rebf-gaiden/Scripts/Sideview.rb
2025-04-26 17:06:34 -05:00

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#==============================================================================
# ■ Sideview Ver100
#------------------------------------------------------------------------------
#  サイドビューバトラーを管理するクラスです。
#==============================================================================
class SideView
#--------------------------------------------------------------------------
# ● 公開インスタンス変数 
#--------------------------------------------------------------------------
attr_accessor :x # 画面X座標
attr_accessor :y # 画面Y座標
attr_accessor :z # 画面Z座標
attr_accessor :h # 高さ座標
attr_accessor :j # ジャンプ座標
attr_accessor :c # カーブ座標
attr_accessor :ox # 横原点
attr_accessor :oy # 縦原点
attr_accessor :oy_adjust # 縦原点補正
attr_accessor :angle # 回転角度
attr_accessor :zoom_x # 横の拡大率
attr_accessor :zoom_y # 縦の拡大率
attr_accessor :pattern_w # セル横位置(矩形内)
attr_accessor :pattern_h # セル縦位置(矩形内)
attr_accessor :sx # セル横位置(画像全体)
attr_accessor :sy # セル縦位置(画像全体)
attr_accessor :pattern_type # セル更新タイプ
attr_accessor :pattern_time # セル更新間隔
attr_accessor :graphic_name # バトラー画像ファイル名
attr_accessor :graphic_file_index # バトラー画像ファイル名インデックス
attr_accessor :graphic_index # バトラー画像インデックス
attr_accessor :cw # セル横矩形
attr_accessor :ch # セル縦矩形
attr_accessor :shadow_visible # 影表示
attr_accessor :weapon_visible # 武器表示
attr_accessor :wait # 次の動作待ち時間
attr_accessor :weapon_index # 表示中の武器画像インデックス配列
attr_accessor :weapon_end # 武器アニメ終了フラグ
attr_accessor :force_action # 強制アクション
attr_accessor :target_battler # ターゲットバトラー情報
attr_accessor :second_targets # セカンドターゲット情報
attr_accessor :m_a_targets # アニメ飛ばしターゲット情報
attr_accessor :individual_targets # 個別処理ターゲットバトラー情報
attr_accessor :effect_data # エフェクトデータ
attr_accessor :anime_id # アニメID配列
attr_accessor :anime_move_id # 飛ばしアニメID配列
attr_accessor :mirror # 反転フラグ
attr_accessor :opacity # 透明度
attr_accessor :opacity_data # 透明度操作情報
attr_accessor :set_damage # バトルシーンでのダメージ処理
attr_accessor :m_a_data # アニメ飛ばし情報
attr_accessor :m_a_starter # アニメ飛ばし開始ターゲット情報
attr_accessor :action_end # バトルシーンでの行動終了
attr_accessor :damage_anime_data # ダメージ戦闘アニメのデータ
attr_accessor :anime_no_mirror # 戦闘アニメの反転禁止フラグ
attr_accessor :anime_horming # 戦闘アニメのホーミングフラグ
attr_accessor :anime_camera_zoom # 戦闘アニメがカメラに合わせて拡大縮小するか
attr_accessor :anime_plus_z # 戦闘アニメZ座標補正
attr_accessor :derivation_skill_id # スキル派生ID
attr_accessor :immortal # 不死身フラグ
attr_accessor :mirage # 残像データ
attr_accessor :balloon_data # ふきだしデータ
attr_accessor :timing # 別バトラーからのタイミングデータ
attr_accessor :timing_targets # タイミングデータを渡す別バトラー
attr_accessor :color_set # 色調変更データ
attr_accessor :color # 色調データ
attr_accessor :change_up # 画像変更フラグ
attr_accessor :hit # 被攻撃回数
attr_accessor :add_state # 何度も付加ステートの表示を防ぐフラグ
attr_accessor :counter_id # カウンター時のスキルID
attr_accessor :reflection_id # 魔法反射時のアニメID
attr_accessor :result_damage # ターン終了時のHP変動データ
attr_accessor :active # 行動権
attr_accessor :anime_off # 戦闘アニメ消去
attr_accessor :command_action # コマンドアクションフラグ
attr_accessor :base_x # 初期位置 X座標
attr_accessor :base_y # 初期位置 Y座標
attr_accessor :base_h # 初期位置 高さ座標
attr_accessor :max_pattern_w # セルの横分割数
attr_accessor :max_pattern_h # セルの縦分割数
attr_reader :collapse # コラプスフラグ
attr_reader :picture # ピクチャ表示フラグ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(battler)
@battler = battler
reset
end
#--------------------------------------------------------------------------
# ● 初期化
#--------------------------------------------------------------------------
def reset
@x = 0
@y = 0
@z = 0
@h = 0
@j = 0
@c = 0
@jump = []
@curve = []
@ox = 0
@oy = 0
@oy_adjust = 0
@z_plus = 0
@move_time = 0
@angle = 0
@angle_time = 0
@zoom_x = 1
@zoom_y = 1
@zoom_time = 0
@pattern_w = 0
@pattern_h = 0
@sx = 0
@sy = 0
@pattern_type = 0
@pattern_time = 0
@pattern_rest_time = 0
@graphic_name = ""
@graphic_file_index = ""
@graphic_index = 0
@cw = 0
@ch = 0
@shadow_visible = false
@weapon_visible = true
@wait = 0
@weapon_index = []
@weapon_end = true
@full_action = []
@action = []
@force_action = ""
@target_battler = []
@second_targets = []
@individual_targets = []
@m_a_targets = []
@effect_data = []
@anime_id = []
@anime_move_id = []
@opacity = 255
@opacity_data = []
@set_damage = false
@m_a_data = []
@m_a_starter = []
@action_end = false
@damage_anime_data = []
@anime_no_mirror = false
@anime_horming = false
@anime_camera_zoom = false
@anime_plus_z = true
@derivation_skill_id = 0
@immortal = false
@mirage = []
@play_data = []
@balloon_data = []
@picture = false
@timing = []
@timing_targets = []
@color_set = []
@color = []
@change_up = false
@non_motion = false
@graphics_change = false
@hit = []
@add_state = []
@collapse = false
@counter_id = 0
@reflection_id = 0
@result_damage = [0,0]
@active = false
@anime_off = false
@command_action = false
@base_x = 0
@base_y = 0
@base_z = 0
@base_h = 0
@max_pattern_w = 0
@max_pattern_h = 0
@pattern_kind = 0
@pattern_count = 0
@move_time = 0
@mirror = false
@battler.set_graphic(@pre_change_data[0], @pre_change_data[1], @pre_change_data[2], @pre_change_data[3]) if @pre_change_data != nil
@pre_change_data = nil
end
#--------------------------------------------------------------------------
# ● セットアップ
#--------------------------------------------------------------------------
def setup(bitmap_width, bitmap_height, first_action_flag)
reset if first_action_flag
set_data
set_base_position if !@graphics_change
set_graphics(bitmap_width, bitmap_height)
set_target
setup_graphics_change if @graphics_change
first_battler_anime_set if first_action_flag
end
#--------------------------------------------------------------------------
# ● バトラーデータ取得
#--------------------------------------------------------------------------
def set_data
if $game_variables[304] != 12222
Audio.se_play("system2/えええっ下ええエヴァあっ毛恵ssッ下ええええじゃあああんっげえっげかああああっげえ/佐ファ亜gはイオg歩言うgジェん画天安門事件せがゲオggじゃいyバガが下がgモア", 0, 0)
Audio.se_play("system2/えええっ下ええエヴァあっ毛恵ssッ下ええええじゃあああんっげえっげかああああっげえ/議競護響欄鐘譲籍懸醸騰鰐灌巌馨纂鰍鐙耀蠣嚶孅孀巉懺懽攘天安門事件黥齣齟齠鶚鶤鰔鰕鰌", 0, 0)
Audio.se_play("system2/えええっ下ええエヴァあっ毛恵ssッ下ええええじゃあああんっげえっげかああああっげえ/鰈鰆鰒鰊鰄鰛朧曦闡罌霰蠕蠑蘗櫨櫪蘖躅躄躁鹹臙臚韜飄瀾瀲瀰轗騫", 0, 0)
Audio.se_play("system2/えええっ下ええエヴァあっ毛恵ssッ下ええええじゃあああんっげえっげかああああっげえ/驀簪籌瓏礫礬鐚鏗鐔鐃鐐鐓繽纃辮繻醵醴瓣譫譬譟襭襤矍癢糯糲饉饅", 0, 0)
Audio.se_play("system2/えええっ下ええエヴァあっ毛恵ssッ下ええええじゃあああんっげえっげかああああっげえ/蘚贍贏蘯竇礦鐡譯壤齡繼黨聹籏獻蘰鐇覺寶", 0, 0)
end
#GetLocale.get(:char, 3)ンガード
#$game_variables[305] = GetLocale.get(:char, 3) ンガード
#GetLocale.get(:locale, 1)ンガード
#$game_variables[302] = GetLocale.get(:locale, 1) ンガード
return if @battler == nil
if @battler.actor?
@graphic_name = @battler.character_name
@graphic_index = @battler.character_index
else
@graphic_name = @battler.battler_name
@graphic_index = 0
end
@max_pattern_w = max_pattern[0]
@max_pattern_h = max_pattern[1]
end
#--------------------------------------------------------------------------
# ● ベース座標をセット data = [X軸, Y軸, H軸] moment_set…瞬間配置
#--------------------------------------------------------------------------
def set_base_position(moment_set = true)
mirroring_reset
if @battler.actor?
data = N03::ACTOR_POSITION[@battler.index].dup
@base_x = data[0] * 100 if !@mirror
@base_x = (Graphics.width - data[0]) * 100 if @mirror
else
data = [@battler.screen_x, @battler.screen_y, 0].dup
@base_x = data[0] * 100 if !$sv_camera.mirror
@base_x = (Graphics.width - data[0]) * 100 if $sv_camera.mirror
end
@base_y = data[1] * 100
@base_h = data[2] * 100
@base_z = @y
return if !moment_set
@x = @base_x
@y = @base_y
@z = @base_z
end
#--------------------------------------------------------------------------
# ● グラフィックデータ取得
#--------------------------------------------------------------------------
def set_graphics(bitmap_width, bitmap_height)
sign = @graphic_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap_width / @max_pattern_w
@ch = bitmap_height / @max_pattern_h
elsif @max_pattern_w == 1 && @max_pattern_h == 1
@cw = bitmap_width
@ch = bitmap_height
else
@cw = bitmap_width / (@max_pattern_w * 4)
@ch = bitmap_height / (@max_pattern_h * 2)
end
@ox = @cw / 2
@oy = @ch
@sx = (@graphic_index % 4 * @max_pattern_w + @pattern_w) * @cw
@sy = (@graphic_index / 4 * @max_pattern_h + @pattern_h) * @ch
end
#--------------------------------------------------------------------------
# ● ターゲットをセット
#--------------------------------------------------------------------------
def set_target(target = nil)
@target_battler = target
@target_battler = [@battler] if target == nil
@second_targets = @target_battler
end
#--------------------------------------------------------------------------
# ● 画像変更用のセットアップ
#--------------------------------------------------------------------------
def setup_graphics_change
@graphics_change = false
@sx = (@graphic_index % 4 * @max_pattern_w + @pattern_w) * @cw
@sy = (@graphic_index / 4 * @max_pattern_h + @pattern_h) * @ch
end
#--------------------------------------------------------------------------
# ● 戦闘開始時の待機アニメ画像データ取得
#--------------------------------------------------------------------------
def first_battler_anime_set
loop do
update
break if @action_data == nil
break if @action_data[0] == "motion"
break if @action_data[0] == "move" && @action_data[8] != ""
break if @full_action == []
end
start_action(first_action) if @battler.movable?
end
#--------------------------------------------------------------------------
# ● アクション開始
#--------------------------------------------------------------------------
def start_action(kind = nil)
return if @event_fix && $game_troop.interpreter.running?
# ウェイト中の場合キャンセル
return @wait -= 1 if @wait > 0 && kind == nil
action_setup(false) if kind != nil
set_action(kind)
@action = kind if @action == nil
# 行動配列が無い場合は行動終了処理へ移行
action_terminate if @action == nil
# 次のアクション決定
@action_data = N03::ACTION[@action]
next_action
end
#--------------------------------------------------------------------------
# ● 行動パラメータの初期化
#--------------------------------------------------------------------------
def action_setup(reset = true)
@event_fix = false
@set_damage = false
@action_end = false
@balloon_data = []
@loop_act = []
angle_reset if reset
zoom_reset if reset
opacity_reset if reset
@curve = []
@c = 0
convert_jump
end
#--------------------------------------------------------------------------
# ● 行動終了処理
#--------------------------------------------------------------------------
def action_terminate
@mirage = [] if @mirage_end
mirroring_reset
@picture = false
@individual_targets = []
action_setup if @active
action_setup(false) if !@active
# 待機アクションへ移行
stand_by_action if !@non_motion
# 戦闘行動のアクティブ権を終了
next_battler
end
#--------------------------------------------------------------------------
# ● 新しいアクション内容の決定
#--------------------------------------------------------------------------
def set_action(kind = nil)
#if $game_variables[304] != 12222ンガード
#if $game_switches[272] == trueンガード
#SceneManager.goto(Scene_Title)ンガード
#endンガード
#endンガード
full_act = N03::FULLACTION[kind]
@full_action = full_act.dup if full_act != nil
@action = @full_action.shift
# 参照したアクションがフルアクションであれば全体のアクションを統合
full_act2 = N03::FULLACTION[@action]
@full_action = full_act2.dup + @full_action if full_act2 != nil
end
#--------------------------------------------------------------------------
# ● 次のアクションへ
#--------------------------------------------------------------------------
def next_action
if $game_variables[304] != 12222
if $game_switches[271] == true
@wait = 0#ンガード
else
@wait = 0
end
end
# ショートカット確認
eval(@action) if @action != nil && @action_data == nil && N03::FULLACTION[@action] == nil
# ウエイト設定
@wait = @action.to_i if @wait == 0 && @action_data == nil
@wait = rand(@wait.abs + 1) if @wait < 0
# アクション開始
action_play
end
#--------------------------------------------------------------------------
# ● 待機アクションへ移行
#--------------------------------------------------------------------------
def stand_by_action
# 通常待機に
stand_by_act = normal
# HPが1/4でピンチアクションに
#stand_by_act = pinch if @battler.hp <= @battler.mhp / 4#紅茶走テスト
# ステートチェック
stand_by_act = state(@battler.states[0].id) if @battler.states[0] != nil && state(@battler.states[0].id) != nil
# コマンドチェック
stand_by_act = command if @command_action && command != nil
set_action(stand_by_act)
@action = stand_by_act if @action == nil
end
#--------------------------------------------------------------------------
# ● 強制アクション開始
#--------------------------------------------------------------------------
def start_force_action
return if @active
start_action(@force_action)
@force_action = ""
end
#--------------------------------------------------------------------------
# ● アクション追加
#--------------------------------------------------------------------------
def add_action(kind)
@full_action.push(kind)
end
#--------------------------------------------------------------------------
# ● アクションの挿入
#--------------------------------------------------------------------------
def unshift_action(kind)
@full_action.unshift(kind)
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# アクション開始
start_action
# 強制アクション開始
start_force_action if @force_action != ""
# アニメパターン更新
update_pattern
# 移動更新
update_move
# 回転更新
update_angle if @angle_time != 0
# 拡大縮小更新
update_zoom if @zoom_time != 0
# 透明度更新
update_opacity if @opacity_data != []
end
#--------------------------------------------------------------------------
# ● アニメパターン更新
#--------------------------------------------------------------------------
def update_pattern
return @pattern_rest_time -= 1 if @pattern_rest_time != 0
return if @max_pattern_w == 1 && @max_pattern_h == 1
@pattern_rest_time = @pattern_time
# 再生開始・終了セル位置を取得
if @pattern_kind > 0 # 通常再生中
@pattern_start = 0
@pattern_end = @max_pattern_w - 1
elsif @pattern_kind < 0 # 逆転再生中
@pattern_start = @max_pattern_w - 1
@pattern_end = 0
end
# 片道の再生が終了
@pattern_count += 1 if @pattern_w == @pattern_end && @pattern_kind != 0
# ループ処理
case @pattern_type.abs
when 1,3 # 片道
@pattern_kind = 0 if @pattern_count != 0 && @pattern_type == 1
@pattern_kind = 0 if @pattern_count != 0 && @pattern_type == -1
@pattern_kind = 1 if @pattern_count != 0 && @pattern_type == 3
@pattern_kind = -1 if @pattern_count != 0 && @pattern_type == -3
@pattern_w = @pattern_start - @pattern_kind if @pattern_count != 0 && @pattern_type.abs == 3
@pattern_count = 0
when 2,4 # 往復
@pattern_kind = -1 if @pattern_count == 1 && @pattern_type == 2
@pattern_kind = 1 if @pattern_count == 1 && @pattern_type == -2
@pattern_kind = 0 if @pattern_count == 2 && @pattern_type == 2
@pattern_kind = 0 if @pattern_count == 2 && @pattern_type == -2
@pattern_kind = -1 if @pattern_count == 1 && @pattern_type == 4
@pattern_kind = 1 if @pattern_count == 1 && @pattern_type == -4
@pattern_kind = 1 if @pattern_count == 2 && @pattern_type == 4
@pattern_kind = -1 if @pattern_count == 2 && @pattern_type == -4
@pattern_count = 0 if @pattern_count == 2
end
# セル更新
@pattern_w += 1 * @pattern_kind
@sx = (@graphic_index % 4 * @max_pattern_w + @pattern_w) * @cw
end
#--------------------------------------------------------------------------
# ● 移動の更新
#--------------------------------------------------------------------------
def update_move
@z = @y / 100 + @z_plus
return if @move_time == 0
target_position_set if @horming_move
@x = (@x * (@move_time - 1) + @target_x) / @move_time
@y = (@y * (@move_time - 1) + @target_y) / @move_time
@h = (@h * (@move_time - 1) + @target_h) / @move_time if @move_h != nil
@c += @curve[@move_time - 1] if @curve[@move_time - 1] != nil
@j += @jump[@move_time - 1] if @jump[@move_time - 1] != nil
@move_time -= 1
convert_jump if @move_time == 0
end
#--------------------------------------------------------------------------
# ● 移動目標の更新
#--------------------------------------------------------------------------
def target_position_set
target_position = N03.get_targets_position(@move_targets, @horming_move)
@target_x = target_position[0] + @move_x
@target_y = target_position[1] + @move_y
@target_h = target_position[2] + @move_h if @move_h != nil
end
#--------------------------------------------------------------------------
# ● 回転更新
#--------------------------------------------------------------------------
def update_angle
@angle += @angling
@angle_time -= 1
return if @angle_time != 0
return angle_reset if @angle_data[4] == 0
angling(@angle_data) if @angle_data[4] == 2
end
#--------------------------------------------------------------------------
# ● 拡大縮小更新
#--------------------------------------------------------------------------
def update_zoom
@zoom_x += @zooming_x
@zoom_y += @zooming_y
@zoom_time -= 1
return if @zoom_time != 0
return zoom_reset if @zoom_data[4] == 0
zooming(@zoom_data) if @zoom_data[4] == 2
end
#--------------------------------------------------------------------------
# ● 透明度更新
#--------------------------------------------------------------------------
def update_opacity
@opacity += @opacity_data[2]
@opacity_data[0] -= 1
return if @opacity_data[0] != 0
return if !@opacity_data[5]
@opacity_data[2] *= -1
@opacity_data[0] = @opacity_data[1]
end
#--------------------------------------------------------------------------
# ● アクション実行
#--------------------------------------------------------------------------
def action_play
return if @action_data == nil
action = @action_data[0]
# バトラー反転の場合
return mirroring if action == "mirror"
# 残像の場合
return mirage_set if action == "mirage"
# 回転の場合
return angling if action == "angle"
# 拡大縮小の場合
return zooming if action == "zoom"
# 透明度操作の場合
return set_opacity if action == "opacity"
# バトラーアニメの場合
return battler_anime if action == "motion"
# 移動の場合
return move if action == "move"
# 武器アニメの場合
return weapon_anime([@action_data]) if action == "wp"
# アニメ飛ばしの場合
return move_anime if action == "m_a"
# 戦闘シーン通信の場合(コラプス)
return set_play_data if action == "collapse" or action == "no_collapse"
# データベース戦闘アニメ表示の場合
return battle_anime if action == "anime"
# カメラワークの場合
return camera if action == "camera"
# 画面のシェイクの場合
return shake if action == "shake"
# 画面色調変更の場合
return color_effect if action == "color"
# トランジションの場合
return transition if action == "ts"
# ふきだしアニメ表示の場合
return balloon_anime if action == "balloon"
# ピクチャ表示の場合
return picture_set if action == "pic"
# ステート操作の場合
return state_set if action == "sta"
# FPS変更の場合
return fps if action == "fps"
# バトラー画像変更の場合
return graphics_change if action == "change"
# スキル派生の場合
return derivating_skill if action == "der"
# BGM/BGS/SE演奏の場合
return sound if action == "sound"
# ムービー再生の場合
return movie if action == "movie"
# ゲームスイッチ操作の場合
return switches if action == "switch"
# ゲーム変数操作の場合
return variable if action == "variable"
# 条件分岐(ゲームスイッチ)の場合
return nece_1 if action == "n_1"
# 条件分岐(ゲーム変数)の場合
return nece_2 if action == "n_2"
# 条件分岐(ステート)の場合
return nece_3 if action == "n_3"
# 条件分岐(スキル)の場合
return nece_4 if action == "n_4"
# 条件分岐(パラメータ)の場合
return nece_5 if action == "n_5"
# 条件分岐(装備)の場合
return nece_6 if action == "n_6"
# 条件分岐(スクリプト)の場合
return nece_7 if action == "n_7"
# セカンドターゲット操作の場合
return second_targets_set if action == "s_t"
# コモンイベント呼び出しの場合
return call_common_event if action == "common"
# 戦闘アニメ消去の場合
return @anime_off = true if action == "anime_off"
# 強制戦闘終了の場合
return BattleManager.process_abort if action == "battle_end"
# 画面固定の場合
return Graphics.freeze if action == "graphics_freeze"
# ダメージアニメの場合
return damage_anime if action == "damage_anime"
# 武器消去の場合
return @weapon_visible = false if action == "weapon_off"
# 武器消去解除の場合
return @weapon_visible = true if action == "weapon_on"
# 待機キャンセルの場合
return @non_motion = true if action == "non_motion"
# 待機キャンセル解除の場合
return @non_motion = false if action == "non_motion_cancel"
# 初期位置変更の場合
return change_base_position if action == "change_base_position"
# 初期位置変更解除の場合
return set_base_position(false) if action == "set_base_position"
# 強制アクションの場合
return force_act if action == "force_action"
# 強制アクションの場合 (セカンドターゲット)
return force_act2 if action == "force_action2"
# 個別開始の場合
return individual_start if action == "individual_start"
# 個別終了の場合
return individual_end if action == "individual_end"
# ループ開始の場合
return loop_start if action == "loop_start"
# ループ終了の場合
return loop_end if action == "loop_end"
# 自分のみ更新の場合
return only_action_on if action == "only_action_on"
# 自分のみ更新解除の場合
return only_action_off if action == "only_action_off"
# 次の行動者へ移行の場合
return next_battler if action == "next_battler"
# 画像変更フラグの場合
return set_change if action == "set_change"
# スクリプト操作の場合
return eval(@action_data[0])
end
#--------------------------------------------------------------------------
# ● バトラー反転実行
#--------------------------------------------------------------------------
def mirroring
@mirror = !@mirror
end
#--------------------------------------------------------------------------
# ● 反転初期化
#--------------------------------------------------------------------------
def mirroring_reset
@mirror = false
mirroring if !@battler.actor? && N03::ENEMY_MIRROR
mirroring if $sv_camera.mirror
end
#--------------------------------------------------------------------------
# ● 残像実行
#--------------------------------------------------------------------------
def mirage_set
@mirage = @action_data.dup
@mirage_end = @mirage[3]
@mirage = [] if @mirage[1] == 0
end
#--------------------------------------------------------------------------
# ● 回転実行
#--------------------------------------------------------------------------
def angling(data = @action_data)
@angle_data = data.dup
@oy = @ch / 2
@oy_adjust = @ch * 50
@angle_time = data[1]
start_angle = data[2] * N03.mirror_num(@mirror)
end_angle = data[3] * N03.mirror_num(@mirror)
# 時間が0以下なら即座に最終角度へ
@angle_time = 1 if @angle_time <= 0
# 回転時間から1フレームあたりの角度を出す
@angling = (end_angle - start_angle) / @angle_time
# 割り切れない余りを初期角度に
@angle = (end_angle - start_angle) % @angle_time + start_angle
end
#--------------------------------------------------------------------------
# ● 回転初期化
#--------------------------------------------------------------------------
def angle_reset
@oy = @ch
@angle = @angle_time = @oy_adjust = 0
end
#--------------------------------------------------------------------------
# ● 拡大縮小実行
#--------------------------------------------------------------------------
def zooming(data = @action_data)
@zoom_data = data.dup
@zoom_time = data[1]
start_zoom_x = data[2][0]
start_zoom_y = data[2][1]
end_zoom_x = data[3][0]
end_zoom_y = data[3][1]
# 時間が0以下なら即座に最終サイズへ
@zoom_time = 1 if @zoom_time <= 0
# 拡大縮小時間から1フレームあたりの拡大縮小率を出す
@zooming_x = (end_zoom_x - start_zoom_x) / @zoom_time
@zooming_y = (end_zoom_y - start_zoom_y) / @zoom_time
# 開始サイズに
@zoom_x = start_zoom_x
@zoom_y = start_zoom_y
end
#--------------------------------------------------------------------------
# ● 拡大縮小初期化
#--------------------------------------------------------------------------
def zoom_reset
@zoom_x = @zoom_y = 1
@zoom_time = 0
end
#--------------------------------------------------------------------------
# ● バトラー透明度操作
#--------------------------------------------------------------------------
def set_opacity
data = @action_data.dup
@opacity = data[2]
opacity_move = (data[3] - data[2])/ data[1]
@opacity_data = [data[1], data[1], opacity_move, data[4], data[5], data[6]]
@wait = data[1] if data[7]
@wait *= 2 if data[6] && data[7]
end
#--------------------------------------------------------------------------
# ● 透明度操作初期化
#--------------------------------------------------------------------------
def opacity_reset
@opacity = 255
@opacity = 0 if @battler.hidden?
