  419.     super
  420.     call_handler(:change)
  421.     self
  422.   end
  423. end
  424.  
  425. class Game_ActionResult
  426.   #--------------------------------------------------------------------------
  427.   # ● 公開インスタンス変数
  428.   #--------------------------------------------------------------------------
  429.   attr_accessor :delay_count
  430.   attr_accessor :cancel
  431.   attr_accessor :fail_cancel
  432.   attr_accessor :anti_cancel
  433.   attr_accessor :fail_delay
  434.   attr_accessor :anti_delay
  435.   #--------------------------------------------------------------------------
  436.   # ● クリア
  437.   #--------------------------------------------------------------------------
  438.   alias saba_kiseki_battle_clear clear
  439.   def clear
  440.     saba_kiseki_battle_clear
  441.     @delay_count = 0
  442.     @cancel = false
  443.     @fail_cancel = false
  444.     @anti_cancel = false
  445.     @fail_delay = false
  446.     @anti_delay = false
  447.   end
  448. end
  449.  
  450. class Game_Battler
  451.   #--------------------------------------------------------------------------
  452.   # ● 公開インスタンス変数
  453.   #--------------------------------------------------------------------------
  454.   attr_accessor :spd
  455.   attr_accessor :turn_count
  456.   alias saba_kiseki_initialize initialize
  457.   def initialize
  458.     saba_kiseki_initialize
  459.     @spd = 50
  460.     @turn_count = 0
  461.   end
  462.   #--------------------------------------------------------------------------
  463.   # ● スキル/アイテムの効果適用
  464.   #--------------------------------------------------------------------------
  465.   alias saba_kiseki_battle_item_apply item_apply
  466.   def item_apply(user, item)
  467.     saba_kiseki_battle_item_apply(user, item)
  468.     return unless $game_party.in_battle
  469.     if @result.hit?
  470.      
  471.       if user.actor? && item.is_a?(RPG::Skill) && item.id == 1
  472.         # 通常攻撃
  473.         total = 0
  474.         cancel = false
  475.         cancel_attack = false
  476.         delay_attack = false
  477.        
  478.         user.weapons.each do |weapon|
  479.           total += weapon.delay_count(user)
  480.           delay_attack |= weapon.delay_attack?
  481.           cancel |= weapon.cancel?
  482.           cancel_attack |= weapon.cancel_attack?
  483.         end
  484.         @result.delay_count = total
  485.         @result.cancel = cancel
  486.       else
  487.         @result.delay_count = item.delay_count(user)
  488.         delay_attack = item.delay_attack?
  489.         @result.cancel = item.cancel?
  490.         cancel_attack = item.cancel_attack?
  491.       end
  492.       char = actor? ? actor : enemy
  493.       @result.delay_count = 0 if char.anti_delay?
  494.       if @result.delay_count > 0
  495.         @result.delay_count = [@result.delay_count, OrderManager.max_delay_count(self)].min
  496.       elsif @result.delay_count < 0
  497.         @result.delay_count = [@result.delay_count, OrderManager.min_delay_count(self)].max
  498.       elsif delay_attack
  499.         if char.anti_delay?
  500.           @result.anti_delay = true
  501.         else
  502.           @result.fail_delay = true
  503.         end
  504.       end
  505.      
  506.       unit = OrderManager.find_unit(self)
  507.  
  508.       if unit && unit.operate
  509.         # 行動不能によるキャンセルチェック
  510.         if ! self.movable? || self.confusion?
  511.           @result.cancel = true
  512.         elsif char.anti_cancel? || unit.usable_item.anti_cancel?
  513.           # キャンセルが無効化された
  514.           @result.anti_cancel = true if cancel_attack
  515.           @result.cancel = false
  516.         elsif cancel_attack && ! @result.cancel
  517.           # キャンセル失敗
  518.           @result.fail_cancel = true
  519.           @result.cancel = false
  520.         end
  521.        
  522.       else
  523.         # もともと準備中でない
  524.         @result.cancel = false
  525.       end
  526.      
  527.      
  528.       if self.dead?
  529.         @result.anti_delay = false
  530.         @result.fail_delay = false
  531.         @result.delay_count = 0
  532.         @result.cancel = false
  533.         @result.anti_cancel = false
  534.         @result.fail_cancel = false
  535.       end
  536.      
