RTAB.rar
라이센스 | RPG만들기XP |
---|---|
출처 | 타인데이터 |
강의종류 | 텍스트 |
class Scene_Battle
#--------------------------------------------------------------------------
# 걶 뚺둎귽깛긚?깛긚빾릶
#--------------------------------------------------------------------------
attr_reader :status_window # 긚긡??긚긂귻깛긤긂
attr_reader :spriteset # 긫긣깑긚긵깋귽긣
attr_reader :scroll_time # 긚긏깏?깛댷벍딈?렄듩
attr_reader :zoom_rate # 밎긫긣깋?딈?댧뭫
attr_reader :drive # 긇긽깋뗭벍
attr_accessor :force # 귺긏긘깈깛떗맕뱗
attr_accessor :camera # 뙸띪궻긇긽깋룋렃롌
#--------------------------------------------------------------------------
# 걶 ATB딈멳긜긞긣귺긞긵
#--------------------------------------------------------------------------
def atb_setup
# ATB룊딖돸
# speed : 긫긣깑긚긯?긤뙂믦갃뭠궕룷궠궋귌궵몓궋
# @active : 귺긏긡귻긳뱗먠믦
# 3 : 륂궸귺긏긡귻긳륉뫴
# 2 : 긚긌깑갋귺귽긡?멗묖뭷궻귒귺긏긡귻긳긒?긙궕?귏귡
# 1 : 2궻륉뫴궸돿궑갂??긒긞긣멗묖렄귖긂긃귽긣궕?궔귡
# 0 : 1궻륉뫴궸돿궑갂긓?깛긤볺쀍렄궸귖긂긃귽긣궕?궔귡
# @action : 뫜릐궕뛱벍뭷궸렔빁귖뛱벍귩딳궞궥궞궴귩떀궥궔
# 3 : 렔빁궕뛱벍븉?궳궶궋뙽귟뙽귟떀궥
# 2 : 렔빁궕?긽?긙귩롷궚궲궋궶궋뙽귟떀궥
# 1 : 2궻륉뫴궸돿궑갂??긒긞긣궕뛱벍궢궲궋궶궋뙽귟떀궥
# 0 : 뛱벍귩떀궠궶궋갃룈붥궸뛱벍궢뢎궑귡귏궳뫲궰
# @anime_wait : true궸궥귡궴긫긣깑귺긦긽갋?긽?긙?렑뭷궼긂긃귽긣궕?궔귡
# @damage_wait : ?긽?긙?렑뫲궭렄듩걁뭁댧궼긲깒??걂
# @enemy_speed : 밎궻럙뛩뫊뱗갃1궶귞뫂렄뛱벍갃
# 1긲깒??뻽궸갂1/@enemy_speed궻둴뿦궳뛱벍귩딳궞궥
# @force : 떗맕귺긏긘깈깛궳긚긌깑럊뾭렄궻떗맕뗰뜃
# 2:긚긌깑궼멣궲뎣룯궧궦갂뷠궦뫂렄렳뛱
# 1:뭁벲긚긌깑궼뎣룯궢갂쁀똤긚긌깑궻귒뫂렄렳뛱
# 0:멣긚긌깑뎣룯귩뛱궎궬궚
# ($scene.force = x 궴궥귡궞궴궸귝귟갂믅륂귽긹깛긣궻긚긏깏긵긣궔귞빾뛛됀?걂
# @drive : 긇긽깋뗭벍ON/OFF갃true궳뗭벍ON갂false궳뗭벍OFF
# @scroll_time : 긚긏깏?깛댷벍궸뾴궥귡딈?렄듩
# @zoom_rate = [i, j] : 긄긨??궻긛??뿦
# i 궕됪뽋띍뤵븫궸봹뭫궢궫렄궻둮묈뿦
# j 궕됪뽋띍돷븫궸봹뭫궢궫렄궻둮묈뿦
# 1 ?궴궢궫궋궴궖귖갂1.0 궴뷠궦룷릶궳먠믦궥귡궞궴
speed = 150
@active = 1
@action = 2
@anime_wait = false
@damage_wait = 10
@enemy_speed = 40
@force = 2
@drive = true
@scroll_time = 15
@zoom_rate = [0.2, 1.0]
@help_time = 40
@escape == false
@camera = nil
@max = 0
@turn_cnt = 0
@help_wait = 0
@action_battlers = []
@synthe = []
@spell_p = {}
@spell_e = {}
@command_a = false
@command = []
@party = false
for battler in $game_party.actors + $game_troop.enemies
spell_reset(battler)
battler.at = battler.agi * rand(speed / 2)
battler.damage_pop = {}
battler.damage = {}
battler.damage_sp = {}
battler.critical = {}
battler.recover_hp = {}
battler.recover_sp = {}
battler.state_p = {}
battler.state_m = {}
battler.animation = []
if battler.is_a?(Game_Actor)
@max += battler.agi
end
end
@max *= speed
@max /= $game_party.actors.size
for battler in $game_party.actors + $game_troop.enemies
battler.atp = 100 * battler.at / @max
end
end
#--------------------------------------------------------------------------
# 걶 AT긒?긙Max렄SE
#--------------------------------------------------------------------------
def fullat_se
Audio.se_play("Audio/SE/033-switch02", 80, 100)
end
#--------------------------------------------------------------------------
# 걶 깒긹깑귺긞긵SE
#--------------------------------------------------------------------------
def levelup_se
Audio.se_play("Audio/SE/056-Right02", 80, 100)
end
#--------------------------------------------------------------------------
# 걶 긚긌깑뢐벦SE
#--------------------------------------------------------------------------
def skill_se
Audio.se_play("Audio/SE/056-Right02", 80, 150)
end
end
class Window_Base < Window
#--------------------------------------------------------------------------
# 걶 ATG 궻?됪
# actor : 귺긏??
# x : ?됪먩 X 띆뷭
# y : ?됪먩 Y 띆뷭
# width : ?됪먩궻븴
#--------------------------------------------------------------------------
def draw_actor_atg(actor, x, y, width = 144)
if @at_gauge == nil
# plus_x:X띆뷭궻댧뭫뺚맫 rate_x:X띆뷭궻댧뭫뺚맫(%) plus_y:Y띆뷭궻댧뭫뺚맫
# plus_width:븴궻뺚맫 rate_width:븴궻뺚맫(%) height:뢢븴
# align1:?됪?귽긵1 0:뜺땗귕 1:뭷돍뫓궑 2:덭땗귕
# align2:?됪?귽긵2 0:뤵땗귕 1:뭷돍뫓궑 2:돷땗귕
# align3:긒?긙?귽긵 0:뜺땗귕 1:덭땗귕
@plus_x = 0
@rate_x = 0
@plus_y = 16
@plus_width = 0
@rate_width = 100
@width = @plus_width + width * @rate_width / 100
@height = 16
@align1 = 0
@align2 = 1
@align3 = 0
# 긐깋긢?긘깈깛먠믦 grade1:뗴긒?긙 grade2:렳긒?긙
# (0:돘궸긐깋긢?긘깈깛 1:뢢궸긐깋긢?긘깈깛 2:롈귕궸긐깋긢?긘깈깛걂
grade1 = 1
grade2 = 0
# 륡먠믦갃color1:띍둖쁤갅color2:뭷쁤
# color3:뗴쁤??긏긇깋?갅color4:뗴쁤깋귽긣긇깋?
color1 = Color.new(0, 0, 0)
color2 = Color.new(255, 255, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 0, 64, 192)
# 긒?긙궻륡먠믦
# 믅륂렄궻륡먠믦
color5 = Color.new(0, 64, 80)
color6 = Color.new(0, 128, 160)
# 긒?긙궕MAX궻렄궻륡먠믦
color7 = Color.new(80, 0, 0)
color8 = Color.new(240, 0, 0)
# 쁀똤긚긌깑럊뾭렄궻륡먠믦
color9 = Color.new(80, 64, 32)
color10 = Color.new(240, 192, 96)
# 긚긌깑뎣룯렄궻륡먠믦
color11 = Color.new(80, 0, 64)
color12 = Color.new(240, 0, 192)
# 긒?긙궻?됪
gauge_rect_at(@width, @height, @align3, color1, color2,
color3, color4, color5, color6, color7, color8,
color9, color10, color11, color12, grade1, grade2)
end
# 빾릶at궸?됪궥귡긒?긙궻븴귩묆볺
if actor.rtp == 0
at = (width + @plus_width) * actor.atp * @rate_width / 10000
else
at = (width + @plus_width) * actor.rt * @rate_width / actor.rtp / 100
end
if at > width
at = width
end
# 긒?긙궻뜺땗갋뭷돍?궑뱳궻뺚맫
case @align1
when 1
x += (@rect_width - width) / 2
when 2
x += @rect_width - width
end
case @align2
when 1
y -= @height / 2
when 2
y -= @height
end
self.contents.blt(x + @plus_x + width * @rate_x / 100, y + @plus_y,
@at_gauge, Rect.new(0, 0, @width, @height))
if @align3 == 0
rect_x = 0
else
x += @width - at - 1
rect_x = @width - at - 1
end
# 긒?긙궻륡먠믦
if at == width
# MAX렄궻긒?긙?됪
self.contents.blt(x + @plus_x + @width * @rate_x / 100, y + @plus_y,
@at_gauge, Rect.new(rect_x, @height * 2, at, @height))
else
if actor.rtp == 0
# 믅륂렄궻긒?긙?됪
self.contents.blt(x + @plus_x + @width * @rate_x / 100, y + @plus_y,
@at_gauge, Rect.new(rect_x, @height, at, @height))
else
if actor.spell == true
# 쁀똤긚긌깑럊뾭렄궻긒?긙?됪
self.contents.blt(x + @plus_x + @width * @rate_x / 100, y + @plus_y,
@at_gauge, Rect.new(rect_x, @height * 3, at, @height))
else
# 긚긌깑뎣룯렄궻긒?긙?됪
self.contents.blt(x + @plus_x + @width * @rate_x / 100, y + @plus_y,
@at_gauge, Rect.new(rect_x, @height * 4, at, @height))
end
end
end
end
end
#==============================================================================
# 걾 Scene_Battle (빁뒆믦? 1)
#------------------------------------------------------------------------------
# ?긫긣깑됪뽋궻룉뿚귩뛱궎긏깋긚궳궥갃
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# 걶 긽귽깛룉뿚
#--------------------------------------------------------------------------
def main
# 먰벉뾭궻둫롰덇렄긢??귩룊딖돸
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
# 긫긣깑귽긹깛긣뾭귽깛?긵깏?귩룊딖돸
$game_system.battle_interpreter.setup(nil, 0)
# 긣깑?긵귩?뷈
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
atb_setup
# 귺긏??긓?깛긤긂귻깛긤긂귩띿맟
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# 궩궻뫜궻긂귻깛긤긂귩띿맟
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
@status_window = Window_BattleStatus.new
@message_window = Window_Message.new
# 긚긵깋귽긣긜긞긣귩띿맟
@spriteset = Spriteset_Battle.new
# 긂긃귽긣긇긂깛긣귩룊딖돸
@wait_count = 0
# 긣깋깛긙긘깈깛렳뛱
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# 긵깒긫긣깑긲긃?긛둎럑
start_phase1
# 긽귽깛깑?긵
loop do
# 긒??됪뽋귩뛛륷
Graphics.update
# 볺쀍륃뺪귩뛛륷
Input.update
# 긲깒??뛛륷
update
# 됪뽋궕먛귟뫶귦궯궫귞깑?긵귩뭷뭚
if $scene != self
break
end
end
# ?긞긵귩깏긲깒긞긘깄
$game_map.refresh
# 긣깋깛긙긘깈깛?뷈
Graphics.freeze
# 긂귻깛긤긂귩됶뺳
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @result_window != nil
@result_window.dispose
end
# 긚긵깋귽긣긜긞긣귩됶뺳
@spriteset.dispose
# ?귽긣깑됪뽋궸먛귟뫶궑뭷궻뤾뜃
if $scene.is_a?(Scene_Title)
# 됪뽋귩긲긃?긤귺긂긣
Graphics.transition
Graphics.freeze
end
# 먰벉긡긚긣궔귞긒??긆?긫?됪뽋댥둖궸먛귟뫶궑뭷궻뤾뜃
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
#--------------------------------------------------------------------------
# 걶 룦봲뵽믦
#--------------------------------------------------------------------------
def judge
# 멣뽅뵽믦궕?갂귏궫궼긬?긡귻릐릶궕 0 릐궻뤾뜃
if $game_party.all_dead? or $game_party.actors.size == 0
# 봲뻢됀?궻뤾뜃
if $game_temp.battle_can_lose
# 긫긣깑둎럑멟궻 BGM 궸뽣궥
$game_system.bgm_play($game_temp.map_bgm)
# 긫긣깑뢎뿹
battle_end(2)
# true 귩뺅궥
return true
end
# 긒??긆?긫?긲깋긐귩긜긞긣
$game_temp.gameover = true
# true 귩뺅궥
return true
end
# 긄긨??궕 1 뫬궳귖뫔띪궥귢궽 false 귩뺅궥
for enemy in $game_troop.enemies
if enemy.exist?
return false
end
end
# 귺긲??긫긣깑긲긃?긛둎럑 (룦뿕)
start_phase5
# true 귩뺅궥
return true
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷
#--------------------------------------------------------------------------
def update
# 긫긣깑귽긹깛긣렳뛱뭷궻뤾뜃
if $game_system.battle_interpreter.running?
if @command.size > 0
@command_a = false
@command = []
command_delete
end
@status_window.at_refresh
# 귽깛?긵깏?귩뛛륷
$game_system.battle_interpreter.update
# 귺긏긘깈깛귩떗맕궠귢궲궋귡긫긣깋?궕뫔띪궢궶궋뤾뜃
if $game_temp.forcing_battler == nil
# 긫긣깑귽긹깛긣궻렳뛱궕뢎귦궯궫뤾뜃
unless $game_system.battle_interpreter.running?
# 긫긣깑귽긹깛긣궻긜긞긣귺긞긵귩띋렳뛱
@status_window.refresh
setup_battle_event
end
end
end
# 긘긚긡? (?귽??)갂됪뽋귩뛛륷
$game_system.update
$game_screen.update
# ?귽??궕 0 궸궶궯궫뤾뜃
if $game_system.timer_working and $game_system.timer == 0
# 긫긣깑뭷뭚
$game_temp.battle_abort = true
end
# 긂귻깛긤긂귩뛛륷
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
# 긚긵깋귽긣긜긞긣귩뛛륷
@spriteset.update
# 긣깋깛긙긘깈깛룉뿚뭷궻뤾뜃
if $game_temp.transition_processing
# 긣깋깛긙긘깈깛룉뿚뭷긲깋긐귩긏깏귺
$game_temp.transition_processing = false
# 긣깋깛긙긘깈깛렳뛱
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# 긽긞긜?긙긂귻깛긤긂?렑뭷궻뤾뜃
if $game_temp.message_window_showing
return
end
# 긒??긆?긫?궻뤾뜃
if $game_temp.gameover
# 긒??긆?긫?됪뽋궸먛귟뫶궑
$scene = Scene_Gameover.new
return
end
# ?귽긣깑됪뽋궸뽣궥뤾뜃
if $game_temp.to_title
# ?귽긣깑됪뽋궸먛귟뫶궑
$scene = Scene_Title.new
return
end
# 긫긣깑뭷뭚궻뤾뜃
if $game_temp.battle_abort
# 긫긣깑둎럑멟궻 BGM 궸뽣궥
$game_system.bgm_play($game_temp.map_bgm)
# 긫긣깑뢎뿹
battle_end(1)
return
end
# 긶깑긵긂귻깛긤긂?렑뭷궻뤾뜃
if @help_wait > 0
@help_wait -= 1
if @help_wait == 0
# 긶깑긵긂귻깛긤긂귩덨궥
@help_window.visible = false
end
end
# 긲긃?긛궸귝궯궲빁딌
case @phase
when 0 # AT긒?긙뛛륷긲긃?긛
if anime_wait_return
update_phase0
end
when 1 # 긵깒긫긣깑긲긃?긛
update_phase1
return
when 2 # 긬?긡귻긓?깛긤긲긃?긛
update_phase2
return
when 5 # 귺긲??긫긣깑긲긃?긛
update_phase5
return
end
if $scene != self
return
end
if @phase == 0
if @command.size != 0 # 귺긏??긓?깛긤긲긃?긛
if @command_a == false
start_phase3
end
update_phase3
end
# 긂긃귽긣뭷궻뤾뜃
if @wait_count > 0
# 긂긃귽긣긇긂깛긣귩뙵귞궥
@wait_count -= 1
return
end
update_phase4
end
end
#==============================================================================
# 걾 Scene_Battle (빁뒆믦? 2)
#------------------------------------------------------------------------------
# ?긫긣깑됪뽋궻룉뿚귩뛱궎긏깋긚궳궥갃
#==============================================================================
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (AT긒?긙뛛륷긲긃?긛)
#--------------------------------------------------------------------------
def update_phase0
if $game_temp.battle_turn == 0
$game_temp.battle_turn = 1
end
# B ??깛궕돓궠귢궫뤾뜃
if @command_a == false and @party == false
if Input.trigger?(Input::B)
# 긌긿깛긜깑 SE 귩뎶몋
$game_system.se_play($data_system.cancel_se)
@party = true
end
end
if @party == true and
((@action > 0 and @action_battlers.empty?) or (@action == 0 and
(@action_battlers.empty? or @action_battlers[0].phase == 1)))
# 긬?긡귻긓?깛긤긲긃?긛귉
start_phase2
return
end
# AT긒[긙몵돿룉뿚
cnt = 0
for battler in $game_party.actors + $game_troop.enemies
active?(battler)
if battler.rtp == 0
if battler.at >= @max
if battler.is_a?(Game_Actor)
if battler.inputable?