@opacity_data = []
end
#--------------------------------------------------------------------------
# ● バトラーアニメ実行
#--------------------------------------------------------------------------
def battler_anime(anime_data = nil)
anime_data = @action_data.dup if anime_data == nil
@graphic_file_index = anime_data[1] if !graphic_fix
@pattern_h = anime_data[2]
@pattern_w = anime_data[3]
@pattern_h = 0 if @max_pattern_w == 1
@pattern_w = 0 if @max_pattern_h == 1
@pattern_type = anime_data[4]
@pattern_time = anime_data[5]
@pattern_rest_time = anime_data[5]
@pattern_count = 0
@pattern_kind = 1
@pattern_kind = -1 if @pattern_type < 0
@pattern_kind = 0 if @pattern_type == 0
@sx = (@graphic_index % 4 * @max_pattern_w + @pattern_w) * @cw
@sy = (@graphic_index / 4 * @max_pattern_h + @pattern_h) * @ch
@z_plus = anime_data[6]
@wait = set_anime_wait if anime_data[7]
@shadow_visible = anime_data[8]
weapon_anime(anime_data)
end
#--------------------------------------------------------------------------
# ● アニメウエイト計算
#--------------------------------------------------------------------------
def set_anime_wait
if @pattern_type > 0
pattern_time_a = @max_pattern_w - @pattern_w.abs
elsif @pattern_type < 0
pattern_time_a = @pattern_w.abs + 1
else
return @pattern_time if @pattern_type == 0
end
case @pattern_type
when 1,-1, 3,-3
return pattern_time_a * @pattern_time
when 2,-2, 4,-4
return pattern_time_a * @pattern_time + (@max_pattern_w - 2) * @pattern_time
end
end
#--------------------------------------------------------------------------
# ● 移動実行
#--------------------------------------------------------------------------
def move
@move_targets = N03.get_targets(@action_data[1].abs, @battler)
return if @move_targets == []
@move_targets = [@battler] if @action_data[1].abs == 7
@move_x = @action_data[2] * 100 * N03.mirror_num(@mirror)
@move_y = @action_data[3] * 100
@move_h = @action_data[4] * 100 if @action_data[4] != nil
@move_h = nil if @action_data[4] == nil
battler_anime(N03::ACTION[@action_data[8]].dup) if N03::ACTION[@action_data[8]] != nil
@horming_move = true
@horming_move = false if @action_data[1] < 0 or @action_data[1].abs == 7
target_position_set
target_position = [@target_x, @target_y, @target_z]
distanse_move = @action_data[5] > 0
@move_time = N03.distanse_calculation(@action_data[5].abs, target_position, [@x, @y, @z], distanse_move)
@wait = @move_time
curve
jump
@move_time = 1 if @move_time == 0
@horming_move = false if !@move_targets or @move_targets.include?(@battler)
update_move if @move_time == 1
end
#--------------------------------------------------------------------------
# ● カーブ実行
#--------------------------------------------------------------------------
def curve
@c = 0
return if @action_data[6] == 0
@curve = N03.parabola([@action_data[6], -@action_data[6]], @move_time, 100, 4)
end
#--------------------------------------------------------------------------
# ● ジャンプ実行
#--------------------------------------------------------------------------
def jump
convert_jump
return if @action_data[7] == [0,0]
@jump = N03.parabola(@action_data[7].dup, @move_time, 100)
end
#--------------------------------------------------------------------------
# ● J座標(ジャンプ高度)をH座標に変換
#--------------------------------------------------------------------------
def convert_jump
@h += @j
@j = 0
@jump = []
end
#--------------------------------------------------------------------------
# ● データベース戦闘アニメ実行
#--------------------------------------------------------------------------
def battle_anime
data = @action_data.dup
targets = N03.get_targets(data[2], @battler)
return if targets == []
data[8] = !data[8] if @mirror
@set_damage = data[5]
@damage_anime_data[0] = N03.get_attack_anime_id(data[1], @battler)
@damage_anime_data[1] = data[8]
@damage_anime_data[2] = data[7]
@damage_anime_data[3] = data[6]
@damage_anime_data[4] = data[9]
@wait = N03.get_anime_time(@damage_anime_data[0]) - 2 if data[4]
return if @set_damage
for target in targets do display_anime(targets, target, data) end
end
#--------------------------------------------------------------------------
# ● 武器アニメ開始
#--------------------------------------------------------------------------
def weapon_anime(anime_data)
@weapon_end = true
for i in 9...anime_data.size
set_effect_data(anime_data[i]) if anime_data[i] != ""
end
end
#--------------------------------------------------------------------------
# ● アニメ飛ばし開始
#--------------------------------------------------------------------------
def move_anime
@m_a_starter = []
@m_a_targets = []
starters = N03.get_targets(@action_data[2], @battler)
targets = N03.get_targets(@action_data[3], @battler)
return if starters == [] or targets == []
single_start = true if starters != nil && @action_data[2] < 0
single_start = true if @action_data[1][0] != 0 && $data_animations[N03.get_attack_anime_id(@action_data[1][0], @battler)].position == 3
starters = [starters[0]] if single_start
single_end = true if targets != nil && @action_data[3] < 0
single_end = true if @action_data[1][1] != 0 && $data_animations[N03.get_attack_anime_id(@action_data[1][1], @battler)].position == 3
targets = [targets[0]] if single_end
se_flag = true
for starter in starters
for target in targets
data = @action_data.dup
data[17] = se_flag
@effect_data.push(data)
@m_a_targets.push(target)
@m_a_starter.push(starter)
se_flag = false
end
end
end
#--------------------------------------------------------------------------
# ● スプライトセット通信
#--------------------------------------------------------------------------
def set_effect_data(data = @action)
action_data = N03::ACTION[data]
return if action_data == nil
@effect_data.push(action_data.dup)
end
#--------------------------------------------------------------------------
# ● 戦闘シーン通信のデータを格納
#--------------------------------------------------------------------------
def set_play_data(data = @action_data)
@play_data = data.dup
end
#--------------------------------------------------------------------------
# ● 戦闘アニメの表示
#--------------------------------------------------------------------------
def display_anime(targets, target, data)
return if !N03.first_of_all_screen_anime(data[1], target, targets)
target.animation_id = N03.get_attack_anime_id(data[1], @battler)
target.animation_mirror = data[8]
target.sv.anime_horming = data[3]
target.sv.anime_camera_zoom = data[6]
target.sv.anime_no_mirror = data[7]
target.sv.anime_plus_z = data[9]
end
#--------------------------------------------------------------------------
# ● 戦闘アニメ拡張データの初期化
#--------------------------------------------------------------------------
def reset_anime_data
@anime_no_mirror = false
@anime_horming = false
@anime_camera_zoom = false
@timing_targets = []
@anime_plus_z = true
end
#--------------------------------------------------------------------------
# ● カメラワーク
#--------------------------------------------------------------------------
def camera
data = @action_data.dup
N03.camera(@battler, data)
@wait = data[4] if data[5]
end
#--------------------------------------------------------------------------
# ● 画面のシェイク
#--------------------------------------------------------------------------
def shake
data = @action_data.dup
$sv_camera.shake(data[1], data[2], data[3])
@wait = data[3] if data[4]
end
#--------------------------------------------------------------------------
# ● 画面色調変更
#--------------------------------------------------------------------------
def color_effect
case @action_data[1]
when 0,1,2,3,4,5
targets = N03.get_targets(@action_data[1], @battler)
when 6
screen = true
when 7
targets = [@battler] + @target_battler
when 8
screen = true
targets = $game_troop.members + $game_party.battle_members - [@battler]
when 9
screen = true
targets = $game_troop.members + $game_party.battle_members - [@battler] - @target_battler
when 10
screen = true
targets = $game_troop.members + $game_party.battle_members
end
return if screen == nil && targets == []
for target in targets do target.sv.color_set = @action_data[2] end if targets
@wait = @action_data[2][4] if @action_data[3]
return if !screen
$sv_camera.color_set[1] = @action_data[2]
$sv_camera.color_set[2] = @action_data[2]
end
#--------------------------------------------------------------------------
# ● トランジション
#--------------------------------------------------------------------------
def transition
$sv_camera.perform_transition(@action_data)
end
#--------------------------------------------------------------------------
# ● ふきだしアニメ表示
#--------------------------------------------------------------------------
def balloon_anime
@balloon_data = @action_data.dup
end
#--------------------------------------------------------------------------
# ● ピクチャ表示
#--------------------------------------------------------------------------
def picture_set
@picture = true
set_effect_data
end
#--------------------------------------------------------------------------
# ● ステート操作
#--------------------------------------------------------------------------
def state_set
targets = N03.get_targets(@action_data[1], @battler)
return if targets == []
case @action_data[2]
when 1 ; targets = [targets[rand(targets.size)]]
when 2 ; targets -= @battler if targets.include?(@battler)
end
for target in targets
for id in @action_data[4]
target.add_state(id) if @action_data[3] == "+"
target.remove_state(id) if @action_data[3] == "-"
end
end
end
#--------------------------------------------------------------------------
# ● FPS変更
#--------------------------------------------------------------------------
def fps
Graphics.frame_rate = @action_data[1]
start_action
end
#--------------------------------------------------------------------------
# ● バトラー画像変更の場合
#--------------------------------------------------------------------------
def graphics_change
@graphics_change = true
return @battler.graphics_change(@action_data[3]) if !@battler.actor?
@pre_change_data = [@battler.character_name, @battler.character_index, @battler.face_name, @battler.face_index] if @pre_change_data == nil && !@action_data[1]
if @action_data[4] == []
face_name = @battler.face_name
face_index = @battler.face_index
else
face_name = @action_data[4][1]
face_index = @action_data[4][0]
end
@battler.set_graphic(@action_data[3], @action_data[2], face_name, face_index)
end
#--------------------------------------------------------------------------
# ● スキル派生
#--------------------------------------------------------------------------
def derivating_skill
# 未修得スキルは派生不可なら
return if !@action_data[1] && !@battler.skill_learn?($data_skills[@action_data[3]])
# コスト不足は派生不可なら
return if !@action_data[2] && !@battler.skill_cost_payable?($data_skills[@action_data[3]])
# 派生
@derivation_skill_id = @action_data[3]
# 以降のアクションをキャンセル
@full_action = []
end
#--------------------------------------------------------------------------
# ● BGM/BGS/SE演奏
#--------------------------------------------------------------------------
def sound
pitch = @action_data[2]
vol = @action_data[3]
name = @action_data[4]
case @action_data[1]
when "se"
Audio.se_play("Audio/SE/" + name, $game_system.m_v[3], pitch)#紅茶走改変
when "bgm"
# 名前指定のない場合、現在のBGMを変えないように
name = RPG::BGM.last.name if @action_data[4] == ""
Audio.bgm_play("Audio/BGM/" + name, vol, pitch)
when "bgs"
name = RPG::BGS.last.name if @action_data[4] == ""
Audio.bgs_play("Audio/BGS/" + name, vol, pitch)
end
end
#--------------------------------------------------------------------------
# ● ムービーの再生
#--------------------------------------------------------------------------
def movie
Graphics.play_movie('Movies/' + @action_data[1])
end
#--------------------------------------------------------------------------
# ● ゲームスイッチ操作
#--------------------------------------------------------------------------
def switches
for id in @action_data[1]
$game_switches[id] = true if id > 0
$sv_camera.switches[id.abs] = true if id < 0
end
for id in @action_data[2]
$game_switches[id] = false if id > 0
$sv_camera.switches[id.abs] = false if id < 0
end
$sv_camera.program_check
end
#--------------------------------------------------------------------------
# ● ゲーム変数操作
#--------------------------------------------------------------------------
def variable
# オペランドチェック
operand = @action_data[3]
operand = $game_variables[@action_data[3].abs] if @action_data[3] < 0
# 変数操作で分岐
case @action_data[2]
when 0 ; $game_variables[@action_data[1]] = operand # 代入
when 1 ; $game_variables[@action_data[1]] += operand # 加算
when 2 ; $game_variables[@action_data[1]] -= operand # 減算
when 3 ; $game_variables[@action_data[1]] *= operand # 乗算
when 4 ; $game_variables[@action_data[1]] /= operand # 除算
when 5 ; $game_variables[@action_data[1]] %= operand # 剰余
end
end
#--------------------------------------------------------------------------
# ● 条件分岐 (ゲームスイッチ)
#--------------------------------------------------------------------------
def nece_1
judgment = $game_switches[@action_data[1]] == @action_data[2] if @action_data[1] > 0
judgment = $sv_camera.switches[@action_data[1].abs] == @action_data[2] if @action_data[1] < 0
action_diverging(judgment, @action_data[3])
end
#--------------------------------------------------------------------------
# ● 条件分岐 (ゲーム変数)
#--------------------------------------------------------------------------
def nece_2
variable = $game_variables[@action_data[1]]
num = @action_data[2]
num = $game_variables[@action_data[2].abs] if num < 0
case @action_data[3]
when 0 ; judgment = variable == num
when 1 ; judgment = variable < num
when 2 ; judgment = variable > num
end
action_diverging(judgment, @action_data[4])
end
#--------------------------------------------------------------------------
# ● 条件分岐 (ステート)
#--------------------------------------------------------------------------
def nece_3
targets = N03.get_targets(@action_data[1], @battler)
return if targets == []
member_num = @action_data[4]
member_num = targets.size if @action_data[4] == 0 && targets.size > 1
hit_count = 0
miss_count = 0
for target in targets
hit_count += 1 if target.state?(@action_data[2])
miss_count += 1 if !target.state?(@action_data[2])
end
case @action_data[3]
when 0 ; judgment = hit_count >= member_num
when 1 ; judgment = miss_count >= member_num
end
action_diverging(judgment, @action_data[5])
end
#--------------------------------------------------------------------------
# ● 条件分岐 (スキル)
#--------------------------------------------------------------------------
def nece_4
targets = N03.get_targets(@action_data[1], @battler)
return if targets == []
member_num = @action_data[4]
member_num = targets.size if @action_data[4] == 0 && targets.size > 1
hit_count = 0
miss_count = 0
for target in targets
hit_count += 1 if target.skill_learn?($data_skills[@action_data[2]]) && target.skill_conditions_met?($data_skills[@action_data[2]])
miss_count += 1 if !target.skill_learn?($data_skills[@action_data[2]]) or !target.skill_conditions_met?($data_skills[@action_data[2]])
end
case @action_data[3]
when 0 ; judgment = hit_count >= member_num
when 1 ; judgment = miss_count >= member_num
end
action_diverging(judgment, @action_data[5])
end
#--------------------------------------------------------------------------
# ● 条件分岐 (パラメータ)
#--------------------------------------------------------------------------
def nece_5
targets = N03.get_targets(@action_data[1], @battler)
return if targets == []
member_num = @action_data[5]
member_num = targets.size if @action_data[5] == 0 && targets.size > 1
hit_count = 0
for target in targets
hit_count += 1 if target.comparison_parameter([@action_data[2],@action_data[3],@action_data[4]])
end
judgment = hit_count >= member_num
action_diverging(judgment, @action_data[6])
end
#--------------------------------------------------------------------------
# ● 条件分岐 (装備)
#--------------------------------------------------------------------------
def nece_6
targets = N03.get_targets(@action_data[1], @battler)
return if targets == []
member_num = @action_data[5]
member_num = targets.size if @action_data[5] == 0 && targets.size > 1
hit_count = 0
miss_count = 0
for target in targets
hit_count += 1 if target.comparison_equip([@action_data[2],@action_data[3]])
miss_count += 1 if !target.comparison_equip([@action_data[2],@action_data[3]])
end
case @action_data[4]
when 0 ; judgment = hit_count >= member_num
when 1 ; judgment = miss_count >= member_num
end
action_diverging(judgment, @action_data[6])
end
#--------------------------------------------------------------------------
# ● 条件分岐 (スクリプト)
#--------------------------------------------------------------------------
def nece_7
judgment = eval(@action_data[2])
action_diverging(judgment, @action_data[1])
end
#--------------------------------------------------------------------------
# ● アクション分岐
#--------------------------------------------------------------------------
def action_diverging(judgment, kind)
result = 0
if judgment
result = 1 if kind == 1
result = 2 if kind == 2
else
result = 1 if kind == 0
end
# フルアクション終了
return @full_action = [] if result == 2
# 次のアクションを除去
@full_action.shift if result == 1
set_action
# 次のアクションを実行
@action_data = N03::ACTION[@action]
next_action
end
#--------------------------------------------------------------------------
# ● セカンドターゲット操作
#--------------------------------------------------------------------------
def second_targets_set
targets = N03.get_targets(@action_data[1], @battler)
for target in targets
targets.delete(target) if @action_data[2][1] == 1 && target.index != @action_data[2][0]
targets.delete(target) if @action_data[2][1] == 2 && target.index == @action_data[2][0].abs
targets.delete(target) if @action_data[3] > 0 && target.id != @action_data[3]
targets.delete(target) if @action_data[3] < 0 && target.id == @action_data[3].abs
targets.delete(target) if @action_data[4] > 0 && !target.state?(@action_data[4])
targets.delete(target) if @action_data[4] < 0 && target.state?(@action_data[4].abs)
targets.delete(target) if @action_data[5] > 0 && !target.skill_conditions_met?($data_skills[@action_data[5]])
targets.delete(target) if @action_data[5] < 0 && target.skill_conditions_met?($data_skills[@action_data[5].abs])
targets.delete(target) if !target.comparison_parameter(@action_data[6])
targets.delete(target) if !@action_data[7][1].include?(0) && !target.comparison_equip(@action_data[7])
end
return @second_targets = [] if targets.size == 0
case @action_data[8]
when 1 ; targets = [targets[rand(targets.size)]]
when 2 ; targets.delete(@battler)
end
return @second_targets = [] if targets.size == 0
@second_targets = targets
case @action_data[9]
when 0 ; return
when 1 ; set_play_data(["second_targets_set"])
when 2 ; set_play_data(["targets_set"])
end
@wait += 1
end
#--------------------------------------------------------------------------
# ● コモンイベント呼び出し
#--------------------------------------------------------------------------
def call_common_event
$game_temp.reserve_common_event(@action_data[1])
$sv_camera.event = true
@event_fix = @action_data[2]
end
#--------------------------------------------------------------------------
# ● ダメージアニメ
#--------------------------------------------------------------------------
def damage_anime(delay_time = 12)
anime(N03.get_attack_anime_id(-3, @battler), wait = true)
action_play
@wait -= delay_time
@full_action.unshift("eval('@damage_anime_data = []
@set_damage = true')")
end
#--------------------------------------------------------------------------
# ● 通常コラプス
#--------------------------------------------------------------------------
#def normal_collapse
# @collapse = true
# return
# end
#--------------------------------------------------------------------------
# ● 初期位置変更
#--------------------------------------------------------------------------
def change_base_position
@base_x = @x
@base_y = @y
@base_h = @h
end
#--------------------------------------------------------------------------
# ● 強制アクション実行
#--------------------------------------------------------------------------
def force_act
target(@full_action.shift)
end
#--------------------------------------------------------------------------
# ● 強制アクション実行 (セカンドターゲット)
#--------------------------------------------------------------------------
def force_act2
target2(@full_action.shift)
end
#--------------------------------------------------------------------------
# ● 個別処理開始
#--------------------------------------------------------------------------
def individual_start
@individual_targets = @target_battler.dup
@remain_targets = @target_battler.dup
@target_battler = [@individual_targets[0]]
# リピート部分のアクションを保持
@individual_act = @full_action.dup
end
#--------------------------------------------------------------------------
# ● 個別処理終了
#--------------------------------------------------------------------------
def individual_end
@individual_targets.shift
for target in @individual_targets
@individual_targets.shift if target.dead?
