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kirinelf

Ao no Kiseki CBS 3

Apr 2nd, 2012
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  1. #==============================================================================
  2. # ■ Ao no Kiseki Custom Battle System 13_2 Display Configuration
  3. #   @version 0.22 12/01/27
  4. #   @author Saba Kan
  5. #   @translator kirinelf
  6. #------------------------------------------------------------------------------
  7. #  This is where you can edit the various display options.
  8. #==============================================================================
  9. module Saba
  10.   module Kiseki
  11.     # The number of pixels from the left border to place the order bar.
  12.     MARGIN_LEFT = 10
  13.    
  14.     # The number of pixels from the top border to place the order bar.
  15.     MARGIN_TOP = 10
  16.    
  17.     # Margins between the current active unit and the next unit in the order bar.
  18.     MARGIN_CURRENT_BOTTOM = 10
  19.    
  20.     # Margins between units in the order bar.
  21.     UNIT_INTERVAL = 32
  22.    
  23.     # Number of pixels to the right units are placed during turn order previews.
  24.     INSERT_DISTANCE = 32
  25.    
  26.     # What to display on the order bar for delay during actor's turn.
  27.     # 0: Shows the text: DELAY
  28.     # 1: Clock Icon
  29.     DELAY_DISPLAY_TYPE = 0
  30.    
  31.     # Height of the order bar in pixels.
  32.     ORDER_BAR_HEIGHT = 460
  33.    
  34.     # Cancel Messages
  35.     CANCEL_MSG         = "%s's %s has been interrupted!"
  36.     FAIL_CANCEL_MSG    = "%s's %s hasn't been interrupted."
  37.     ANTI_CANCEL_MSG    = "%s's %s can't be interrupted."
  38.    
  39.     # Delay Messages
  40.     DELAY_ENEMY_MSG    =  "%s has been delayed %s turns!"
  41.     DELAY_ACTOR_MSG    =  "%s has been delayed %s turns!"
  42.     HASTE_ENEMY_MSG    =  "%s has sped up %s turns!"
  43.     HASTE_ACTOR_MSG    =  "%s has sped up %s turns!"
  44.     ANTI_DELAY_MSG     =  "%s can't be delayed."
  45.     FAIL_DELAY_MSG     =  "%s wasn't delayed."
  46.   end
  47. end
  48.  
  49. #=========================================================================
  50. # Do not edit anything under this line unless you know what you're doing!
  51. #=========================================================================
  52.  
  53. #==============================================================================
  54. # ■ Spriteset_BattleUnit
  55. #------------------------------------------------------------------------------
  56. #  画面左の待ち時間バー上に表示するユニットです
  57. #==============================================================================
  58.  
  59. class Spriteset_BattleUnit
  60.   include Saba::Kiseki
  61.  
  62.   TARGET_ENEMY_COLOR = Color.new(255, 0, 0, 255)
  63.   TARGET_ACTOR_COLOR = Color.new(0, 0, 255, 255)
  64.   #--------------------------------------------------------------------------
  65.   # ○ オブジェクト初期化
  66.   #--------------------------------------------------------------------------
  67.   def initialize(viewport, unit)
  68.     super
  69.     @viewport = viewport
  70.     @unit = unit
  71.     @battler = unit.battler
  72.     @forecast = false
  73.    
  74.     @layers = []
  75.    
  76.     create_bg_layer
  77.     create_char_layer
  78.     create_char_select_layer
  79.     create_marker_layer
  80.     create_targeted_layer
  81.     create_arrow_layer
  82.   end
  83.   #--------------------------------------------------------------------------
  84.   # ○ 背景レイヤの作成
  85.   #--------------------------------------------------------------------------
  86.   def create_bg_layer
  87.     @bg_layer = Sprite_Base.new(@viewport)
  88.     @bg_layer.bitmap = Bitmap.new(64, 64)
  89.     if @battler.actor?
  90.       border = Cache.system("UnitBorder")
  91.     else
  92.       border = Cache.system("UnitBorder2")
  93.     end
  94.     @bg_layer.bitmap.blt(0, 0, border, border.rect)
  95.     @bg_layer.z = 1
  96.    