unless @action_battlers.include?(battler) or
@command.include?(battler) or @escape == true
if battler.current_action.forcing
fullat_se
force_action(battler)
action_start(battler)
else
fullat_se
@command.push(battler)
end
end
else
unless @action_battlers.include?(battler) or
battler == @command[0]
battler.current_action.clear
if @command.include?(battler)
@command.delete(battler)
else
if battler.movable?
fullat_se
end
end
action_start(battler)
end
end
else
unless @action_battlers.include?(battler)
if battler.current_action.forcing
force_action(battler)
action_start(battler)
else
if @enemy_speed != 0
if rand(@enemy_speed) == 0
number = cnt - $game_party.actors.size
enemy_action(number)
end
else
number = cnt - $game_party.actors.size
enemy_action(number)
end
end
end
end
else
battler.at += battler.agi
if battler.guarding?
battler.at += battler.agi
end
if battler.movable?
battler.atp = 100 * battler.at / @max
end
end
else
if battler.rt >= battler.rtp
speller = synthe?(battler)
if speller != nil
battler = speller[0]
end
unless @action_battlers.include?(battler)
if battler.is_a?(Game_Actor)
fullat_se
end
battler.rt = battler.rtp
action_start(battler)
end
else
battler.rt += battler.agi
speller = synthe?(battler)
if speller != nil
for spell in speller
if spell != battler
spell.rt += battler.agi
end
end
end
end
end
cnt += 1
end
# AT긒?긙귩깏긲깒긞긘깄
@status_window.at_refresh
# 벀몪룉뿚
if @escape == true and
((@action > 0 and @action_battlers.empty?) or (@action == 0 and
(@action_battlers.empty? or @action_battlers[0].phase == 1)))
temp = false
for battler in $game_party.actors
if battler.inputable?
temp = true
end
end
if temp == true
for battler in $game_party.actors
if battler.at < @max and battler.inputable?
temp = false
break
end
end
if temp == true
@escape = false
for battler in $game_party.actors
battler.at %= @max
end
$game_temp.battle_main_phase = false
update_phase2_escape
end
end
end
end
#--------------------------------------------------------------------------
# 걶 긬?긡귻긓?깛긤긲긃?긛둎럑
#--------------------------------------------------------------------------
def start_phase2
# 긲긃?긛 2 궸댷뛱
@phase = 2
@party = false
# 긬?긡귻긓?깛긤긂귻깛긤긂귩뾎뚼돸
@party_command_window.active = true
@party_command_window.visible = true
# 귺긏??귩뷄멗묖륉뫴궸먠믦
@actor_index = -1
# 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
@actor_command_window.active = false
@actor_command_window.visible = false
if @command.size != 0
# 귺긏??궻뼻뽅긄긲긃긏긣 OFF
if @active_actor != nil
@active_actor.blink = false
end
end
# 긇긽깋긜긞긣
@camera == "party"
@spriteset.screen_target(0, 0, 1)
# 긽귽깛긲긃?긛긲깋긐귩긏깏귺
$game_temp.battle_main_phase = false
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (긬?긡귻긓?깛긤긲긃?긛)
#--------------------------------------------------------------------------
def update_phase2
# C ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::C)
# 긬?긡귻긓?깛긤긂귻깛긤긂궻긇??깑댧뭫궳빁딌
case @party_command_window.index
when 0 # 먰궎
# 긬?긡귻긓?깛긤긂귻깛긤긂귩뼰뚼돸
@party_command_window.active = false
@party_command_window.visible = false
# 뙂믦 SE 귩뎶몋
$game_system.se_play($data_system.decision_se)
@escape = false
@phase = 0
if $game_temp.battle_turn == 0
$game_temp.battle_turn = 1
end
if @command_a == true
# 귺긏??긓?깛긤긲긃?긛둎럑
start_phase3
else
$game_temp.battle_main_phase = true
end
when 1 # 벀궛귡
# 벀몪됀?궳궼궶궋뤾뜃
if $game_temp.battle_can_escape == false
# 긳긗? SE 귩뎶몋
$game_system.se_play($data_system.buzzer_se)
return
end
# 뙂믦 SE 귩뎶몋
$game_system.se_play($data_system.decision_se)
@phase = 0
# 긬?긡귻긓?깛긤긂귻깛긤긂귩뼰뚼돸
@party_command_window.active = false
@party_command_window.visible = false
$game_temp.battle_main_phase = true
if $game_temp.battle_turn == 0
update_phase2_escape
$game_temp.battle_turn = 1
for battler in $game_party.actors
battler.at -= @max / 2
end
return
end
# 뙂믦 SE 귩뎶몋
$game_system.se_play($data_system.decision_se)
@escape = true
for battler in $game_party.actors
@command_a = false
@command.delete(battler)
@action_battlers.delete(battler)
skill_reset(battler)
end
end
return
end
end
#--------------------------------------------------------------------------
# 걶 귺긲??긫긣깑긲긃?긛둎럑
#--------------------------------------------------------------------------
def start_phase5
# 긲긃?긛 5 궸댷뛱
@phase = 5
# 긫긣깑뢎뿹 ME 귩뎶몋
$game_system.me_play($game_system.battle_end_me)
# 긫긣깑둎럑멟궻 BGM 궸뽣궥
$game_system.bgm_play($game_temp.map_bgm)
# EXP갂긕?깑긤갂긣깒긙긿?귩룊딖돸
exp = 0
gold = 0
treasures = []
if @active_actor != nil
@active_actor.blink = false
end
# 긽귽깛긲긃?긛긲깋긐귩긜긞긣
$game_temp.battle_main_phase = true
# 긬?긡귻긓?깛긤긂귻깛긤긂귩뼰뚼돸
@party_command_window.active = false
@party_command_window.visible = false
# 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
@actor_command_window.active = false
@actor_command_window.visible = false
if @skill_window != nil
# 긚긌깑긂귻깛긤긂귩됶뺳
@skill_window.dispose
@skill_window = nil
end
if @item_window != nil
# 귺귽긡?긂귻깛긤긂귩됶뺳
@item_window.dispose
@item_window = nil
end
# 긶깑긵긂귻깛긤긂귩덨궥
@help_window.visible = false
# 깑?긵
for enemy in $game_troop.enemies
# 긄긨??궕덨귢륉뫴궳궶궋뤾뜃
unless enemy.hidden
# 둳벦 EXP갂긕?깑긤귩믁돿
exp += enemy.exp
gold += enemy.gold
# 긣깒긙긿?뢯뙸뵽믦
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
# 긣깒긙긿?궻릶귩 6 뙿귏궳궸뙽믦
treasures = treasures[0..5]
# EXP 둳벦
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
actor.damage[[actor, -1]] = "Level up!"
actor.up_level = actor.level - last_level
end
end
end
# 긕?깑긤둳벦
$game_party.gain_gold(gold)
# 긣깒긙긿?둳벦
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
# 긫긣깑깏긗깑긣긂귻깛긤긂귩띿맟
@result_window = Window_BattleResult.new(exp, gold, treasures)
# 긂긃귽긣긇긂깛긣귩먠믦
@phase5_wait_count = 100
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (귺긲??긫긣깑긲긃?긛)
#--------------------------------------------------------------------------
def update_phase5
# 긂긃귽긣긇긂깛긣궕 0 귝귟묈궖궋뤾뜃
if @phase5_wait_count > 0
# 긂긃귽긣긇긂깛긣귩뙵귞궥
@phase5_wait_count -= 1
# 긂긃귽긣긇긂깛긣궕 0 궸궶궯궫뤾뜃
if @phase5_wait_count == 0
# 깏긗깑긣긂귻깛긤긂귩?렑
@result_window.visible = true
# 긽귽깛긲긃?긛긲깋긐귩긏깏귺
$game_temp.battle_main_phase = false
# 긚긡??긚긂귻깛긤긂귩깏긲깒긞긘깄
@status_window.refresh
for actor in $game_party.actors
if actor.damage.include?([actor, 0])
@phase5_wait_count = 20
actor.damage_pop[[actor, 0]] = true
end
if actor.damage.include?([actor, -1])
@phase5_wait_count = 20
actor.damage_pop[[actor, -1]] = true
for level in actor.level - actor.up_level + 1..actor.level
for skill in $data_classes[actor.class_id].learnings
if level == skill.level and not actor.skill_learn?(skill.id)
actor.damage[[actor, 0]] = "New Skill!"
break
end
end
end
end
end
end
return
end
# C ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::C)
# 긫긣깑뢎뿹
battle_end(0)
end
end
#==============================================================================
# 걾 Scene_Battle (빁뒆믦? 3)
#------------------------------------------------------------------------------
# ?긫긣깑됪뽋궻룉뿚귩뛱궎긏깋긚궳궥갃
#==============================================================================
#--------------------------------------------------------------------------
# 걶 귺긏??긓?깛긤긲긃?긛둎럑
#--------------------------------------------------------------------------
def start_phase3
# 긽귽깛긲긃?긛긲깋긐귩긏깏귺
$game_temp.battle_main_phase = false
@command_a = true
@active_actor = @command[0]
cnt = 0
for actor in $game_party.actors
if actor == @active_actor
@actor_index = cnt
end
cnt += 1
end
@active_actor.blink = true
unless @active_actor.inputable?
@active_actor.current_action.clear
phase3_next_actor
return
end
phase3_setup_command_window
# 긇긽깋궻먠믦
@camera = "command"
plus = ($game_party.actors.size - 1) / 2.0 - @actor_index
y = [(plus.abs - 1.5) * 10 , 0].min
@spriteset.screen_target(plus * 50, y, 1.0 + y * 0.002)
end
#--------------------------------------------------------------------------
# 걶 귺긏??궻긓?깛긤볺쀍뢎뿹
#--------------------------------------------------------------------------
def phase3_next_actor
@command.shift
@command_a = false
# 긽귽깛긲긃?긛긲깋긐귩긜긞긣
$game_temp.battle_main_phase = true
# 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
@actor_command_window.active = false
@actor_command_window.visible = false
# 귺긏??궻뼻뽅긄긲긃긏긣 OFF
if @active_actor != nil
@active_actor.blink = false
end
action_start(@active_actor)
# 긇긽깋귩뙰궸뽣궥
if @camera == "command"
@spriteset.screen_target(0, 0, 1)
end
return
end
#--------------------------------------------------------------------------
# 걶 귺긏??긓?깛긤긂귻깛긤긂궻긜긞긣귺긞긵
#--------------------------------------------------------------------------
def phase3_setup_command_window
# 긬?긡귻긓?깛긤긂귻깛긤긂귩뼰뚼돸
@party_command_window.active = false
@party_command_window.visible = false
# 귺긏??긓?깛긤긂귻깛긤긂귩뾎뚼돸
@actor_command_window.active = true
@actor_command_window.visible = true
# 귺긏??긓?깛긤긂귻깛긤긂궻댧뭫귩먠믦
@actor_command_window.x = @actor_index * 160 +
(4 - $game_party.actors.size) * 80
# 귽깛긢긞긏긚귩 0 궸먠믦
@actor_command_window.index = 0
end
#--------------------------------------------------------------------------
# 걶 긄긨??귺긏긘깈깛띿맟
#--------------------------------------------------------------------------
def enemy_action(number)
enemy = $game_troop.enemies[number]
unless enemy.current_action.forcing
enemy.make_action
end
action_start(enemy)
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (귺긏??긓?깛긤긲긃?긛 : 딈?긓?깛긤)
#--------------------------------------------------------------------------
def update_phase3_basic_command
unless @active_actor.inputable?
@active_actor.current_action.clear
phase3_next_actor
return
end
# B ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::B) and @party == false
# 긌긿깛긜깑 SE 귩뎶몋
$game_system.se_play($data_system.cancel_se)
@party = true
end
if @party == true and
((@action > 0 and @action_battlers.empty?) or (@action == 0 and
(@action_battlers.empty? or @action_battlers[0].phase == 1)))
# 긬?긡귻긓?깛긤긲긃?긛귉
start_phase2
return
end
# C ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::C)
@party = false
# 귺긏??긓?깛긤긂귻깛긤긂궻긇??깑댧뭫궳빁딌
case @actor_command_window.index
when 0 # 뛘똼
if victory?
# 긳긗? SE 귩뎶몋
$game_system.se_play($data_system.buzzer_se)
return
end
# 뙂믦 SE 귩뎶몋
$game_system.se_play($data_system.decision_se)
# 긄긨??궻멗묖귩둎럑
start_enemy_select
when 1 # 긚긌깑
# 뙂믦 SE 귩뎶몋
$game_system.se_play($data_system.decision_se)
# 긚긌깑궻멗묖귩둎럑
start_skill_select
when 2 # 뻞뚥
# 뙂믦 SE 귩뎶몋
$game_system.se_play($data_system.decision_se)
# 귺긏긘깈깛귩먠믦
@active_actor.current_action.kind = 0
@active_actor.current_action.basic = 1
# 렅궻귺긏??궻긓?깛긤볺쀍귉
phase3_next_actor
when 3 # 귺귽긡?
# 뙂믦 SE 귩뎶몋
$game_system.se_play($data_system.decision_se)
# 귺귽긡?궻멗묖귩둎럑
start_item_select
end
return
end
# R ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@party = false
# 귺긏??궻뼻뽅긄긲긃긏긣 OFF
if @active_actor != nil
@active_actor.blink = false
end
@command.push(@command[0])
@command.shift
@command_a = false
# 긽귽깛긲긃?긛긲깋긐귩긜긞긣
$game_temp.battle_main_phase = true
# 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
@actor_command_window.active = false
@actor_command_window.visible = false
end
# L ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::L)
$game_system.se_play($data_system.cursor_se)
@party = false
# 귺긏??궻뼻뽅긄긲긃긏긣 OFF
if @active_actor != nil
@active_actor.blink = false
end
@command.unshift(@command[@command.size - 1])
@command.delete_at(@command.size - 1)
@command_a = false
# 긽귽깛긲긃?긛긲깋긐귩긜긞긣
$game_temp.battle_main_phase = true
# 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
@actor_command_window.active = false
@actor_command_window.visible = false
end
# 덭 ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@party = false
# 귺긏??궻뼻뽅긄긲긃긏긣 OFF
if @active_actor != nil
@active_actor.blink = false
end
actor = $game_party.actors[@actor_index]
while actor == @command[0] or (not @command.include?(actor))
@actor_index += 1
@actor_index %= $game_party.actors.size
actor = $game_party.actors[@actor_index]
if actor == @command[0]
break
end
end
while actor != @command[0]
@command.push(@command.shift)
end
@command_a = false
# 긽귽깛긲긃?긛긲깋긐귩긜긞긣
$game_temp.battle_main_phase = true
# 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
@actor_command_window.active = false
@actor_command_window.visible = false
end
# 뜺 ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@party = false
# 귺긏??궻뼻뽅긄긲긃긏긣 OFF
if @active_actor != nil
@active_actor.blink = false
end
actor = $game_party.actors[@actor_index]
while actor == @command[0] or (not @command.include?(actor))
@actor_index -= 1
@actor_index %= $game_party.actors.size
actor = $game_party.actors[@actor_index]
if actor == @command[0]
break
end
end
while actor != @command[0]
@command.push(@command.shift)
end
@command_a = false
# 긽귽깛긲긃?긛긲깋긐귩긜긞긣
$game_temp.battle_main_phase = true
# 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
@actor_command_window.active = false
@actor_command_window.visible = false
end
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (귺긏??긓?깛긤긲긃?긛 : 긚긌깑멗묖)
#--------------------------------------------------------------------------
def update_phase3_skill_select
# 긓?깛긤멗묖뭷궸뛱벍븉?궸궶궯궫뤾뜃
unless @active_actor.inputable?