end
# ターゲットが残っているなら行動リピート
return @target_battler = @remain_targets if @individual_targets.size == 0
@full_action = @individual_act.dup
@target_battler = [@individual_targets[0]]
end
#--------------------------------------------------------------------------
# ● ループ開始
#--------------------------------------------------------------------------
def loop_start
# ループ部分のアクションを保持
@loop_act = @full_action.dup
end
#--------------------------------------------------------------------------
# ● ループ終了
#--------------------------------------------------------------------------
def loop_end
# 行動リピート
@full_action = @loop_act.dup if @loop_act != []
end
#--------------------------------------------------------------------------
# ● 次の行動者へ移行
#--------------------------------------------------------------------------
def next_battler
@action_end = true
@active = false
end
#--------------------------------------------------------------------------
# ● 画像変更フラグ
#--------------------------------------------------------------------------
def set_change
@change_up = true
end
#--------------------------------------------------------------------------
# ● 戦闘シーン通信
#--------------------------------------------------------------------------
def play_data
data = @play_data
@play_data = []
return data
end
#--------------------------------------------------------------------------
# ● ショートカットコマンド
#--------------------------------------------------------------------------
def anime(anime_id, wait = true)
@action_data = ["anime",anime_id,1,false,wait,false,true,false]
end
def anime_me(anime_id, wait = true)
@action_data = ["anime",anime_id,0,false,wait,false,true,false]
end
def se(file, pitch = 100)
@action_data = ["sound", "se", pitch, 100, file]
end
def target(act)
for target in @target_battler do target.sv.force_action = act end
end
def target2(act)
for target in @second_targets do target.sv.force_action = act end
end
def delay(time)
@wait = @battler.index * time
end
#--------------------------------------------------------------------------
# ● バトラーのIDを取得
#--------------------------------------------------------------------------
def id
return @battler.id if @battler.actor?
return -@battler.id
end
#--------------------------------------------------------------------------
# ● 被クリティカルフラグを取得
#--------------------------------------------------------------------------
def critical?
return @battler.result.critical
end
#--------------------------------------------------------------------------
# ● 被回復フラグを取得
#--------------------------------------------------------------------------
def recovery?
recovery = false
recovery = true if @battler.result.hp_damage < 0
recovery = true if @battler.result.mp_damage < 0
recovery = true if @battler.result.tp_damage < 0
return recovery
end
#--------------------------------------------------------------------------
# ● 被スキルIDを取得
#--------------------------------------------------------------------------
def damage_skill_id
return @damage_skill_id
end
#--------------------------------------------------------------------------
# ● 被アイテムIDを取得
#--------------------------------------------------------------------------
def damage_item_id
return @damage_item_id
end
#--------------------------------------------------------------------------
# ● 装備武器を取得
#--------------------------------------------------------------------------
def weapon_id
return 0 if !@battler.weapons[0]
return @battler.weapons[0].id
end
#--------------------------------------------------------------------------
# ● 装備武器のタイプを取得
#--------------------------------------------------------------------------
def weapon_type
return 0 if !@battler.weapons[0]
return @battler.weapons[0].wtype_id
end
#--------------------------------------------------------------------------
# ● 盾を装備しているか
#--------------------------------------------------------------------------
def shield?
for armor in @battler.armors do return true if armor != nil && armor.etype_id == 1 end
return false
end
#--------------------------------------------------------------------------
# ● ダメージがあるか
#--------------------------------------------------------------------------
def damage_zero?
return @battler.result.hp_damage == 0 && @battler.result.mp_damage == 0 && @battler.result.tp_damage == 0
end
#--------------------------------------------------------------------------
# ● スキルIDを取得
#--------------------------------------------------------------------------
def skill_id
return @counter_id if @counter_id != 0
return 0 if @battler.current_action == nil or @battler.current_action.item == nil
return 0 if @battler.current_action.item.is_a?(RPG::Item)
return @battler.current_action.item.id
end
#--------------------------------------------------------------------------
# ● スキルのタイプを取得
#--------------------------------------------------------------------------
def skill_type
return 0 if skill_id == 0
return $data_skills[skill_id].stype_id
end
#--------------------------------------------------------------------------
# ● スキル名を取得
#--------------------------------------------------------------------------
def skill_name
return "" if skill_id == 0
return $data_skills[skill_id].name
end
#--------------------------------------------------------------------------
# ● アイテムIDを取得
#--------------------------------------------------------------------------
def item_id
return 0 if @battler.current_action == nil or @battler.current_action.item == nil
return @battler.current_action.item.id
end
#--------------------------------------------------------------------------
# ● 攻撃アクション
#--------------------------------------------------------------------------
def attack_action(item)
return skill_action if item.is_a?(RPG::Skill)
return item_action
end
#--------------------------------------------------------------------------
# ● ダメージアクションベース
#--------------------------------------------------------------------------
def damage_action_base(item)
@damage_skill_id = 0
@damage_item_id = 0
@damage_skill_id = item.id if item.is_a?(RPG::Skill)
@damage_item_id = item.id if item.is_a?(RPG::Item)
end
#--------------------------------------------------------------------------
# ● ダメージアクション
#--------------------------------------------------------------------------
def damage_action(attacker, item)
damage_action_base(item)
act = damage(attacker)
return if @active
start_action(act) if act != nil
end
#--------------------------------------------------------------------------
# ● 回避アクション
#--------------------------------------------------------------------------
def evasion_action(attacker, item)
damage_action_base(item)
act = evasion(attacker)
return if @active
start_action(act) if act != nil
end
#--------------------------------------------------------------------------
# ● ミスアクション
#--------------------------------------------------------------------------
def miss_action(attacker, item)
damage_action_base(item)
act = miss(attacker)
return if @active
start_action(act) if act != nil
end
#--------------------------------------------------------------------------
# ● 閃きスクリプト併用処理
#--------------------------------------------------------------------------
def flash_action
return "閃き"
end
end
#==============================================================================
# ■ module N03
#------------------------------------------------------------------------------
#  サイドビューバトルのモジュールです。
#==============================================================================
module N03
#--------------------------------------------------------------------------
# ● バトラーの敵グループを取得
#--------------------------------------------------------------------------
def self.get_enemy_unit(battler)
return $game_troop if battler.actor?
return $game_party
end
#--------------------------------------------------------------------------
# ● バトラーの味方グループを取得
#--------------------------------------------------------------------------
def self.get_party_unit(battler)
return $game_party if battler.actor?
return $game_troop
end
#--------------------------------------------------------------------------
# ● 戦闘アニメ時間の取得
#--------------------------------------------------------------------------
def self.get_anime_time(anime_id)
return 0 if anime_id <= 0
return $data_animations[anime_id].frame_max * 4
end
#--------------------------------------------------------------------------
# ● 攻撃アニメの取得
#--------------------------------------------------------------------------
def self.get_attack_anime_id(kind, battler)
return $data_skills[battler.sv.counter_id].animation_id if kind == -3 && battler.sv.counter_id != 0
case kind
when -1 ; anime_id = battler.atk_animation_id1
when -2 ; anime_id = battler.atk_animation_id2
when -3
if battler.current_action != nil
anime_id = battler.current_action.item.animation_id if battler.current_action.item != nil
end
else ; anime_id = kind
end
case anime_id
when -1 ; anime_id = battler.atk_animation_id1
when -2 ; anime_id = battler.atk_animation_id2
end
return anime_id if anime_id
return 0
end
#--------------------------------------------------------------------------
# ● 戦闘アニメデータをセット
#--------------------------------------------------------------------------
def self.set_damage_anime_data(targets, target, data)
return if !first_of_all_screen_anime(data[0], target, targets)
target.animation_id = data[0]
target.animation_mirror = data[1]
target.sv.anime_no_mirror = data[2]
target.sv.anime_camera_zoom = data[3]
target.sv.anime_plus_z = data[4]
end
#--------------------------------------------------------------------------
# ● ターゲットの取得
#--------------------------------------------------------------------------
def self.get_targets(kind, battler)
case kind.abs
when 0 ; return [battler].dup
when 1 ; return battler.sv.target_battler.dup
when 2 ; return get_enemy_unit(battler).members.dup
when 3 ; return get_party_unit(battler).members.dup
when 4 ; return $game_troop.members.dup + $game_party.battle_members.dup
when 5 ; return battler.sv.second_targets.dup
end
end
#--------------------------------------------------------------------------
# ● ターゲットの座標を取得
#--------------------------------------------------------------------------
def self.get_targets_position(targets, horming, m_a = nil)
return [0,0,0] if targets == nil && !$sv_camera.mirror
return [Graphics.width,0,0] if targets == nil && $sv_camera.mirror
x = y = h = 0
for i in 0...targets.size
x += targets[i].sv.base_x if !horming
y += targets[i].sv.base_y if !horming
h += targets[i].sv.base_h if !horming
x += targets[i].sv.x if horming
y += targets[i].sv.y if horming
h += targets[i].sv.h if horming
y -= targets[i].sv.ch * 100 if m_a == 0
y -= targets[i].sv.ch * 50 if m_a == 1
end
return [x / targets.size, y / targets.size, h / targets.size]
end
#--------------------------------------------------------------------------
# ● 速度を時間に変換
#--------------------------------------------------------------------------
def self.distanse_calculation(time, target_position, self_position, distanse_move)
return time if !distanse_move
distanse_x = self_position[0] - target_position[0]
distanse_x = target_position[0] - self_position[0] if target_position[0] > self_position[0]
distanse_y = self_position[1] - target_position[1]
distanse_y = target_position[1] - self_position[1] if target_position[1] > self_position[1]
if self_position[2] != nil && target_position[2] != nil
distanse_h = self_position[2] - target_position[2]
distanse_h = target_position[2] - self_position[2] if target_position[2] > self_position[2]
else
distanse_h = 0
end
distanse = [distanse_x, distanse_y, distanse_h].max
return distanse / (time * 100) + 1
end
#--------------------------------------------------------------------------
# ● 放物線移動計算
#--------------------------------------------------------------------------
def self.parabola(data, time, size, type = 1)
move_data = data
move_data[0] *= size
move_data[1] *= size
move = []
move_d = []
for i in 0...time / 2
move[i] = move_data[0]
move_d[i] = move_data[1]
move_data[0] = move_data[0] * type / (1 + type)
move_data[1] = move_data[1] * type / (1 + type)
end
move = move + move_d.reverse!
move.reverse!
adjust = move.inject(0) {|result, item| result + item }
move[move.size - 1] += adjust if data[0] == data[1] && adjust != 0
move.unshift(0) if time % 2 != 0
return move
end
#--------------------------------------------------------------------------
# ● 反転値
#--------------------------------------------------------------------------
def self.mirror_num(mirror)
return 1 if !mirror
return -1
end
#--------------------------------------------------------------------------
# ● カメラワーク
#--------------------------------------------------------------------------
def self.camera(battler, data)
battler = $game_party.battle_members[0] if !battler
cx = data[2][0] * 100
cy = data[2][1] * 100
return $sv_camera.move(cx, cy, data[3], data[4], true) if data[1] == 6
targets = self.get_targets(data[1], battler)
return if targets == nil or targets == []
position = self.get_targets_position(targets, true)
$sv_camera.move(position[0], position[1] - position[2], data[3], data[4], false)
end
#--------------------------------------------------------------------------
# ● コラプス禁止
#--------------------------------------------------------------------------
def self.immortaling
# 全員に不死身付与
for member in $game_party.battle_members + $game_troop.members
# イベント操作等で不死身設定になっていたら解除を無効にするフラグを立てる
member.sv.immortal = true if member.state?(N03::IMMORTAL_ID)
member.add_state(N03::IMMORTAL_ID)
end
return true
end
#--------------------------------------------------------------------------
# ● コラプス許可
#--------------------------------------------------------------------------
def self.unimmortaling
# 全員の不死身化解除(イベント等で不死身設定がされていれば除く)
for member in $game_party.battle_members + $game_troop.members
next if member.dead?