  97.     @layers.push(@bg_layer)
  98.   end
  99.   #--------------------------------------------------------------------------
  100.   # ○ キャラレイヤの作成
  101.   #--------------------------------------------------------------------------
  102.   def create_char_layer
  103.     @char_layer = Sprite_Base.new(@viewport)
  104.     @char_layer.bitmap = Bitmap.new(32, 32)
  105.     @char_layer.z = 2
  106.     init_graphic
  107.     draw_character(@char_layer, @graphic_name, @graphic_index)
  108.     @layers.push(@char_layer)
  109.   end
  110.   #--------------------------------------------------------------------------
  111.   # ○ キャラ選択レイヤの作成
  112.   #--------------------------------------------------------------------------
  113.   def create_char_select_layer
  114.     @char_select_layer = Sprite_Base.new(@viewport)
  115.     @char_select_layer.bitmap = Bitmap.new(32, 32)
  116.     @char_select_layer.z = 3
  117.     draw_character(@char_select_layer, @graphic_name, @graphic_index)
  118.     @char_select_layer.blend_type = 1
  119.     if @battler.actor?
  120.       @char_select_layer.color = TARGET_ACTOR_COLOR
  121.     else
  122.       @char_select_layer.color = TARGET_ENEMY_COLOR
  123.     end
  124.     @layers.push(@char_select_layer)
  125.   end
  126.   #--------------------------------------------------------------------------
  127.   # ○ マーカーレイヤの作成
  128.   #--------------------------------------------------------------------------
  129.   def create_marker_layer
  130.     @marker_layer = Sprite_Base.new(@viewport)
  131.     @marker_layer.bitmap = Bitmap.new(32, 32)
  132.     @marker_layer.z = 4
  133.     marker = Cache.system("ActionMarker")
  134.     @marker_layer.bitmap.blt(0, 0, marker, marker.rect)
  135.     @marker_layer.visible = false
  136.     @layers.push(@marker_layer)
  137.   end
  138.   #--------------------------------------------------------------------------
  139.   # ○ 駆動の対象レイヤの作成
  140.   #--------------------------------------------------------------------------
  141.   def create_targeted_layer
  142.     @targeted_layer = Sprite_Base.new(@viewport)
  143.     @targeted_layer.bitmap = Bitmap.new(32, 32)
  144.     @targeted_layer.z = 5
  145.     marker = Cache.system("Targeted")
  146.     @targeted_layer.bitmap.blt(0, 0, marker, marker.rect)
  147.     @targeted_layer.visible = false
  148.     @layers.push(@targeted_layer)
  149.   end
  150.   #--------------------------------------------------------------------------
  151.   # ○ 矢印レイヤの作成
  152.   #--------------------------------------------------------------------------
  153.   def create_arrow_layer
  154.     @arrow_layer = Sprite_Base.new(@viewport)
  155.     @arrow_layer.bitmap = Bitmap.new(64, 32)
  156.     @arrow_layer.z = 6
  157.     arrow = Cache.system("ForecastArrow")
  158.     @arrow_layer.bitmap.blt(0, 0, arrow, arrow.rect)
  159.     @layers.push(@arrow_layer)
  160.    
  161.     @arrow_index = 12
  162.   end
  163.   #--------------------------------------------------------------------------
  164.   # ○ 解放
  165.   #--------------------------------------------------------------------------
  166.   def dispose
  167.     @layers.each do |layer|
  168.       layer.bitmap.dispose
  169.       layer.dispose
  170.     end
  171.  
  172.     @forecast_sprite.dispose if @forecast_sprite
  173.   end
  174.   #--------------------------------------------------------------------------
  175.   # ○ フレーム更新
  176.   #--------------------------------------------------------------------------
  177.   def update
  178.     x = @unit.x + MARGIN_LEFT
  179.     y = @unit.y + MARGIN_TOP
  180.    
  181.     @layers.each do |layer|
  182.       layer.x = x
  183.       layer.y = y
  184.       layer.update
  185.     end
  186.  
  187.     @arrow_layer.x += @arrow_index
  188.     @arrow_layer.visible = @unit.forecast
  189.     @arrow_index -= 0.25
  190.     @arrow_index = 12 if @arrow_index == 0
  191.  