  537.       @result.success = true if @result.delay_count != 0 || @result.cancel
  538.     end
  539.   end
  540.   #--------------------------------------------------------------------------
  541.   # ○ ターン開始処理
  542.   #--------------------------------------------------------------------------
  543.   def on_turn_start
  544.     regenerate_all
  545.     update_state_turns
  546.     update_buff_turns
  547.     remove_states_auto(2)
  548.     remove_buffs_auto
  549.     make_actions
  550.   end
  551.   #--------------------------------------------------------------------------
  552.   # ● ターン終了処理
  553.   #--------------------------------------------------------------------------
  554.   def on_turn_end
  555.     @result.clear
  556.   end
  557.   #--------------------------------------------------------------------------
  558.   # ● 戦闘行動終了時の処理
  559.   #--------------------------------------------------------------------------
  560.   def on_action_end
  561.     @result.clear
  562.     remove_states_auto(1)
  563.     @turn_count += 1
  564.   end
  565.   #--------------------------------------------------------------------------
  566.   # ○ ステートによる駆動時間を取得
  567.   #--------------------------------------------------------------------------
  568.   def state_operate_time
  569.     n = nil
  570.     states.reverse.each do |state|
  571.       if state.operate_formula
  572.         n = state.operate_time(self)
  573.       end
  574.     end
  575.     return n
  576.   end
  577.   #--------------------------------------------------------------------------
  578.   # ○ ステートによる硬直時間を取得
  579.   #--------------------------------------------------------------------------
  580.   def state_stiff_time
  581.     n = nil
  582.     states.reverse.each do |state|
  583.       if state.stiff_formula
  584.         n = state.stiff_time(self)
  585.       end
  586.     end
  587.     return n
  588.   end
  589. end
  590.  
  591. class << BattleManager
  592.   #--------------------------------------------------------------------------
  593.   # ● 次のコマンド入力へ
  594.   #--------------------------------------------------------------------------
  595.   def next_command
  596.     begin
  597.       if !actor || !actor.next_command
  598.         battler = OrderManager.top_unit.battler
  599.         unless battler.actor?
  600.           unless battler.current_action
  601.             OrderManager.top_unit.usable_item = $data_skills[1]
  602.             return false
  603.           end
  604.           OrderManager.top_unit.usable_item = battler.current_action.item
  605.           return false
  606.         end
  607.         return false if @actor_index == battler.index
  608.         @actor_index = battler.index
  609.         if OrderManager.top_unit.operate  # 発動
  610.           OrderManager.top_unit.remove_operate_state
  611.           battler.current_action.set_usable_item(OrderManager.top_unit.usable_item)
  612.           return false
  613.         end
  614.         return false if @actor_index >= $game_party.members.size
  615.       end
  616.     end until actor.inputable?
  617.     return true
  618.   end
  619.   #--------------------------------------------------------------------------
  620.   # ● 行動順序の作成
  621.   #--------------------------------------------------------------------------
  622.   def make_action_orders
  623.     battler = OrderManager.top_unit.battler
  624.     if battler.current_action == nil || battler.current_action.item == nil
  625.       @action_battlers = [battler]
  626.     elsif battler.current_action.item.operate_time(battler) > 0 &&
  627.        OrderManager.top_unit.operate != true
  628.       # 発動待ち
  629.       OrderManager.top_unit.usable_item = battler.current_action.item
  630.       OrderManager.top_unit.add_operate_state
  631.       @action_battlers = []
  632.     else
  633.       @action_battlers = [battler]
  634.     end
  635.   end
  636.   #--------------------------------------------------------------------------
  637.   # ● ターン終了
  638.   #--------------------------------------------------------------------------
  639.   alias saba_kiseki_battle_turn_end turn_end
  640.   def turn_end
  641.     saba_kiseki_battle_turn_end
  642.     unit = OrderManager.top_unit
  643.     OrderManager.clear_forecast
  644.     OrderManager.update_top
  645.   end
  646. end
  647.  
  648.  
  649. class Game_Enemy
  650.   #--------------------------------------------------------------------------
  651.   # ● 戦闘行動の作成
  652.   #--------------------------------------------------------------------------
  653.   alias saba_kiseki_battke_make_actions make_actions
  654.   def make_actions
  655.     # 発動待ちを上書きしないように
  656.     unit = OrderManager.find_unit(self)
  657.     if unit && unit.operate
  658.       return
  659.     end
  660.     saba_kiseki_battke_make_actions
  661.   end
  662.   #--------------------------------------------------------------------------
  663.   # ● 行動条件合致判定[ターン数]
  664.   #--------------------------------------------------------------------------
  665.   def conditions_met_turns?(param1, param2)
  666.     n = @turn_count
  667.     #p name + " " + @turn_count.to_s
  668.     if param2 == 0
  669.       n == param1
  670.     else
  671.       n > 0 && n >= param1 && n % param2 == param1 % param2
  672.     end
  673.   end
  674. end
  675.  
