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Fantastic Pearl ABS Patch

Falmc Jan 24th, 2013 6,479 Never
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  1. #===============================================================================
  2. # * Fantastic Pearl ABS Patch
  3. #
  4. # This patch is designed to work with Pearl ABS Liquid V2 script, it add some
  5. # great features to the main engine, enchant the game play, apply some bug fix
  6. # and much more.
  7. #
  8. #------------------------------------------------------------------------------
  9. # * Features
  10. #
  11. # - User and  Projectiles iconset graphic enabled
  12. # - User graphic has 3 different animation types to chose from
  13. # - Projectile graphics has 2 animation types
  14. # - All battle members dead fix
  15. # - Repeated shield bug fix
  16. # - Self switch note tag bug fix (now able to use the Dead enemy self witch tag)
  17. # - Now able to erase an enemy forever when dead (if tagged with self switch)
  18. # - Game play enchanted
  19. #-----------------------------------------------------------------------------
  20. #
  21. # * Installation
  22. #
  23. # Paste this script BELOW Pearl ABS Liquid V2 scripts
  24. #-----------------------------------------------------------------------------
  25. #
  26. # * User and projectiles iconset graphic instructions
  27. #
  28. # Tag any weapon, armor, item or skill with the followings note tags
  29. #
  30. # User Iconset = animated   - You have 3 options available:
  31. #                             animated, static, shielding. animated plays
  32. #                             3 patterns swing effect. static plays only one
  33. #                             and shielding for shield usage effect
  34. #
  35. # Projectile Iconset = animated  - you have 2 options available
  36. #                                animated and static.
  37. #                                animated play a zoom in and zoom out effect
  38. #                                static plays no effect
  39. #-------------------------------------------------------------------------------
  40. # * License
  41. #
  42. # This script adopt the same terms of use of Pearl ABS
  43. #-----------------------------------------------------------------------------
  44.  
  45. #==============================================================================
  46. # * User and prjectiles icon sprites feature
  47. #==============================================================================
  48.  
  49. ($imported ||= {})[:Fantastic_Pearl_ABS_Patch] = 1.0
  50.  
  51. class Game_CharacterBase
  52.   attr_accessor :user_iconset, :pro_iconset
  53. end
  54.  
  55. class Sprite_Character < Sprite_Base
  56.  
  57.   def iconset_graphic?
  58.     !@character.user_iconset.nil? || !@character.pro_iconset.nil?
  59.   end
  60.  
  61.   alias falcao_fantastic_bit update_bitmap
  62.   def update_bitmap
  63.     if iconset_graphic?
  64.       if @apply_iconset.nil?
  65.         icon = @character.user_iconset[0] if !@character.user_iconset.nil? and
  66.         @character.is_a?(Anime_Obj)
  67.         icon = @character.pro_iconset[0] if !@character.pro_iconset.nil? and
  68.         @character.is_a?(Projectile)
  69.         set_iconsetbitmap(icon)
  70.         @apply_iconset = true
  71.       end
  72.       apply_breath_effect2(@character) if !@character.pro_iconset.nil? and
  73.       @character.is_a?(Projectile) and @character.pro_iconset[1] == :animated
  74.       @enable_angle = @character.user_iconset[1] if
  75.       !@character.user_iconset.nil? and @character.is_a?(Anime_Obj)
  76.       return
  77.     end
  78.     falcao_fantastic_bit
  79.   end
  80.  
  81.   alias falcao_fantastic_update_position update_position
  82.   def update_position
  83.     falcao_fantastic_update_position
  84.     set_angle_changes(@enable_angle) if @enable_angle != nil
  85.   end
  86.  
  87.   def apply_angle_pattern(x_plus, y_plus, angle)
  88.     self.x = @character.user.screen_x + x_plus
  89.     self.y = @character.user.screen_y + y_plus
  90.     self.angle = angle
  91.   end
  92.  
  93.   def set_angle_changes(type)
  94.     ani= @character.user.anime_speed.to_f/@character.original_speed.to_f * 100.0
  95.     case ani
  96.     when 80..100
  97.       perform_animated(0) if type == :animated
  98.     when 60..80
  99.       perform_animated(1) if type == :animated
  100.     when 0..60
  101.       perform_animated(2) if type == :animated
  102.     end
  103.     if type != :animated
  104.       perform_static       if type == :static
  105.       perform_shielding    if type == :shielding
  106.     end
  107.   end
  108.  