  192.     @char_select_layer.visible = @unit.selected
  193.     @marker_layer.visible = @unit.operate
  194.     @targeted_layer.visible = @unit.targeted
  195.  
  196.     update_forecast
  197.     update_opacity
  198.   end
  199.   #--------------------------------------------------------------------------
  200.   # ○ 使用するグラフィックを決定します。
  201.   #--------------------------------------------------------------------------
  202.   def init_graphic
  203.     if @battler.actor?
  204.       @graphic_name = @battler.character_name
  205.       @graphic_index = @battler.character_index
  206.     else
  207.       @graphic_name = enemy_graphic_name
  208.       @graphic_index = enemy_graphic_index
  209.     end
  210.   end
  211.   #--------------------------------------------------------------------------
  212.   # ○ 行動予測を更新
  213.   #--------------------------------------------------------------------------
  214.   def update_forecast
  215.     if @forecast_sprite
  216.       @forecast_sprite.update
  217.       @forecast_sprite.visible = BattleManager.phase == :input
  218.     end
  219.     return if @forecast == @unit.forecast
  220.    
  221.     if @unit.forecast
  222.       @forecast_sprite = Sprite_Forecast.new(@viewport, @unit)
  223.     else
  224.       @forecast_sprite.dispose
  225.       @forecast_sprite = nil
  226.     end
  227.     @forecast = @unit.forecast
  228.   end
  229.   #--------------------------------------------------------------------------
  230.   # ○ キャラクターグラフィックを描画します。
  231.   #--------------------------------------------------------------------------
  232.   def draw_character(layer, character_name, character_index)
  233.     bitmap = Cache.character(character_name)
  234.     sign = character_name[/^[\!\$]./]
  235.     if sign && sign.include?('$')
  236.       cw = bitmap.width / 3
  237.       ch = bitmap.height / 4
  238.     else
  239.       cw = bitmap.width / 12
  240.       ch = bitmap.height / 8
  241.     end
  242.     n = character_index
  243.     src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
  244.     layer.bitmap.blt(0, 0, bitmap, src_rect)
  245.   end
  246.   #--------------------------------------------------------------------------
  247.   # ○ 行動待ちマーカーを描画します。
  248.   #--------------------------------------------------------------------------
  249.   def draw_action_marker
  250.     bitmap = Cache.system("ActionMarker")
  251.     @char_layer.bitmap.blt(0, 0, bitmap, bitmap.rect)
  252.   end
  253.   #--------------------------------------------------------------------------
  254.   # ○ 透明度を更新します。
  255.   #--------------------------------------------------------------------------
  256.   def update_opacity
  257.     opacity  = 255 - @unit.x * 8
  258.     @arrow_layer.opacity = opacity
  259.     @bg_layer.opacity    = opacity
  260.     @char_layer.opacity  = opacity
  261.     @forecast_sprite.opacity    = opacity if @forecast_sprite
  262.   end
  263.   #--------------------------------------------------------------------------
  264.   # ○ バトラーが敵エネミーの場合、使用するグラフィック名を初期化します。
  265.   #--------------------------------------------------------------------------
  266.   def enemy_graphic_name
  267.     marker = Saba::Kiseki::GRAPHIC_MARKER
  268.     graphic = get_ex_value_with_index(@battler.enemy, marker, 0)
  269.     if graphic == nil
  270.       return Saba::Kiseki::DEFAULT_MONSTER_GRAPHIC_NAME
  271.     else
  272.       return graphic
  273.     end
  274.   end
  275.   #--------------------------------------------------------------------------
  276.   # ○ バトラーが敵エネミーの場合、使用するグラフィック内のインデックスを初期化します。
  277.   #--------------------------------------------------------------------------
  278.   def enemy_graphic_index
  279.     marker = Saba::Kiseki::GRAPHIC_MARKER
  280.     index = get_ex_value_with_index(@battler.enemy, marker, 1)
  281.     if index == nil
  282.       return Saba::Kiseki::DEFAULT_MONSTER_GRAPHIC_INDEX
  283.     else
  284.       return index.to_i
  285.     end
  286.   end
  287.   def get_ex_value_with_index(item, name, index)
  288.     item.note.split(/[\r\n]+/).each do |line|
  289.     elements = line.split(/\s+/)
  290.       next if elements.size <= index + 1
  291.       next unless elements[0] == name
  292.       return elements[index + 1]
  293.     end
  294.     return nil
  295.   end
  296. end
  297.  