  676. class Game_Actor
  677.   #--------------------------------------------------------------------------
  678.   # ● 戦闘行動の作成
  679.   #--------------------------------------------------------------------------
  680.   alias saba_kiseki_battke_make_actions make_actions
  681.   def make_actions
  682.     # 発動待ちを上書きしないように
  683.     unit = OrderManager.find_unit(self)
  684.     if unit && unit.operate
  685.       return
  686.     end
  687.     saba_kiseki_battke_make_actions
  688.   end
  689. end
  690.  
  691.  
  692. class Window_BattleActor
  693.   #--------------------------------------------------------------------------
  694.   # ○ 味方キャラオブジェクト取得
  695.   #--------------------------------------------------------------------------
  696.   def actor
  697.     $game_party.battle_members[@index]
  698.   end
  699. end
  700.  
  701. class << BattleManager
  702.   attr_reader :preemptive
  703.   attr_reader :surprise
  704.   attr_reader :phase
  705.   def battle_end?
  706.     return true if $game_party.members.empty?
  707.     return true if $game_party.all_dead?
  708.     return true if $game_troop.all_dead?
  709.     return true if aborting?
  710.     return false
  711.   end
  712. end
  713.  
  714. class Game_Action
  715.   #--------------------------------------------------------------------------
  716.   # ● 公開インスタンス変数
  717.   #--------------------------------------------------------------------------
  718.   attr_accessor :targets
  719.   attr_accessor :save_targets
  720.   #--------------------------------------------------------------------------
  721.   # ● クリア
  722.   #--------------------------------------------------------------------------
  723.   alias saba_kiseki_battle_clear clear
  724.   def clear
  725.     saba_kiseki_battle_clear
  726.     @targets = nil
  727.     save_targets = false
  728.   end
  729.   #--------------------------------------------------------------------------
  730.   # ● ターゲットの配列作成
  731.   #--------------------------------------------------------------------------
  732.   alias saba_kiseki_battle_make_targets make_targets
  733.   def make_targets
  734.     return @targets if @targets && @save_targets
  735.     @targets = saba_kiseki_battle_make_targets
  736.     return @targets
  737.   end
  738.   #--------------------------------------------------------------------------
  739.   # ● アイテムを設定
  740.   #--------------------------------------------------------------------------
  741.   def set_usable_item(item)
  742.     @item.object = item
  743.     self
  744.   end
  745. end
  746.  
  747. #==============================================================================
  748. # ■ Game_BattleUnit
  749. #------------------------------------------------------------------------------
  750. #  画面上に表示されるコマです。
  751. #==============================================================================
  752. class Game_BattleUnit
  753.   attr_accessor :battler
  754.   attr_accessor :forecast
  755.   attr_accessor :usable_item
  756.   attr_accessor :operate
  757.   attr_accessor :delay_time           # 待ち時間
  758.   attr_accessor :delay_time_decimal   # 待ち時間の小数
  759.   attr_accessor :x
  760.   attr_accessor :dest_y
  761.   attr_accessor :selected
  762.   attr_accessor :targeted
  763.   attr_reader :y
  764.   #--------------------------------------------------------------------------
  765.   # ○ オブジェクトを初期化します。
  766.   #  init_battler このユニットが表すバトラーオブジェクト
  767.   #  delay_time 行動までの待ち時間
  768.   #  forecast 行動の予想ユニットかどうかのフラグ
  769.   #  skill スキルの発動待ちかどうかのフラグ
  770.   #--------------------------------------------------------------------------
  771.   def initialize(battler, delay_time, forecast = false, usable_item = nil, operate = false)
  772.     @battler = battler
  773.     @delay_time = delay_time
  774.     @usable_item = usable_item
  775.     @forecast = forecast
  776.     @operate = operate
  777.     @dest_x = 0
  778.     @dest_y = 0
  779.     @speed_y = 1
  780.     @delay_time_decimal = 0
  781.     @x = @dest_x
  782.     @y = 0
  783.     @targeted = false
  784.     @selected = false
  785.   end
  786.   #--------------------------------------------------------------------------
  787.   # ○ 座標を更新
  788.   #--------------------------------------------------------------------------
  789.   def update
  790.     update_x
  791.     update_y
  792.   end
  793.   #--------------------------------------------------------------------------
  794.   # ○ x 座標を更新
  795.   #--------------------------------------------------------------------------