@active_actor.current_action.clear
command_delete
# 렅궻귺긏??궻긓?깛긤볺쀍귉
phase3_next_actor
return
end
# 긚긌깑긂귻깛긤긂귩됀럨륉뫴궸궥귡
@skill_window.visible = true
# 긚긌깑긂귻깛긤긂귩뛛륷
@skill_window.update
# B ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::B)
# 긌긿깛긜깑 SE 귩뎶몋
$game_system.se_play($data_system.cancel_se)
# 긚긌깑궻멗묖귩뢎뿹
end_skill_select
return
end
# C ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::C)
# 긚긌깑긂귻깛긤긂궳뙸띪멗묖궠귢궲궋귡긢??귩롦벦
@skill = @skill_window.skill
# 럊뾭궳궖궶궋뤾뜃
if @skill == nil or not @active_actor.skill_can_use?(@skill.id)
# 긳긗? SE 귩뎶몋
$game_system.se_play($data_system.buzzer_se)
return
end
if @skill.scope == 1 or @skill.scope == 2
if victory?
# 긳긗? SE 귩뎶몋
$game_system.se_play($data_system.buzzer_se)
return
end
end
# 뙂믦 SE 귩뎶몋
$game_system.se_play($data_system.decision_se)
# 귺긏긘깈깛귩먠믦
@active_actor.current_action.skill_id = @skill.id
# 긚긌깑긂귻깛긤긂귩븉됀럨륉뫴궸궥귡
@skill_window.visible = false
# 뚼됈붝댪궕밎뭁뫬궻뤾뜃
if @skill.scope == 1
# 긄긨??궻멗묖귩둎럑
start_enemy_select
# 뚼됈붝댪궕뼞뺴뭁뫬궻뤾뜃
elsif @skill.scope == 3 or @skill.scope == 5
# 귺긏??궻멗묖귩둎럑
start_actor_select
# 뚼됈붝댪궕뭁뫬궳궼궶궋뤾뜃
else
# 귺긏긘깈깛귩먠믦
@active_actor.current_action.kind = 1
# 긚긌깑궻멗묖귩뢎뿹
end_skill_select
# 렅궻귺긏??궻긓?깛긤볺쀍귉
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (귺긏??긓?깛긤긲긃?긛 : 귺귽긡?멗묖)
#--------------------------------------------------------------------------
def update_phase3_item_select
# 긓?깛긤멗묖뭷궸뛱벍븉?궸궶궯궫뤾뜃
unless @active_actor.inputable?
@active_actor.current_action.clear
command_delete
# 렅궻귺긏??궻긓?깛긤볺쀍귉
phase3_next_actor
return
end
# 귺귽긡?긂귻깛긤긂귩됀럨륉뫴궸궥귡
@item_window.visible = true
# 귺귽긡?긂귻깛긤긂귩뛛륷
@item_window.update
# B ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::B)
# 긌긿깛긜깑 SE 귩뎶몋
$game_system.se_play($data_system.cancel_se)
# 귺귽긡?궻멗묖귩뢎뿹
end_item_select
return
end
# C ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::C)
# 귺귽긡?긂귻깛긤긂궳뙸띪멗묖궠귢궲궋귡긢??귩롦벦
@item = @item_window.item
# 럊뾭궳궖궶궋뤾뜃
unless $game_party.item_can_use?(@item.id)
# 긳긗? SE 귩뎶몋
$game_system.se_play($data_system.buzzer_se)
return
end
if @item.scope == 1 or @item.scope == 2
if victory?
# 긳긗? SE 귩뎶몋
$game_system.se_play($data_system.buzzer_se)
return
end
end
# 뙂믦 SE 귩뎶몋
$game_system.se_play($data_system.decision_se)
# 귺긏긘깈깛귩먠믦
@active_actor.current_action.item_id = @item.id
# 귺귽긡?긂귻깛긤긂귩븉됀럨륉뫴궸궥귡
@item_window.visible = false
# 뚼됈붝댪궕밎뭁뫬궻뤾뜃
if @item.scope == 1
# 긄긨??궻멗묖귩둎럑
start_enemy_select
# 뚼됈붝댪궕뼞뺴뭁뫬궻뤾뜃
elsif @item.scope == 3 or @item.scope == 5
# 귺긏??궻멗묖귩둎럑
start_actor_select
# 뚼됈붝댪궕뭁뫬궳궼궶궋뤾뜃
else
# 귺긏긘깈깛귩먠믦
@active_actor.current_action.kind = 2
# 귺귽긡?궻멗묖귩뢎뿹
end_item_select
# 렅궻귺긏??궻긓?깛긤볺쀍귉
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (귺긏??긓?깛긤긲긃?긛 : 긄긨??멗묖)
#--------------------------------------------------------------------------
def update_phase3_enemy_select
if victory?
# 긇긽깋귩뙰궸뽣궥
if @camera == "select"
@spriteset.screen_target(0, 0, 1)
end
# 긄긨??궻멗묖귩뢎뿹
end_enemy_select
return
end
# 긓?깛긤멗묖뭷궸뛱벍븉?궸궶궯궫뤾뜃
unless @active_actor.inputable?
# 긇긽깋귩뙰궸뽣궥
if @camera == "select"
@spriteset.screen_target(0, 0, 1)
end
@active_actor.current_action.clear
command_delete
# 렅궻귺긏??궻긓?깛긤볺쀍귉
phase3_next_actor
return
end
# 긄긨??귺깓?귩뛛륷
@enemy_arrow.update
# B ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::B)
# 긌긿깛긜깑 SE 귩뎶몋
$game_system.se_play($data_system.cancel_se)
# 긇긽깋귩뙰궸뽣궥
if @camera == "select"
# 긇긽깋궻먠믦
@camera = "command"
plus = ($game_party.actors.size - 1) / 2.0 - @actor_index
y = [(plus.abs - 1.5) * 10 , 0].min
@spriteset.screen_target(plus * 50, y, 1.0 + y * 0.002)
end
# 긄긨??궻멗묖귩뢎뿹
end_enemy_select
return
end
# C ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::C)
# 뙂믦 SE 귩뎶몋
$game_system.se_play($data_system.decision_se)
# 귺긏긘깈깛귩먠믦
@active_actor.current_action.kind = 0
@active_actor.current_action.basic = 0
@active_actor.current_action.target_index = @enemy_arrow.index
# 긚긌깑긂귻깛긤긂?렑뭷궻뤾뜃
if @skill_window != nil
# 귺긏긘깈깛귩띋먠믦
@active_actor.current_action.kind = 1
# 긚긌깑궻멗묖귩뢎뿹
end_skill_select
end
# 귺귽긡?긂귻깛긤긂?렑뭷궻뤾뜃
if @item_window != nil
# 귺긏긘깈깛귩띋먠믦
@active_actor.current_action.kind = 2
# 귺귽긡?궻멗묖귩뢎뿹
end_item_select
end
# 긄긨??궻멗묖귩뢎뿹
end_enemy_select
# 렅궻귺긏??궻긓?깛긤볺쀍귉
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (귺긏??긓?깛긤긲긃?긛 : 귺긏??멗묖)
#--------------------------------------------------------------------------
def update_phase3_actor_select
# 긓?깛긤멗묖뭷궸뛱벍븉?궸궶궯궫뤾뜃
unless @active_actor.inputable?
@active_actor.current_action.clear
command_delete
# 렅궻귺긏??궻긓?깛긤볺쀍귉
phase3_next_actor
return
end
# 귺긏??귺깓?귩뛛륷
@actor_arrow.update
# B ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::B)
# 긌긿깛긜깑 SE 귩뎶몋
$game_system.se_play($data_system.cancel_se)
# 귺긏??궻멗묖귩뢎뿹
end_actor_select
return
end
# C ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::C)
# 뙂믦 SE 귩뎶몋
$game_system.se_play($data_system.decision_se)
# 귺긏긘깈깛귩먠믦
@active_actor.current_action.kind = 0
@active_actor.current_action.basic = 0
@active_actor.current_action.target_index = @actor_arrow.index
# 귺긏??궻멗묖귩뢎뿹
end_actor_select
# 긚긌깑긂귻깛긤긂?렑뭷궻뤾뜃
if @skill_window != nil
# 귺긏긘깈깛귩띋먠믦
@active_actor.current_action.kind = 1
# 긚긌깑궻멗묖귩뢎뿹
end_skill_select
end
# 귺귽긡?긂귻깛긤긂?렑뭷궻뤾뜃
if @item_window != nil
# 귺긏긘깈깛귩띋먠믦
@active_actor.current_action.kind = 2
# 귺귽긡?궻멗묖귩뢎뿹
end_item_select
end
# 렅궻귺긏??궻긓?깛긤볺쀍귉
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# 걶 긄긨??멗묖둎럑
#--------------------------------------------------------------------------
alias :start_enemy_select_rtab :start_enemy_select
def start_enemy_select
@camera = "select"
for enemy in $game_troop.enemies
if enemy.exist?
zoom = 1 / enemy.zoom
@spriteset.screen_target(enemy.attack_x(zoom) * 0.75,
enemy.attack_y(zoom) * 0.75, zoom)
break
end
end
# 긆깏긙긥깑궻룉뿚
start_enemy_select_rtab
end
#--------------------------------------------------------------------------
# 걶 긄긨??멗묖뢎뿹
#--------------------------------------------------------------------------
alias :end_enemy_select_rtab :end_enemy_select
def end_enemy_select
# 긆깏긙긥깑궻룉뿚
end_enemy_select_rtab
if (@action == 0 and not @action_battlers.empty?) or
(@camera == "select" and (@active_actor.current_action.kind != 0 or
@active_actor.animation1_id != 0))
@spriteset.screen_target(0, 0, 1)
end
end
#--------------------------------------------------------------------------
# 걶 긚긌깑멗묖둎럑
#--------------------------------------------------------------------------
def start_skill_select
# 긚긌깑긂귻깛긤긂귩띿맟
@skill_window = Window_Skill.new(@active_actor)
# 긶깑긵긂귻깛긤긂귩듫쁀븊궚
@skill_window.help_window = @help_window
# 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
@actor_command_window.active = false
@actor_command_window.visible = false
end
#==============================================================================
# 걾 Scene_Battle (빁뒆믦? 4)
#------------------------------------------------------------------------------
# ?긫긣깑됪뽋궻룉뿚귩뛱궎긏깋긚궳궥갃
#==============================================================================
#--------------------------------------------------------------------------
# 걶 긽귽깛긲긃?긛둎럑
#--------------------------------------------------------------------------
def start_phase4
$game_temp.battle_main_phase = true
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (긽귽깛긲긃[긛)
#--------------------------------------------------------------------------
def update_phase4
# 귺긏긘깈깛귩떗맕궠귢궲궋귡긫긣깋?궕뫔띪궥귡뤾뜃
if $game_temp.forcing_battler != nil
battler = $game_temp.forcing_battler
if battler.current_action.forcing == false
if @action_battlers.include?(battler)
if @action > 0 or @action_battlers[0].phase == 1
@action_battlers.delete(battler)
@action_battlers.push(battler)
end
if battler.phase == 1
battler.current_action.forcing = true
force_action(battler)
end
else
battler.current_action.forcing = true
force_action(battler)
action_start(battler)
@action_battlers.delete(battler)
@action_battlers.push(battler)
end
battler.at = @max
battler.atp = 100 * battler.at / @max
end
end
# action 궕1댥뤵궻뤾뜃갂덇먅궸뛱벍귩딳궞궥
for battler in @action_battlers.reverse
# 긂긃귽긣뭷궻뤾뜃
if battler.wait > 0
# 긂긃귽긣긇긂깛긣귩뙵귞궥
battler.wait -= 1
break if @action == 0
next
end
unless fin? and battler.phase < 3 and
not $game_system.battle_interpreter.running?
action_phase(battler)
end
break if @action == 0
end
# 귺긏긘깈깛귩떗맕궠귢궲궋귡긫긣깋?궕뫔띪궢궶궋뤾뜃
if $game_temp.forcing_battler == nil
# 긫긣깑귽긹깛긣귩긜긞긣귺긞긵
setup_battle_event
# 긫긣깑귽긹깛긣렳뛱뭷궻뤾뜃
if $game_system.battle_interpreter.running?
return
end
end
for battler in @action_battlers.reverse
if fin? and battler.phase < 3 and
not $game_system.battle_interpreter.running?
# 먰벉궕뢎뿹궢갂궔궰귺긏??궕뛱벍뮳멟궻뤾뜃궼귺긏??궻뛱벍귩뤑땸
@action_battlers.delete(battler)
end
end
if @action_battlers.empty? and not $game_system.battle_interpreter.running?
# 룦봲뵽믦
judge
end
end
#--------------------------------------------------------------------------
# 걶 귺긏긘깈깛뛛륷 (긽귽깛긲긃?긛)
#--------------------------------------------------------------------------
def action_phase(battler)
# action 궕 1 궻뤾뜃갂긫긣깋?궕뛱벍뭷궔궵궎궔둴봃
if @action == 1 and battler.phase < 3
for target in battler.target
speller = synthe?(target)
if speller == nil
# ??긒긞긣궕믅륂뛱벍뭷궻뤾뜃
if @action_battlers.include?(target)
if target.phase > 2
return
end
end
else
# ??긒긞긣궕쁀똤긚긌깑뵯벍뭷궻뤾뜃
for spell in speller
if @action_battlers.include?(spell)
if spell.phase > 2
return
end
end
end
end
end
end
case battler.phase
when 1
update_phase4_step1(battler)
when 2
update_phase4_step2(battler)
when 3
update_phase4_step3(battler)
when 4
update_phase4_step4(battler)
when 5
update_phase4_step5(battler)
when 6
update_phase4_step6(battler)
end
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (긽귽깛긲긃?긛 긚긡긞긵 1 : 귺긏긘깈깛?뷈)
#--------------------------------------------------------------------------
def update_phase4_step1(battler)
# 궥궳궸먰벉궔귞둖궠귢궲궋귡뤾뜃
if battler.index == nil
@action_battlers.delete(battler)
anime_wait_return
return
end
speller = synthe?(battler)
if speller == nil
# ?긽?긙륣귞궋뭷궻뤾뜃
unless battler.damage.empty? or @action > 2
return
end
# 뛱벍됀?궔궵궎궔뵽믦
unless battler.movable?
battler.phase = 6
return
end
else
# ?긽?긙륣귞궋뭷궻뤾뜃
for spell in speller
unless spell.damage.empty? or @action > 2
return
end
# 뛱벍됀?궔궵궎궔뵽믦
unless spell.movable?
battler.phase = 6
return
end
end
end
# 긚긌깑럊뾭렄갂뎣룯렄듩먠믦
# 떗맕귺긏긘깈깛궔궰 @force 궕 2 궻렄궼긚긌깑귩뫂렄뵯벍
if battler.current_action.kind == 1 and
(not battler.current_action.forcing or @force != 2)
if battler.rtp == 0
# 긚긌깑뎣룯뭷궶귞궽갂됶룣
skill_reset(battler)
# 긚긌깑뎣룯렄듩먠믦
recite_time(battler)
# 쁀똤땆먠믦
synthe_spell(battler)
# 긚긌깑귩뎣룯궥귡뤾뜃
if battler.rtp > 0
# 떗맕귺긏긘깈깛궔궰 @force 궕 1 궻렄궼쁀똤긚긌깑궻귒뫂렄뵯벍
speller = synthe?(battler)
if battler.current_action.forcing and @force > 0 and speller != nil
for spell in speller
spell.rt = spell.rtp
end
else
battler.blink = true
if battler.current_action.forcing
$game_temp.forcing_battler = nil
battler.current_action.forcing = false
end
@action_battlers.delete(battler)
return
end
end
end
end
# 귺긏??궻뼻뽅긄긲긃긏긣 OFF
if battler != nil
battler.blink = false
end
speller = synthe?(battler)
if speller == nil
@spell_p.delete(battler)
@spell_e.delete(battler)
else
for spell in speller
spell.blink = false
@spell_p.delete(spell)
@spell_e.delete(spell)
end
end
# 긚긡긞긵 2 궸댷뛱
battler.phase = 2
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (긽귽깛긲긃?긛 긚긡긞긵 2 : 귺긏긘깈깛둎럑)
#--------------------------------------------------------------------------
def update_phase4_step2(battler)
# 떗맕귺긏긘깈깛궳궶궚귢궽
unless battler.current_action.forcing
# 맕뽵궕 [밎귩믅륂뛘똼궥귡] 궔 [뼞뺴귩믅륂뛘똼궥귡] 궻뤾뜃
if battler.restriction == 2 or battler.restriction == 3
# 귺긏긘깈깛궸뛘똼귩먠믦
battler.current_action.kind = 0
battler.current_action.basic = 0
end
end
# 귺긏긘깈깛궻롰빶궳빁딌
case battler.current_action.kind
when 0 # 딈?
if fin?
battler.phase = 6
return
end
make_basic_action_result(battler)
when 1 # 긚긌깑
if fin? and $data_skills[battler.current_action.skill_id].scope == 1..2
battler.phase = 6
return
end
make_skill_action_result(battler)
when 2 # 귺귽긡?