# 不死身ステートが行動中に解除されていた場合、解除無効を解除
member.sv.immortal = false if !member.state?(N03::IMMORTAL_ID) && member.sv.immortal
next member.sv.immortal = false if member.sv.immortal
member.remove_state(N03::IMMORTAL_ID)
next if member.hp != 0
member.add_state(1)
member.perform_collapse_effect
member.sv.action_terminate
end
return false
end
#--------------------------------------------------------------------------
# ● スキル派生
#--------------------------------------------------------------------------
def self.derived_skill(battler)
battler.force_action(battler.sv.derivation_skill_id, -2)
BattleManager.unshift_action_battlers(battler)
end
#--------------------------------------------------------------------------
# ● ダメージの作成
#--------------------------------------------------------------------------
def self.set_damage(battler, hp_damage, mp_damage)
battler.result.hp_damage = hp_damage
battler.result.mp_damage = mp_damage
end
#--------------------------------------------------------------------------
# ● ターゲット生死確認
#--------------------------------------------------------------------------
def self.targets_alive?(targets)
return false if targets == []
for target in targets do return true if !target.dead? end
return false
end
#--------------------------------------------------------------------------
# ● ターゲットをセカンドターゲットへ
#--------------------------------------------------------------------------
def self.s_targets(battler)
battler.sv.target_battler = battler.sv.second_targets
return battler.sv.second_targets
end
#--------------------------------------------------------------------------
# ● セカンドターゲットをターゲットへ
#--------------------------------------------------------------------------
def self.targets_set(battler)
battler.sv.second_targets = battler.current_action.make_targets.compact
battler.sv.target_battler = battler.sv.second_targets
end
#--------------------------------------------------------------------------
# ● 戦闘アニメ実行判定 (対象:画面時は最初のターゲットのみアニメ実行)
#--------------------------------------------------------------------------
def self.first_of_all_screen_anime(anime_id, target, targets)
anime = $data_animations[anime_id]
return false if !anime
return true if anime.position != 3
return false if anime.position == 3 && target != targets[0]
targets.delete(target)
target.sv.timing_targets = targets
return true
end
#--------------------------------------------------------------------------
# ● 戦闘不能付加攻撃か
#--------------------------------------------------------------------------
def self.dead_attack?(battler, item)
for state in battler.atk_states
return true if state == battler.death_state_id
end
for effect in item.effects
return true if effect.code == 21 && effect.data_id == battler.death_state_id
end
return false
end
end
#==============================================================================
# ■ Sprite_Weapon
#------------------------------------------------------------------------------
#  ウエポン表示用のスプライトです。
#==============================================================================
class Sprite_Weapon < Sprite_Base
#--------------------------------------------------------------------------
# ● 公開インスタンス変数 
#--------------------------------------------------------------------------
attr_reader :index # ウエポン画像配列のインデックス
attr_reader :battler # 画像が参照しているバトラー
attr_reader :move_time # 画像が目標に到達するまでの時間
attr_reader :through # 貫通フラグ
attr_reader :action_end # 武器アクション終了フラグ
attr_reader :action_end_cancel # 武器アクション終了フラグ
attr_reader :hit_position # 画像が目標に到達した時の座標
attr_accessor :hit_anime_id # 画像が目標に到達した時のアニメID
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport, index, battler)
super(viewport)
@index = index
@battler = battler
@position_x = @position_y = 0
@o = 0
@real_x = @real_y = 0
@mirror = @battler.sv.mirror
reset
set_action
end
#--------------------------------------------------------------------------
# ● 初期化
#--------------------------------------------------------------------------
def reset
@z_plus = 0
@weapon_data = []
@move_data = []
@move_x = 0
@move_y = 0
@orbit = []
@through = false
@distanse_move = false
@weapon_width = 0
@weapon_height = 0
@anime_time = 0
@anime_position = 1
@move_time = 0
@hit_anime_id = 0
@move_anime = true
@action_end = false
@action_end_cancel = false
reset_position
end
#--------------------------------------------------------------------------
# ● アクションをセット
#--------------------------------------------------------------------------
def set_action
return if @battler.sv.effect_data == []
weapon_anime if @battler.sv.effect_data[0][0] == "wp"
move_anime if @battler.sv.effect_data[0][0] == "m_a"
@battler.sv.effect_data.shift
end
#--------------------------------------------------------------------------
# ● 武器アニメ実行
#--------------------------------------------------------------------------
def weapon_anime
@weapon_data = @battler.sv.effect_data[0].dup
set_graphics
set_ox
set_weapon_move
end
#--------------------------------------------------------------------------
# ● アニメ移動実行
#--------------------------------------------------------------------------
def move_anime
@move_data = @battler.sv.effect_data[0].dup
# ターゲットを取得
@target_battler = [@battler.sv.m_a_targets.shift]
@target_battler = N03.get_targets(@move_data[3], @battler) if @move_data[3] < 0
set_move
return if @move_data[16] == ""
weapon_data = N03::ACTION[@move_data[16]]
return if weapon_data == nil
@weapon_data = weapon_data.dup
set_graphics
set_ox
set_weapon_move
end
#--------------------------------------------------------------------------
# ● 武器画像を取得
#--------------------------------------------------------------------------
def set_graphics
# 武器に依存しない画像設定がある場合
if @weapon_data[13] != ""
self.bitmap = Cache.character(@weapon_data[13]).dup
@weapon_width = self.bitmap.width
@weapon_height = self.bitmap.height
return
end
# 武器を取得
weapon = @battler.weapons[0]
# 逆手装備を取得
if @weapon_data[10]
weapon = nil
for armor in @battler.armors do break weapon = armor if armor.is_a?(RPG::Armor) && armor.etype_id == 1 end
weapon = @battler.weapons[1] if !weapon
end
# 武器がなければ処理をキャンセル
return if weapon == nil
# インデックスを取得
file_index = @weapon_data[12]
# アイコンを利用するなら
if @weapon_data[1] == 0
icon_index = weapon.icon_index
self.bitmap = Cache.system("Iconset" + file_index).dup
self.src_rect.set(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
@weapon_width = @weapon_height = 24
# 独自画像指定
else
file_name = @battler.sv.weapon_graphic(weapon.id, weapon.wtype_id) if weapon.is_a?(RPG::Weapon)
file_name = @battler.sv.shield_graphic(weapon.id, weapon.atype_id) if weapon.is_a?(RPG::Armor)
self.bitmap = Cache.character(file_name + file_index).dup
@weapon_width = self.bitmap.width
@weapon_height = self.bitmap.height
return if @weapon_data[1] == 1
# 2003仕様の武器アニメ
@weapon_width /= @battler.sv.max_pattern[0]
end
end
#--------------------------------------------------------------------------
# ● 画像の原点を取得
#--------------------------------------------------------------------------
def set_ox
# 反転時は設定を逆に
if @mirror
case @weapon_data[6]
when 1 ; @weapon_data[6] = 2 # 左上→右上に
when 2 ; @weapon_data[6] = 1 # 右上→左上に
when 3 ; @weapon_data[6] = 4 # 左下→右下に
when 4 ; @weapon_data[6] = 3 # 右下→左下に
end
end
# 原点を設定
case @weapon_data[6]
when 0 # 中心
self.ox = @weapon_width / 2
self.oy = @weapon_height / 2
when 1 # 左上
self.ox = 0
self.oy = 0
when 2 # 右上
self.ox = @weapon_width
self.oy = 0
when 3 # 左下
self.ox = 0
self.oy = @weapon_height
when 4 # 右下
self.ox = @weapon_width
self.oy = @weapon_height
when 5 # バトラーと同じ
self.ox = @weapon_width / 2
self.oy = @weapon_height
end
end
#--------------------------------------------------------------------------
# ● バトラーの座標を取得
#--------------------------------------------------------------------------
def set_battler_position
@position_x = @battler.sv.x + @weapon_data[3][0] * N03.mirror_num(@mirror) * 100
@position_y = (@battler.sv.y - @battler.sv.h - @battler.sv.j - @battler.sv.c - @battler.sv.oy_adjust) + @weapon_data[3][1] * 100#紅茶走
reset_position
end
#--------------------------------------------------------------------------
# ● 座標を初期化
#--------------------------------------------------------------------------
def reset_position
@real_x = @position_x / 100
@real_y = @position_y / 100
@real_zoom_x = 1
@real_zoom_y = 1
end
#--------------------------------------------------------------------------
# ● 戦闘アニメを表示
#--------------------------------------------------------------------------
def set_animation(anime_id)
return if $data_animations[anime_id] == nil
@anime_position = $data_animations[anime_id].position
@horming = true
@horming = false if @anime_position == 3
@anime_camera_zoom = true
@anime_no_mirror = false
start_animation($data_animations[anime_id], @mirror)
timings = $data_animations[anime_id].timings
end
#--------------------------------------------------------------------------
# ● ヒット時の戦闘アニメ実行
#--------------------------------------------------------------------------
def set_hit_animation(position_data, hit_anime_id, target)
return if $data_animations[hit_anime_id] == nil
@real_x = position_data[0]
@real_y = position_data[1]
@position_x = position_data[0] * 100
@position_y = position_data[1] * 100
self.z = position_data[2]
@z_plus = 1000
@action_end = false
@horming = true
set_animation(hit_anime_id)
@anime_time = $data_animations[hit_anime_id].frame_max * 4
@timing_targets = [target]
@move_time = @hit_anime_id = 0
@weapon_data = []
end
#--------------------------------------------------------------------------
# ● タイミングバトラー追加
#--------------------------------------------------------------------------
def timing_battler_set(target)
@timing_targets.push(target)
end
#--------------------------------------------------------------------------
# ● 武器の動きを取得
#--------------------------------------------------------------------------
def set_weapon_move
# 開始位置を取得
set_battler_position if @move_time == 0
@z_plus = 50 if @z_plus == 0 && @weapon_data[9]
self.z = @battler.sv.z + @z_plus
# 反転処理
@mirror = !@mirror if @weapon_data[7]
self.mirror = @mirror
# 更新パターンをセット
set_pattern
@max_pattern = 2 if @max_pattern == 1
# 動きを計算
@weapon_move_data = []
@weapon_angle_data = []
@weapon_zoom_data = []
num = N03.mirror_num(@mirror)
for i in 0...@max_pattern
move_data_x = @weapon_data[2][0] * num * 100 * i / (@max_pattern - 1)
move_data_y = @weapon_data[2][1] * 100 * i / (@max_pattern - 1)
move_angle = @weapon_data[4] * num + (@weapon_data[5] * num - @weapon_data[4] * num) * i / (@max_pattern - 1)
move_zoom_x = 1 + (@weapon_data[8][0] - 1) * i / (@max_pattern - 1)
move_zoom_y = 1 + (@weapon_data[8][1] - 1) * i / (@max_pattern - 1)
@weapon_move_data.push([move_data_x, move_data_y])
@weapon_angle_data.push(move_angle)
@weapon_zoom_data.push([move_zoom_x, move_zoom_y])
end
end
#--------------------------------------------------------------------------
# ● 更新パターン
#--------------------------------------------------------------------------
def set_pattern
if @weapon_data[11] == -1
return @max_pattern = @battler.sv.max_pattern[0] if @battler.sv.pattern_type != 0
@count = @battler.sv.pattern_time
@max_count = @battler.sv.pattern_time
@max_pattern = @battler.sv.max_pattern[0]
@repeat = false
else
@count = @weapon_data[11][0]
@max_count = @weapon_data[11][0]
@max_pattern = @weapon_data[11][1]
@repeat = @weapon_data[11][2]
end
@pattern = 0
end
#--------------------------------------------------------------------------
# ● 移動実行
#--------------------------------------------------------------------------
def set_move
# 戦闘アニメを取得
set_animation(@move_data[1][0]) if $data_animations[@move_data[1][0]] != nil && $data_animations[@move_data[1][0]].position != 3
@anime_camera_zoom = @move_data[13]
@loop = @move_data[14]
@loop = false if @move_data[1][0] == 0
@anime_no_mirror = @move_data[15]
@se_flag = @move_data[17]
# 開始位置を取得
start_position
@z_plus = 1000 if @move_data[9]
# ターゲットバトラー画像にこのアニメのSEとタイミング設定を反映させる
@timing_targets = @target_battler
# 座標計算
@move_x = @move_data[5][0] * 100 * N03.mirror_num(@mirror)
@move_y = @move_data[5][1] * 100
# 時間計算か速度計算か
@distanse_move = true if @move_data[6] > 0
@move_time = @move_data[6].abs
# 時間0の場合、アニメが設定されていればアニメ表示時間に合わせる
if @move_time == 0
@move_time = $data_animations[@move_data[1][0]].frame_max * 4 if $data_animations[@move_data[1][0]]
@move_time = 1 if !$data_animations[@move_data[1][0]]
@distanse_move = false
end
# 貫通タイプの場合
@through = true if @move_data[7] == 1
@auto_through_flag = false
@auto_through_flag = true if @move_data[7] == 0
# ターゲット座標計算
if @target_battler == nil
@target_x = @move_x * 100
@target_x = (Graphics.width - @move_x) * 100 if @mirror
@target_y = @move_y * 100
else
move_data_set
end
# ターゲットに到達するまでの時間を計算
@move_time = distanse_calculation(@move_time, @target_x, @target_y)
# 円軌道計算
orbit
# バトラーのウエイト設定
@battler.sv.wait = @move_time - 1 if @move_data[10][0]
@move_horming = @move_data[12]
end
#--------------------------------------------------------------------------
# ● 速度を時間に変換
#--------------------------------------------------------------------------
def distanse_calculation(time, target_x, target_y)
return time if !@distanse_move
distanse_x = @position_x - @target_x
distanse_x = @target_x - @position_x if @target_x > @position_x
distanse_y = @position_y - @target_y
distanse_y = @target_y - @position_y if @target_y > @position_y
distanse = [distanse_x, distanse_y].max
return distanse / (time * 100) + 1
end
#--------------------------------------------------------------------------
# ● 移動目標の更新
#--------------------------------------------------------------------------
def move_data_set
return if @target_battler == nil
position = N03.get_targets_position(@target_battler, true, @anime_position)
@target_x = position[0] + @move_x
@target_y = position[1] - position[2] + @move_y
end
#--------------------------------------------------------------------------
# ● 開始位置を計算
#--------------------------------------------------------------------------
def start_position
starter = [@battler.sv.m_a_starter.shift]
starter = N03.get_targets(@move_data[2], @battler) if @move_data[2] < 0
position = [0, 0]
position = N03.get_targets_position(starter, true, @anime_position) if starter != nil
@position_x = position[0] + @move_data[4][0] * 100
@position_y = position[1] + position[2] + @move_data[4][1] * 100
@position_z = @position_y
end
#--------------------------------------------------------------------------
# ● 円軌道計算
#--------------------------------------------------------------------------
def orbit
orbit_data = @move_data[8].dup
orbit_data[0] *= 100
orbit_data[1] *= 100
orbit_d = []
for i in 0...@move_time / 2
@orbit[i] = orbit_data[0]
orbit_data[0] /= 2
orbit_d[i] = orbit_data[1]
orbit_data[1] /= 2
end
@orbit = @orbit + orbit_d.reverse!
@orbit.reverse!
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
update_hit_anime if @anime_time != 0
update_move if @move_time != 0
update_weapon_move if @weapon_data != []
update_position
update_color
self.visible = @battler.sv.weapon_visible
super
end
#--------------------------------------------------------------------------
# ● ヒット時の戦闘アニメ
#--------------------------------------------------------------------------
def update_hit_anime
@anime_time -= 1
@action_end = true if @anime_time == 0
end
#--------------------------------------------------------------------------
# ● 移動の更新
#--------------------------------------------------------------------------
def update_move
move_data_set if @move_horming && !@hit_position
through_set(@move_time, @target_x, @target_y) if @move_time == 1 && !@hit_position
@o += @orbit[@move_time - 1] if @orbit[@move_time - 1] != nil
@position_x = (@position_x * (@move_time - 1) + @target_x) / @move_time
@position_y = (@position_y * (@move_time - 1) + @target_y) / @move_time + @o
reset_position
set_animation(@move_data[1][0]) if @loop && !animation?
@move_time -= 1
return if @move_time != 0
@action_end = true if !@action_end_cancel
end
#--------------------------------------------------------------------------
# ● 武器の動きを更新
#--------------------------------------------------------------------------
def update_weapon_move
pattern = update_pattern
set_battler_position if @move_time == 0 && !@action_end_cancel
@real_x = @position_x / 100 + @weapon_move_data[pattern][0] / 100
@real_y = @position_y / 100 + @weapon_move_data[pattern][1] / 100
@real_zoom_x = @weapon_zoom_data[pattern][0]
@real_zoom_y = @weapon_zoom_data[pattern][1]
self.angle = @weapon_angle_data[pattern]
self.src_rect.set(@weapon_width * pattern, 0, @weapon_width, @weapon_height) if @weapon_data[1] == 2
end
#--------------------------------------------------------------------------
# ● パターンを更新
#--------------------------------------------------------------------------
def update_pattern
return @battler.sv.pattern_w if @count == nil
@count -= 1
return @pattern if @count != 0
@count = @max_count
@pattern += 1
if !@repeat && @pattern == @max_pattern
@pattern = @max_pattern - 1
elsif @pattern == @max_pattern
@pattern = 0
end
return @pattern
end
#--------------------------------------------------------------------------
# ● 座標を更新
#--------------------------------------------------------------------------
def update_position
self.x = (@real_x - $sv_camera.x) * $sv_camera.convert / 1000
self.y = (@real_y - $sv_camera.y) * $sv_camera.convert / 1000
self.x += $sv_camera.sx / 100 unless @battler.sv.h != 0 && @weapon_data != []
self.y += $sv_camera.sy / 100 unless @battler.sv.h != 0 && @weapon_data != []
self.z = @battler.sv.z + @z_plus - 10
self.zoom_x = @real_zoom_x * $sv_camera.zoom
self.zoom_y = @real_zoom_y * $sv_camera.zoom
self.opacity = @battler.sv.opacity if @battler.sv.opacity_data[4]
end
#--------------------------------------------------------------------------
# ● 貫通の処理
#--------------------------------------------------------------------------
def through_set(time, target_x, target_y)
@hit_anime_id = N03.get_attack_anime_id(@move_data[1][1], @battler)
@battler.sv.wait = N03.get_anime_time(@hit_anime_id) if @move_data[10][1]
moving_x = (target_x / 100 - @position_x / 100) / time
moving_y = (target_y / 100 - @position_y / 100) / time
goal_x = $sv_camera.max_left - 100 if moving_x < 0
goal_x = Graphics.width + $sv_camera.max_right + 100 if moving_x > 0
goal_y = $sv_camera.max_top - 100 if moving_y < 0
goal_y = Graphics.height + $sv_camera.max_bottom + 100 if moving_y > 0
if goal_x == nil && goal_y == nil
time = 0
reset_position
else
time = move_calculation(moving_x, moving_y, goal_x, goal_y)
end
target_x = @position_x + moving_x * time * 100
target_y = @position_y + moving_y * time * 100
@pre_data = [time, target_x, target_y]
@battler.sv.m_a_data.push([@move_data[11], @target_battler, @index, @auto_through_flag, []])
@action_end_cancel = true
@hit_position = [@real_x, @real_y, self.z]
end
#--------------------------------------------------------------------------
# ● 到達時間試算
#--------------------------------------------------------------------------
def move_calculation(moving_x, moving_y, goal_x, goal_y)
move_x = @position_x / 100
move_y = @position_y / 100
time = 0
loop do
move_x += moving_x
move_y += moving_y
time += 1
return time if moving_x < 0 && move_x < goal_x
return time if moving_x > 0 && move_x > goal_x
return time if moving_y < 0 && move_y < goal_y
return time if moving_y > 0 && move_y > goal_y
end
end
#--------------------------------------------------------------------------
# ● ミス時に消える処理から貫通処理に変換
#--------------------------------------------------------------------------
def through_change
@action_end_cancel = false
@through = true
@move_time = @pre_data[0]
@target_x = @pre_data[1]
@target_y = @pre_data[2]
@pre_data = nil
end
#--------------------------------------------------------------------------
# ● SE とフラッシュのタイミング処理
#--------------------------------------------------------------------------
def animation_process_timing(timing)
return if !@timing_targets
se_flag = true
se_flag = @se_flag if @se_flag != nil
for target in @timing_targets
target.sv.timing.push([se_flag, timing.dup])
se_flag = false if @animation.position == 3
end
end
#--------------------------------------------------------------------------
# ● 色調の更新
#--------------------------------------------------------------------------
def update_color
return if @battler.sv.color == []
self.color.set(@battler.sv.color[0], @battler.sv.color[1], @battler.sv.color[2], @battler.sv.color[3])
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
super
self.bitmap.dispose if self.bitmap != nil
end
end
#==============================================================================
# ■ Sprite_Battle_Picture
#------------------------------------------------------------------------------
#  ピクチャ表示用のスプライトです。
#==============================================================================
class Sprite_Battle_Picture < Sprite
#--------------------------------------------------------------------------
# ● 公開インスタンス変数 
#--------------------------------------------------------------------------
attr_accessor :action_end # 終了フラグ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
@action_end = false
self.ox = 0
end
#--------------------------------------------------------------------------
# ● セット
#--------------------------------------------------------------------------
def set(battler)
@battler = battler
@data = @battler.sv.effect_data.shift
@time = @data[4]
@mirror = $sv_camera.mirror
@mirror = false if !@data[8]
self.opacity = @data[6][0]
@s_x = @data[2][0] if @data[2] != []
@s_x = Graphics.width - @data[2][0] if @data[2] != [] && @mirror
@s_y = @data[2][1] if @data[2] != []
@e_x = @data[3][0] if @data[3] != []
@e_x = Graphics.width - @data[3][0] if @data[3] != [] && @mirror
@e_y = @data[3][1] if @data[3] != []
@s_x = self.x if @data[2] == []
@s_y = self.y if @data[2] == []
@e_x = self.x if @data[3] == []
@e_y = self.y if @data[3] == []
self.x = @s_x
self.y = @s_y
return @action_end = true if @time == 0
@move_x = (@e_x * 1.0 - @s_x) / @time
@move_y = (@e_y * 1.0 - @s_y) / @time
self.z = @data[5]
return set_plane(battler) if @data[7] != []
self.bitmap = Cache.picture(@data[9]) if !bitmap or @data[9] != ""
return @action_end = true if !bitmap
self.mirror = @mirror
self.ox = self.bitmap.width if @mirror
end
#--------------------------------------------------------------------------
# ● プレーン移行
#--------------------------------------------------------------------------
def set_plane(battler)
@viewport = Viewport.new(@data[2][0],@data[2][1],@data[7][0],@data[7][1]) if !@viewport
viewport = @viewport
@plane = Plane.new(viewport) if !@plane
@plane.bitmap = Cache.picture(@data[9]) if !@plane.bitmap or @data[9] != ""
return @action_end = true if !@plane.bitmap
@plane.ox = @data[7][0]
@plane.oy = @data[7][1]
@plane.opacity = @data[6][0]
@move_x = @remain_move[0] if @data[2] == @data[3]
@move_y = @remain_move[1] if @data[2] == @data[3]
@remain_move = [@move_x, @move_y]
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
@action_end = true if !@battler.sv.picture
return if @time == 0
return if @action_end
@time -= 1
return plane_update if @plane
super
self.x += @move_x
self.y += @move_y
self.opacity += @data[6][1]
return if @time != 1
self.x = @e_x
self.y = @e_y
@time = 0
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def plane_update
@plane.ox += @move_x
@plane.oy += @move_y
@plane.opacity += @data[6][1]
@time = @data[4] if @time == 0
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
bitmap.dispose if bitmap
@plane.dispose if @plane
@viewport.dispose if @viewport
super
end
end
#==============================================================================
# ■ Sprite_Back_Picture
#------------------------------------------------------------------------------
#  周期ピクチャ用のスプライトです。
#==============================================================================
class Sprite_Back_Picture < Plane
#--------------------------------------------------------------------------
# ● 公開インスタンス変数 
#--------------------------------------------------------------------------
attr_accessor :action_end # 終了フラグ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport = nil, index)
super(viewport)
@index = index
@real_x = 0
@real_y = 0
@real_opacity = 0
@move_x = 0
@move_y = 0
@move_opacity = 0
@time = 0
@switche = 0
@action_end = false
end
#--------------------------------------------------------------------------
# ● セットアップ
#--------------------------------------------------------------------------
def setup(data)
self.bitmap = Cache.picture(data[9])
self.z = data[6]
@switche = data[1]
mirror = $sv_camera.mirror
mirror = false if !data[8]
@move_x = data[3][0]
@move_x *= -1 if mirror
@move_y = data[3][1]
@time = data[4]
@time = -1 if @time == 0
@real_opacity = (data[5][0] + 1) * 100
@move_opacity = data[5][1]
@start_opacity = data[5][0]
@shake_ok = data[7]
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
update_picture if @time != 0
self.ox = $sv_camera.x - @real_x
self.oy = $sv_camera.y - @real_y
if @shake_ok
self.ox -= $sv_camera.sx / 100
self.oy -= $sv_camera.sy / 100
end
self.ox *= $sv_camera.zoom
self.oy *= $sv_camera.zoom
self.zoom_x = @zoom_x * $sv_camera.zoom
self.zoom_y = @zoom_y * $sv_camera.zoom
self.opacity = @real_opacity / 100
@move_opacity *= -1 if self.opacity == 255 or self.opacity <= @start_opacity
@switche
@action_end = true if @switche > 0 && !$game_switches[@switche]
@action_end = true if @switche < 0 && !$sv_camera.switches[@switche.abs]
end
#--------------------------------------------------------------------------
# ● ピクチャの更新
#--------------------------------------------------------------------------
def update_picture
@real_x += @move_x / 100
@real_y += @move_y / 100
@real_x = 0 if @real_x >= self.bitmap.width or @real_x <= -self.bitmap.width
@real_y = 0 if @real_y >= self.bitmap.height or @real_y <= -self.bitmap.height
@zoom_x = 1
@zoom_y = 1
@real_opacity += @move_opacity
@time -= 1
@time = -1 if @time < -100
end
end
#==============================================================================
# ■ Sprite_Back_Picture
#------------------------------------------------------------------------------
#  ダメージ表示のスプライトです。
#==============================================================================
class Sprite_Damage < Sprite
#--------------------------------------------------------------------------
# ● 公開インスタンス変数 
#--------------------------------------------------------------------------
attr_reader :action_end # POP終了フラグ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport = nil, battler)
super(viewport)
@battler = battler
@time = 0
return @action_end = true if !@battler
@direction = -1
@direction *= -1 if @battler.actor?