  298.  
  299. #==============================================================================
  300. # ■ Sprite_Forecast
  301. #------------------------------------------------------------------------------
  302. #  待ち時間表示です。Delay XX というあれ
  303. #==============================================================================
  304.  
  305. class Sprite_Forecast < Sprite_Base
  306.   include Saba::Kiseki
  307.   #--------------------------------------------------------------------------
  308.   # ● オブジェクト初期化
  309.   #--------------------------------------------------------------------------
  310.   def initialize(viewport, unit)
  311.     super(viewport)
  312.     @unit = unit
  313.     self.bitmap = Bitmap.new(120, 50)
  314.     @anime_index = 0
  315.     @wait_count = 0
  316.     refresh
  317.     update
  318.     self.z = 5
  319.   end
  320.   def refresh
  321.     self.bitmap.clear
  322.    
  323.     if DELAY_DISPLAY_TYPE == 0
  324.       delay = Cache.system("Delay")
  325.       self.bitmap.font.size = 20
  326.       self.bitmap.blt(0, 0, delay, delay.rect)
  327.       self.bitmap.draw_text(41, 6, 58, 24, @unit.delay_time.to_s, 1)
  328.     else
  329.       delay = Cache.system("Delay2")
  330.       self.bitmap.font.size = 20
  331.       self.bitmap.blt(0, 0, delay, delay.rect)
  332.       clock = Cache.system("icon_clock")
  333.       x = @anime_index % 4 * clock.width / 4
  334.       y = @anime_index / 4 * clock.height / 2
  335.      
  336.       rect = Rect.new(x, y, clock.width / 4, clock.height / 2)
  337.       self.bitmap.blt(3, 3, clock, rect)
  338.       self.bitmap.draw_text(14, 5, 58, 22, @unit.delay_time.to_s, 1)
  339.     end
  340.   end
  341.   #--------------------------------------------------------------------------
  342.   # ● 解放
  343.   #--------------------------------------------------------------------------
  344.   def dispose
  345.     self.bitmap.dispose
  346.     super
  347.   end
  348.   #--------------------------------------------------------------------------
  349.   # ● フレーム更新
  350.   #--------------------------------------------------------------------------
  351.   def update
  352.     super
  353.     self.x = @unit.x + Saba::Kiseki::MARGIN_LEFT + 45
  354.     self.y = @unit.y + Saba::Kiseki::MARGIN_TOP
  355.     next_anime
  356.   end
  357.   def next_anime
  358.     @wait_count += 1
  359.     if @wait_count > 6
  360.       @anime_index += 1
  361.       @anime_index = 0 if @anime_index == 8
  362.       @wait_count = 0
  363.       refresh
  364.     end
  365.   end
  366. end
  367.  
  368.  
  369.  
  370. #==============================================================================
  371. # ■ Spriteset_Kiseki
  372. #------------------------------------------------------------------------------
  373. #  待ち時間バーの背景や、先頭キャラの枠など
  374. #==============================================================================
  375.  
  376. class Spriteset_Kiseki
  377.   include Saba::Kiseki
  378.   #--------------------------------------------------------------------------
  379.   # ○ オブジェクト初期化
  380.   #--------------------------------------------------------------------------
  381.   def initialize(viewport)
  382.     super
  383.     @bg_layer = Sprite_Base.new(viewport)
  384.     @bg_layer.bitmap = Cache.system("OrderLine")
  385.     @bg_layer.z = 0
  386.     @bg_layer.x = 10
  387.     @bg_layer.src_rect.height = ORDER_BAR_HEIGHT
  388.    