if fin? and $data_items[battler.current_action.item_id].scope == 1..2
battler.phase = 6
return
end
make_item_action_result(battler)
end
if battler.phase == 2
# 긚긡긞긵 3 궸댷뛱
battler.phase = 3
end
end
#--------------------------------------------------------------------------
# 걶 딈?귺긏긘깈깛 뙅됈띿맟
#--------------------------------------------------------------------------
def make_basic_action_result(battler)
# 뛘똼궻뤾뜃
if battler.current_action.basic == 0
# 귺긦긽?긘깈깛 ID 귩먠믦
battler.anime1 = battler.animation1_id
battler.anime2 = battler.animation2_id
# 뛱벍뫀긫긣깋?궕긄긨??궻뤾뜃
if battler.is_a?(Game_Enemy)
if battler.restriction == 3
target = $game_troop.random_target_enemy
elsif battler.restriction == 2
target = $game_party.random_target_actor
else
index = battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
end
end
# 뛱벍뫀긫긣깋?궕귺긏??궻뤾뜃
if battler.is_a?(Game_Actor)
if battler.restriction == 3
target = $game_party.random_target_actor
elsif battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
end
# 뫮뤭뫀긫긣깋?궻봹쀱귩먠믦
battler.target = [target]
# 믅륂뛘똼궻뚼됈귩밙뾭
for target in battler.target
target.attack_effect(battler)
end
return
end
# 뻞뚥궻뤾뜃
if battler.current_action.basic == 1
return
end
# 벀궛귡궻뤾뜃
if battler.is_a?(Game_Enemy) and battler.current_action.basic == 2
# 벀궛귡
battler.escape
return
end
# 돺귖궢궶궋궻뤾뜃
if battler.current_action.basic == 3
# 긚긡긞긵 6 궸댷뛱
battler.phase = 6
return
end
end
#--------------------------------------------------------------------------
# 걶 긚긌깑귏궫궼귺귽긡?궻뫮뤭뫀긫긣깋?먠믦
# scope : 긚긌깑귏궫궼귺귽긡?궻뚼됈붝댪
#--------------------------------------------------------------------------
def set_target_battlers(scope, battler)
# 뛱벍뫀긫긣깋?궕긄긨??궻뤾뜃
if battler.is_a?(Game_Enemy)
# 뚼됈붝댪궳빁딌
case scope
when 1 # 밎뭁뫬
index =battler.current_action.target_index
battler.target.push($game_party.smooth_target_actor(index))
when 2 # 밎멣뫬
for actor in $game_party.actors
if actor.exist?
battler.target.push(actor)
end
end
when 3 # 뼞뺴뭁뫬
index = battler.current_action.target_index
battler.target.push($game_troop.smooth_target_enemy(index))
when 4 # 뼞뺴멣뫬
for enemy in $game_troop.enemies
if enemy.exist?
battler.target.push(enemy)
end
end
when 5 # 뼞뺴뭁뫬 (HP 0)
index = battler.current_action.target_index
enemy = $game_troop.enemies[index]
if enemy != nil and enemy.hp0?
battler.target.push(enemy)
end
when 6 # 뼞뺴멣뫬 (HP 0)
for enemy in $game_troop.enemies
if enemy != nil and enemy.hp0?
battler.target.push(enemy)
end
end
when 7 # 럊뾭롌
battler.target.push(battler)
end
end
# 뛱벍뫀긫긣깋?궕귺긏??궻뤾뜃
if battler.is_a?(Game_Actor)
# 뚼됈붝댪궳빁딌
case scope
when 1 # 밎뭁뫬
index = battler.current_action.target_index
battler.target.push($game_troop.smooth_target_enemy(index))
when 2 # 밎멣뫬
for enemy in $game_troop.enemies
if enemy.exist?
battler.target.push(enemy)
end
end
when 3 # 뼞뺴뭁뫬
index = battler.current_action.target_index
battler.target.push($game_party.smooth_target_actor(index))
when 4 # 뼞뺴멣뫬
for actor in $game_party.actors
if actor.exist?
battler.target.push(actor)
end
end
when 5 # 뼞뺴뭁뫬 (HP 0)
index = battler.current_action.target_index
actor = $game_party.actors[index]
if actor != nil and actor.hp0?
battler.target.push(actor)
end
when 6 # 뼞뺴멣뫬 (HP 0)
for actor in $game_party.actors
if actor != nil and actor.hp0?
battler.target.push(actor)
end
end
when 7 # 럊뾭롌
battler.target.push(battler)
end
end
end
#--------------------------------------------------------------------------
# 걶 긚긌깑귺긏긘깈깛 뙅됈띿맟
#--------------------------------------------------------------------------
def make_skill_action_result(battler)
# 긚긌깑귩롦벦
@skill = $data_skills[battler.current_action.skill_id]
# 쁀똤긚긌깑궳궇귡궔궵궎궔둴봃
speller = synthe?(battler)
# 떗맕귺긏긘깈깛궳궶궚귢궽
unless battler.current_action.forcing
# SP 먛귢궶궵궳럊뾭궳궖궶궘궶궯궫뤾뜃
if speller == nil
unless battler.skill_can_use?(@skill.id)
# 긚긡긞긵 6 궸댷뛱
battler.phase = 6
return
end
end
end
# SP 뤑뷂
temp = false
if speller != nil
for spell in speller
if spell.current_action.spell_id == 0
spell.sp -= @skill.sp_cost
else
spell.sp -= $data_skills[spell.current_action.spell_id].sp_cost
end
# 긚긡??긚긂귻깛긤긂귩깏긲깒긞긘깄
status_refresh(spell)
end
else
battler.sp -= @skill.sp_cost
# 긚긡??긚긂귻깛긤긂귩깏긲깒긞긘깄
status_refresh(battler)
end
# 귺긦긽?긘깈깛 ID 귩먠믦
battler.anime1 = @skill.animation1_id
battler.anime2 = @skill.animation2_id
# 긓긾깛귽긹깛긣 ID 귩먠믦
battler.event = @skill.common_event_id
# 뫮뤭뫀긫긣깋?귩먠믦
set_target_battlers(@skill.scope, battler)
# 긚긌깑궻뚼됈귩밙뾭
for target in battler.target
if speller != nil
damage = 0
effective = false
state_p = []
state_m = []
for spell in speller
if spell.current_action.spell_id != 0
@skill = $data_skills[spell.current_action.spell_id]
end
effective |= target.skill_effect(spell, @skill)
if target.damage[spell].class != String
damage += target.damage[spell]
elsif effective == true
effect = target.damage[spell]
end
state_p += target.state_p[spell]
state_m += target.state_m[spell]
target.damage.delete(spell)
target.state_p.delete(spell)
target.state_m.delete(spell)
end
if damage != 0
target.damage[battler] = damage
elsif effective = true
target.damage[battler] = effect
end
target.state_p[battler] = state_p
target.state_m[battler] = state_m
else
target.skill_effect(battler, @skill)
end
end
end
#--------------------------------------------------------------------------
# 걶 귺귽긡?귺긏긘깈깛 뙅됈띿맟
#--------------------------------------------------------------------------
def make_item_action_result(battler)
# 귺귽긡?귩롦벦
@item = $data_items[battler.current_action.item_id]
# 귺귽긡?먛귢궶궵궳럊뾭궳궖궶궘궶궯궫뤾뜃
unless $game_party.item_can_use?(@item.id)
# 긚긡긞긵 6 궸댷뛱
battler.phase = 6
return
end
# 뤑뽙뷼궻뤾뜃
if @item.consumable
# 럊뾭궢궫귺귽긡?귩 1 뙵귞궥
$game_party.lose_item(@item.id, 1)
end
# 귺긦긽?긘깈깛 ID 귩먠믦
battler.anime1 = @item.animation1_id
battler.anime2 = @item.animation2_id
# 긓긾깛귽긹깛긣 ID 귩먠믦
battler.event = @item.common_event_id
# 뫮뤭귩뙂믦
index = battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
# 뫮뤭뫀긫긣깋?귩먠믦
set_target_battlers(@item.scope, battler)
# 귺귽긡?궻뚼됈귩밙뾭
for target in battler.target
target.item_effect(@item, battler)
end
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (긽귽깛긲긃?긛 긚긡긞긵 3 : 뛱벍뫀귺긦긽?긘깈깛)
#--------------------------------------------------------------------------
def update_phase4_step3(battler)
# 긶깑긵긂귻깛긤긂궻뛛륷갃귺긏긘깈깛궻롰빶궳빁딌
case battler.current_action.kind
when 0 # 딈?
if battler.current_action.basic == 1
@help_window.set_text($data_system.words.guard, 1)
@help_wait = @help_time
end
if battler.is_a?(Game_Enemy) and battler.current_action.basic == 2
@help_window.set_text("벀궛귡", 1)
@help_wait = @help_time
end
when 1 # 긚긌깑
skill = $data_skills[battler.current_action.skill_id]
@help_window.set_text(skill.name, 1)
@help_wait = @help_time
when 2 # 귺귽긡?
item = $data_items[battler.current_action.item_id]
@help_window.set_text(item.name, 1)
@help_wait = @help_time
end
# 뛱벍뫀귺긦긽?긘깈깛 (ID 궕 0 궻뤾뜃궼뵏긲깋긞긘깄)
if battler.anime1 == 0
battler.white_flash = true
battler.wait = 5
# 긇긽깋먠믦
if battler.target[0].is_a?(Game_Enemy)
camera_set(battler)
end
else
battler.animation.push([battler.anime1, true])
speller = synthe?(battler)
if speller != nil
for spell in speller
if spell != battler
if spell.current_action.spell_id == 0
spell.animation.push([battler.anime1, true])
else
skill = spell.current_action.spell_id
spell.animation.push([$data_skills[skill].animation1_id, true])
spell.current_action.spell_id = 0
end
end
end
end
battler.wait = 2 * $data_animations[battler.anime1].frame_max - 10
end
# 긚긡긞긵 4 궸댷뛱
battler.phase = 4
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (긽귽깛긲긃?긛 긚긡긞긵 4 : 뫮뤭뫀귺긦긽?긘깈깛)
#--------------------------------------------------------------------------
def update_phase4_step4(battler)
# 긇긽깋먠믦
if battler.target[0].is_a?(Game_Enemy) and battler.anime1 != 0
camera_set(battler)
end
# 뫮뤭뫀귺긦긽?긘깈깛
for target in battler.target
target.animation.push([battler.anime2,
(target.damage[battler] != "Miss")])
unless battler.anime2 == 0
battler.wait = 2 * $data_animations[battler.anime2].frame_max - 10
end
end
# 긚긡긞긵 5 궸댷뛱
battler.phase = 5
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (긽귽깛긲긃?긛 긚긡긞긵 5 : ?긽?긙?렑)
#--------------------------------------------------------------------------
def update_phase4_step5(battler)
# ?긽?긙?렑
for target in battler.target
if target.damage[battler] != nil
target.damage_pop[battler] = true
target.damage_effect(battler, battler.current_action.kind)
battler.wait = @damage_wait
# 긚긡??긚긂귻깛긤긂귩깏긲깒긞긘깄
status_refresh(target)
end
end
# 긚긡긞긵 6 궸댷뛱
battler.phase = 6
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (긽귽깛긲긃?긛 긚긡긞긵 6 : 깏긲깒긞긘깄)
#--------------------------------------------------------------------------
def update_phase4_step6(battler)
# 긇긽깋귩뽣궥
if battler.target[0].is_a?(Game_Enemy) and @camera == battler
@spriteset.screen_target(0, 0, 1)
end
# 긚긌깑깋?긦깛긐
if battler.target[0].is_a?(Game_Actor) and battler.current_action.kind == 1
for target in battler.target
skill_learning(target, target.class_id,
battler.current_action.skill_id)
end
end
# 귺긏긘깈깛떗맕뫮뤭궻긫긣깋?귩긏깏귺
if battler.current_action.forcing == true and
battler.current_action.force_kind == 0 and
battler.current_action.force_basic == 0 and
battler.current_action.force_skill_id == 0
$game_temp.forcing_battler = nil
battler.current_action.forcing = false
end
refresh_phase(battler)
speller = synthe?(battler)
if speller != nil
for spell in speller
if spell != battler
refresh_phase(spell)
end
end
synthe_delete(speller)
end
# 긓긾깛귽긹깛긣 ID 궕뾎뚼궻뤾뜃
if battler.event > 0
# 귽긹깛긣귩긜긞긣귺긞긵
common_event = $data_common_events[battler.event]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
act = 0
for actor in $game_party.actors + $game_troop.enemies
if actor.movable?
act += 1
end
end
if @turn_cnt >= act and act > 0
@turn_cnt %= act
$game_temp.battle_turn += 1
# 긫긣깑귽긹깛긣궻멣긻?긙귩뙚랊
for index in 0...$data_troops[@troop_id].pages.size
# 귽긹깛긣긻?긙귩롦벦
page = $data_troops[@troop_id].pages[index]
# 궞궻긻?긙궻긚긬깛궕 [??깛] 궻뤾뜃
if page.span == 1
# 렳뛱띙귒긲깋긐귩긏깏귺
$game_temp.battle_event_flags[index] = false
end
end
end
battler.phase = 1
@action_battlers.delete(battler)
end
#--------------------------------------------------------------------------
# 걶 깏긲깒긞긘깄
#--------------------------------------------------------------------------
def refresh_phase(battler)
battler.at %= @max
if battler.movable?
battler.atp = 100 * battler.at / @max
end
spell_reset(battler)
# 긚깏긞긵?긽?긙
if battler.hp > 0 and battler.slip_damage?
battler.slip_damage_effect
battler.damage_pop["slip"] = true
end
# 긚긡?긣렔멢됶룣
battler.remove_states_auto
# 긚긡??긚긂귻깛긤긂귩깏긲깒긞긘깄
status_refresh(battler, true)
unless battler.movable?
return
end
# ??깛릶긇긂깛긣
@turn_cnt += 1
end
#--------------------------------------------------------------------------
# 걶 긫긣깋?귺긏긘깈깛긚??긣
#--------------------------------------------------------------------------
def action_start(battler)
battler.phase = 1
battler.anime1 = 0
battler.anime2 = 0
battler.target = []
battler.event = 0
@action_battlers.unshift(battler)
end
#--------------------------------------------------------------------------
# 걶 긚긡??긚긂귻깛긤긂귩깏긲깒긞긘깄
#--------------------------------------------------------------------------
def status_refresh(battler, at = false)
if battler.is_a?(Game_Actor)
for i in 0...$game_party.actors.size
if battler == $game_party.actors[i]
number = i + 1
end
end
@status_window.refresh(number)
if at == true
@status_window.at_refresh(number)
end
end
end
#--------------------------------------------------------------------------
# 걶 귺긦긽긂긃귽긣뵽뭚룉뿚
#--------------------------------------------------------------------------
def anime_wait_return
if (@action_battlers.empty? or @anime_wait == false) and
not $game_system.battle_interpreter.running? and not fin?