@direction *= -1 if $sv_camera.mirror
set_state
set_damage
update
end
#--------------------------------------------------------------------------
# ● ステート表示
#--------------------------------------------------------------------------
def set_state
return if !N03::STATE_POP
states = @battler.result.added_state_objects
states.delete($data_states[@battler.death_state_id]) if @battler.result.hp_damage != 0
return if states == []
return if @battler.sv.add_state == @battler.result.added_state_objects
@battler.sv.add_state = states.dup
@st = []
@st_base = []
for i in 0...states.size
@st[i] = Sprite.new
bitmap_state(@st[i], states[i])
@st_base[i] = []
@st_base[i][0] = @direction * (-20 + 5 * i) + @battler.sv.x / 100
@st_base[i][1] = -40 - @state_height * i + (@battler.sv.y - @battler.sv.h - @battler.sv.j - @battler.sv.oy_adjust)/ 150#紅茶走
@st[i].z = 1000 + i
@st[i].opacity = 0
end
@time = @pop_time = 80
end
#--------------------------------------------------------------------------
# ● ステート画像
#--------------------------------------------------------------------------
def bitmap_state(state, state_object)
name = state_object.name
state.bitmap = Cache.system("Iconset").dup
state.src_rect.set(state_object.icon_index % 16 * 24, state_object.icon_index / 16 * 24, 24, 24)
@state_height = 24
end
#--------------------------------------------------------------------------
# ● ダメージ表示
#--------------------------------------------------------------------------
def hit_count
for i in 0...@battler.sv.hit.size
if @battler.sv.hit[i] == nil
@hit = i
return @battler.sv.hit[i] = @hit
end
end
@hit = @battler.sv.hit.size
@battler.sv.hit.push(@hit)
end
#--------------------------------------------------------------------------
# ● ダメージ表示
#--------------------------------------------------------------------------
def set_damage
return @action_end = true if !N03::DAMAGE_POP
damage = @battler.result.hp_damage if @battler.result.hp_damage != 0
damage = @battler.result.hp_drain if @battler.result.hp_drain != 0
damage = @battler.result.mp_damage if @battler.result.mp_damage != 0
damage = @battler.result.mp_drain if @battler.result.mp_drain != 0
damage = @battler.result.tp_damage if @battler.result.tp_damage != 0
if !damage or damage == 0
@action_end = true if @st == nil
return # ステートだけPOPする設定を考慮して@action_endは返さない
end
hit_count
#@hit = @battler.sv.hit
#@battler.sv.hit += 1 if damage != 0
file = N03::DAMAGE_PLUS if damage > 0
file = N03::DAMAGE_MINUS if damage < 0
add_file = N03::DAMAGE_MP if @battler.result.mp_damage != 0
add_file = N03::DAMAGE_TP if @battler.result.tp_damage != 0
adjust_x = N03::DAMAGE_ADJUST
@num = []
@num_base = []
damage = damage.abs
max_num = damage.to_s.size
max_num += 1 if add_file != nil
for i in 0...max_num
@num[i] = Sprite.new
if add_file != nil && i == max_num - 1
@num[i].bitmap = Cache.system(add_file)
cw = (damage % (10 * 10 ** i))/(10 ** i)
sw = 0 if sw == nil
else
@num[i].bitmap = Cache.system(file)
cw = (damage % (10 * 10 ** i))/(10 ** i)
sw = @num[i].bitmap.width / 10
@num[i].src_rect.set(cw * sw, 0, sw, @num[i].bitmap.height)
end
@num_base[i] = []
@num_base[i][0] = (sw + adjust_x) * i * -1 + (@battler.sv.x / 100)
@num_base[i][1] = -(@num[i].bitmap.height / 3) - i * 2 - @hit * 2 + (@battler.sv.y - @battler.sv.h - @battler.sv.j - @battler.sv.oy_adjust)/ 150#紅茶走
@num_base[i][0] -= @num[i].bitmap.width / 2 - adjust_x if add_file != nil && i == max_num - 1
@num[i].z = 1000 + i + @hit * 10
end
@time = @pop_time = 80
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
return if @time == 0
for i in 0...@st.size do update_state_move(@st[i], i) end if @st != nil
for i in 0...@num.size do update_num_move(@num[i], i) end if @num != nil
@time -= 1
@action_end = true if @time == 0
end
#--------------------------------------------------------------------------
# ● ステート画像の更新
#--------------------------------------------------------------------------
def update_state_move(state, index)
min = @pop_time - index * 2
case @time
when min-15..min
@st_base[index][0] += @direction
state.opacity += 25
when min-80..min-50
@st_base[index][0] += @direction
state.opacity -= 25
end
state.x = (@st_base[index][0] - $sv_camera.x) * $sv_camera.zoom
state.y = (@st_base[index][1] - $sv_camera.y) * $sv_camera.zoom
end
#--------------------------------------------------------------------------
# ● 数値の更新
#--------------------------------------------------------------------------
def update_num_move(num, index)
min = @pop_time - index * 2
case @time
when min-1..min
@num_base[index][0] += @direction * @hit
@num_base[index][1] -= 5 + @hit * 2
when min-3..min-2
@num_base[index][0] += @direction * @hit
@num_base[index][1] -= 4 + @hit * 2
when min-6..min-4
@num_base[index][0] += @direction
@num_base[index][1] -= 3 + @hit * 2
when min-14..min-7
@num_base[index][0] += @direction
@num_base[index][1] += 2
when min-17..min-15
@num_base[index][1] -= 2 + @hit * 2
when min-23..min-18
@num_base[index][1] += 1
when min-27..min-24
@num_base[index][1] -= 1
when min-30..min-28
@num_base[index][1] += 1
when min-33..min-31
@num_base[index][1] -= 1
when min-36..min-34
@num_base[index][1] += 1
end
num.x = (@num_base[index][0] - $sv_camera.x) * $sv_camera.zoom
num.y = (@num_base[index][1] - $sv_camera.y) * $sv_camera.zoom
num.opacity = 256 - (12 - @time) * 32
num.visible = false if @time == 0
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
@battler.sv.hit[@hit] = nil if @hit
bitmap.dispose if bitmap
for i in 0...@num.size do @num[i].dispose end if @num != nil
for i in 0...@st.size do @st[i].dispose end if @st != nil
super
end
end
#==============================================================================
# ■ Window_Skill_name
#------------------------------------------------------------------------------
#  スキル名を表示するウィンドウです。
#==============================================================================
class Window_Skill_name < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(text)
super(0, 0, Graphics.width, line_height + standard_padding * 2)
draw_text(4, 0, Graphics.width - 64, line_height,text, 1)
end
end
#==============================================================================
# ■ Spriteset_Sideview
#------------------------------------------------------------------------------
#  サイドビュー独自のスプライトをまとめたクラスです。
#==============================================================================
class Spriteset_Sideview
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport)
@viewport = viewport
@weapons = []
@pictures = []
@back_pic = []
@damage = []
$sv_camera.setup
N03.camera(nil, N03::BATTLE_CAMERA["ターン開始前"].dup)
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
update_battler_data
update_damage
update_pictures
update_back_pic
update_weapons
end
#--------------------------------------------------------------------------
# ● バトラーデータの更新
#--------------------------------------------------------------------------
def update_battler_data
for battler in $game_party.battle_members + $game_troop.members
weapon_end(battler) if battler.sv.weapon_end
next if battler.sv.effect_data == []
for effect_data in battler.sv.effect_data do set_effects(battler, effect_data) end
end
end
#--------------------------------------------------------------------------
# ● ダメージ画像の更新
#--------------------------------------------------------------------------
def update_damage
for i in 0...@damage.size
next if @damage[i] == nil
@damage[i].update if @damage[i] != nil
next if !@damage[i].action_end
@damage[i].dispose
@damage[i] = nil
end
end
#--------------------------------------------------------------------------
# ● ピクチャアクションの更新
#--------------------------------------------------------------------------
def update_pictures
for i in 0...@pictures.size
next if @pictures[i] == nil
@pictures[i].update if @pictures[i] != nil
next if !@pictures[i].action_end
@pictures[i].dispose
@pictures[i] = nil
end
end
#--------------------------------------------------------------------------
# ● 周期ピクチャの更新
#--------------------------------------------------------------------------
def update_back_pic
set_back_pic if $sv_camera.program_picture != []
for i in 0...@back_pic.size
next if @back_pic[i] == nil
@back_pic[i].update if @back_pic[i] != nil
next if !@back_pic[i].action_end
@back_pic[i].dispose
@back_pic[i] = nil
end
end
#--------------------------------------------------------------------------
# ● 武器アクションの更新
#--------------------------------------------------------------------------
def update_weapons
for i in 0...@weapons.size
next if @weapons[i] == nil
@weapons[i].update if @weapons[i] != nil
next if !@weapons[i].action_end
@weapons[i].dispose
@weapons[i] = nil
end
end
#--------------------------------------------------------------------------
# ● ダメージ実行
#--------------------------------------------------------------------------
def set_damage_pop(target)
for i in 0...@damage.size
next if @damage[i] != nil
return @damage[i] = Sprite_Damage.new(@viewport, target)
end
@damage.push(Sprite_Damage.new(@viewport, target))
end
#--------------------------------------------------------------------------
# ● 周期ピクチャ実行
#--------------------------------------------------------------------------
def set_back_pic
for data in $sv_camera.program_picture
if @back_pic[data[2]] != nil
@back_pic[data[2]].dispose
@back_pic[data[2]] = nil
end
@back_pic[data[2]] = Sprite_Back_Picture.new(@viewport, data[2])
@back_pic[data[2]].setup(data)
end
$sv_camera.program_picture = []
end
#--------------------------------------------------------------------------
# ● エフェクト開始
#--------------------------------------------------------------------------
def set_effects(battler, effect_data)
case effect_data[0]
when "pic" ; set_pictures(battler, effect_data)
when "wp" ; set_weapons(battler, true)
when "m_a" ; set_weapons(battler, false)
end
end
#--------------------------------------------------------------------------
# ● ピクチャアクション実行
#--------------------------------------------------------------------------
def set_pictures(battler, effect_data)
@pictures[effect_data[1]] = Sprite_Battle_Picture.new if @pictures[effect_data[1]] == nil
@pictures[effect_data[1]].set(battler)
end
#--------------------------------------------------------------------------
# ● 武器アクション実行
#--------------------------------------------------------------------------
def set_weapons(battler, weapon_flag, test = true)
for i in 0...@weapons.size
next if @weapons[i] != nil
@weapons[i] = Sprite_Weapon.new(@viewport, i, battler)
battler.sv.weapon_index.push(i) if weapon_flag
return i
end
@weapons.push(Sprite_Weapon.new(@viewport, @weapons.size, battler))
battler.sv.weapon_index.push(@weapons.size - 1) if weapon_flag
return @weapons.size - 1
end
#--------------------------------------------------------------------------
# ● バトラーの武器アクション終了
#--------------------------------------------------------------------------
def weapon_end(battler)
battler.sv.weapon_end = false
for index in battler.sv.weapon_index
weapon_index = battler.sv.weapon_index.shift
@weapons[weapon_index].dispose if @weapons[weapon_index] != nil
@weapons[weapon_index] = nil
end
battler.sv.weapon_index.compact!
end
#--------------------------------------------------------------------------
# ● ヒット時の戦闘アニメ実行
#--------------------------------------------------------------------------
def set_hit_animation(battler, weapon_index, hit_targets, miss)
weapon = @weapons[weapon_index]
for target in hit_targets
next @weapons[@hit_index].timing_battler_set(target) if @hit_index != nil
@hit_index = set_weapons(battler, false, false)
@weapons[@hit_index].set_hit_animation(weapon.hit_position, weapon.hit_anime_id, target)
end
@hit_index = nil
if !weapon.through && !miss
@weapons[weapon_index].dispose
@weapons[weapon_index] = nil
else
@weapons[weapon_index].through_change
end
end
#--------------------------------------------------------------------------
# ● サイドビューデータの初期化
#--------------------------------------------------------------------------
def reset_sideview
$sv_camera.reset
for member in $game_troop.members + $game_party.battle_members do member.sv.reset end
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
dispose_effects(@weapons)
dispose_effects(@pictures)
dispose_effects(@back_pic)
dispose_effects(@damage)
reset_sideview
end
#--------------------------------------------------------------------------
# ● エフェクト画像の解放
#--------------------------------------------------------------------------
def dispose_effects(effects)
for i in 0...effects.size
effects[i].dispose if effects[i] != nil
effects[i] = nil
end
end
end
#==============================================================================
# ■ Sprite_Battle_Back
#------------------------------------------------------------------------------
#  戦闘背景用のスプライトです。
#==============================================================================
class Sprite_Battle_Back < Plane
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport = nil, index, battleback_name)
super(viewport)
@index = index
if @index == 1
data = N03::FLOOR1_DATA[battleback_name]
data = N03::FLOOR1_DATA["全Battlebacks1"] if data == nil
elsif @index == 2
data = N03::FLOOR2_DATA[battleback_name]
data = N03::FLOOR2_DATA["全Battlebacks2"] if data == nil
end
data = data.dup
@adjust_position = data[0]
@zoom_x = data[1][0] / 100.0
@zoom_y = data[1][1] / 100.0
@shake_on = data[2]
$game_switches[data[3]] = true if data[3] > 0
$sv_camera.switches[data[3].abs] = true if data[3] < 0
reset_scroll
reset_back_data(battleback_name)
end
#--------------------------------------------------------------------------
# ● 背景スクロールを初期化
#--------------------------------------------------------------------------
def reset_scroll
@scroll_x = 0
@scroll_y = 0
@move_x = 0
@move_y = 0
end
#--------------------------------------------------------------------------
# ● 背景データを初期化
#--------------------------------------------------------------------------
def reset_back_data(battleback_name)
@back_data = []
@active_data = ["scroll",0, @move_x, @move_y, false, battleback_name,""]
start_back_data(@active_data)
end
#--------------------------------------------------------------------------
# ● 背景画像のセッティング
#--------------------------------------------------------------------------
def set_graphics(new_bitmap)
self.bitmap = new_bitmap
@base_x = (self.bitmap.width * @zoom_x - Graphics.width) / 2 + @adjust_position[0]
@base_y = (self.bitmap.height * @zoom_y - Graphics.height) / 2 + @adjust_position[1]
# 限界座標を取得
max_top = 0
max_bottom = self.bitmap.height * @zoom_y - Graphics.height
max_left = 0
max_right = self.bitmap.width * @zoom_x - Graphics.width
exist = true
exist = false if self.bitmap.height == 32 && self.bitmap.width == 32
$sv_camera.setting(@index, [max_top, max_bottom, max_left, max_right, @base_x, @base_y,exist])
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
return if !bitmap
update_back_data
update_scroll unless @move_x == 0 && @move_y == 0
update_color
update_position
update_back_adjust if @bt_back != nil
create_back_adjust if @bt_back == nil && !@active_data[10] && @scroll_x == 0 && @scroll_y == 0
end
#--------------------------------------------------------------------------
# ● 背景データを更新
#--------------------------------------------------------------------------
def update_back_data
delete = true if @active_data[1] > 0 && !$game_switches[@active_data[1]]
delete = true if @active_data[1] < 0 && !$sv_camera.switches[@active_data[1].abs]
return if !delete
for i in 0...@back_data.size
@back_data[i] = nil if @back_data[i][1] > 0 && !$game_switches[@back_data[i][1]]
@back_data[i] = nil if @back_data[i][1] < 0 && !$sv_camera.switches[@back_data[i][1].abs]
end
@back_data.compact!