  389.     @window_layer = Sprite_Base.new(viewport)
  390.     @window_layer.bitmap = Cache.system("ActiveWindow")
  391.     @window_layer.z = 7
  392.     @window_layer.x = 2
  393.     @window_layer.y = 3
  394.   end
  395.   #--------------------------------------------------------------------------
  396.   # ○ 解放
  397.   #--------------------------------------------------------------------------
  398.   def dispose
  399.     @bg_layer.dispose
  400.     @window_layer.dispose
  401.   end
  402.   #--------------------------------------------------------------------------
  403.   # ○ フレーム更新
  404.   #--------------------------------------------------------------------------
  405.   def update
  406.     @bg_layer.update
  407.     @window_layer.update
  408.   end
  409. end
  410.  
  411.  
  412.  
  413. class Window_BattleLog
  414.   include Saba::Kiseki
  415.     #--------------------------------------------------------------------------
  416.   # ● 失敗の表示
  417.   #--------------------------------------------------------------------------
  418.   alias saba_kiseki_battle_display_failure display_failure
  419.   def display_failure(target, item)
  420.     if target.result.hit? && !target.result.success
  421.       saba_kiseki_battle_display_failure(target, item)
  422.     end
  423.     display_cancel(target, item)
  424.     display_delay(target, item)
  425.   end
  426.   #--------------------------------------------------------------------------
  427.   # ○ アイテム準備の表示
  428.   #--------------------------------------------------------------------------
  429.   def display_prepare_item(target, item)
  430.     text = sprintf(item.prepare_msg, target.name, item.name)
  431.     add_text(text)
  432.     wait
  433.     wait
  434.     wait
  435.   end
  436.   #--------------------------------------------------------------------------
  437.   # ○ キャンセルの表示
  438.   #--------------------------------------------------------------------------
  439.   def display_cancel(target, item)
  440.     unit = OrderManager.find_unit(target)
  441.     return unless unit
  442.     usable_item = unit.usable_item
  443.     return if usable_item == nil
  444.     if target.result.cancel
  445.       return unless CANCEL_MSG
  446.       text = sprintf(CANCEL_MSG, target.name, usable_item.name)
  447.       add_text(text)
  448.       wait
  449.     elsif target.result.fail_cancel
  450.       return unless FAIL_CANCEL_MSG
  451.       text = sprintf(FAIL_CANCEL_MSG, target.name, usable_item.name)
  452.       add_text(text)
  453.       wait
  454.     elsif target.result.anti_cancel
  455.       return unless ANTI_CANCEL_MSG
  456.       text = sprintf(ANTI_CANCEL_MSG, target.name, usable_item.name)
  457.       add_text(text)
  458.       wait
  459.     end
  460.   end
  461.   #--------------------------------------------------------------------------
  462.   # ○ ディレイの表示
  463.   #--------------------------------------------------------------------------
  464.   def display_delay(target, item)
  465.     delay = target.result.delay_count
  466.     if delay > 0
  467.       if target.actor?
  468.         return unless DELAY_ACTOR_MSG
  469.         text = sprintf(DELAY_ACTOR_MSG, target.name, delay.to_s)
  470.       else
  471.         return unless DELAY_ENEMY_MSG
  472.         text = sprintf(DELAY_ENEMY_MSG, target.name, delay.to_s)
  473.       end
  474.       add_text(text)
  475.       wait
  476.     elsif delay < 0
  477.       if target.actor?
  478.         return unless HASTE_ACTOR_MSG
  479.         text = sprintf(HASTE_ACTOR_MSG, target.name, delay.abs.to_s)
  480.       else
  481.         return unless HASTE_ENEMY_MSG
  482.         text = sprintf(HASTE_ENEMY_MSG, target.name, delay.abs.to_s)
  483.       end
  484.       add_text(text)
  485.       wait
  486.     elsif target.result.fail_delay
  487.       return unless FAIL_DELAY_MSG
  488.       text = sprintf(FAIL_DELAY_MSG, target.name)
  489.       add_text(text)
  490.       wait
  491.     elsif target.result.anti_delay
  492.       return unless ANTI_DELAY_MSG
  493.       text = sprintf(ANTI_DELAY_MSG, target.name)
  494.       add_text(text)
  495.       wait
  496.     end
  497.   end
  498. end
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