  796.   def update_x
  797.     @x = @dest_x if (@dest_x - @x).abs < 4
  798.     @x += 4 if @dest_x > @x
  799.     @x -= 4 if @dest_x < @x
  800.   end
  801.   #--------------------------------------------------------------------------
  802.   # ○ y 座標を更新
  803.   #--------------------------------------------------------------------------
  804.   def update_y
  805.     if (@dest_y - @y).abs < 3
  806.       @y = @dest_y
  807.       @speed_y = 1
  808.     else
  809.       @speed_y = 3
  810.     end
  811.     @y += @speed_y if @dest_y > @y
  812.     @y -= @speed_y if @dest_y < @y
  813.   end
  814.   #--------------------------------------------------------------------------
  815.   # ○ キャンセル
  816.   #--------------------------------------------------------------------------
  817.   def cancel
  818.     if @operate && @usable_item
  819.       @operate = false
  820.       remove_operate_state
  821.       return true
  822.     else
  823.       return false
  824.     end
  825.   end
  826.   #--------------------------------------------------------------------------
  827.   # ○ キャンセルチェック
  828.   #--------------------------------------------------------------------------
  829.   def cancel?
  830.     return @battler.result.cancel
  831.   end
  832.   #--------------------------------------------------------------------------
  833.   # ○ 他のユニットと待ち時間を比較するための値を返します。
  834.   #    他のユニット同一の値だと、ソート時に順番が入れ替わるおそれがあるので、
  835.   #    バトラー別に補正を掛けます。
  836.   #--------------------------------------------------------------------------
  837.   def delay_time_compare
  838.     return -1 if @delay_time == 0 && @forecast #即時効果
  839.     return @delay_time * 10000 + delay_time_decimal
  840.   end
  841.   def delay_time_decimal
  842.     return 4999 if @forecast
  843.     return @delay_time_decimal
  844.   end
  845.   #--------------------------------------------------------------------------
  846.   # ○ 待ち時間を設定
  847.   #--------------------------------------------------------------------------
  848.   def delay_time=(value)
  849.     @delay_time = value.round
  850.   end
  851.   #--------------------------------------------------------------------------
  852.   # ○ 順番を設定
  853.   #--------------------------------------------------------------------------
  854.   def index=(arg)
  855.     @index = arg
  856.     @dest_y = arg * Saba::Kiseki::UNIT_INTERVAL
  857.     @dest_y += Saba::Kiseki::MARGIN_CURRENT_BOTTOM if @index > 0
  858.     init_position if @x != 0
  859.   end
  860.   #--------------------------------------------------------------------------
  861.   # ○ 座標を初期化
  862.   #--------------------------------------------------------------------------
  863.   def init_position
  864.     @y = @dest_y
  865.   end
  866.   #--------------------------------------------------------------------------
  867.   # ○ 待ち時間に自動でかかるステートを設定
  868.   #--------------------------------------------------------------------------
  869.   def add_operate_state
  870.     @usable_item.operate_states.each {|s|
  871.       operate_state_targets.each { |b|
  872.         b.add_state(s)
  873.       }
  874.     }
  875.   end
  876.   #--------------------------------------------------------------------------
  877.   # ○ 待ち時間に自動でかかるステートを削除
  878.   #--------------------------------------------------------------------------
  879.   def remove_operate_state
  880.     @usable_item.operate_states.each {|s|
  881.       operate_state_targets.each { |b|
  882.         b.remove_state(s)
  883.       }
  884.     }
  885.   end
  886.   #--------------------------------------------------------------------------
  887.   # ○ 待ち時間に自動でかかるステート対象を取得
  888.   #--------------------------------------------------------------------------
  889.   def operate_state_targets
  890.     targets = []
  891.     if @usable_item.operate_states_for_friends_all?
  892.       targets += @battler.friends_unit.alive_members
  893.     end
  894.     if @usable_item.operate_states_for_opponents_all?
  895.       targets += @battler.opponents_unit.alive_members
  896.     end
  897.     targets = [@battler] if targets.empty?
  898.     return targets
  899.   end
  900.   #--------------------------------------------------------------------------
  901.   # ○ 攻撃対象を取得
  902.   #--------------------------------------------------------------------------
  903.   def targets
  904.     return [] unless @operate
  905.     battler.current_action.save_targets = true
  906.     battler.current_action.make_targets
  907.   end
  908. end
  909.  