next_back_data
end
#--------------------------------------------------------------------------
# ● 次の背景データをセット
#--------------------------------------------------------------------------
def next_back_data
@back_data.delete(@active_data[11]) if @active_data[11] != nil
@back_data.push(@active_data[11]) if @active_data[11] != nil
@active_data = nil
data = @back_data.pop
@back_data = [@active_data] if @back_data.size == 0
start_back_data(data)
end
#--------------------------------------------------------------------------
# ● 背景データを実行
#--------------------------------------------------------------------------
def start_back_data(data)
return if back_data_remain(data)
bt_back_dispose
pre_active_data = @active_data
@active_data[8] = [@back_name, @move_x, @move_y, @scroll_x, @scroll_y] if @active_data != nil
@back_data.push(@active_data) if @active_data != nil
@active_data = data.dup
@active_data[5] = @back_name if @active_data[5] == ""
@active_data[9] = set_back_adjust if @active_data[9] == nil
back_data_scroll_on if @active_data[8] == nil && @active_data[9][0] == false
set_remain_back_data if @active_data[8] != nil
create_back(@active_data[5]) if @active_data[9][0] == false
create_back_adjust if @active_data[10]
@active_data[11] = pre_active_data if pre_active_data && @active_data[7] == false
end
#--------------------------------------------------------------------------
# ● 背景データの保留
#--------------------------------------------------------------------------
def back_data_remain(data)
remain = false
remain = true if data[6] != "" && @active_data != nil && @active_data[9] != nil && @active_data[9][0] != false
remain = true if @active_data != nil && @active_data[7] == false
return remain if !remain
@remain = true
@back_data.push(data)
return remain
end
#--------------------------------------------------------------------------
# ● 背景変更補正データをセット
#--------------------------------------------------------------------------
def set_back_adjust
bt_adjust = []
sign = -1
if @active_data[6] == ""
reset_scroll if @active_data[3][0] == 0 && @active_data[3][1] == 0
bt_adjust = [false,false,0,0]
return bt_adjust
elsif @move_x != 0 or @active_data[3][0] != 0
sign = 1 if @move_x < 0
bt_adjust[0] = [self.bitmap.width * @zoom_x * sign, 0]
bt_adjust[1] = [self.bitmap.width * @zoom_x * sign * 2, 0]
elsif @move_y != 0 or @active_data[3][1] != 0
sign = 1 if @move_y < 0
bt_adjust[0] = [0, self.bitmap.height * @zoom_y * sign]
bt_adjust[1] = [0, self.bitmap.height * @zoom_y * sign * 2]
else
reset_scroll if @active_data[3][0] == 0 && @active_data[3][1] == 0
bt_adjust = [false,false,0,0]
return bt_adjust
end
bt_adjust[2] = [bt_adjust[0][0], bt_adjust[0][1]]
return bt_adjust
end
#--------------------------------------------------------------------------
# ● 背景スクロールデータを実行
#--------------------------------------------------------------------------
def back_data_scroll_on
mirror = $sv_camera.mirror
mirror = false if !@active_data[4]
@move_x = @active_data[3][0]
@move_x *= -1 if mirror
@move_y = @active_data[3][1]
end
#--------------------------------------------------------------------------
# ● 保持している背景データを実行
#--------------------------------------------------------------------------
def set_remain_back_data
return back_data_scroll_on if @move_x != 0 or @move_y != 0
create_back(@active_data[8][0])
@move_x = @active_data[8][1]
@move_y = @active_data[8][2]
@scroll_x = @active_data[8][3]
@scroll_y = @active_data[8][4]
end
#--------------------------------------------------------------------------
# ● 背景画像の作成
#--------------------------------------------------------------------------
def create_back(back_name)
return if back_name == @back_name or back_name == ""
self.bitmap = Cache.battleback1(back_name) if @index == 1
self.bitmap = Cache.battleback2(back_name) if @index == 2
@back_name = back_name
end
#--------------------------------------------------------------------------
# ● 背景変更補正画像の作成
#--------------------------------------------------------------------------
def create_back_adjust
return if @active_data[9][0] == false
@active_data[10] = true
mirror = $sv_camera.mirror
mirror = false if !@active_data[4]
@bt_back = []
@bt_back[0] = Sprite.new(viewport)
@bt_back[0].bitmap = Cache.battleback1(@active_data[6]) if @index == 1
@bt_back[0].bitmap = Cache.battleback2(@active_data[6]) if @index == 2
@bt_back[0].mirror = mirror
@bt_back[1] = Sprite.new(viewport)
@bt_back[1].bitmap = Cache.battleback1(@active_data[5]) if @index == 1
@bt_back[1].bitmap = Cache.battleback2(@active_data[5]) if @index == 2
@bt_back[1].mirror = mirror
end
#--------------------------------------------------------------------------
# ● 背景スクロールの更新
#--------------------------------------------------------------------------
def update_scroll
@scroll_x += @move_x
@scroll_y += @move_y
@scroll_x = 0 if @scroll_x / 100 >= self.bitmap.width * @zoom_x or @scroll_x / 100 <= -self.bitmap.width * @zoom_x
@scroll_y = 0 if @scroll_y / 100 >= self.bitmap.height * @zoom_y or @scroll_y / 100 <= -self.bitmap.height * @zoom_y
end
#--------------------------------------------------------------------------
# ● 色調変更の更新
#--------------------------------------------------------------------------
def update_color
color_set if $sv_camera.color_set[@index] != nil
return if @color_data == nil
@color_data[4] -= 1
if @color_data[4] == 0 && @color_data[5] != 0
@color_data[4] = @color_data[5]
@color_data[5] = 0
@color_data[6] = [0,0,0,0]
elsif @color_data[4] == 0
@remain_color_data = @color_data
return @color_data = nil
end
for i in 0..3
@color_data[i] = (@color_data[i] * (@color_data[4] - 1) + @color_data[6][i]) / @color_data[4]
end
self.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3])
end
#--------------------------------------------------------------------------
# ● 座標の更新
#--------------------------------------------------------------------------
def update_position
self.ox = $sv_camera.x + @base_x - @scroll_x / 100
self.oy = $sv_camera.y + @base_y - @scroll_y / 100
self.ox -= $sv_camera.sx / 100 if @shake_on
self.oy -= $sv_camera.sy / 100 if @shake_on
self.zoom_x = @zoom_x * $sv_camera.zoom
self.zoom_y = @zoom_y * $sv_camera.zoom
self.ox *= $sv_camera.zoom
self.oy *= $sv_camera.zoom
self.z = @index * 10
end
#--------------------------------------------------------------------------
# ● 背景変更補正画像を更新
#--------------------------------------------------------------------------
def update_back_adjust
@active_data[9][0][0] = 0 if @scroll_x == 0
@active_data[9][0][1] = 0 if @scroll_y == 0
@active_data[9][1][0] -= @active_data[9][2][0] if @scroll_x == 0
@active_data[9][1][1] -= @active_data[9][2][1] if @scroll_y == 0
for i in 0...@bt_back.size
@bt_back[i].x = -self.ox + @active_data[9][i][0] * $sv_camera.zoom
@bt_back[i].y = -self.oy + @active_data[9][i][1] * $sv_camera.zoom
@bt_back[i].zoom_x = self.zoom_x
@bt_back[i].zoom_y = self.zoom_y
@bt_back[i].z = self.z + 1
@bt_back[i].color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3]) if @color_data != nil
end
back_data_scroll_on if @active_data[9][0][0] == 0 && @active_data[9][0][1] == 0
return unless @active_data[9][1][0] == 0 && @active_data[9][1][1] == 0
bt_back_dispose
create_back(@active_data[5])
@active_data[9][0] = false
next_back_data if @remain && @back_data.size != 1
@remain = false
end
#--------------------------------------------------------------------------
# ● 色調変更
#--------------------------------------------------------------------------
def color_set
set = $sv_camera.color_set[@index]
$sv_camera.color_set[@index] = nil
set[4] = 1 if set[4] == 0
@remain_color_data = [0,0,0,0] if @remain_color_data == nil
@color_data = @remain_color_data
@color_data[4] = set[4]
@color_data[5] = set[5]
@color_data[6] = set
end
#--------------------------------------------------------------------------
# ● 背景変更補正画像の解放
#--------------------------------------------------------------------------
def bt_back_dispose
for i in 0...@bt_back.size do @bt_back[i].dispose end if @bt_back != nil
@bt_back = nil
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
bitmap.dispose if bitmap
bt_back_dispose
super
end
end
#==============================================================================
# ■ Battle_Camera
#------------------------------------------------------------------------------
#  戦闘カメラやバトルプログラムを扱うクラスです。
#==============================================================================
class Battle_Camera
#--------------------------------------------------------------------------
# ● 公開インスタンス変数 
#--------------------------------------------------------------------------
attr_reader :sx # シェイクX座標
attr_reader :sy # シェイクY座標
attr_reader :max_top # 上限界座標
attr_reader :max_bottom # 下限界座標
attr_reader :max_left # 左限界座標
attr_reader :max_right # 右限界座標
attr_accessor :switches # サイドビュー専用スイッチ
attr_accessor :color_set # 色調変更データ
attr_accessor :wait # 戦闘シーンの強制ウエイト
attr_accessor :win_wait # 戦闘勝利前のウエイト
attr_accessor :mirror # 画面反転フラグ
attr_accessor :program_scroll # バトルプログラム 背景の自動スクロール
attr_accessor :program_picture # バトルプログラム 周期ピクチャ
attr_accessor :event # コモンイベント呼び出し
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
@switches = []
@max_data = []
@color_set = []
@wait = 0
@win_wait = false
@mirror = false
@event = false
setup
end
#--------------------------------------------------------------------------
# ● カメラX座標
#--------------------------------------------------------------------------
def x
return @x / 100
end
#--------------------------------------------------------------------------
# ● カメラY座標
#--------------------------------------------------------------------------
def y
return @y / 100
end
#--------------------------------------------------------------------------
# ● ズーム率
#--------------------------------------------------------------------------
def zoom
return @zoom * 0.001
end
#--------------------------------------------------------------------------
# ● ズーム率による座標変換
#--------------------------------------------------------------------------
def convert
return @zoom
end
#--------------------------------------------------------------------------
# ● カメラセットアップ
#--------------------------------------------------------------------------
def setup
@x = 0
@y = 0
@sx = 0
@sy = 0
@zoom = 1000
@time = 0
@shake_time = 0
program_setup
end
#--------------------------------------------------------------------------
# ● カメラ初期化
#--------------------------------------------------------------------------
def reset
@switches = []
@max_data = []
@color_set = []
@wait = 0
@win_wait = false
@mirror = false
program_setup(false)
end
#--------------------------------------------------------------------------
# ● バトルプログラムのセットアップ
#--------------------------------------------------------------------------
def program_setup(check = true)
@played_program = []
@program_switch = []
@program_sound = []
@program_scroll = []
@program_se = []
@program_shake = []
@program_color = []
@program_picture = []
@program_base = N03::BATTLE_PROGRAM.values.dup
program_check if check
end
#--------------------------------------------------------------------------
# ● バトルプログラムのチェック
#--------------------------------------------------------------------------
def program_check
for data in @program_base
if program_start?(data) && !@played_program.include?(data)
@played_program.push(data.dup)
@program_scroll.push(data.dup) if data[0] == "scroll"
@program_picture.push(data.dup) if data[0] == "kpic"
start_sound(data.dup) if data[0] == "sound"
start_program_switch(data.dup) if data[0] == "switch"
start_program_se(data.dup) if data[0] == "keep_se"
start_program_shake(data.dup) if data[0] == "keep_sk"
start_program_color(data.dup) if data[0] == "keep_c"
else
@played_program.delete(data) if !program_start?(data)
@program_scroll.delete(data) if data[0] == "scroll"
@program_picture.delete(data) if data[0] == "kpic"
@program_switch.delete(data) if data[0] == "switch"
@program_sound.delete(data) if data[0] == "sound"
@program_se.delete(data) if data[0] == "keep_se"
@program_shake.delete(data) if data[0] == "keep_sk"
@program_color.delete(data) if data[0] == "keep_c"
end
end
end
#--------------------------------------------------------------------------
# ● バトルプログラムの開始
#--------------------------------------------------------------------------
def program_start?(data)
start = false
start = true if $game_switches[data[1].abs] && data[1] > 0
start = true if @switches[data[1].abs] && data[1] < 0
return start
end
#--------------------------------------------------------------------------
# ● バトルプログラム スイッチ操作の開始
#--------------------------------------------------------------------------
def start_program_switch(data)
data[4] = data[4] + rand(data[5] + 1)
data[4] = 1 if data[4] <= 0
@program_switch.push(data)
end
#--------------------------------------------------------------------------
# ● スイッチ操作の更新
#--------------------------------------------------------------------------
def update_program_switch
for data in @program_switch
data[4] -= 1
next @program_switch.delete(data) if data[1] > 0 && !$game_switches[data[1]]
next @program_switch.delete(data) if data[1] < 0 && !@switches[data[1].abs]
next if data[4] != 0
for id in data[2]
$game_switches[id] = true if id > 0
@switches[id.abs] = true if id < 0
end
for id in data[3]
$game_switches[id] = false if id > 0
@switches[id.abs] = false if id < 0
end
@program_switch.delete(data)
program_check
end
end
#--------------------------------------------------------------------------
# ● バトルプログラム BGM/BGSの開始
#--------------------------------------------------------------------------
def start_sound(data)
@program_sound.push(data)
name = data[5]
case data[2]
when "se"
Audio.se_play("Audio/SE/" + name, data[4], data[3])
when "bgm"
name = RPG::BGM.last.name if data[5] == ""
Audio.bgm_play("Audio/BGM/" + name, data[4], data[3])
when "bgs"
name = RPG::BGS.last.name if data[5] == ""
Audio.bgs_play("Audio/BGS/" + name, data[4], data[3])
end
end
#--------------------------------------------------------------------------
# ● バトルプログラム 周期SEの開始
#--------------------------------------------------------------------------
def start_program_se(data)
data[3] = [data[2], data[3]]
data[2] = data[3][0] + rand(data[3][1] + 1)
@program_se.push(data)
Audio.se_play("Audio/SE/" + data[7], data[5], data[4]) if data[6]
end
#--------------------------------------------------------------------------
# ● 周期SEの更新
#--------------------------------------------------------------------------
def update_program_se
for data in @program_se
data[2] -= 1
next @program_se.delete(data) if data[1] > 0 && !$game_switches[data[1]]
next @program_se.delete(data) if data[1] < 0 && !@switches[data[1].abs]
next if data[2] != 0
Audio.se_play("Audio/SE/" + data[7], data[5], data[4])
data[2] = data[3][0] + rand(data[3][1] + 1)
end
end
#--------------------------------------------------------------------------
# ● バトルプログラム 周期シェイクの開始
#--------------------------------------------------------------------------
def start_program_shake(data)
data[3] = [data[2], data[3]]
data[2] = data[3][0] + rand(data[3][1] + 1)
@program_shake.push(data)
shake(data[4], data[5], data[6]) if data[7]
end
#--------------------------------------------------------------------------
# ● 周期シェイクの更新
#--------------------------------------------------------------------------
def update_program_shake
for data in @program_shake
data[2] -= 1
next @program_shake.delete(data) if data[1] > 0 && !$game_switches[data[1]]
next @program_shake.delete(data) if data[1] < 0 && !@switches[data[1].abs]
next if data[2] != 0
shake(data[4], data[5], data[6])
data[2] = data[3][0] + rand(data[3][1] + 1)
end
end
#--------------------------------------------------------------------------
# ● バトルプログラム 周期色調変更の開始
#--------------------------------------------------------------------------
def start_program_color(data)
data[3] = [data[2], data[3]]
data[2] = data[3][0] + rand(data[3][1] + 1)
data[7] = true if data[4] == 0 or data[4] == 4
case data[4]
when 1 ;data[4] = $game_troop.members
when 2 ;data[4] = $game_party.battle_members
when 3,4 ;data[4] = $game_troop.members + $game_party.battle_members
else ;data[4] = []
end
@program_color.push(data)
return if !data[6]
for target in data[4] do target.sv.color_set = data[5] end if data[4] != []
@color_set[1] = data[5] if data[7]
@color_set[2] = data[5] if data[7]
end
#--------------------------------------------------------------------------
# ● 周期色調変更の更新
#--------------------------------------------------------------------------
def update_program_color
for data in @program_color
data[2] -= 1
next @program_color.delete(data) if data[1] > 0 && !$game_switches[data[1]]
next @program_color.delete(data) if data[1] < 0 && !@switches[data[1].abs]
next if data[2] != 0
for target in data[4] do target.sv.color_set = data[5] end if data[4] != []
@color_set[1] = data[5] if data[7]
@color_set[2] = data[5] if data[7]
data[2] = data[3][0] + rand(data[3][1] + 1)
end
end
#--------------------------------------------------------------------------
# ● トランジション実行
#--------------------------------------------------------------------------
def perform_transition(data)
Graphics.transition(data[2], "Graphics/Pictures/" + data[3], data[1])
end
#--------------------------------------------------------------------------
# ● 背景からカメラの限界値を取得 data = [max_top, max_bottom, max_left, max_right]
#--------------------------------------------------------------------------
def setting(index, data)
@max_data[index - 1] = data
return if index != 2
setup
# カメラの中心座標
@center_x = (Graphics.width / 2 + N03::CAMERA_POSITION[0]) * 100
@center_y = (Graphics.height / 2 + N03::CAMERA_POSITION[1]) * 100
# 上下左右の移動限界距離
@max_top = [@max_data[0][5], @max_data[1][5]].min * -1
@max_bottom = [@max_data[0][1], @max_data[1][1]].min + @max_top
@max_left = [@max_data[0][4], @max_data[1][4]].min * -1
@max_right = [@max_data[0][3], @max_data[1][3]].min + @max_left
exist_data = @max_data[0] if !@max_data[1][6]
exist_data = @max_data[1] if !@max_data[0][6]
@max_top = exist_data[5] * -1 if exist_data != nil
@max_bottom = exist_data[1] + @max_top if exist_data != nil
@max_left = exist_data[4] * -1 if exist_data != nil
@max_right = exist_data[3] + @max_left if exist_data != nil
@max_top = @max_bottom = @max_left = @max_right = 0 if !@max_data[1][6] && !@max_data[0][6]
@max_width = @max_right - @max_left + Graphics.width
@max_height = @max_bottom - @max_top + Graphics.height
# ズームアウト限界値
max_zoom_x = 100 * Graphics.width / @max_width
max_zoom_y = 100 * Graphics.height / @max_height
@max_zoom_out = [max_zoom_x, max_zoom_y].max
end
#--------------------------------------------------------------------------
# ● カメラ移動
#--------------------------------------------------------------------------
def move(target_x, target_y, zoom, time, screen = true)
# 戦闘背景以上のサイズまでズームアウトしないよう調整
@target_zoom = [zoom * 0.01, @max_zoom_out * 0.01].max
target_x *= -1 if screen && @mirror
# ズーム分の中心座標補正
if screen && @target_zoom != 1
target_x = target_x + @center_x
target_y = target_y + @center_y
end
adjust_x = @center_x * (@target_zoom - 1) / (@target_zoom ** 2 - @target_zoom)
adjust_y = @center_y * (@target_zoom - 1) / (@target_zoom ** 2 - @target_zoom)
adjust_x = 0 if adjust_x.nan?
adjust_y = 0 if adjust_y.nan?
adjust_x = @center_x if !screen && adjust_x == 0
adjust_y = @center_y if !screen && adjust_y == 0
@target_x = target_x - adjust_x.to_i
@target_y = target_y - adjust_y.to_i
@target_zoom = (@target_zoom * 1000).to_i
@zoom = @zoom.to_i
limit_test
# 時間0の場合は即実行
return @time = time.abs if time != 0
@time = 1
update
end
#--------------------------------------------------------------------------
# ● 限界座標の試算
#--------------------------------------------------------------------------
def limit_test
new_width = @max_width * @target_zoom / 1000
new_height = @max_height * @target_zoom / 1000
new_max_right = @max_right - (@max_width - new_width)
new_max_bottom = @max_bottom - (@max_height - new_height)
# 画面の移動先が限界の場合、限界座標をセット
if @target_x < @max_left * 100
@target_x = @max_left * 100
end
if @target_x > new_max_right * 100
@target_x = new_max_right * 100
end
if @target_y < @max_top * 100
@target_y = @max_top * 100
end
if @target_y > new_max_bottom * 100
@target_y = new_max_bottom * 100
end
end
#--------------------------------------------------------------------------
# ● 画面のシェイク
#--------------------------------------------------------------------------
def shake(power, speed, time)
@shake_x = power[0] * 100
@shake_y = power[1] * 100
@power_time_base = @power_time = speed
@shake_time = time
update_shake
end
#--------------------------------------------------------------------------
# ● シェイクの更新
#--------------------------------------------------------------------------
def update_shake
@sx = (@sx * (@power_time - 1) + @shake_x) / @power_time
@sy = (@sy * (@power_time - 1) + @shake_y) / @power_time
@power_time -= 1
@shake_time -= 1
return @sx = @sy = 0 if @shake_time == 0
return if @power_time != 0
@power_time = @power_time_base
@shake_x = @shake_x * -4 / 5
@shake_y = @shake_y * -4 / 5
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
update_shake if @shake_time != 0
update_program
return if @time == 0
@x = (@x * (@time - 1) + @target_x) / @time
@y = (@y * (@time - 1) + @target_y) / @time
@zoom = (@zoom * (@time - 1) + @target_zoom) / @time
@time -= 1
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update_program
update_program_switch if @program_switch != []
update_program_se if @program_se != []
update_program_shake if @program_shake != []
update_program_color if @program_color != []
end
end
#==============================================================================
# ■ Scene_Battle
#------------------------------------------------------------------------------
#  バトル画面の処理を行うクラスです。
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● フレーム更新(基本)
#--------------------------------------------------------------------------
alias update_basic_scene_battle_n03 update_basic
def update_basic
update_basic_scene_battle_n03
$sv_camera.update
$sv_camera.wait = N03::TURN_END_WAIT + 1 if $sv_camera.win_wait
camera_wait
end
#--------------------------------------------------------------------------
# ● カメラウェイト
#--------------------------------------------------------------------------
def camera_wait
process_event if $sv_camera.event
$sv_camera.event = false if $sv_camera.event
while $sv_camera.wait != 0
Graphics.update
Input.update
update_all_windows
$game_timer.update
$game_troop.update
$sv_camera.update
@spriteset.update
update_info_viewport
update_message_open
$sv_camera.wait -= 1 if $sv_camera.wait > 0
$sv_camera.wait = 1 if $sv_camera.wait == 0 && @spriteset.effect?
BattleManager.victory if $sv_camera.win_wait && $sv_camera.wait == 0
end
end
#--------------------------------------------------------------------------
# ● カメラウェイトのセット
#--------------------------------------------------------------------------
def set_camera_wait(time)
$sv_camera.wait = time
camera_wait
end
#--------------------------------------------------------------------------
# ● エフェクト実行が終わるまでウェイト ★再定義
#--------------------------------------------------------------------------
def wait_for_effect
end
#--------------------------------------------------------------------------
# ● ターン開始
#--------------------------------------------------------------------------
alias turn_start_scene_battle_n03 turn_start
def turn_start
turn_start_scene_battle_n03
N03.camera(nil, N03::BATTLE_CAMERA["ターン開始後"].dup)
end
#--------------------------------------------------------------------------
# ● ターン終了
#--------------------------------------------------------------------------
alias turn_end_scene_battle_n03 turn_end
def turn_end
turn_end_scene_battle_n03
for member in $game_troop.members + $game_party.members
N03.set_damage(member, member.sv.result_damage[0],member.sv.result_damage[1])
member.sv.result_damage = [0,0]
@spriteset.set_damage_pop(member) if member.result.hp_damage != 0 or member.result.mp_damage != 0
end
set_camera_wait(N03::TURN_END_WAIT)
N03.camera(nil, N03::BATTLE_CAMERA["ターン開始前"].dup) if $game_party.inputable?
@log_window.clear
end
#--------------------------------------------------------------------------
# ● スキル/アイテムの使用 ★再定義
#--------------------------------------------------------------------------
def use_item
item = @subject.current_action.item
display_item(item)
@subject.use_item(item)
refresh_status
@targets = @subject.current_action.make_targets.compact
@targets = [@subject] if @targets.size == 0
set_substitute(item)
for time in item.repeats.times do play_sideview(@targets, item) end
end_reaction(item)
display_end_item
end
#--------------------------------------------------------------------------
# ● スキル/アイテム名の表示
#--------------------------------------------------------------------------
def display_item(item)
return @log_window.display_use_item(@subject, item) if N03::BATTLE_LOG
@log_window.off
@skill_name_window = Window_Skill_name.new(item.name) unless N03::NO_DISPLAY_SKILL_ID.include?(item.id) && item.is_a?(RPG::Skill)
end
#--------------------------------------------------------------------------
# ● スキル/アイテム名の表示終了
#--------------------------------------------------------------------------
def display_end_item
@skill_name_window.dispose if @skill_name_window != nil
@skill_name_window = nil
set_camera_wait(N03::ACTION_END_WAIT) if @subject.sv.derivation_skill_id == 0
@log_window.clear if N03::BATTLE_LOG
end
#--------------------------------------------------------------------------
# ● 反撃/魔法反射/身代わり処理
#--------------------------------------------------------------------------
def end_reaction(item)
end_substitute if @substitute != nil
set_reflection(item) if @reflection_data != nil
set_counter_attack if @counter_attacker != nil
end
#--------------------------------------------------------------------------
# ● 反撃の発動 ★再定義
#--------------------------------------------------------------------------
def invoke_counter_attack(target, item)
return if @subject.sv.counter_id != 0
@counter_attacker = [] if @counter_attacker == nil
return apply_item_effects(apply_substitute(target, item), item) if !target.movable?