  109.   # animated
  110.   def perform_animated(pattern)
  111.     case pattern
  112.     when 0
  113.       apply_angle_pattern(10, -12, -166) if @character.user.direction == 2
  114.       if @character.user.direction == 4 || @character.user.direction == 6
  115.         apply_angle_pattern(-8, -26, -46)
  116.         self.z = @character.user.screen_z - 1
  117.       end
  118.       apply_angle_pattern(-22, -10, 0)   if @character.user.direction == 8
  119.     when 1
  120.       apply_angle_pattern(0, 0, -266)   if @character.user.direction == 2
  121.       apply_angle_pattern(-20, -10, 12) if @character.user.direction == 4
  122.       apply_angle_pattern(7, -20, -78)  if @character.user.direction == 6
  123.       if @character.user.direction == 8
  124.         apply_angle_pattern(-8, -26, -46)
  125.         self.z = @character.user.screen_z - 1
  126.       end
  127.     when 2
  128.       apply_angle_pattern(8, -5, -210)    if @character.user.direction == 2
  129.       apply_angle_pattern(-10, 2, 52)     if @character.user.direction == 4
  130.       apply_angle_pattern(8, -15, -126)  if @character.user.direction == 6
  131.       apply_angle_pattern(10, -16, - 100) if @character.user.direction == 8
  132.     end
  133.   end
  134.  
  135.   # static
  136.   def perform_static
  137.     apply_angle_pattern(8, -5, -210)    if @character.user.direction == 2
  138.     apply_angle_pattern(-10, 2, 52)     if @character.user.direction == 4
  139.     apply_angle_pattern(8, -15, -126)  if @character.user.direction == 6
  140.     if @character.user.direction == 8
  141.       apply_angle_pattern(-8, -26, -46)
  142.       self.z = @character.user.screen_z - 1
  143.     end
  144.   end
  145.  
  146.   # shielding
  147.   def perform_shielding
  148.     apply_angle_pattern(2, 4, 0)    if @character.user.direction == 2
  149.     apply_angle_pattern(-10, 0, 0)     if @character.user.direction == 4
  150.     if @character.user.direction == 6
  151.       apply_angle_pattern(10, 0, 0)  
  152.       self.z = @character.user.screen_z - 1
  153.     elsif @character.user.direction == 8
  154.       apply_angle_pattern(11, -9, 0)  
  155.       self.z = @character.user.screen_z - 1
  156.     end
  157.   end
  158.  
  159.   def apply_breath_effect2(char)
  160.     char.zoomfx_x -= 0.03 if !char.zfx_bol
  161.     char.zoomfx_y -= 0.03 if !char.zfx_bol
  162.     char.zoomfx_x += 0.03 if char.zfx_bol
  163.     char.zoomfx_y += 0.03 if char.zfx_bol
  164.     char.zfx_bol = true if char.zoomfx_x <= 0.84
  165.     char.zfx_bol = false if char.zoomfx_x >= 1.0
  166.   end
  167.  
  168.   alias falcao_fantastic_src update_src_rect
  169.   def update_src_rect
  170.     return if iconset_graphic?
  171.     falcao_fantastic_src
  172.   end
  173.  
  174.   def set_iconsetbitmap(icon_index, enabled = true)
  175.     self.bitmap = Bitmap.new(24, 24)
  176.     bit = Cache.system("Iconset")
  177.     rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
  178.     self.bitmap.blt(0, 0, bit, rect, enabled ? 255 : 150)
  179.     @cw = self.ox = 12
  180.     @ch = self.oy = 24
  181.   end
  182. end
  183.  
  184. module PearlKernel
  185.   def self.check_iconset(item, tag, object)
  186.     data = item.tool_data(tag, false)
  187.     return if data.nil?
  188.     v = [item.icon_index, data.to_sym] if data == "animated" ||
  189.     data == "static" || data == "shielding"
  190.     object.is_a?(Projectile) ? object.pro_iconset = v : object.user_iconset = v
  191.   end
  192. end
  193.  
  194. class Projectile < Game_Character
  195.   alias falcao_fantastic_load load_item_data
  196.   def load_item_data
  197.     PearlKernel.check_iconset(@item, "Projectile Iconset = ", self)
  198.     falcao_fantastic_load
  199.     @character_name = "" if @pro_iconset != nil
  200.   end
  201. end
  202.  
  203. class Anime_Obj < Game_Character
  204.   alias falcao_fantastic_animeini initialize
  205.   def initialize(user, item)
  206.     falcao_fantastic_animeini(user, item)
  207.     PearlKernel.check_iconset(@item, "User Iconset = ", self)
  208.     @character_name = "" if @user_iconset != nil
  209.   end
  210. end
  211.  
  212. #==============================================================================
  213. # all battle members dead issue fix
  214. #==============================================================================
  215. class Game_CharacterBase
  216.   alias falcao_fantastic_collapse update_battler_collapse
  217.   def update_battler_collapse
  218.     falcao_fantastic_collapse
  219.     check_for_dead_four if @colapse_time == 0
  220.   end
  221.  
  222.   def check_for_dead_four
  223.     return if $game_party.members.size <= 4
  224.     SceneManager.goto(Scene_Gameover) if all_fourdead?
  225.   end
  226.  