  910. class RPG::BaseItem
  911.   #--------------------------------------------------------------------------
  912.   # ○ 駆動時間の取得
  913.   #--------------------------------------------------------------------------
  914.   def operate_time(battler)
  915.     operate_formula
  916.     return 0 if @operate_formula == nil
  917.     a = battler
  918.     c = $game_variables
  919.     return eval(@operate_formula).to_i
  920.   end
  921.   #--------------------------------------------------------------------------
  922.   # ○ 駆動時間計算式の取得
  923.   #--------------------------------------------------------------------------
  924.   def operate_formula
  925.     return @operate_formula if @get_operate_formula
  926.     @get_operate_formula = true
  927.     self.note.split(/[\r\n]+/).each do |line|
  928.       if line.index("<charge>") == 0
  929.         @operate_formula = line["<charge>".length..-1]
  930.         return @operate_formula
  931.       end
  932.     end
  933.     return nil if self.is_a?(RPG::State)
  934.     @operate_formula = $data_skills[1].operate_formula
  935.   end
  936.   #--------------------------------------------------------------------------
  937.   # ○ 硬直時間の取得
  938.   #--------------------------------------------------------------------------
  939.   def stiff_time(battler)
  940.     stiff_formula
  941.     return 0 if @stiff_formula == nil
  942.     a = battler
  943.     c = $game_variables
  944.     return eval(@stiff_formula)
  945.   end
  946.   #--------------------------------------------------------------------------
  947.   # ○ 硬直時間計算式の取得
  948.   #--------------------------------------------------------------------------
  949.   def stiff_formula
  950.     return @stiff_formula if @get_stiff_formula
  951.     @get_stiff_formula = true
  952.     self.note.split(/[\r\n]+/).each do |line|
  953.       if line.index("<delay>") == 0
  954.         @stiff_formula = line["<delay>".length..-1]
  955.         return @stiff_formula
  956.       end
  957.     end
  958.     return nil if self.is_a?(RPG::State)
  959.     @stiff_formula = $data_skills[1].stiff_formula
  960.   end
  961.   #--------------------------------------------------------------------------
  962.   # ○ ディレイ攻撃か?
  963.   #--------------------------------------------------------------------------
  964.   def delay_attack?
  965.     return delay_formula != nil
  966.   end
  967.   #--------------------------------------------------------------------------
  968.   # ○ ディレイ値の取得
  969.   #--------------------------------------------------------------------------
  970.   def delay_count(battler)
  971.     delay_formula
  972.     return 0 if @delay_formula == nil
  973.     a = battler
  974.     c = $game_variables
  975.     ret = eval(@delay_formula)
  976.     ret = 0 if rand(100)+1 > delay_percent(battler)
  977.     return ret
  978.   end
  979.   #--------------------------------------------------------------------------
  980.   # ○ ディレイ値計算式の取得
  981.   #--------------------------------------------------------------------------
  982.   def delay_formula
  983.     return @delay_formula if @get_delay_formula
  984.     @get_delay_formula = true
  985.     self.note.split(/[\r\n]+/).each do |line|
  986.       if line.index("<slow>") == 0
  987.         @delay_formula = line["<slow>".length..-1]
  988.         return @delay_formula
  989.       end
  990.       if line.index("<slow>") == 0
  991.         @delay_formula = line["<slow>".length..-1]
  992.         return @delay_formula
  993.       end
  994.     end
  995.     @delay_formula = $data_skills[1].delay_formula
  996.     return @delay_formula
  997.   end
  998.   #--------------------------------------------------------------------------
  999.   # ○ ディレイ率の取得
  1000.   #--------------------------------------------------------------------------
  1001.   def delay_percent(battler)
  1002.     delay_percent_formula
  1003.     return 100 if @delay_percent_formula == nil
  1004.     a = battler
  1005.     c = $game_variables
  1006.     return eval(@delay_percent_formula)
  1007.   end
  1008.   #--------------------------------------------------------------------------
  1009.   # ○ ディレイ率計算式の取得
  1010.   #--------------------------------------------------------------------------
  1011.   def delay_percent_formula
  1012.     return @delay_percent_formula if @get_delay_percent_formula
  1013.     @get_delay_percent_formula = true
  1014.     self.note.split(/[\r\n]+/).each do |line|
  1015.       if line.index("<slowrate>") == 0
  1016.         @delay_percent_formula = line["<slowrate>".length..-1]
  1017.         return @delay_percent_formula
  1018.       end
  1019.     end
  1020.     return @delay_percent_formula
  1021.   end
  1022.   #--------------------------------------------------------------------------
  1023.   # ○ キャンセル攻撃か?