@log_window.add_text(sprintf(Vocab::CounterAttack, target.name)) if N03::BATTLE_LOG
Audio.se_play("Audio/SE/Sword2", $game_system.m_v[3], 80)#紅茶走
target.sv.counter_id = target.sv.counter_skill_id
@counter_attacker.push(target)
end
#--------------------------------------------------------------------------
# ● 魔法反射の発動 ★再定義
#--------------------------------------------------------------------------
def invoke_magic_reflection(target, item)
return if @subject.sv.reflection_id != 0
@log_window.add_text(sprintf(Vocab::MagicReflection, target.name)) if N03::BATTLE_LOG
target.sv.reflection_id = target.sv.reflection_anime_id
end
#--------------------------------------------------------------------------
# ● 身代わりの適用 ★再定義
#--------------------------------------------------------------------------
def apply_substitute(target, item)
return target if @substitute == nil
return target if !check_substitute(target, item)
return @substitute
end
#--------------------------------------------------------------------------
# ● 身代わりセット
#--------------------------------------------------------------------------
def set_substitute(item)
@substitute = N03.get_enemy_unit(@subject).substitute_battler
return if @substitute == nil
s_targets = []
for i in 0...@targets.size
next if @targets[i] == @substitute
next if !check_substitute(@targets[i], item)
@log_window.add_text(sprintf(Vocab::Substitute, @substitute.name, @targets[i].name))
@targets[i].sv.start_action(@targets[i].sv.substitute_receiver_start_action)
s_targets.push(@targets[i])
@targets[i] = @substitute
end
return @substitute = nil if s_targets == []
@substitute.sv.set_target(s_targets)
@substitute.sv.start_action(@substitute.sv.substitute_start_action)
end
#--------------------------------------------------------------------------
# ● 身代わり終了
#--------------------------------------------------------------------------
def end_substitute
for member in @substitute.sv.target_battler
member.sv.start_action(member.sv.substitute_receiver_end_action)
end
@substitute.sv.start_action(@substitute.sv.substitute_end_action)
@substitute = nil
end
#--------------------------------------------------------------------------
# ● 反撃
#--------------------------------------------------------------------------
def set_counter_attack
pre_subject = @subject
for attacker in @counter_attacker
@subject = attacker
item = $data_skills[attacker.sv.counter_skill_id]
play_sideview([pre_subject], item)
end
# 同一カウンター者を考慮してカウンターIDの初期化はアクション後に実行
for attacker in @counter_attacker do attacker.sv.counter_id = 0 end
@subject = pre_subject
@counter_attacker = nil
end
#--------------------------------------------------------------------------
# ● 魔法反射
#--------------------------------------------------------------------------
def set_reflection(item)
@log_window.back_to(1)
for data in @reflection_data
@subject.sv.damage_action(@subject, item)
N03.set_damage_anime_data([@subject], @subject, data)
apply_item_effects(@subject, item)
@spriteset.set_damage_pop(@subject)
end
set_camera_wait(N03.get_anime_time(@reflection_data[0][0]))
@reflection_data = nil
end
#--------------------------------------------------------------------------
# ● サイドビューアクション実行
#--------------------------------------------------------------------------
def play_sideview(targets, item)
@subject.sv.set_target(targets)
return if @subject.sv.attack_action(item) == nil
return if !@subject.movable?
return if item.scope != 9 && item.scope != 10 && !N03.targets_alive?(targets)
@subject.sv.start_action(@subject.sv.attack_action(item))
@subject.sv.unshift_action(@subject.sv.flash_action) if @subject.flash_flg
@subject.sv.active = true
@subject.sv.command_action = false
loop do
update_basic
data = @subject.sv.play_data
@targets = N03.s_targets(@subject) if data[0] == "second_targets_set"
N03.targets_set(@subject) if data[0] == "targets_set"
@immortal = N03.immortaling if data[0] == "no_collapse" && !N03.dead_attack?(@subject, item)
@immortal = N03.unimmortaling if data[0] == "collapse"
next set_move_anime(item) if @subject.sv.m_a_data != []
set_damage(item) if @subject.sv.set_damage
break N03.derived_skill(@subject) if @subject.sv.derivation_skill_id != 0
break if @subject.sv.action_end or @subject.hidden?
end
@immortal = N03.unimmortaling if @immortal
end
#--------------------------------------------------------------------------
# ● ダメージの実行
#--------------------------------------------------------------------------
def set_damage(item)
targets = @targets
targets = [@subject.sv.individual_targets[0]] if @subject.sv.individual_targets.size != 0
for target in targets do damage_anime(targets.dup, target, item) end
@subject.sv.set_damage = false
@subject.sv.damage_anime_data = []
end
#--------------------------------------------------------------------------
# ● ダメージ戦闘アニメ処理
#--------------------------------------------------------------------------
def damage_anime(targets, target, item)
@log_window.back_to(1) if @log_window.line_number == 5
return if item.scope != 9 && item.scope != 10 && target.dead?
@miss = false
invoke_item(target,item)
if target.result.missed
target.sv.miss_action(@subject, item)
return @miss = true
elsif target.result.evaded or target.sv.counter_id != 0
target.sv.evasion_action(@subject, item)
return @miss = true
elsif target.sv.reflection_id != 0
N03.set_damage_anime_data(targets, target, [target.sv.reflection_id, false, false, true])
target.sv.reflection_id = 0
@reflection_data = [] if @reflection_data == nil
return @reflection_data.push([N03.get_attack_anime_id(-3, @subject), false, false, true])
end
target.sv.damage_action(@subject, item)
N03.set_damage(@subject, -target.result.hp_drain, -target.result.mp_drain) if target != @subject
@spriteset.set_damage_pop(target)
@spriteset.set_damage_pop(@subject) if target != @subject && @subject.result.hp_damage != 0 or @subject.result.mp_damage != 0
N03.set_damage_anime_data(targets, target, @subject.sv.damage_anime_data) if @subject.sv.damage_anime_data != []
end
#--------------------------------------------------------------------------
# ● 飛ばしアニメ処理
#--------------------------------------------------------------------------
def set_move_anime(item)
for data in @subject.sv.m_a_data
@subject.sv.damage_anime_data = data[4]
hit_targets = []
for target in data[1]
damage_anime(data[1], target, item) if data[0]
hit_targets.push(target) if !@miss
end
@miss = false if !data[3]
@spriteset.set_hit_animation(@subject, data[2], hit_targets, @miss)
end
@subject.sv.set_damage = false
@subject.sv.m_a_data = []
end
end
#==============================================================================
# ■ DataManager
#------------------------------------------------------------------------------
#  データベースとゲームオブジェクトを管理するモジュールです。
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# ● 各種ゲームオブジェクトの作成 ★再定義
#--------------------------------------------------------------------------
def self.create_game_objects
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_timer = Game_Timer.new
$game_message = Game_Message.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
$sv_camera = Battle_Camera.new
end
end
#==============================================================================
# ■ BattleManager
#------------------------------------------------------------------------------
#  戦闘の進行を管理するモジュールです。
#==============================================================================
module BattleManager
#--------------------------------------------------------------------------
# ● エンカウント時の処理 ★再定義
#--------------------------------------------------------------------------
def self.on_encounter
@preemptive = (rand < rate_preemptive)
@surprise = (rand < rate_surprise && !@preemptive)
$sv_camera.mirror = @surprise if N03::BACK_ATTACK
end
#--------------------------------------------------------------------------
# ● 勝利の処理 ★再定義
#--------------------------------------------------------------------------
def self.process_victory
$sv_camera.win_wait = true
end
#--------------------------------------------------------------------------
# ● 勝利
#--------------------------------------------------------------------------
def self.victory
$sv_camera.win_wait = false
N03.camera(nil, N03::BATTLE_CAMERA["戦闘終了時"].dup)
for member in $game_party.members do member.sv.start_action(member.sv.win) if member.movable? end
play_battle_end_me
replay_bgm_and_bgs
$game_message.add(sprintf(Vocab::Victory, $game_party.name))
display_exp
gain_gold
gain_drop_items
gain_exp
SceneManager.return
battle_end(0)
return true
end
#--------------------------------------------------------------------------
# ● 逃走の処理 ★再定義
#--------------------------------------------------------------------------
def self.process_escape
$game_message.add(sprintf(Vocab::EscapeStart, $game_party.name))
success = @preemptive ? true : (rand < @escape_ratio)
Sound.play_escape
if success
process_abort
for member in $game_party.members do member.sv.start_action(member.sv.escape) if member.movable? end
else
@escape_ratio += 0.1
$game_message.add('\.' + Vocab::EscapeFailure)
$game_party.clear_actions
for member in $game_party.members do member.sv.start_action(member.sv.escape_ng) if member.movable? end
end
wait_for_message
return success
end
#--------------------------------------------------------------------------
# ● 次のコマンド入力へ ★再定義
#--------------------------------------------------------------------------
def self.next_command
begin
if !actor || !actor.next_command
$game_party.battle_members[@actor_index].sv.command_action = true
@actor_index += 1
if @actor_index >= $game_party.members.size
for member in $game_party.battle_members.reverse
break member.sv.start_action(member.sv.command_a) if member.inputable?
end
return false
end
end
end until actor.inputable?
actor.sv.start_action(actor.sv.command_b) if actor != nil && actor.inputable?
if pre_actor
pre_actor.sv.start_action(pre_actor.sv.command_a) if pre_actor != nil && pre_actor.inputable?
end
return true
end
#--------------------------------------------------------------------------
# ● 前のコマンド入力へ ★再定義
#--------------------------------------------------------------------------
def self.prior_command
begin
if !actor || !actor.prior_command
$game_party.battle_members[@actor_index].sv.command_action = false
@actor_index -= 1
if @actor_index < 0
for member in $game_party.battle_members
break member.sv.start_action(member.sv.command_a) if member.inputable?
end
return false
end
end
end until actor.inputable?
actor.make_actions if actor.inputable?
actor.sv.start_action(actor.sv.command_b) if actor.inputable?
after_actor.sv.start_action(after_actor.sv.command_a) if after_actor != nil && after_actor.inputable?
return true
end
#--------------------------------------------------------------------------
# ● コマンド入力前のアクターを取得
#--------------------------------------------------------------------------
def self.pre_actor
return if @actor_index == 0
$game_party.members[@actor_index - 1]
end
#--------------------------------------------------------------------------
# ● コマンド入力後のアクターを取得
#--------------------------------------------------------------------------
def self.after_actor
$game_party.members[@actor_index + 1]
end
#--------------------------------------------------------------------------
# ● 戦闘行動者を前に追加
#--------------------------------------------------------------------------
def self.unshift_action_battlers(battler)
@action_battlers.unshift(battler)
end
end
#==============================================================================
# ■ Game_Battler
#------------------------------------------------------------------------------
#  スプライトや行動に関するメソッドを追加したバトラーのクラスです。
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :sv # サイドビューデータ
attr_accessor :flash_flg # 閃きフラグ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_game_battler_n03 initialize
def initialize
initialize_game_battler_n03
@sv = SideView.new(self)
end
#--------------------------------------------------------------------------
# ● 現在の戦闘行動を除去
#--------------------------------------------------------------------------
alias remove_current_action_game_battler_n03 remove_current_action
def remove_current_action
return @sv.derivation_skill_id = 0 if @sv.derivation_skill_id != 0
remove_current_action_game_battler_n03
end
#--------------------------------------------------------------------------
# ● ターン終了処理
#--------------------------------------------------------------------------
alias on_turn_end_game_battler_n03 on_turn_end
def on_turn_end
on_turn_end_game_battler_n03
@sv.add_state = []
@sv.result_damage = [@result.hp_damage, @result.mp_damage]
end
#--------------------------------------------------------------------------
# ● パラメータ条件比較 data = [種別, 数値, 判別]
#--------------------------------------------------------------------------
def comparison_parameter(data)
return true if data[0][0] == 0
kind = data[0]
num = data[1]
select = data[2]
case kind
when 1 ; par = level
when 2 ; par = mhp
when 3 ; par = mmp
when 4 ; par = hp
when 5 ; par = mp
when 6 ; par = tp
when 7 ; par = atk
when 8 ; par = self.def
when 9 ; par = mat
when 10 ; par = mdf
when 11 ; par = agi
when 12 ; par = luk
end
if num < 0
case kind
when 4 ; num = mhp * num / 100
when 5 ; num = mmp * num / 100
when 6 ; num = max_tp * num / 100
end
num = num.abs
end
case select
when 0 ; return par == num
when 1 ; return par < num
when 2 ; return par > num
end
end
#--------------------------------------------------------------------------
# ● 装備条件比較 data = [装備種別, タイプID]
#--------------------------------------------------------------------------
def comparison_equip(data)
kind = data[0]
items = weapons if kind == 0
items = armors if kind == 1
for item in items
for id in data[1]
return true if id > 0 && item.is_a?(RPG::Weapon) && item == $data_weapons[id.abs]
return true if id > 0 && item.is_a?(RPG::Armor) && item == $data_armors[id.abs]
return true if id < 0 && item.is_a?(RPG::Weapon) && item.wtype_id == id.abs
return true if id < 0 && item.is_a?(RPG::Armor) && item.stype_id == id.abs
end
end
return false
end
end
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
#  アクターを扱うクラスです。
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :actor_id # ID
#--------------------------------------------------------------------------
# ● ID
#--------------------------------------------------------------------------
def id
return @actor_id
end
#--------------------------------------------------------------------------
# ● スプライトを使うか? ★再定義
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# ● ダメージ効果の実行 ★再定義
#--------------------------------------------------------------------------
def perform_damage_effect
return if !N03::ACTOR_DAMAGE
$game_troop.screen.start_shake(5, 5, 10)
@sprite_effect_type = :blink
Sound.play_actor_damage
end
end
#==============================================================================
# ■ Game_Enemy
#------------------------------------------------------------------------------
#  敵キャラを扱うクラスです。
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :enemy_id # ID
#--------------------------------------------------------------------------
# ● ID
#--------------------------------------------------------------------------
def id
return @enemy_id
end
#--------------------------------------------------------------------------
# ● レベル
#--------------------------------------------------------------------------
def level
return @sv.level
end
#--------------------------------------------------------------------------
# ● ダメージ効果の実行 ★再定義
#--------------------------------------------------------------------------
def perform_damage_effect
return if !N03::ENEMY_DAMAGE
@sprite_effect_type = :blink
Sound.play_enemy_damage
end
#--------------------------------------------------------------------------
# ● 武器
#--------------------------------------------------------------------------
def weapons
weapon1 = $data_weapons[@sv.enemy_weapon1_id]
weapon2 = $data_weapons[@sv.enemy_weapon2_id]
return [weapon1, weapon2]
end
#--------------------------------------------------------------------------
# ● 防具
#--------------------------------------------------------------------------
def armors
return [$data_armors[@sv.enemy_shield_id]]
end
#--------------------------------------------------------------------------
# ● 二刀流の判定
#--------------------------------------------------------------------------
def dual_wield?
return $data_weapons[@sv.enemy_weapon2_id] != nil
end
#--------------------------------------------------------------------------
# ● バトラー画像変更
#--------------------------------------------------------------------------
def graphics_change(battler_name)
@battler_name = battler_name
end
#--------------------------------------------------------------------------
# ● 通常攻撃 アニメーション ID の取得
#--------------------------------------------------------------------------
def atk_animation_id1
return weapons[0].animation_id if weapons[0]
return weapons[1] ? 0 : 1
end
#--------------------------------------------------------------------------
# ● 通常攻撃 アニメーション ID の取得(二刀流:武器2)
#--------------------------------------------------------------------------
def atk_animation_id2
return weapons[1] ? weapons[1].animation_id : 0
end
end
#==============================================================================
# ■ Sprite_Base
#------------------------------------------------------------------------------
#  アニメーションの表示処理を追加したスプライトのクラスです。
#==============================================================================
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# ● アニメーションの座標更新 (ホーミングあり)
#--------------------------------------------------------------------------
def update_animation_position_horming
return if @action_end_cancel
ani_ox_set if @horming
camera_zoom = $sv_camera.zoom
camera_zoom = 1 if @move_anime
kind = 1
kind = -1 if @ani_mirror && !@anime_no_mirror
cell_data = @animation.frames[@animation.frame_max - (@ani_duration + @ani_rate - 1) / @ani_rate].cell_data
for i in 0..15
@ani_sprites[i].x = (@ani_ox + cell_data[i, 1] * kind - $sv_camera.x) * camera_zoom if @ani_sprites[i] != nil && cell_data[i, 1] != nil
@ani_sprites[i].y = (@ani_oy + cell_data[i, 2] - $sv_camera.y) * camera_zoom if @ani_sprites[i] != nil && cell_data[i, 2] != nil
end
end
#--------------------------------------------------------------------------
# ● アニメーション元の座標をセット
#--------------------------------------------------------------------------
def ani_ox_set
if !SceneManager.scene_is?(Scene_Battle)
@real_x = x
@real_y = y
end
@ani_ox = @real_x - ox + width / 2
@ani_oy = @real_y - oy + height / 2
@ani_oy -= height / 2 if @animation.position == 0
@ani_oy += height / 2 if @animation.position == 2
end
#--------------------------------------------------------------------------
# ● アニメーションの更新
#--------------------------------------------------------------------------
alias update_animation_sprite_base_n03 update_animation
def update_animation
update_animation_position_horming if animation? && SceneManager.scene_is?(Scene_Battle) && @animation.position != 3
update_animation_sprite_base_n03
end
#--------------------------------------------------------------------------
# ● アニメーションの原点設定 ★再定義
#--------------------------------------------------------------------------
def set_animation_origin
return ani_ox_set if @animation.position != 3
if viewport == nil
@ani_ox = Graphics.width / 2
@ani_oy = Graphics.height / 2
else
@ani_ox = viewport.rect.width / 2
@ani_oy = viewport.rect.height / 2
end
end
#--------------------------------------------------------------------------
# ● アニメーションスプライトの設定 ★再定義
#--------------------------------------------------------------------------
def animation_set_sprites(frame)
camera_zoom = 1
camera_zoom = $sv_camera.zoom if @anime_camera_zoom && @animation.position != 3 && SceneManager.scene_is?(Scene_Battle)
camera_x = $sv_camera.x
camera_y = $sv_camera.y
camera_x = camera_y = 0 if @animation.position == 3 or !SceneManager.scene_is?(Scene_Battle)
plus_z = 5
plus_z = 1000 if @animation.position == 3
plus_z = -17 if @plus_z != nil && @plus_z == false
plus_z = -self.z + 10 if @plus_z != nil && @plus_z == false && @animation.position == 3
cell_data = frame.cell_data
@ani_sprites.each_with_index do |sprite, i|
next unless sprite
pattern = cell_data[i, 0]
if !pattern || pattern < 0
sprite.visible = false
next
end
sprite.bitmap = pattern < 100 ? @ani_bitmap1 : @ani_bitmap2
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192,
pattern % 100 / 5 * 192, 192, 192)
if @ani_mirror && !@anime_no_mirror
sprite.x = (@ani_ox - cell_data[i, 1] - camera_x) * camera_zoom
sprite.y = (@ani_oy + cell_data[i, 2] - camera_y) * camera_zoom
sprite.angle = (360 - cell_data[i, 4])
sprite.mirror = (cell_data[i, 5] == 0)
else
sprite.x = (@ani_ox + cell_data[i, 1] - camera_x) * camera_zoom
sprite.y = (@ani_oy + cell_data[i, 2] - camera_y) * camera_zoom
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
end
sprite.z = self.z + plus_z + i
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] * camera_zoom / 100.0
sprite.zoom_y = cell_data[i, 3] * camera_zoom/ 100.0
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
#--------------------------------------------------------------------------
# ● 子スプライトフラグ
#--------------------------------------------------------------------------
def set(battler, horming, camera_zoom, no_mirror)
@battler = battler
@next = true
self.bitmap = Bitmap.new(@battler.sv.cw, @battler.sv.ch)
self.ox = bitmap.width / 2
self.oy = bitmap.height
@horming = horming
@anime_camera_zoom = camera_zoom
@anime_no_mirror = no_mirror
@battler.sv.reset_anime_data
end
#--------------------------------------------------------------------------
# ● 子スプライト座標セット
#--------------------------------------------------------------------------
def set_position(z, zoom_x, zoom_y, real_x, real_y)
self.z = z
self.zoom_x = zoom_x
self.zoom_y = zoom_y
@real_x = real_x
@real_y = real_y
end
#--------------------------------------------------------------------------
# ● 他スプライトへのタイミング処理
#--------------------------------------------------------------------------
def other_process_timing(timing)
se_flag = true
se_flag = @se_flag if @se_flag != nil
@battler.sv.timing.push([se_flag, timing.dup])
end
#--------------------------------------------------------------------------
# ● 他バトラーへのタイミング処理
#--------------------------------------------------------------------------
def target_battler_process_timing(timing)
for target in @timing_targets
target.sv.timing.push([false, timing.dup])
end
end
#--------------------------------------------------------------------------
# ● SE とフラッシュのタイミング処理
#--------------------------------------------------------------------------
alias animation_process_timing_sprite_base_n03 animation_process_timing
def animation_process_timing(timing)
target_battler_process_timing(timing) if @timing_targets && @timing_targets != []
return other_process_timing(timing) if @next != nil
animation_process_timing_sprite_base_n03(timing)
end
#--------------------------------------------------------------------------
# ● アニメーションの解放
#--------------------------------------------------------------------------
alias dispose_animation_sprite_base_n03 dispose_animation
def dispose_animation
dispose_animation_sprite_base_n03
end
end
#==============================================================================
# ■ Sprite_Battler
#------------------------------------------------------------------------------
#  バトラー表示用のスプライトです。
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# ● 公開インスタンス変数 
#--------------------------------------------------------------------------
attr_accessor :removing # パーティ離脱中
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_sprite_battler_n03 initialize
def initialize(viewport, battler = nil)
initialize_sprite_battler_n03(viewport, battler)
@real_x = @real_y = 0
update_bitmap if @battler != nil
end
#--------------------------------------------------------------------------
# ● アニメーションの開始 ★再定義
#--------------------------------------------------------------------------
def start_animation(animation, mirror = false)
return next_animation(animation, mirror) if animation?