# 긄긨??귺깓?궕뾎뚼궻뤾뜃
if @enemy_arrow != nil
return [@active - 2, 0].min == 0
# 귺긏??귺깓?궕뾎뚼궻뤾뜃
elsif @actor_arrow != nil
return [@active - 2, 0].min == 0
# 긚긌깑긂귻깛긤긂궕뾎뚼궻뤾뜃
elsif @skill_window != nil
return [@active - 3, 0].min == 0
# 귺귽긡?긂귻깛긤긂궕뾎뚼궻뤾뜃
elsif @item_window != nil
return [@active - 3, 0].min == 0
# 귺긏??긓?깛긤긂귻깛긤긂궕뾎뚼궻뤾뜃
elsif @actor_command_window.active
return [@active - 1, 0].min == 0
else
return true
end
else
return false
end
end
#--------------------------------------------------------------------------
# 걶 귺긏??긓?깛긤뤑땸뵽뭚
#--------------------------------------------------------------------------
def command_delete
# 긄긨??귺깓?궕뾎뚼궻뤾뜃
if @enemy_arrow != nil
end_enemy_select
# 귺긏??귺깓?궕뾎뚼궻뤾뜃
elsif @actor_arrow != nil
end_actor_select
end
# 긚긌깑긂귻깛긤긂궕뾎뚼궻뤾뜃
if @skill_window != nil
end_skill_select
# 귺귽긡?긂귻깛긤긂궕뾎뚼궻뤾뜃
elsif @item_window != nil
end_item_select
end
# 귺긏??긓?깛긤긂귻깛긤긂궕뾎뚼궻뤾뜃
if @actor_command_window.active
@command.shift
@command_a = false
# 긽귽깛긲긃?긛긲깋긐귩긜긞긣
$game_temp.battle_main_phase = true
# 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
@actor_command_window.active = false
@actor_command_window.visible = false
# 귺긏??궻뼻뽅긄긲긃긏긣 OFF
if @active_actor != nil
@active_actor.blink = false
end
end
end
#--------------------------------------------------------------------------
# 걶 떗맕귺긏긘깈깛먠믦
#--------------------------------------------------------------------------
def force_action(battler)
battler.current_action.kind = battler.current_action.force_kind
battler.current_action.basic = battler.current_action.force_basic
battler.current_action.skill_id = battler.current_action.force_skill_id
battler.current_action.force_kind = 0
battler.current_action.force_basic = 0
battler.current_action.force_skill_id = 0
end
#--------------------------------------------------------------------------
# 걶 긇긽깋긜긞긣
#--------------------------------------------------------------------------
def camera_set(battler)
@camera = battler
if battler.target.size == 1
if battler.current_action.kind == 0
zoom = 1.2 / battler.target[0].zoom
elsif synthe?(battler) == nil
zoom = 1.5 / battler.target[0].zoom
else
zoom = 2.0 / battler.target[0].zoom
end
@spriteset.screen_target(battler.target[0].attack_x(zoom),
battler.target[0].attack_y(zoom), zoom)
else
@spriteset.screen_target(0, 0, 0.75)
end
end
#--------------------------------------------------------------------------
# 걶 긚긌깑뎣룯?귽?띿맟
#--------------------------------------------------------------------------
def recite_time(battler)
end
#--------------------------------------------------------------------------
# 걶 쁀똤긚긌깑뵽빶
#--------------------------------------------------------------------------
def synthe_spell(battler)
end
#--------------------------------------------------------------------------
# 걶 긚긌깑깋?긦깛긐긘긚긡?
#--------------------------------------------------------------------------
def skill_learning(actor, class_id, skill_id)
end
#--------------------------------------------------------------------------
# 걶 뛱벍됀?뵽믦
#--------------------------------------------------------------------------
def active?(battler)
speller = synthe?(battler)
if speller != nil
if synthe_delete?(speller)
return false
end
else
unless battler.inputable?
spell_reset(battler)
unless battler.movable?
battler.atp = 0
return false
end
end
if battler.current_action.forcing
spell_reset(battler)
end
end
return true
end
#--------------------------------------------------------------------------
# 걶 뜃맟긚긌깑뎣룯뭷궔갎
#--------------------------------------------------------------------------
def synthe?(battler)
for speller in @synthe
if speller.include?(battler)
return speller
end
end
return nil
end
#--------------------------------------------------------------------------
# 걶 뜃맟긚긌깑뤑땸뵽뭚
#--------------------------------------------------------------------------
def synthe_delete?(speller)
for battler in speller
if not battler.inputable? and dead_ok?(battler)
synthe_delete(speller)
return true
end
end
return false
end
#--------------------------------------------------------------------------
# 걶 뜃맟긚긌깑뤑땸
#--------------------------------------------------------------------------
def synthe_delete(speller)
for battler in speller
spell_reset(battler)
if dead_ok?(battler)
@action_battlers.delete(battler)
end
end
@synthe.delete(speller)
end
#--------------------------------------------------------------------------
# 걶 쁀똤듵귔긚긌깑뎣룯됶룣
#--------------------------------------------------------------------------
def skill_reset(battler)
speller = synthe?(battler)
if speller != nil
synthe_delete(speller)
else
spell_reset(battler)
end
end
#--------------------------------------------------------------------------
# 걶 긚긌깑뎣룯됶룣
#--------------------------------------------------------------------------
def spell_reset(battler)
battler.rt = 0
battler.rtp = 0
battler.blink = false
battler.spell = false
battler.current_action.spell_id = 0
@spell_p.delete(battler)
@spell_e.delete(battler)
end
#--------------------------------------------------------------------------
# 걶 먰벉뢎뿹뵽믦
#--------------------------------------------------------------------------
def fin?
return (victory? or $game_party.all_dead? or $game_party.actors.size == 0)
end
#--------------------------------------------------------------------------
# 걶 밎멣뽅뵽믦
#--------------------------------------------------------------------------
def victory?
for battler in $game_troop.enemies
if battler.exist?
return false
end
end
return true
end
#--------------------------------------------------------------------------
# 걶 ?뻊떀됀뵽믦
#--------------------------------------------------------------------------
def dead_ok?(battler)
speller = synthe?(battler)
if speller == nil
if @action_battlers.include?(battler)
if battler.phase > 2
return false
end
end
else
for battler in speller
if @action_battlers.include?(battler)
if battler.phase > 2
return false
end
end
end
end
return true
end
end
#==============================================================================
# 걾 Game_Actor
#------------------------------------------------------------------------------
# ?귺긏??귩댌궎긏깋긚궳궥갃궞궻긏깋긚궼 Game_Actors 긏깋긚 ($game_actors)
# 궻볙븫궳럊뾭궠귢갂Game_Party 긏깋긚 ($game_party) 궔귞귖랷뤖궠귢귏궥갃
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# 걶 긫긣깑됪뽋 X 띆뷭궻롦벦
#--------------------------------------------------------------------------
def screen_x
# 긬?긡귻볙궻빥귂룈궔귞 X 띆뷭귩똶럁궢궲뺅궥
if self.index != nil
return self.index * 160 + (4 - $game_party.actors.size) * 80 + 80
else
return 0
end
end
end
#==============================================================================
# 걾 Spriteset_Battle
#------------------------------------------------------------------------------
# ?긫긣깑됪뽋궻긚긵깋귽긣귩귏궴귕궫긏깋긚궳궥갃궞궻긏깋긚궼 Scene_Battle 긏깋
# 긚궻볙븫궳럊뾭궠귢귏궥갃
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# 걶 뚺둎귽깛긚?깛긚빾릶
#--------------------------------------------------------------------------
attr_reader :real_x # x띆뷭뺚맫걁뙸띪뭠걂
attr_reader :real_y # y띆뷭뺚맫걁뙸띪뭠걂
attr_reader :real_zoom # 둮묈뿦걁뙸띪뭠걂
#--------------------------------------------------------------------------
# 걶 긆긳긙긃긏긣룊딖돸
#--------------------------------------------------------------------------
def initialize
# 긮깄???긣귩띿맟
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 101
@viewport3.z = 200
@viewport4.z = 5000
@wait = 0
@real_x = 0
@real_y = 0
@real_zoom = 1.0
@target_x = 0
@target_y = 0
@target_zoom = 1.0
@gap_x = 0
@gap_y = 0
@gap_zoom = 0.0
# 긫긣깑긫긞긏긚긵깋귽긣귩띿맟
@battleback_sprite = Sprite.new(@viewport1)
# 긄긨??긚긵깋귽긣귩띿맟
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
# 귺긏??긚긵깋귽긣귩띿맟
@actor_sprites = []
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
# 밮뚷귩띿맟
@weather = RPG::Weather.new(@viewport1)
# 긯긏?긿긚긵깋귽긣귩띿맟
@picture_sprites = []
for i in 51..100
@picture_sprites.push(Sprite_Picture.new(@viewport3,
$game_screen.pictures[i]))
end
# ?귽??긚긵깋귽긣귩띿맟
@timer_sprite = Sprite_Timer.new
# 긲깒??뛛륷
update
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷
#--------------------------------------------------------------------------
def update
# 귺긏??긚긵깋귽긣궻볙뾢귩뛛륷 (귺긏??궻볺귢뫶궑궸뫮돒)
@actor_sprites[0].battler = $game_party.actors[0]
@actor_sprites[1].battler = $game_party.actors[1]
@actor_sprites[2].battler = $game_party.actors[2]
@actor_sprites[3].battler = $game_party.actors[3]
# 긫긣깑긫긞긏궻긲?귽깑뼹궕뙸띪궻귖궻궴댾궎뤾뜃
if @battleback_name != $game_temp.battleback_name
make_battleback
end
# 됪뽋궻긚긏깓?깑
screen_scroll
# 긾깛긚??궻댧뭫뺚맫
for enemy in $game_troop.enemies
enemy.real_x = @real_x
enemy.real_y = @real_y
enemy.real_zoom = @real_zoom
end
# 긫긣깋?긚긵깋귽긣귩뛛륷
for sprite in @enemy_sprites + @actor_sprites
sprite.update
end
# 밮뚷긐깋긲귻긞긏귩뛛륷
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.update
# 긯긏?긿긚긵깋귽긣귩뛛륷
for sprite in @picture_sprites
sprite.update
end
# ?귽??긚긵깋귽긣귩뛛륷
@timer_sprite.update
# 됪뽋궻륡뮧궴긘긃귽긏댧뭫귩먠믦
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
# 됪뽋궻긲깋긞긘깄륡귩먠믦
@viewport4.color = $game_screen.flash_color
# 긮깄???긣귩뛛륷
@viewport1.update
@viewport2.update
@viewport4.update
end
#--------------------------------------------------------------------------
# 걶 긫긣깑봶똧궻먠믦
#--------------------------------------------------------------------------
def make_battleback
@battleback_name = $game_temp.battleback_name
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
@battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
if @battleback_sprite.bitmap.width == 640 and
@battleback_sprite.bitmap.height == 320
@battleback_sprite.src_rect.set(0, 0, 1280, 640)
@base_zoom = 2.0
@battleback_sprite.zoom_x = @base_zoom
@battleback_sprite.zoom_y = @base_zoom
@real_y = 4
@battleback_sprite.x = 320
@battleback_sprite.y = @real_y
@battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
@battleback_sprite.oy = @battleback_sprite.bitmap.height / 4
elsif @battleback_sprite.bitmap.width == 640 and
@battleback_sprite.bitmap.height == 480
@battleback_sprite.src_rect.set(0, 0, 960, 720)
@base_zoom = 1.5
@battleback_sprite.zoom_x = @base_zoom
@battleback_sprite.zoom_y = @base_zoom
@battleback_sprite.x = 320
@battleback_sprite.y = 0
@battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
@battleback_sprite.oy = @battleback_sprite.bitmap.height / 4
else
@battleback_sprite.src_rect.set(0, 0, @battleback_sprite.bitmap.width,
@battleback_sprite.bitmap.height)
@base_zoom = 1.0
@battleback_sprite.zoom_x = @base_zoom
@battleback_sprite.zoom_y = @base_zoom
@battleback_sprite.x = 320
@battleback_sprite.y = 0
@battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
@battleback_sprite.oy = @battleback_sprite.bitmap.height / 4
end
end
#--------------------------------------------------------------------------
# 걶 됪뽋궻긚긏깓?깑뽞뷭궻댧뭫갋둮묈뿦먠믦
#--------------------------------------------------------------------------
def screen_target(x, y, zoom)
return unless $scene.drive
@wait = $scene.scroll_time
@target_x = x
@target_y = y
@target_zoom = zoom
screen_over
@gap_x = @target_x - @real_x
@gap_y = @target_y - @real_y
@gap_zoom = @target_zoom - @real_zoom
end
#--------------------------------------------------------------------------
# 걶 됪뽋궻긚긏깓?깑
#--------------------------------------------------------------------------
def screen_scroll
if @wait > 0
@real_x = @target_x - @gap_x * (@wait ** 2) / ($scene.scroll_time ** 2)
@real_y = @target_y - @gap_y * (@wait ** 2) / ($scene.scroll_time ** 2)
@real_zoom = @target_zoom -
@gap_zoom * (@wait ** 2) / ($scene.scroll_time ** 2)
@battleback_sprite.x = 320 + @real_x
@battleback_sprite.y = @real_y
@battleback_sprite.zoom_x = @base_zoom * @real_zoom
@battleback_sprite.zoom_y = @base_zoom * @real_zoom
@battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
@battleback_sprite.oy = @battleback_sprite.bitmap.height / 4
@wait -= 1
end
end
#--------------------------------------------------------------------------
# 걶 긚긏깏?깛궕됪뽋둖궸뢯궫렄궻뺚맫룉뿚
#--------------------------------------------------------------------------
def screen_over
width = @battleback_sprite.bitmap.width * @base_zoom * @target_zoom / 2
unless 324 + @target_x > width and 324 - @target_x > width
if 324 + @target_x > width
@target_x = width - 324
elsif 324 - @target_x > width
@target_x = 324 - width
end
end
height = @battleback_sprite.bitmap.height * @base_zoom * @target_zoom / 4
unless @target_y > height - 4 and 484 - @target_y > 3 * height
if @target_y > height - 4
@target_y = height - 4
elsif 484 - @target_y > 3 * height
@target_y = 484 - 3 * height
end
end
end
end
#==============================================================================
# 걾 Game_Battler (빁뒆믦? 1)
#------------------------------------------------------------------------------
# ?긫긣깋?귩댌궎긏깋긚궳궥갃궞궻긏깋긚궼 Game_Actor 긏깋긚궴 Game_Enemy 긏깋
# 긚궻긚?긬?긏깋긚궴궢궲럊뾭궠귢귏궥갃
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# 걶 뚺둎귽깛긚?깛긚빾릶믁돿
#--------------------------------------------------------------------------
attr_accessor :up_level # 깒긹깑귺긞긵릶
attr_accessor :at # AT걁?귽?긒?긙걂
attr_accessor :atp # AT걁?렑뾭걂
attr_accessor :rt # RP걁뎣룯긒?긙걂
attr_accessor :rtp # RP걁뎣룯뷠뾴쀊걂
attr_accessor :spell # 뜃맟긚긌깑뵯벍뭷
attr_accessor :recover_hp # HP됷븳쀊
attr_accessor :recover_sp # SP됷븳쀊
attr_accessor :state_p # 긚긡??긚댶륂봹쀱
attr_accessor :state_m # 긚긡??긚댶륂봹쀱
attr_accessor :damage_sp # SP?긽?긙?렑긲깋긐
attr_accessor :animation # 귺긦긽?긘깈깛 ID, Hit궻봹쀱
attr_accessor :phase
attr_accessor :wait
attr_accessor :target
attr_accessor :anime1
attr_accessor :anime2
attr_accessor :event
#--------------------------------------------------------------------------
# 걶 긆긳긙긃긏긣룊딖돸
#--------------------------------------------------------------------------
alias :initialize_rtab :initialize
def initialize
initialize_rtab
@damage_pop = {}
@damage = {}
@damage_sp = {}
@critical = {}
@recover_hp = {}
@recover_sp = {}
@state_p = {}
@state_m = {}
@animation = []
@phase = 1
@wait = 0
@target = []
@anime1 = 0
@anime2 = 0
@event = 0
end
#--------------------------------------------------------------------------
# 걶 뫔띪뵽믦
#--------------------------------------------------------------------------
def exist?
return (not @hidden and (@hp > 0 or @immortal or @damage_pop.size > 0))
end
#--------------------------------------------------------------------------
# 걶 긚긡?긣궻됶룣
# state_id : 긚긡?긣 ID
# force : 떗맕됶룣긲깋긐 (긆?긣긚긡?긣궻룉뿚궳럊뾭)
#--------------------------------------------------------------------------
def remove_state(state_id, force = false)
# 궞궻긚긡?긣궕븊돿궠귢궲궋귡뤾뜃
if state?(state_id)
# 떗맕븊돿궠귢궫긚긡?긣궳갂궔궰됶룣궕떗맕궳궼궶궋뤾뜃
if @states_turn[state_id] == -1 and not force
# 긽?긞긤뢎뿹
return
end
# 뙸띪궻 HP 궕 0 궔궰 긆긵긘깈깛 [HP 0 궻륉뫴궴귒궶궥] 궕뾎뚼궻뤾뜃
if @hp == 0 and $data_states[state_id].zero_hp
# 귌궔궸 [HP 0 궻륉뫴궴귒궶궥] 긚긡?긣궕궇귡궔궵궎궔뵽믦
zero_hp = false
for i in @states
if i != state_id and $data_states[i].zero_hp
zero_hp = true
end
end
# 먰벉븉?귩됶룣궢궲귝궚귢궽갂HP 귩 1 궸빾뛛
if zero_hp == false
@hp = 1
end
end
unless self.movable?