  1024.   #--------------------------------------------------------------------------
  1025.   def cancel_attack?
  1026.     return note.include?("<cancel>")
  1027.   end
  1028.   #--------------------------------------------------------------------------
  1029.   # ○ キャンセル攻撃発動か?
  1030.   #--------------------------------------------------------------------------
  1031.   def cancel?
  1032.     return false if rand(100)+1 >= cancel_percent
  1033.     return cancel_attack?
  1034.   end
  1035.   #--------------------------------------------------------------------------
  1036.   # ○ キャンセル率の取得
  1037.   #--------------------------------------------------------------------------
  1038.   def cancel_percent
  1039.     cancel_percent_formula
  1040.     return 100 if @cancel_percent_formula == nil
  1041.     c = $game_variables
  1042.     return eval(@cancel_percent_formula)
  1043.   end
  1044.   #--------------------------------------------------------------------------
  1045.   # ○ キャンセル率計算式の取得
  1046.   #--------------------------------------------------------------------------
  1047.   def cancel_percent_formula
  1048.     return @cancel_percent_formula if @get_cancel_percent_formula
  1049.     @get_cancel_percent_formula = true
  1050.     self.note.split(/[\r\n]+/).each do |line|
  1051.       if line.index("<cancelrate>") == 0
  1052.         @cancel_percent_formula = line["<cancelrate>".length..-1]
  1053.         return @cancel_percent_formula
  1054.       end
  1055.     end
  1056.     return @cancel_percent_formula
  1057.   end
  1058.   #--------------------------------------------------------------------------
  1059.   # ○ ディレイ無効か?
  1060.   #--------------------------------------------------------------------------
  1061.   def anti_delay?
  1062.     return note.include?("<noslow>")
  1063.   end
  1064.   #--------------------------------------------------------------------------
  1065.   # ○ キャンセル不可か?
  1066.   #--------------------------------------------------------------------------
  1067.   def anti_cancel?
  1068.     return note.include?("<nocancel>")
  1069.   end
  1070.   #--------------------------------------------------------------------------
  1071.   # ○ 駆動待ちに自動でかかるステートリスト取得
  1072.   #--------------------------------------------------------------------------
  1073.   def operate_states
  1074.     return @operate_states if @operate_states
  1075.     self.note.split(/[\r\n]+/).each do |line|
  1076.       if line.index("<state>") == 0
  1077.         @operate_states = line["<state>".length..-1].split(",").collect { |s| s.to_i }
  1078.         return @operate_states
  1079.       end
  1080.     end
  1081.     @operate_states = []
  1082.     return @operate_states
  1083.   end
  1084.   #--------------------------------------------------------------------------
  1085.   # ○ 駆動待ちに自動でかかるステート対象が味方全体を含むか?
  1086.   #--------------------------------------------------------------------------
  1087.   def operate_states_for_opponents_all?
  1088.     self.note.split(/[\r\n]+/).each do |line|
  1089.       if line.index("<statescope>") == 0
  1090.         return line.include?("allenemies")
  1091.       end
  1092.     end
  1093.     return false
  1094.   end
  1095.   #--------------------------------------------------------------------------
  1096.   # ○ 駆動待ちに自動でかかるステート対象が敵全体を含むか?
  1097.   #--------------------------------------------------------------------------
  1098.   def operate_states_for_friends_all?
  1099.     self.note.split(/[\r\n]+/).each do |line|
  1100.       if line.index("<statescope>") == 0
  1101.         return line.include?("allallies")
  1102.       end
  1103.     end
  1104.     return false
  1105.   end
  1106.   #--------------------------------------------------------------------------
  1107.   # ○ スキル準備メッセージ取得
  1108.   #--------------------------------------------------------------------------
  1109.   def prepare_msg
  1110.     return @prepare_msg if @prepare_msg
  1111.     self.note.split(/[\r\n]+/).each do |line|
  1112.       if line.index("<chargemsg>") == 0
  1113.         @prepare_msg = line["<chargemsg>".length..-1]
  1114.         return @prepare_msg
  1115.       end
  1116.     end
  1117.     @prepare_msg = Saba::Kiseki::DEFAULT_PREPARE_MSG
  1118.     return @prepare_msg
  1119.   end
  1120. end
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