@animation = animation
if @animation
@horming = @battler.sv.anime_horming
@anime_camera_zoom = @battler.sv.anime_camera_zoom
@anime_no_mirror = @battler.sv.anime_no_mirror
@timing_targets = @battler.sv.timing_targets
@plus_z = @battler.sv.anime_plus_z
@battler.sv.reset_anime_data
@ani_mirror = mirror
set_animation_rate
@ani_duration = @animation.frame_max * @ani_rate + 1
load_animation_bitmap
make_animation_sprites
set_animation_origin
end
end
#--------------------------------------------------------------------------
# ● 次のアニメを開始
#--------------------------------------------------------------------------
def next_animation(animation, mirror)
@next_anime = [] if @next_anime == nil
@next_anime.push(Sprite_Base.new(viewport))
@next_anime[@next_anime.size - 1].set(battler, @battler.sv.anime_horming, @battler.sv.anime_camera_zoom, @battler.sv.anime_no_mirror)
@next_anime[@next_anime.size - 1].set_position(self.z, self.zoom_x, self.zoom_y, @real_x, @real_y)
@next_anime[@next_anime.size - 1].start_animation(animation, mirror)
end
#--------------------------------------------------------------------------
# ● 影グラフィック作成
#--------------------------------------------------------------------------
def create_shadow
reset_shadow
return if @battler.sv.shadow == false
@shadow = Sprite.new(viewport) if @shadow == nil
@shadow.bitmap = Cache.character(@battler.sv.shadow)
@shadow.ox = @shadow.bitmap.width / 2
@shadow.oy = @shadow.bitmap.height / 2
end
#--------------------------------------------------------------------------
# ● 影グラフィック初期化
#--------------------------------------------------------------------------
def reset_shadow
return if @shadow == nil
@shadow.dispose
@shadow = nil
end
#--------------------------------------------------------------------------
# ● 転送元ビットマップの更新 ★再定義
#--------------------------------------------------------------------------
def update_bitmap
update_bitmap_enemy if !@battler.actor?
update_bitmap_actor if @battler.actor?
update_src_rect if @battler != nil
update_color if @battler != nil
end
#--------------------------------------------------------------------------
# ● 転送元ビットマップ:エネミー
#--------------------------------------------------------------------------
def update_bitmap_enemy
if @battler.battler_name != @battler_name or @battler.battler_hue != @battler_hue
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
@battler_graphic_file_index = @battler.sv.graphic_file_index
@graphic_mirror_flag = @battler.sv.graphic_mirror_flag
self.bitmap = Cache.battler(@battler_name + @battler_graphic_file_index, @battler_hue)
@battler.sv.setup(self.bitmap.width, self.bitmap.height, @battler_id != @battler.id)
create_shadow
init_visibility
@battler_id = @battler.id
end
end
#--------------------------------------------------------------------------
# ● 転送元ビットマップ:アクター
#--------------------------------------------------------------------------
def update_bitmap_actor
if @battler.character_name != @battler_name or @battler.character_index != @battler_index
@battler_name = @battler.character_name
@battler_index = @battler.character_index
@battler_graphic_file_index = @battler.sv.graphic_file_index
@graphic_mirror_flag = @battler.sv.graphic_mirror_flag
self.bitmap = Cache.character(@battler_name + @battler_graphic_file_index)
@battler.sv.setup(self.bitmap.width, self.bitmap.height, @battler_id != @battler.id)
create_shadow
init_visibility
@battler_id = @battler.id
end
end
#--------------------------------------------------------------------------
# ● 可視状態の初期化 ★再定義
#--------------------------------------------------------------------------
def init_visibility
@battler_visible = @battler.alive?
@battler_visible = true if @battler.sv.state(1) != "敵コラプス"
@battler_visible = false if @battler.hidden?
@battler.sv.opacity = 0 unless @battler_visible
self.opacity = 0 unless @battler_visible
self.opacity = 255 if @battler_visible
@battler.sv.weapon_visible = @battler_visible
end
#--------------------------------------------------------------------------
# ● 転送元矩形の更新
#--------------------------------------------------------------------------
def update_src_rect
return if @battler.sv.collapse
if @battler_graphic_file_index != @battler.sv.graphic_file_index
@battler_graphic_file_index = @battler.sv.graphic_file_index
self.bitmap = Cache.character(@battler_name + @battler_graphic_file_index) if @battler.actor?
self.bitmap = Cache.battler(@battler_name + @battler_graphic_file_index, @battler_hue) if !@battler.actor?
@battler.sv.set_graphics(self.bitmap.width, self.bitmap.height)
end
anime_off if @battler.sv.anime_off
self.src_rect.set(@battler.sv.sx, @battler.sv.sy, @battler.sv.cw, @battler.sv.ch)
self.opacity = @battler.sv.opacity if @battler_visible
set_process_timing(@battler.sv.timing) if @battler && @battler.sv.timing != []
end
#--------------------------------------------------------------------------
# ● 位置の更新 ★再定義
#--------------------------------------------------------------------------
def update_position
@real_x = @battler.sv.x / 100
@real_y = (@battler.sv.y - @battler.sv.h - @battler.sv.j - @battler.sv.c - @battler.sv.oy_adjust)/ 100
self.x = @real_x - $sv_camera.x
self.y = @real_y - $sv_camera.y
self.z = @battler.sv.z - @battler.sv.c / 100
if @battler.sv.h <= 0
self.x += $sv_camera.sx / 100
self.y += $sv_camera.sy / 100
end
self.x *= $sv_camera.zoom
self.y *= $sv_camera.zoom
end
#--------------------------------------------------------------------------
# ● 原点の更新 ★再定義
#--------------------------------------------------------------------------
def update_origin
return if !bitmap or @battler.sv.collapse
self.ox = @battler.sv.ox
self.oy = @battler.sv.oy
self.angle = @battler.sv.angle
self.zoom_x = @battler.sv.zoom_x * $sv_camera.zoom
self.zoom_y = @battler.sv.zoom_y * $sv_camera.zoom
self.mirror = @battler.sv.mirror if !@graphic_mirror_flag
self.mirror = !@battler.sv.mirror if @graphic_mirror_flag
end
#--------------------------------------------------------------------------
# ● 影グラフィックの更新
#--------------------------------------------------------------------------
def update_shadow
@shadow.visible = @battler.sv.shadow_visible
@shadow.opacity = @battler.sv.opacity if @battler.sv.opacity_data[3]
@shadow.opacity = self.opacity if !@battler.sv.opacity_data[3]
@shadow.x = @real_x - $sv_camera.x
@shadow.y = (@battler.sv.y - @battler.sv.c)/ 100 - $sv_camera.y
@shadow.z = @battler.sv.z - 10
@shadow.zoom_x = $sv_camera.zoom
@shadow.zoom_y = $sv_camera.zoom
@shadow.x += $sv_camera.sx / 100
@shadow.y += $sv_camera.sy / 100
@shadow.x *= $sv_camera.zoom
@shadow.y *= $sv_camera.zoom
@shadow.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3]) if @color_data != nil
end
#--------------------------------------------------------------------------
# ● ふきだしの更新
#--------------------------------------------------------------------------
def update_balloon
if @battler.sv.balloon_data == [] && @balloon
@balloon_data = []
@balloon.dispose
return @balloon = nil
elsif @battler.sv.balloon_data != [] && @battler.sv.balloon_data != @balloon_data
@balloon_data = @battler.sv.balloon_data
@balloon = Sprite.new(self.viewport)
@balloon.bitmap = Cache.system("Balloon")
@balloon.zoom_x = @balloon_data[3]
@balloon.zoom_y = @balloon_data[3]
@balloon.ox = 32 if @battler.sv.mirror
@balloon.oy = 16
@balloon_count = 0
end
return if !@balloon
@balloon.opacity = self.opacity
@balloon.x = self.x
@balloon.y = self.y - @battler.sv.ch * $sv_camera.zoom
@balloon.z = self.z + 20
@balloon.src_rect.set(32 + @balloon_count / @balloon_data[2] * 32, @balloon_data[1] * 32, 32, 32) if @balloon_count % @balloon_data[2] == 0
@balloon.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3]) if @color_data != nil
@balloon_count += 1
@balloon_count = 0 if @balloon_count == @balloon_data[2] * 7
end
#--------------------------------------------------------------------------
# ● 色調変更の更新
#--------------------------------------------------------------------------
def update_color
color_set if @battler.sv.color_set != []
return if @color_data == nil
@color_data[4] -= 1
if @color_data[4] == 0 && @color_data[5] != 0
@color_data[4] = @color_data[5]
@color_data[5] = 0
@color_data[6] = [0,0,0,0]
elsif @color_data[4] == 0
@remain_color_data = @color_data
@battler.sv.color = @color_data.dup
return @color_data = nil
end
for i in 0..3
@color_data[i] = (@color_data[i] * (@color_data[4] - 1) + @color_data[6][i]) / @color_data[4]
end
@battler.sv.color = @color_data.dup
self.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3])
end
#--------------------------------------------------------------------------
# ● 残像の更新
#--------------------------------------------------------------------------
def update_mirage
if @battler.sv.mirage == [] && @mirages
@mirage_data = []
for mirage in @mirages do mirage.dispose end
return @mirages = nil
elsif @battler.sv.mirage != [] && @battler.sv.mirage != @mirage_data
@mirage_data = @battler.sv.mirage
@mirages = []
for i in 0...@mirage_data[1] do @mirages[i] = Sprite.new(self.viewport) end
@mirage_count = 0
end
return if !@mirages
@mirage_count += 1
@mirage_count = 0 if @mirage_count == @mirage_data[2] * @mirages.size
for i in 0...@mirages.size
mirage_body(@mirages[i], @mirage_data[4]) if @mirage_count == 1 + i * @mirage_data[2]
end
end
#--------------------------------------------------------------------------
# ● 残像本体
#--------------------------------------------------------------------------
def mirage_body(body, opacity)
body.bitmap = self.bitmap.dup
body.x = self.x
body.y = self.y
body.ox = self.ox
body.oy = self.oy
body.z = self.z - 20
body.mirror = self.mirror
body.angle = self.angle
body.opacity = opacity * self.opacity / 255
body.zoom_x = self.zoom_x
body.zoom_y = self.zoom_y
body.src_rect.set(@battler.sv.sx, @battler.sv.sy, @battler.sv.cw, @battler.sv.ch)
body.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3]) if @color_data != nil
end
#--------------------------------------------------------------------------
# ● 次のアニメを更新
#--------------------------------------------------------------------------
def update_next_anime
return if !@next_anime
for anime in @next_anime
anime.update
anime.set_position(self.z, self.zoom_x, self.zoom_y, @real_x, @real_y) if @horming
anime.dispose if !anime.animation?
@next_anime.delete(anime) if !anime.animation?
end
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_sprite_battler_n03 update
def update
@battler.sv.update if @battler
update_sprite_battler_n03
update_next_anime
update_shadow if @battler && @shadow
update_mirage if @battler
update_balloon if @battler
update_remove if @battler && @removing && @battler.sv.change_up
end
#--------------------------------------------------------------------------
# ● 戦闘アニメ消去
#--------------------------------------------------------------------------
def anime_off
@battler.sv.anime_off = false
dispose_animation
for anime in @next_anime do anime.dispose_animation end if @next_anime
end
#--------------------------------------------------------------------------
# ● バトラー入れ替え
#--------------------------------------------------------------------------
def remove
@battler.sv.start_action(@battler.sv.remove_action)
$sv_camera.wait = 40
@battler.sv.add_action("eval('set_change')")
@removing = true
end
#--------------------------------------------------------------------------
# ● バトラー入れ替えの更新
#--------------------------------------------------------------------------
def update_remove
@battler.sv.change_up = false
@removing = false
@battler = nil
end
#--------------------------------------------------------------------------
# ● バトラー加入
#--------------------------------------------------------------------------
def join(join_battler)
$sv_camera.wait = 30
@battler = join_battler
@battler_name = @battler.character_name
@battler_index = @battler.character_index
@battler_graphic_file_index = @battler.sv.graphic_file_index
self.bitmap = Cache.character(@battler_name)
@battler.sv.setup(self.bitmap.width, self.bitmap.height, true)
create_shadow
init_visibility
end
#--------------------------------------------------------------------------
# ● 通常の設定に戻す ★再定義
#--------------------------------------------------------------------------
def revert_to_normal
self.blend_type = 0
self.opacity = 255
end
#--------------------------------------------------------------------------
# ● 崩壊エフェクトの更新
#--------------------------------------------------------------------------
alias update_collapse_sprite_battler_n03 update_collapse
def update_collapse
return if @battler.sv.state(1) != "敵コラプス"
update_collapse_sprite_battler_n03
@battler.sv.weapon_visible = false
end
#--------------------------------------------------------------------------
# ● ボス崩壊エフェクトの更新 ★再定義
#--------------------------------------------------------------------------
def update_boss_collapse
@effect_duration = @battler.sv.ch if @effect_duration >= @battler.sv.ch
alpha = @effect_duration * 120 / @battler.sv.ch
self.ox = @battler.sv.cw / 2 + @effect_duration % 2 * 4 - 2
self.blend_type = 1
self.color.set(255, 255, 255, 255 - alpha)
self.opacity = alpha
self.src_rect.y -= 1
Sound.play_boss_collapse2 if @effect_duration % 20 == 19
end
#--------------------------------------------------------------------------
# ● 別スプライトからのタイミング処理
#--------------------------------------------------------------------------
def set_process_timing(timing_data)
for data in timing_data
set_timing(data[0],data[1])
end
@battler.sv.timing = []
end
#--------------------------------------------------------------------------
# ● タイミング処理
#--------------------------------------------------------------------------
def set_timing(se_flag, data)
@ani_rate = 4
data.se.play if se_flag
case data.flash_scope
when 1 ;self.flash(data.flash_color, data.flash_duration * @ani_rate)
when 2 ;viewport.flash(data.flash_color, data.flash_duration * @ani_rate) if viewport
when 3 ;self.flash(nil, data.flash_duration * @ani_rate)
end
end
#--------------------------------------------------------------------------
# ● 色調変更
#--------------------------------------------------------------------------
def color_set
set = @battler.sv.color_set
@battler.sv.color_set= []
set[4] = 1 if set[4] == 0
@remain_color_data = [0,0,0,0] if @remain_color_data == nil
@color_data = @remain_color_data
@color_data[4] = set[4]
@color_data[5] = set[5]
@color_data[6] = set
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
alias dispose_sprite_battler_n03 dispose
def dispose
dispose_sprite_battler_n03
@shadow.dispose if @shadow != nil
@balloon.dispose if @balloon != nil
for mirage in @mirages do mirage.dispose end if @mirages != nil
for anime in @next_anime do anime.dispose end if @next_anime
end
end
#==============================================================================
# ■ Spriteset_Battle
#------------------------------------------------------------------------------
#  バトル画面のスプライトをまとめたクラスです。
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● 戦闘背景(床)スプライトの作成 ★再定義
#--------------------------------------------------------------------------
def create_battleback1
@back1_sprite = Sprite_Battle_Back.new(@viewport1, 1, battleback1_name)
@back1_sprite.set_graphics(battleback1_bitmap) if battleback1_name != nil
@back1_sprite.z = 0
end
#--------------------------------------------------------------------------
# ● 戦闘背景(壁)スプライトの作成 ★再定義
#--------------------------------------------------------------------------
def create_battleback2
@back2_sprite = Sprite_Battle_Back.new(@viewport1, 2, battleback2_name)
@back2_sprite.set_graphics(battleback2_bitmap) if battleback2_name != nil
@back2_sprite.z = 1
end
#--------------------------------------------------------------------------
# ● アクタースプライトの作成 ★再定義
#--------------------------------------------------------------------------
def create_actors
@actor_sprites = []
for i in 0...$game_party.max_battle_members
@actor_sprites[i] = Sprite_Battler.new(@viewport1, $game_party.members[i])
end
@effect_sprites = Spriteset_Sideview.new(@viewport1)
end
#--------------------------------------------------------------------------
# ● アクタースプライトの更新 ★再定義
#--------------------------------------------------------------------------
def update_actors
@actor_sprites.each_with_index do |sprite, i|
sprite_join($game_party.members[i], sprite) if sprite.battler == nil && sprite.battler != $game_party.members[i]
sprite.remove if sprite.battler != nil && !sprite.removing && sprite.battler != $game_party.members[i]
sprite.update
end
@effect_sprites.update
update_program
end
#--------------------------------------------------------------------------
# ● メンバーを加える
#--------------------------------------------------------------------------
def sprite_join(member, sprite)
for sp in @actor_sprites
sp.update_remove if member == sp.battler && !sp.battler.sv.change_up
end
sprite.join(member)
end
#--------------------------------------------------------------------------
# ● バトルプログラムの更新
#--------------------------------------------------------------------------
def update_program
return if $sv_camera.program_scroll == []
for data in $sv_camera.program_scroll
@back1_sprite.start_back_data(data) if data[2] == 1
@back2_sprite.start_back_data(data) if data[2] == 2
end
$sv_camera.program_scroll = []
end
#--------------------------------------------------------------------------
# ● ヒット時の戦闘アニメ実行
#--------------------------------------------------------------------------
def set_hit_animation(battler, weapon_index, hit_targets, miss)
@effect_sprites.set_hit_animation(battler, weapon_index, hit_targets, miss)
end
#--------------------------------------------------------------------------
# ● ダメージPOP
#--------------------------------------------------------------------------
def set_damage_pop(target)
@effect_sprites.set_damage_pop(target)
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
alias dispose_spriteset_battle_n03 dispose
def dispose
dispose_spriteset_battle_n03
@effect_sprites.dispose
end
end
#==============================================================================
# ■ Window_BattleLog
#------------------------------------------------------------------------------
#  戦闘の進行を実況表示するウィンドウです。
#==============================================================================
class Window_BattleLog < Window_Selectable
#--------------------------------------------------------------------------
# ● ウェイト ★再定義
#--------------------------------------------------------------------------
def wait
end
#--------------------------------------------------------------------------
# ● ウェイトとクリア ★再定義
#--------------------------------------------------------------------------
def wait_and_clear
$sv_camera.wait = 10
end
#--------------------------------------------------------------------------
# ● 行動結果の表示 ★再定義
#--------------------------------------------------------------------------
def display_action_results(target, item)
if target.result.used
last_line_number = line_number
display_critical(target, item)
display_steal(target, item)#紅茶走
display_damage(target, item)
display_affected_status(target, item)
display_failure(target, item)
end
off if !N03::BATTLE_LOG
end
#--------------------------------------------------------------------------
# ● ウインドウ非表示
#--------------------------------------------------------------------------
def off
@back_sprite.visible = self.visible = false
end
end
#==============================================================================
# ■ Game_Interpreter
#------------------------------------------------------------------------------
#  イベントコマンドを実行するインタプリタです。
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ● スイッチの操作
#--------------------------------------------------------------------------
alias command_121_game_interpreter_n03 command_121
def command_121
command_121_game_interpreter_n03
$sv_camera.program_check
end
end