# 긚긡?긣 ID 귩 @states 봹쀱궓귝귂 @states_turn 긪긞긘깄궔귞랁룣
@states.delete(state_id)
@states_turn.delete(state_id)
if self.movable?
self.at = 0
end
else
# 긚긡?긣 ID 귩 @states 봹쀱궓귝귂 @states_turn 긪긞긘깄궔귞랁룣
@states.delete(state_id)
@states_turn.delete(state_id)
end
end
# HP 궓귝귂 SP 궻띍묈뭠?긃긞긏
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# 걶 믅륂뛘똼궻뚼됈밙뾭
# attacker : 뛘똼롌 (긫긣깋?)
#--------------------------------------------------------------------------
def attack_effect(attacker)
# 긏깏긡귻긇깑긲깋긐귩긏깏귺
self.critical[attacker] = false
state_p[attacker] = []
state_m[attacker] = []
# 묉덇뼺뭷뵽믦
hit_result = (rand(100) < attacker.hit)
# 뼺뭷궻뤾뜃
if hit_result == true
# 딈??긽?긙귩똶럁
atk = [attacker.atk - self.pdef / 2, 0].max
self.damage[attacker] = atk * (20 + attacker.str) / 20
# 뫌맜뢇맫
self.damage[attacker] *= elements_correct(attacker.element_set)
self.damage[attacker] /= 100
# ?긽?긙궻븘뜂궕맫궻뤾뜃
if self.damage[attacker] > 0
# 긏깏긡귻긇깑뢇맫
if rand(100) < 4 * attacker.dex / self.agi
self.damage[attacker] *= 2
self.critical[attacker] = true
end
# 뻞뚥뢇맫
if self.guarding?
self.damage[attacker] /= 2
end
end
# 빁랼
if self.damage[attacker].abs > 0
amp = [self.damage[attacker].abs * 15 / 100, 1].max
self.damage[attacker] += rand(amp+1) + rand(amp+1) - amp
end
# 묉볫뼺뭷뵽믦
eva = 8 * self.agi / attacker.dex + self.eva
hit = self.damage[attacker] < 0 ? 100 : 100 - eva
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
end
# 뼺뭷궻뤾뜃
if hit_result == true
# 긚긡?긣뤧똼됶룣
remove_states_shock
# HP 궔귞?긽?긙귩뙵럁
# 긚긡?긣빾돸
@state_changed = false
states_plus(attacker, attacker.plus_state_set)
states_minus(attacker, attacker.minus_state_set)
# ?긚궻뤾뜃
else
# ?긽?긙궸 "Miss" 귩먠믦
self.damage[attacker] = "Miss"
# 긏깏긡귻긇깑긲깋긐귩긏깏귺
self.critical[attacker] = false
end
# 긽?긞긤뢎뿹
return true
end
#--------------------------------------------------------------------------
# 걶 긚긌깑궻뚼됈밙뾭
# user : 긚긌깑궻럊뾭롌 (긫긣깋?)
# skill : 긚긌깑
#--------------------------------------------------------------------------
def skill_effect(user, skill)
# 긏깏긡귻긇깑긲깋긐귩긏깏귺
self.critical[user] = false
state_p[user] = []
state_m[user] = []
# 긚긌깑궻뚼됈붝댪궕 HP 1 댥뤵궻뼞뺴궳갂렔빁궻 HP 궕 0갂
# 귏궫궼긚긌깑궻뚼됈붝댪궕 HP 0 궻뼞뺴궳갂렔빁궻 HP 궕 1 댥뤵궻뤾뜃
if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
# 긽?긞긤뢎뿹
return false
end
# 뾎뚼긲깋긐귩긏깏귺
effective = false
# 긓긾깛귽긹깛긣 ID 궕뾎뚼궻뤾뜃궼뾎뚼긲깋긐귩긜긞긣
effective |= skill.common_event_id > 0
# 묉덇뼺뭷뵽믦
hit = skill.hit
if skill.atk_f > 0
hit *= user.hit / 100
end
hit_result = (rand(100) < hit)
# 븉둴렳궶긚긌깑궻뤾뜃궼뾎뚼긲깋긐귩긜긞긣
effective |= hit < 100
# 뼺뭷궻뤾뜃
if hit_result == true
# 댭쀍귩똶럁
power = skill.power + user.atk * skill.atk_f / 100
if power > 0
power -= self.pdef * skill.pdef_f / 200
power -= self.mdef * skill.mdef_f / 200
power = [power, 0].max
end
# ?뿦귩똶럁
rate = 20
rate += (user.str * skill.str_f / 100)
rate += (user.dex * skill.dex_f / 100)
rate += (user.agi * skill.agi_f / 100)
rate += (user.int * skill.int_f / 100)
# 딈??긽?긙귩똶럁
self.damage[user] = power * rate / 20
# 뫌맜뢇맫
self.damage[user] *= elements_correct(skill.element_set)
self.damage[user] /= 100
# ?긽?긙궻븘뜂궕맫궻뤾뜃
if self.damage[user] > 0
# 뻞뚥뢇맫
if self.guarding?
self.damage[user] /= 2
end
end
# 빁랼
if skill.variance > 0 and self.damage[user].abs > 0
amp = [self.damage[user].abs * skill.variance / 100, 1].max
self.damage[user] += rand(amp+1) + rand(amp+1) - amp
end
# 묉볫뼺뭷뵽믦
eva = 8 * self.agi / user.dex + self.eva
hit = self.damage[user] < 0 ? 100 : 100 - eva * skill.eva_f / 100
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
# 븉둴렳궶긚긌깑궻뤾뜃궼뾎뚼긲깋긐귩긜긞긣
effective |= hit < 100
end
# 뼺뭷궻뤾뜃
if hit_result == true
# 댭쀍 0 댥둖궻븿뿚뛘똼궻뤾뜃
if skill.power != 0 and skill.atk_f > 0
# 긚긡?긣뤧똼됶룣
remove_states_shock
# 뾎뚼긲깋긐귩긜긞긣
effective = true
end
# HP 궻빾벍뵽믦
last_hp = [[self.hp - self.damage[user], self.maxhp].min, 0].max
# 뚼됈뵽믦
effective |= self.hp != last_hp
# 긚긡?긣빾돸
@state_changed = false
effective |= states_plus(user, skill.plus_state_set)
effective |= states_minus(user, skill.minus_state_set)
unless $game_temp.in_battle
self.damage_effect(user, 1)
end
# 댭쀍궕 0 궻뤾뜃
if skill.power == 0
# ?긽?긙궸뗴빒럻쀱귩먠믦
self.damage[user] = ""
# 긚긡?긣궸빾돸궕궶궋뤾뜃
unless @state_changed
# ?긽?긙궸 "Miss" 귩먠믦
self.damage[user] = "Miss"
end
end
# ?긚궻뤾뜃
else
# ?긽?긙궸 "Miss" 귩먠믦
self.damage[user] = "Miss"
end
# 먰벉뭷궳궶궋뤾뜃
unless $game_temp.in_battle
# ?긽?긙궸 nil 귩먠믦
self.damage[user] = nil
end
# 긽?긞긤뢎뿹
return effective
end
#--------------------------------------------------------------------------
# 걶 귺귽긡?궻뚼됈밙뾭
# item : 귺귽긡?
#--------------------------------------------------------------------------
def item_effect(item, user = $game_party.actors[0])
# 긏깏긡귻긇깑긲깋긐귩긏깏귺
self.critical[user] = false
state_p[user] = []
state_m[user] = []
self.recover_hp[user] = 0
self.recover_sp[user] = 0
# 귺귽긡?궻뚼됈붝댪궕 HP 1 댥뤵궻뼞뺴궳갂렔빁궻 HP 궕 0갂
# 귏궫궼귺귽긡?궻뚼됈붝댪궕 HP 0 궻뼞뺴궳갂렔빁궻 HP 궕 1 댥뤵궻뤾뜃
if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or
((item.scope == 5 or item.scope == 6) and self.hp >= 1)
# 긽?긞긤뢎뿹
return false
end
# 뾎뚼긲깋긐귩긏깏귺
effective = false
# 긓긾깛귽긹깛긣 ID 궕뾎뚼궻뤾뜃궼뾎뚼긲깋긐귩긜긞긣
effective |= item.common_event_id > 0
# 뼺뭷뵽믦
hit_result = (rand(100) < item.hit)
# 븉둴렳궶긚긌깑궻뤾뜃궼뾎뚼긲깋긐귩긜긞긣
effective |= item.hit < 100
# 뼺뭷궻뤾뜃
if hit_result == true
# 됷븳쀊귩똶럁
self.recover_hp[user] = maxhp * item.recover_hp_rate / 100 +
item.recover_hp
self.recover_sp[user] = maxsp * item.recover_sp_rate / 100 +
item.recover_sp
if self.recover_hp[user] < 0
self.recover_hp[user] += self.pdef * item.pdef_f / 20
self.recover_hp[user] += self.mdef * item.mdef_f / 20
self.recover_hp[user] = [self.recover_hp[user], 0].min
end
# 뫌맜뢇맫
self.recover_hp[user] *= elements_correct(item.element_set)
self.recover_hp[user] /= 100
self.recover_sp[user] *= elements_correct(item.element_set)
self.recover_sp[user] /= 100
# 빁랼
if item.variance > 0 and self.recover_hp[user].abs > 0
amp = [self.recover_hp[user].abs * item.variance / 100, 1].max
self.recover_hp[user] += rand(amp+1) + rand(amp+1) - amp
end
if item.variance > 0 and self.recover_sp[user].abs > 0
amp = [self.recover_sp[user].abs * item.variance / 100, 1].max
self.recover_sp[user] += rand(amp+1) + rand(amp+1) - amp
end
# 됷븳쀊궻븘뜂궕븠궻뤾뜃
if self.recover_hp[user] < 0
# 뻞뚥뢇맫
if self.guarding?
self.recover_hp[user] /= 2
end
end
# HP 됷븳쀊궻븘뜂귩뵿?궢갂?긽?긙궻뭠궸먠믦
self.damage[user] = -self.recover_hp[user]
# HP 궓귝귂 SP 궻빾벍뵽믦
last_hp = [[self.hp + self.recover_hp[user], self.maxhp].min, 0].max
last_sp = [[self.sp + self.recover_sp[user], self.maxsp].min, 0].max
effective |= self.hp != last_hp
effective |= self.sp != last_sp
# 긚긡?긣빾돸
@state_changed = false
effective |= states_plus(user, item.plus_state_set)
effective |= states_minus(user, item.minus_state_set)
unless $game_temp.in_battle
self.damage_effect(user, 2)
end
# 긬깋긽??뤵뤈뭠궕뾎뚼궻뤾뜃
if item.parameter_type > 0 and item.parameter_points != 0
# 긬깋긽??궳빁딌
case item.parameter_type
when 1 # MaxHP
@maxhp_plus += item.parameter_points
when 2 # MaxSP
@maxsp_plus += item.parameter_points
when 3 # 쁱쀍
@str_plus += item.parameter_points
when 4 # 딇뾭궠
@dex_plus += item.parameter_points
when 5 # 멹몓궠
@agi_plus += item.parameter_points
when 6 # 뻷쀍
@int_plus += item.parameter_points
end
# 뾎뚼긲깋긐귩긜긞긣
effective = true
end
# HP 됷븳뿦궴됷븳쀊궕 0 궻뤾뜃
if item.recover_hp_rate == 0 and item.recover_hp == 0
# ?긽?긙궸뗴빒럻쀱귩먠믦
self.damage[user] = ""
# SP 됷븳뿦궴됷븳쀊궕 0갂긬깋긽??뤵뤈뭠궕뼰뚼궻뤾뜃
if item.recover_sp_rate == 0 and item.recover_sp == 0 and
(item.parameter_type == 0 or item.parameter_points == 0)
# 긚긡?긣궸빾돸궕궶궋뤾뜃
unless @state_changed
# ?긽?긙궸 "Miss" 귩먠믦
self.damage[user] = "Miss"
end
end
end
# ?긚궻뤾뜃
else
# ?긽?긙궸 "Miss" 귩먠믦
self.damage[user] = "Miss"
end
# 먰벉뭷궳궶궋뤾뜃
unless $game_temp.in_battle
# ?긽?긙궸 nil 귩먠믦
self.damage[user] = nil
end
# 긽?긞긤뢎뿹
return effective
end
#--------------------------------------------------------------------------
# 걶 긚긡?긣빾돸 (+) 궻밙뾭
# plus_state_set : 긚긡?긣빾돸 (+)
#--------------------------------------------------------------------------
def states_plus(battler, plus_state_set)
# 뾎뚼긲깋긐귩긏깏귺
effective = false
# 깑?긵 (븊돿궥귡긚긡?긣)
for i in plus_state_set
# 궞궻긚긡?긣궕뻞뚥궠귢궲궋궶궋뤾뜃
unless self.state_guard?(i)
# 궞궻긚긡?긣궕긲깑궳궶궚귢궽뾎뚼긲깋긐귩긜긞긣
effective |= self.state_full?(i) == false
# 긚긡?긣궕 [믭뛕궢궶궋] 궻뤾뜃
if $data_states[i].nonresistance
# 긚긡?긣빾돸긲깋긐귩긜긞긣
@state_changed = true
# 긚긡?긣귩븊돿
add_state(i)
# 궞궻긚긡?긣궕긲깑궳궼궶궋뤾뜃
elsif self.state_full?(i) == false
# 긚긡?긣뾎뚼뱗귩둴뿦궸빾듂궢갂뿉릶궴붶둹
if rand(100) < [0,100,80,60,40,20,0][self.state_ranks[i]]
# 긚긡?긣빾돸긲깋긐귩긜긞긣
@state_changed = true
# 긚긡?긣귩븊돿
self.state_p[battler].push(i)
end
end
end
end
# 긽?긞긤뢎뿹
return effective
end
#--------------------------------------------------------------------------
# 걶 긚긡?긣빾돸 (-) 궻밙뾭
# minus_state_set : 긚긡?긣빾돸 (-)
#--------------------------------------------------------------------------
def states_minus(battler, minus_state_set)
# 뾎뚼긲깋긐귩긏깏귺
effective = false
# 깑?긵 (됶룣궥귡긚긡?긣)
for i in minus_state_set
# 궞궻긚긡?긣궕븊돿궠귢궲궋귢궽뾎뚼긲깋긐귩긜긞긣
effective |= self.state?(i)
# 긚긡?긣빾돸긲깋긐귩긜긞긣
@state_changed = true
# 긚긡?긣귩됶룣
self.state_m[battler].push(i)
end
# 긽?긞긤뢎뿹
return effective
end
#--------------------------------------------------------------------------
# 걶 ?긽?긙뎶럁
#--------------------------------------------------------------------------
def damage_effect(battler, item)
if item == 2
self.hp += self.recover_hp[battler]
self.sp += self.recover_sp[battler]
if self.recover_sp[battler] != 0
self.damage_sp[battler] = -self.recover_sp[battler]
end
self.recover_hp.delete(battler)
self.recover_sp.delete(battler)
else
if self.damage[battler].class != String
self.hp -= self.damage[battler]
end
end
for i in self.state_p[battler]
add_state(i)
end
for i in self.state_m[battler]
remove_state(i)
end
end
#--------------------------------------------------------------------------
# 걶 긚깏긞긵?긽?긙궻뚼됈밙뾭
#--------------------------------------------------------------------------
def slip_damage_effect
# ?긽?긙귩먠믦
self.damage["slip"] = self.maxhp / 10
# 빁랼
if self.damage["slip"].abs > 0
amp = [self.damage["slip"].abs * 15 / 100, 1].max
self.damage["slip"] += rand(amp+1) + rand(amp+1) - amp
end
# HP 궔귞?긽?긙귩뙵럁
self.hp -= self.damage["slip"]
# 긽?긞긤뢎뿹
return true
end
end
#==============================================================================
# 걾 Game_BattleAction
#------------------------------------------------------------------------------
# ?귺긏긘깈깛 (먰벉뭷궻뛱벍) 귩댌궎긏깋긚궳궥갃궞궻긏깋긚궼 Game_Battler 긏깋
# 긚궻볙븫궳럊뾭궠귢귏궥갃
#==============================================================================
class Game_BattleAction
#--------------------------------------------------------------------------
# 걶 뚺둎귽깛긚?깛긚빾릶
#--------------------------------------------------------------------------
attr_accessor :spell_id # 뜃뫬뻷?뾭긚긌깑 ID
attr_accessor :force_kind # 롰빶 (딈? / 긚긌깑 / 귺귽긡?)
attr_accessor :force_basic # 딈? (뛘똼 / 뻞뚥 / 벀궛귡)
attr_accessor :force_skill_id # 긚긌깑 ID
#--------------------------------------------------------------------------
# 걶 뾎뚼뵽믦
#--------------------------------------------------------------------------
def valid?
return (not (@force_kind == 0 and @force_basic == 3))
end
end
#==============================================================================
# 걾 Game_Actor
#------------------------------------------------------------------------------
# ?귺긏??귩댌궎긏깋긚궳궥갃궞궻긏깋긚궼 Game_Actors 긏깋긚 ($game_actors)
# 궻볙븫궳럊뾭궠귢갂Game_Party 긏깋긚 ($game_party) 궔귞귖랷뤖궠귢귏궥갃
#==============================================================================
class Game_Actor < Game_Battler
def skill_can_use?(skill_id)
return super
end
end
#==============================================================================
# 걾 Game_Enemy
#------------------------------------------------------------------------------
# ?긄긨??귩댌궎긏깋긚궳궥갃궞궻긏깋긚궼 Game_Troop 긏깋긚 ($game_troop) 궻
# 볙븫궳럊뾭궠귢귏궥갃
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# 걶 뚺둎귽깛긚?깛긚빾릶
#--------------------------------------------------------------------------
attr_accessor :height # 됪몴궻뛼궠
attr_accessor :real_x # X띆뷭뺚맫
attr_accessor :real_y # Y띆뷭뺚맫
attr_accessor :real_zoom # 둮묈뿦
#--------------------------------------------------------------------------
# 걶 긆긳긙긃긏긣룊딖돸
# troop_id : 긣깑?긵 ID
# member_index : 긣깑?긵긽깛긫?궻귽깛긢긞긏긚
#--------------------------------------------------------------------------
def initialize(troop_id, member_index)
super()
@troop_id = troop_id
@member_index = member_index
troop = $data_troops[@troop_id]
@enemy_id = troop.members[@member_index].enemy_id
enemy = $data_enemies[@enemy_id]
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
@hp = maxhp
@sp = maxsp
@real_x = 0
@real_y = 0
@real_zoom = 1.0
@fly = 0
enemy.name.sub(/\\[Ff]\[([0-9]+)\]/) {@fly = $1.to_i}
@hidden = troop.members[@member_index].hidden
@immortal = troop.members[@member_index].immortal
end
alias :true_x :screen_x
alias :true_y :screen_y
#--------------------------------------------------------------------------
# 걶 긫긣깑됪뽋 X 띆뷭궻롦벦
#--------------------------------------------------------------------------
def screen_x
return 320 + (true_x - 320) * @real_zoom + @real_x
end
#--------------------------------------------------------------------------
# 걶 긫긣깑됪뽋 Y 띆뷭궻롦벦
#--------------------------------------------------------------------------
def screen_y
return true_y * @real_zoom + @real_y
end
#--------------------------------------------------------------------------
# 걶 긫긣깑됪뽋 Z 띆뷭궻롦벦
#--------------------------------------------------------------------------
def screen_z
return true_y + @fly
end
#--------------------------------------------------------------------------
# 걶 긫긣깑됪뽋 둮묈뿦궻롦벦
#--------------------------------------------------------------------------
def zoom
return ($scene.zoom_rate[1] - $scene.zoom_rate[0]) *
(true_y + @fly) / 320 + $scene.zoom_rate[0]
end
#--------------------------------------------------------------------------
# 걶 뛘똼뾭갂긫긣깑됪뽋 X 띆뷭궻롦벦
#--------------------------------------------------------------------------
def attack_x(z)
return (320 - true_x) * z * 0.75
end
#--------------------------------------------------------------------------
# 걶 뛘똼뾭갂긫긣깑됪뽋 Y 띆뷭궻롦벦
#--------------------------------------------------------------------------
def attack_y(z)
return (160 - (true_y + @fly / 4) * z + @height * zoom * z / 2) * 0.75
end
#--------------------------------------------------------------------------
# 걶 귺긏긘깈깛띿맟
#--------------------------------------------------------------------------
def make_action
# 긇깒깛긣귺긏긘깈깛귩긏깏귺
self.current_action.clear
# 벍궚궶궋뤾뜃
unless self.inputable?