  227.   def all_fourdead?
  228.     m = $game_party.battle_members
  229.     return true if m[0].dead? && m[1].dead? && m[2].dead? && m[3].dead?
  230.     return false
  231.   end
  232.  
  233.   alias falcao_fantastic_anim create_anime_sprite_object
  234.   def create_anime_sprite_object(item)
  235.     falcao_fantastic_anim(item)
  236.     if PearlKernel.user_graphic == "nil" and
  237.       !item.tool_data("User Iconset = ", false).nil?
  238.       return if PearlKernel.user_graphic.nil?
  239.       $game_player.anime_action.push(Anime_Obj.new(self, item))
  240.     end
  241.   end
  242. end
  243.  
  244. #==============================================================================
  245. # Hardcoding projectiles, repeated shield bug issue
  246. #==============================================================================
  247. class Spriteset_Map
  248.   def update_projectile_sprites
  249.     @projectile_sprites.each {|sprite| sprite.update if !sprite.disposed?}
  250.     $game_player.projectiles.each do |projectile|
  251.       unless projectile.draw_it
  252.         @projectile_sprites.push(Sprite_Character.new(@viewport1, projectile))
  253.         projectile.draw_it = true
  254.       end
  255.       if projectile.destroy_it
  256.         @projectile_sprites.each {|i|
  257.         if i.character.is_a?(Projectile) and i.character.destroy_it
  258.           i.dispose
  259.           @projectile_sprites.delete(i)
  260.         end
  261.         }
  262.         if projectile.user.making_spiral
  263.           projectile.user.making_spiral = false
  264.         end
  265.         if projectile.user.battler_guarding[0]
  266.           projectile.user.battler_guarding = [false, nil]
  267.           projectile.user.battler.remove_state(9)
  268.         end
  269.         $game_player.projectiles.delete(projectile)
  270.       end
  271.     end
  272.   end
  273. end
  274.  
  275. #==============================================================================
  276. # Self switch note tag bug issue fix
  277. # now enemies can be erased forever when note ntagged with a self switch
  278. #==============================================================================
  279. class Game_CharacterBase
  280.   alias falcaopearl_fx update_state_effects
  281.   def update_state_effects
  282.     return if battler.nil?
  283.     falcaopearl_fx
  284.   end
  285. end
  286.  
  287. class Sprite_LifeBars < Sprite
  288.   alias falcaopearl_fx_up update
  289.   def update
  290.     if battler.nil?
  291.       dispose
  292.       return
  293.     end
  294.     falcaopearl_fx_up
  295.   end
  296. end
  297.  
  298. class Game_System
  299.   attr_accessor :remain_killed
  300.   alias falcao_fantastic_store_ini initialize
  301.   def initialize
  302.     falcao_fantastic_store_ini
  303.     @remain_killed = {}
  304.   end
  305. end
  306.  
  307. class Game_Event < Game_Character
  308.   alias falcao_fantastic_register register_enemy
  309.   def register_enemy(event)
  310.     if !$game_system.remain_killed[$game_map.map_id].nil? and
  311.       $game_system.remain_killed[$game_map.map_id].include?(self.id)
  312.       return
  313.     end
  314.     falcao_fantastic_register(event)
  315.   end
  316.  
  317.   def run_assigned_commands
  318.     transform = @enemy.enemy.tool_data("Enemy Die Transform = ")
  319.     switch = @enemy.enemy.tool_data("Enemy Die Switch = ")
  320.     $game_switches[switch] = true if switch != nil
  321.     variable = @enemy.enemy.tool_data("Enemy Die Variable = ")
  322.     $game_variables[variable] += 1 if variable != nil
  323.     self_sw = @enemy.enemy.tool_data("Enemy Die Self Switch = ", false)
  324.     $game_map.event_enemies.delete(self) if @enemy.object
  325.     $game_map.enemies.delete(@enemy) if @enemy.object
  326.     if self_sw.is_a?(String)
  327.       $game_self_switches[[$game_map.map_id, self.id, self_sw]] = true
  328.       apply_respawn
  329.       $game_map.event_enemies.delete(self)
  330.       $game_map.enemies.delete(@enemy)
  331.       unless $game_system.remain_killed.has_key?($game_map.map_id)
  332.         $game_system.remain_killed[$game_map.map_id] = []
  333.       end
  334.       $game_system.remain_killed[$game_map.map_id].push(self.id) unless
  335.       $game_system.remain_killed[$game_map.map_id].include?(self.id)
  336.       @enemy = nil
  337.     else
  338.       erase unless @deadposee
  339.     end
  340.     if transform != nil
  341.       @enemy = Game_Enemy.new(0, transform)
  342.       apply_respawn
  343.     end
  344.   end
  345. end
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