# 긽?긞긤뢎뿹
return
end
# 뙸띪뾎뚼궶귺긏긘깈깛귩뭻뢯
available_actions = []
rating_max = 0
for action in self.actions
# ??깛 륆뙊둴봃
n = $game_temp.battle_turn
a = action.condition_turn_a
b = action.condition_turn_b
if (b == 0 and n != a) or
(b > 0 and (n < 1 or n < a or n % b != a % b))
next
end
# HP 륆뙊둴봃
if self.hp * 100.0 / self.maxhp > action.condition_hp
next
end
# 깒긹깑 륆뙊둴봃
if $game_party.max_level < action.condition_level
next
end
# 긚귽긞? 륆뙊둴봃
switch_id = action.condition_switch_id
if switch_id > 0 and $game_switches[switch_id] == false
next
end
# 긚긌깑럊뾭됀? 륆뙊둴봃
if action.kind == 1
unless self.skill_can_use?(action.skill_id)
next
end
end
# 륆뙊궸둤뱰 : 궞궻귺긏긘깈깛귩믁돿
available_actions.push(action)
if action.rating > rating_max
rating_max = action.rating
end
end
# 띍묈궻깒?긡귻깛긐뭠귩 3 궴궢궲뜃똶귩똶럁 (0 댥돷궼룣둖)
ratings_total = 0
for action in available_actions
if action.rating > rating_max - 3
ratings_total += action.rating - (rating_max - 3)
end
end
# 깒?긡귻깛긐궻뜃똶궕 0 궳궼궶궋뤾뜃
if ratings_total > 0
# 뿉릶귩띿맟
value = rand(ratings_total)
# 띿맟궢궫뿉릶궸뫮돒궥귡귖궻귩긇깒깛긣귺긏긘깈깛궸먠믦
for action in available_actions
if action.rating > rating_max - 3
if value < action.rating - (rating_max - 3)
self.current_action.kind = action.kind
self.current_action.basic = action.basic
self.current_action.skill_id = action.skill_id
self.current_action.decide_random_target_for_enemy
return
else
value -= action.rating - (rating_max - 3)
end
end
end
end
end
end
#==============================================================================
# 걾 Game_Party
#------------------------------------------------------------------------------
# ?긬?긡귻귩댌궎긏깋긚궳궥갃긕?깑긤귘귺귽긡?궶궵궻륃뺪궕듵귏귢귏궥갃궞궻긏
# 깋긚궻귽깛긚?깛긚궼 $game_party 궳랷뤖궠귢귏궥갃
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# 걶 멣뽅뵽믦
#--------------------------------------------------------------------------
def all_dead?
# 긬?긡귻릐릶궕 0 릐궻뤾뜃
if $game_party.actors.size == 0
return false
end
# HP 0 댥뤵궻귺긏??궕긬?긡귻궸궋귡뤾뜃
for actor in @actors
if actor.hp > 0 or actor.damage.size > 0
return false
end
end
# 멣뽅
return true
end
end
#==============================================================================
# 걾 Sprite_Battler
#------------------------------------------------------------------------------
# ?긫긣깋??렑뾭궻긚긵깋귽긣궳궥갃Game_Battler 긏깋긚궻귽깛긚?깛긚귩듒럨궢갂
# 긚긵깋귽긣궻륉뫴귩렔벍밒궸빾돸궠궧귏궥갃
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷
#--------------------------------------------------------------------------
def update
super
# 긫긣깋?궕 nil 궻뤾뜃
if @battler == nil
self.bitmap = nil
loop_animation(nil)
return
end
# 긲?귽깑뼹궔륡몜궕뙸띪궻귖궻궴댶궶귡뤾뜃
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
# 긮긞긣?긞긵귩롦벦갂먠믦
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
if @battler.is_a?(Game_Enemy)
@battler.height = @height
end
# 먰벉븉?귏궫궼덨귢륉뫴궶귞븉벁뼻뱗귩 0 궸궥귡
if @battler.dead? or @battler.hidden
self.opacity = 0
end
end
# 귺긦긽?긘깈깛 ID 궕뙸띪궻귖궻궴댶궶귡뤾뜃
if @battler.state_animation_id != @state_animation_id
@state_animation_id = @battler.state_animation_id
loop_animation($data_animations[@state_animation_id])
end
# ?렑궠귢귡귊궖귺긏??궻뤾뜃
if @battler.is_a?(Game_Actor) and @battler_visible
# 긽귽깛긲긃?긛궳궶궋궴궖궼븉벁뼻뱗귩귘귘돷궛귡
if $game_temp.battle_main_phase
self.opacity += 3 if self.opacity < 255
else
self.opacity -= 3 if self.opacity > 207
end
end
# 뼻뽅
if @battler.blink
blink_on
else
blink_off
end
# 븉됀럨궻뤾뜃
unless @battler_visible
# 뢯뙸
if not @battler.hidden and not @battler.dead? and
(@battler.damage.size < 2 or @battler.damage_pop.size < 2)
appear
@battler_visible = true
end
end
# ?긽?긙
for battler in @battler.damage_pop
if battler[0].class == Array
if battler[0][1] >= 0
$scene.skill_se
else
$scene.levelup_se
end
damage(@battler.damage[battler[0]], false, 2)
else
damage(@battler.damage[battler[0]], @battler.critical[battler[0]])
end
if @battler.damage_sp.include?(battler[0])
damage(@battler.damage_sp[battler[0]],
@battler.critical[battler[0]], 1)
@battler.damage_sp.delete(battler[0])
end
@battler.damage_pop.delete(battler[0])
@battler.damage.delete(battler[0])
@battler.critical.delete(battler[0])
end
# 됀럨궻뤾뜃
if @battler_visible
# 벀몪
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@battler_visible = false
end
# 뵏긲깋긞긘깄
if @battler.white_flash
whiten
@battler.white_flash = false
end
# 귺긦긽?긘깈깛
unless @battler.animation.empty?
for animation in @battler.animation.reverse
animation($data_animations[animation[0]], animation[1])
@battler.animation.delete(animation)
end
end
# 긓깋긵긚
if @battler.damage.empty? and @battler.dead?
if $scene.dead_ok?(@battler)
if @battler.is_a?(Game_Enemy)
$game_system.se_play($data_system.enemy_collapse_se)
else
$game_system.se_play($data_system.actor_collapse_se)
end
collapse
@battler_visible = false
end
end
end
# 긚긵깋귽긣궻띆뷭귩먠믦
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
if @battler.is_a?(Game_Enemy)
self.zoom_x = @battler.real_zoom * @battler.zoom
self.zoom_y = @battler.real_zoom * @battler.zoom
end
end
end
#==============================================================================
# 걾 Window_Base
#------------------------------------------------------------------------------
# ?긒??뭷궻궥귊궲궻긂귻깛긤긂궻긚?긬?긏깋긚궳궥갃
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# 걶 긒?긙궻?됪
#--------------------------------------------------------------------------
def gauge_rect_at(width, height, align3,
color1, color2, color3, color4, color5, color6, color7,
color8, color9, color10, color11, color12, grade1, grade2)
# 쁤?됪
@at_gauge = Bitmap.new(width, height * 5)
@at_gauge.fill_rect(0, 0, width, height, color1)
@at_gauge.fill_rect(1, 1, width - 2, height - 2, color2)
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
color = color7
color7 = color8
color8 = color
color = color9
color9 = color10
color10 = color
color = color11
color11 = color12
color12 = color
end
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
# 뗴긒?긙궻?됪 뢢궸긐깋긢?긘깈깛?렑
@at_gauge.gradation_rect(2, 2, width - 4, height - 4,
color3, color4, grade1)
# 렳긒?긙궻?됪
@at_gauge.gradation_rect(2, height + 2, width- 4, height - 4,
color5, color6, grade2)
@at_gauge.gradation_rect(2, height * 2 + 2, width- 4, height - 4,
color7, color8, grade2)
@at_gauge.gradation_rect(2, height * 3 + 2, width- 4, height - 4,
color9, color10, grade2)
@at_gauge.gradation_rect(2, height * 4 + 2, width- 4, height - 4,
color11, color12, grade2)
end
end
#==============================================================================
# 걾 Window_Help
#------------------------------------------------------------------------------
# ?긚긌깑귘A귽긡?궻먣뼻갂귺긏??궻긚긡??긚궶궵귩?렑궥귡긂귻깛긤긂궳궥갃
#==============================================================================
class Window_Help < Window_Base
#--------------------------------------------------------------------------
# 걶 긄긨??먠믦
# enemy : 뼹멟궴긚긡?긣귩?렑궥귡긄긨??
#--------------------------------------------------------------------------
def set_enemy(enemy)
text = enemy.name.sub(/\\[Ff]\[([0-9]+)\]/) {""}
state_text = make_battler_state_text(enemy, 112, false)
if state_text != ""
text += " " + state_text
end
set_text(text, 1)
end
end
#==============================================================================
# 걾 Window_BattleStatus
#------------------------------------------------------------------------------
# ?긫긣깑됪뽋궳긬?긡귻긽깛긫?궻긚긡??긚귩?렑궥귡긂귻깛긤긂궳궥갃
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# 걶 긆긳긙긃긏긣룊딖돸
#--------------------------------------------------------------------------
def initialize
x = (4 - $game_party.actors.size) * 80
width = $game_party.actors.size * 160
super(x, 320, width, 160)
self.back_opacity = 160
@actor_window = []
for i in 0...$game_party.actors.size
@actor_window.push(Window_ActorStatus.new(i, x + i * 160))
end
@level_up_flags = [false, false, false, false]
refresh
end
#--------------------------------------------------------------------------
# 걶 됶뺳
#--------------------------------------------------------------------------
def dispose
for window in @actor_window
window.dispose
end
super
end
#--------------------------------------------------------------------------
# 걶 깏긲깒긞긘깄
#--------------------------------------------------------------------------
def refresh(number = 0)
if number == 0
cnt = 0
for window in @actor_window
window.refresh(@level_up_flags[cnt])
cnt += 1
end
else
@actor_window[number - 1].refresh(@level_up_flags[number - 1])
end
end
#--------------------------------------------------------------------------
# 걶 AT긒?긙깏긲깒긞긘깄
#--------------------------------------------------------------------------
def at_refresh(number = 0)
if number == 0
for window in @actor_window
window.at_refresh
end
else
@actor_window[number - 1].at_refresh
end
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷
#--------------------------------------------------------------------------
def update
super
if self.x != (4 - $game_party.actors.size) * 80
self.x = (4 - $game_party.actors.size) * 80
self.width = $game_party.actors.size * 160
for window in @actor_window
window.dispose
end
@actor_window = []
for i in 0...$game_party.actors.size
@actor_window.push(Window_ActorStatus.new(i, x + i * 160))
end
refresh
end
for window in @actor_window
window.update
end
end
end
#==============================================================================
# 걾 Window_ActorStatus
#------------------------------------------------------------------------------
# ?긫긣깑됪뽋궳긬?긡귻긽깛긫?궻긚긡??긚귩궩귢궪귢?렑궥귡긂귻깛긤긂궳궥갃
#==============================================================================
class Window_ActorStatus < Window_Base
#--------------------------------------------------------------------------
# 걶 긆긳긙긃긏긣룊딖돸
#--------------------------------------------------------------------------
def initialize(id, x)
@actor_num = id
super(x, 320, 160, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.back_opacity = 0
actor = $game_party.actors[@actor_num]
@actor_nm = actor.name
@actor_mhp = actor.maxhp
@actor_msp = actor.maxsp
@actor_hp = actor.hp
@actor_sp = actor.sp
@actor_st = make_battler_state_text(actor, 120, true)
@status_window = []
for i in 0...5
@status_window.push(Window_DetailsStatus.new(actor, i, x))
end
refresh(false)
end
#--------------------------------------------------------------------------
# 걶 됶뺳
#--------------------------------------------------------------------------
def dispose
for i in 0...5
@status_window[i].dispose
end
super
end
#--------------------------------------------------------------------------
# 걶 깏긲깒긞긘깄
#--------------------------------------------------------------------------
def refresh(level_up_flags)
self.contents.clear
actor = $game_party.actors[@actor_num]
@status_window[0].refresh(actor) if @actor_nm != actor.name
@status_window[1].refresh(actor) if
@actor_mhp != actor.maxhp or @actor_hp != actor.hp
@status_window[2].refresh(actor) if
@actor_msp != actor.maxsp or @actor_sp != actor.sp
@status_window[3].refresh(actor, level_up_flags) if
@actor_st != make_battler_state_text(actor, 120, true) or level_up_flags
@actor_nm = actor.name
@actor_mhp = actor.maxhp
@actor_msp = actor.maxsp
@actor_hp = actor.hp
@actor_sp = actor.sp
@actor_st = make_battler_state_text(actor, 120, true)
end
#--------------------------------------------------------------------------
# 걶 AT긒?긙깏긲깒긞긘깄
#--------------------------------------------------------------------------
def at_refresh
@status_window[4].refresh($game_party.actors[@actor_num])
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷
#--------------------------------------------------------------------------
def update
for window in @status_window
window.update
end
end
end
#==============================================================================
# 걾 Window_DetailsStatus
#------------------------------------------------------------------------------
# ?긫긣깑됪뽋궳귺긏??궻긚긡??긚귩뙿갲궸?렑궥귡긂귻깛긤긂궳궥갃
#==============================================================================
class Window_DetailsStatus < Window_Base
#--------------------------------------------------------------------------
# 걶 긆긳긙긃긏긣룊딖돸
#--------------------------------------------------------------------------
def initialize(actor, id, x)
@status_id = id
super(x, 320 + id * 26, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.back_opacity = 0
refresh(actor, false)
end
#--------------------------------------------------------------------------
# 걶 됶뺳
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# 걶 깏긲깒긞긘깄
#--------------------------------------------------------------------------
def refresh(actor, level_up_flags = false)
self.contents.clear
case @status_id
when 0
draw_actor_name(actor, 4, 0)
when 1
draw_actor_hp(actor, 4, 0, 120)
when 2
draw_actor_sp(actor, 4, 0, 120)
when 3
if level_up_flags
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, 4, 0)
end
when 4
draw_actor_atg(actor, 4, 0, 120)
end
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷
#--------------------------------------------------------------------------
def update
# 긽귽깛긲긃?긛궻궴궖궼븉벁뼻뱗귩귘귘돷궛귡
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end
#==============================================================================
# 걾 Arrow_Base
#------------------------------------------------------------------------------
# ?긫긣깑됪뽋궳럊뾭궥귡귺깓?긇??깑?렑뾭궻긚긵깋귽긣궳궥갃궞궻긏깋긚궼
# Arrow_Enemy 긏깋긚궴 Arrow_Actor 긏깋긚궻긚?긬?긏깋긚궴궢궲럊뾭궠귢귏궥갃
#==============================================================================
class Arrow_Base < Sprite
#--------------------------------------------------------------------------
# 걶 긆긳긙긃긏긣룊딖돸
# viewport : 긮깄???긣
#--------------------------------------------------------------------------
def initialize(viewport)
super(viewport)
self.bitmap = RPG::Cache.windowskin($game_system.windowskin_name)
self.ox = 16
self.oy = 32
self.z = 2500
@blink_count = 0
@index = 0
@help_window = nil
update
end
end
#==============================================================================
# 걾 Arrow_Enemy
#------------------------------------------------------------------------------
# ?긄긨??귩멗묖궠궧귡궫귕궻귺깓?긇??깑궳궥갃궞궻긏깋긚궼 Arrow_Base 긏깋
# 긚귩똯뤂궢귏궥갃
#==============================================================================
class Arrow_Enemy < Arrow_Base
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷
#--------------------------------------------------------------------------
def update
super
# 뫔띪궢궶궋긄긨??귩럚궢궲궋궫귞뷅궽궥
$game_troop.enemies.size.times do
break if self.enemy.exist?
@index += 1
@index %= $game_troop.enemies.size
end
# 긇??깑덭
if Input.repeat?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
$scene.camera = "select"
zoom = 1 / self.enemy.zoom
$scene.spriteset.screen_target(self.enemy.attack_x(zoom) * 0.75,
self.enemy.attack_y(zoom) * 0.75, zoom)
end
# 긇??깑뜺
if Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += $game_troop.enemies.size - 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
$scene.camera = "select"
zoom = 1 / self.enemy.zoom
$scene.spriteset.screen_target(self.enemy.attack_x(zoom) * 0.75,
self.enemy.attack_y(zoom) * 0.75, zoom)
end
# 긚긵깋귽긣궻띆뷭귩먠믦
if self.enemy != nil
self.x = self.enemy.screen_x
self.y = self.enemy.screen_y
end
end
end
#==============================================================================
# 걾 Interpreter
#------------------------------------------------------------------------------
# ?귽긹깛긣긓?깛긤귩렳뛱궥귡귽깛?긵깏?궳궥갃궞궻긏깋긚궼 Game_System 긏깋
# 긚귘 Game_Event 긏깋긚궻볙븫궳럊뾭궠귢귏궥갃
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# 걶 귺긏??궻볺귢뫶궑
#--------------------------------------------------------------------------
def command_129
# 귺긏??귩롦벦
actor = $game_actors[@parameters[0]]
# 귺긏??궕뾎뚼궻뤾뜃
if actor != nil
# ?띿궳빁딌
if @parameters[1] == 0
if @parameters[2] == 1
$game_actors[@parameters[0]].setup(@parameters[0])
end
$game_party.add_actor(@parameters[0])
if $game_temp.in_battle
$game_actors[@parameters[0]].at = 0
$game_actors[@parameters[0]].atp = 0
$scene.spell_reset($game_actors[@parameters[0]])
$game_actors[@parameters[0]].damage_pop = {}
$game_actors[@parameters[0]].damage = {}
$game_actors[@parameters[0]].damage_sp = {}
$game_actors[@parameters[0]].critical = {}
$game_actors[@parameters[0]].recover_hp = {}
$game_actors[@parameters[0]].recover_sp = {}
$game_actors[@parameters[0]].state_p = {}
$game_actors[@parameters[0]].state_m = {}
$game_actors[@parameters[0]].animation = []
end
else
$game_party.remove_actor(@parameters[0])
end
end
if $game_temp.in_battle
$scene.status_window.update
end
# 똯뫏
return true
end
#--------------------------------------------------------------------------
# 걶 HP 궻몵뙵
#--------------------------------------------------------------------------
alias :command_311_rtab :command_311
def command_311
command_311_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# 걶 SP 궻몵뙵
#--------------------------------------------------------------------------
alias :command_312_rtab :command_312
def command_312
command_312_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# 걶 긚긡?긣궻빾뛛
#--------------------------------------------------------------------------
alias :command_313_rtab :command_313
def command_313
command_313_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# 걶 멣됷븳
#--------------------------------------------------------------------------
alias :command_314_rtab :command_314
def command_314
command_314_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# 걶 EXP 궻몵뙵
#--------------------------------------------------------------------------
alias :command_315_rtab :command_315
def command_315
command_315_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# 걶 깒긹깑궻몵뙵
#--------------------------------------------------------------------------
alias :command_316_rtab :command_316
def command_316
command_316_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# 걶 긬깋긽??궻몵뙵
#--------------------------------------------------------------------------
alias :command_317_rtab :command_317
def command_317
command_317_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# 걶 몧뷈궻빾뛛
#--------------------------------------------------------------------------
alias :command_319_rtab :command_319
def command_319
command_319_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# 걶 귺긏??궻뼹멟빾뛛
#--------------------------------------------------------------------------
alias :command_320_rtab :command_320
def command_320
command_320_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# 걶 귺긏??궻긏깋긚빾뛛
#--------------------------------------------------------------------------
alias :command_321_rtab :command_321
def command_321
command_321_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# 걶 귺긦긽?긘깈깛궻?렑
#--------------------------------------------------------------------------
def command_337
# 귽긡깒??궳룉뿚
iterate_battler(@parameters[0], @parameters[1]) do |battler|
# 긫긣깋?궕뫔띪궥귡뤾뜃
if battler.exist?
# 귺긦긽?긘깈깛 ID 귩먠믦
battler.animation.push([@parameters[2], true])
end
end
# 똯뫏
return true
end
#--------------------------------------------------------------------------
# 걶 ?긽?긙궻룉뿚
#--------------------------------------------------------------------------
def command_338
# ?띿궥귡뭠귩롦벦
value = operate_value(0, @parameters[2], @parameters[3])
# 귽긡깒??궳룉뿚
iterate_battler(@parameters[0], @parameters[1]) do |battler|
# 긫긣깋?궕뫔띪궥귡뤾뜃
if battler.exist?
# HP 귩빾뛛
battler.hp -= value
# 먰벉뭷궶귞
if $game_temp.in_battle
# ?긽?긙귩먠믦
battler.damage["event"] = value
battler.damage_pop["event"] = true
end
end
end
if $game_temp.in_battle
$scene.status_window.refresh
end
# 똯뫏
return true
end
#--------------------------------------------------------------------------
# 걶 귺긏긘깈깛궻떗맕
#--------------------------------------------------------------------------
def command_339
# 먰벉뭷궳궶궚귢궽뼰럨
unless $game_temp.in_battle
return true
end
# ??깛릶궕 0 궶귞뼰럨
if $game_temp.battle_turn == 0
return true
end
# 귽긡깒??궳룉뿚 (뺇딿밒궶귖궻궳갂븸릶궸궶귡궞궴궼궶궋)
iterate_battler(@parameters[0], @parameters[1]) do |battler|
# 긫긣깋?궕뫔띪궥귡뤾뜃
if battler.exist?
# 귺긏긘깈깛귩먠믦
battler.current_action.force_kind = @parameters[2]
if battler.current_action.force_kind == 0
battler.current_action.force_basic = @parameters[3]
else
battler.current_action.force_skill_id = @parameters[3]
end
# 뛱벍뫮뤭귩먠믦
if @parameters[4] == -2
if battler.is_a?(Game_Enemy)
battler.current_action.decide_last_target_for_enemy
else
battler.current_action.decide_last_target_for_actor
end
elsif @parameters[4] == -1
if battler.is_a?(Game_Enemy)
battler.current_action.decide_random_target_for_enemy
else
battler.current_action.decide_random_target_for_actor
end
elsif @parameters[4] >= 0
battler.current_action.target_index = @parameters[4]
end
# 귺긏긘깈깛궕뾎뚼궔궰 [궥궙궸렳뛱] 궻뤾뜃
if battler.current_action.valid? and @parameters[5] == 1
# 떗맕뫮뤭궻긫긣깋?귩먠믦
$game_temp.forcing_battler = battler
# 귽깛긢긞긏긚귩릋귕귡
@index += 1
# 뢎뿹
return false
elsif battler.current_action.valid? and @parameters[5] == 0
battler.current_action.forcing = true
end
end
end
# 똯뫏
return true
end
end
#==============================================================================
# 걾 Sprite긾긙깄?깑
#------------------------------------------------------------------------------
# ?귺긦긽?긘깈깛궻듖뿚귩뛱궎긾긙깄?깑궳궥갃
#==============================================================================
module RPG
class Sprite < ::Sprite
def initialize(viewport = nil)
super(viewport)
@_whiten_duration = 0
@_appear_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
@_damage = []
@_animation = []
@_animation_duration = 0
@_blink = false
end
def damage(value, critical, type = 0)
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
if value.is_a?(Numeric) and value < 0
if type == 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(176, 144, 255)
end
else
if type == 0
bitmap.font.color.set(255, 255, 255)
else
bitmap.font.color.set(255, 176, 144)
end
end
if type == 2
bitmap.font.color.set(255, 224, 128)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
string = "CRITICAL"
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, string, 1)
bitmap.draw_text(+1, -1, 160, 20, string, 1)
bitmap.draw_text(-1, +1, 160, 20, string, 1)
bitmap.draw_text(+1, +1, 160, 20, string, 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, string, 1)
end
num = @_damage.size
if type != 2
@_damage.push([::Sprite.new, 40, 0, rand(40) - 20, rand(30) + 50])
else
@_damage.push([::Sprite.new, 40, 0, rand(20) - 10, rand(20) + 60])
end
@_damage[num][0].bitmap = bitmap
@_damage[num][0].ox = 80 + self.viewport.ox
@_damage[num][0].oy = 20 + self.viewport.oy
if self.battler.is_a?(Game_Actor)
@_damage[num][0].x = self.x
@_damage[num][0].y = self.y - self.oy / 2
else
@_damage[num][0].x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
@_damage[num][0].y = self.y - self.oy * self.zoom_y / 2 +
self.viewport.rect.y
@_damage[num][0].zoom_x = self.zoom_x
@_damage[num][0].zoom_y = self.zoom_y
@_damage[num][0].z = 3000
end
end
def animation(animation, hit)
return if animation == nil
num = @_animation.size
@_animation.push([animation, hit, animation.frame_max, []])
bitmap = RPG::Cache.animation(animation.animation_name,
animation.animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
if @_animation[num][0] != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_animation[num][3].push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation(@_animation[num])
end
def loop_animation(animation)
return if animation == @_loop_animation
dispose_loop_animation
@_loop_animation = animation
return if @_loop_animation == nil
@_loop_animation_index = 0
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
end
def dispose_damage
for damage in @_damage.reverse
damage[0].bitmap.dispose
damage[0].dispose
@_damage.delete(damage)
end
end
def dispose_animation
for anime in @_animation.reverse
sprite = anime[3][0]
if sprite != nil
@@_reference_count[sprite.bitmap] -= 1
if @@_reference_count[sprite.bitmap] == 0
sprite.bitmap.dispose
end
end
for sprite in anime[3]
sprite.dispose
end
@_animation.delete(anime)
end
end
def effect?
@_whiten_duration > 0 or
@_appear_duration > 0 or
@_escape_duration > 0 or
@_collapse_duration > 0 or
@_damage.size == 0 or
@_animation.size == 0
end
def update
super
if @_whiten_duration > 0
@_whiten_duration -= 1
self.color.alpha = 128 - (16 - @_whiten_duration) * 10
end
if @_appear_duration > 0
@_appear_duration -= 1
self.opacity = (16 - @_appear_duration) * 16
end
if @_escape_duration > 0
@_escape_duration -= 1
self.opacity = 256 - (32 - @_escape_duration) * 10
end
if @_collapse_duration > 0
@_collapse_duration -= 1
self.opacity = 256 - (48 - @_collapse_duration) * 6
end
for damage in @_damage
if damage[1] > 0
damage[1] -= 1
damage[4] -= 3
damage[2] -= damage[4]
if self.battler.is_a?(Game_Actor)
damage[0].x = self.x + (40 - damage[1]) * damage[3] / 10
damage[0].y = self.y - self.oy / 2 + damage[2] / 10
else
damage[0].x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2 +
(40 - damage[1]) * damage[3] / 10
damage[0].y = self.y - self.oy * self.zoom_y / 2 +
self.viewport.rect.y + damage[2] / 10
damage[0].zoom_x = self.zoom_x
damage[0].zoom_y = self.zoom_y
end
damage[0].z = 2960 + damage[1]
damage[0].opacity = 256 - (12 - damage[1]) * 32
if damage[1] == 0
damage[0].bitmap.dispose
damage[0].dispose
@_damage.delete(damage)
end
end
end
for anime in @_animation
if (Graphics.frame_count % 2 == 0)
anime[2] -= 1
update_animation(anime)
end
end
if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
update_loop_animation
@_loop_animation_index += 1
@_loop_animation_index %= @_loop_animation.frame_max
end
if @_blink
@_blink_count = (@_blink_count + 1) % 32
if @_blink_count < 16
alpha = (16 - @_blink_count) * 6
else
alpha = (@_blink_count - 16) * 6
end
self.color.set(255, 255, 255, alpha)
end
@@_animations.clear
end
def update_animation(anime)
if anime[2] > 0
frame_index = anime[0].frame_max - anime[2]
cell_data = anime[0].frames[frame_index].cell_data
position = anime[0].position
animation_set_sprites(anime[3], cell_data, position)
for timing in anime[0].timings
if timing.frame == frame_index
animation_process_timing(timing, anime[1])
end
end
else
@@_reference_count[anime[3][0].bitmap] -= 1
if @@_reference_count[anime[3][0].bitmap] == 0
anime[3][0].bitmap.dispose
end
for sprite in anime[3]
sprite.dispose
end
@_animation.delete(anime)
end
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
sprite.y = self.viewport.rect.height - 320
else
sprite.y = self.viewport.rect.height - 160
end
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
sprite.y = self.y - self.oy * self.zoom_y / 2 +
self.viewport.rect.y
if position == 0
sprite.y -= self.src_rect.height * self.zoom_y / 4
elsif position == 2
sprite.y += self.src_rect.height * self.zoom_y / 4
end
else
sprite.y = self.y + self.viewport.rect.y -
self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
if position != 3
sprite.zoom_x *= self.zoom_x
sprite.zoom_y *= self.zoom_y
end
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
def x=(x)
sx = x - self.x
if sx != 0
for anime in @_animation
if anime[3] != nil
for i in 0..15
anime[3][i].x += sx
end
end
end
if @_loop_animation_sprites != nil
for i in 0..15
@_loop_animation_sprites[i].x += sx
end
end
end
super
end
def y=(y)
sy = y - self.y
if sy != 0
for anime in @_animation
if anime[3] != nil
for i in 0..15
anime[3][i].y += sy
end
end
end
if @_loop_animation_sprites != nil
for i in 0..15
@_loop_animation_sprites[i].y += sy
end
end
end
super
end
end
end
#------------------------------------------------------------------------------
# ?Bitmap긏깋긚궸륷궫궶??귩믁돿궢귏궥갃
#==============================================================================
class Bitmap
#--------------------------------------------------------------------------
# 걶 뗩?귩긐깋긢?긘깈깛?렑
# color1 : 긚??긣긇깋?
# color2 : 긄깛긤긇깋?
# align : 0:돘궸긐깋긢?긘깈깛
# 1:뢢궸긐깋긢?긘깈깛
# 2:롈귕궸긐깋긢?긘깈깛걁똽뢣궸궰궖뭾댰걂
#--------------------------------------------------------------------------
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x + width
red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green +
(color2.green - color1.green) * (i - x) / (width - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y + height
red = color1.red +
(color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green +
(color2.green - color1.green) * (i - y) / (height - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end
elsif align == 2
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
elsif align == 3
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
이거어케씀?
되질않네요 ㅠㅠ
분류 | 제목 | 글쓴이 | 날짜 | 조회 수 | 추천 수 |
---|---|---|---|---|---|
공지사항 | 일본어 스크립트를 번역하기 좋은 번역사이트 두곳입니다 | ruby | 2010.01.09 | 22086 | 0 |
공지사항 | 스크립트 게시판 관리자' ruby ' 입니다 | ruby | 2010.01.09 | 20726 | 0 |
공지사항 | 일본 스크립트/소스 공유 포럼 4 | 니오티 | 2010.01.05 | 22257 | 0 |
장르변경 | 2D 로 가는길! 횡스크롤 이닷! | 공냑군 | 2012.01.24 | 2046 | 0 |
장르변경 | 액알몬스터 24 | XP 팬 | 2010.03.07 | 2905 | 1 |
장르변경 | SATBS 동료가 있는 액알 6 | ruby | 2010.01.15 | 1903 | 0 |
장르변경 | 턴제 전투방식(RTAB 스크립트) 3 | 루시아스 | 2010.01.05 | 1734 | 0 |
장르변경 | TBS 배틀(SRPG) 11 | 아디안 | 2007.02.27 | 3482 | 4 |
감사합니다