453 lines
15 KiB
Ruby
453 lines
15 KiB
Ruby
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#==============================================================================
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# ** Scene_Battle (part 4)
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#------------------------------------------------------------------------------
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# This class performs battle screen processing.
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#==============================================================================
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class Scene_Battle
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#--------------------------------------------------------------------------
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# * Start Main Phase
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#--------------------------------------------------------------------------
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def start_phase4
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# Shift to phase 4
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@phase = 4
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# Turn count
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$game_temp.battle_turn += 1
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# Search all battle event pages
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for index in 0...$data_troops[@troop_id].pages.size
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# Get event page
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page = $data_troops[@troop_id].pages[index]
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# If this page span is [turn]
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if page.span == 1
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# Clear action completed flags
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$game_temp.battle_event_flags[index] = false
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end
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end
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# Set actor as unselectable
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@actor_index = -1
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@active_battler = nil
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# Enable party command window
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@party_command_window.active = false
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@party_command_window.visible = false
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# Disable actor command window
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@actor_command_window.active = false
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@actor_command_window.visible = false
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# Set main phase flag
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$game_temp.battle_main_phase = true
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# Make enemy action
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for enemy in $game_troop.enemies
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enemy.make_action
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end
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# Make action orders
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make_action_orders
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# Shift to step 1
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@phase4_step = 1
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end
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#--------------------------------------------------------------------------
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# * Make Action Orders
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#--------------------------------------------------------------------------
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def make_action_orders
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# Initialize @action_battlers array
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@action_battlers = []
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# Add enemy to @action_battlers array
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for enemy in $game_troop.enemies
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@action_battlers.push(enemy)
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end
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# Add actor to @action_battlers array
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for actor in $game_party.actors
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@action_battlers.push(actor)
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end
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# Decide action speed for all
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for battler in @action_battlers
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battler.make_action_speed
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end
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# Line up action speed in order from greatest to least
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@action_battlers.sort! {|a,b|
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b.current_action.speed - a.current_action.speed }
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end
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#--------------------------------------------------------------------------
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# * Frame Update (main phase)
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#--------------------------------------------------------------------------
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def update_phase4
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case @phase4_step
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when 1
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update_phase4_step1
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when 2
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update_phase4_step2
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when 3
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update_phase4_step3
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when 4
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update_phase4_step4
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when 5
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update_phase4_step5
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when 6
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update_phase4_step6
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end
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end
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#--------------------------------------------------------------------------
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# * Frame Update (main phase step 1 : action preparation)
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#--------------------------------------------------------------------------
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def update_phase4_step1
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# Hide help window
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@help_window.visible = false
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# Determine win/loss
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if judge
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# If won, or if lost : end method
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return
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end
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# If an action forcing battler doesn't exist
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if $game_temp.forcing_battler == nil
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# Set up battle event
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setup_battle_event
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# If battle event is running
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if $game_system.battle_interpreter.running?
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return
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end
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end
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# If an action forcing battler exists
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if $game_temp.forcing_battler != nil
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# Add to head, or move
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@action_battlers.delete($game_temp.forcing_battler)
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@action_battlers.unshift($game_temp.forcing_battler)
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end
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# If no actionless battlers exist (all have performed an action)
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if @action_battlers.size == 0
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# Start party command phase
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start_phase2
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return
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end
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# Initialize animation ID and common event ID
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@animation1_id = 0
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@animation2_id = 0
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@common_event_id = 0
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# Shift from head of actionless battlers
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@active_battler = @action_battlers.shift
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# If already removed from battle
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if @active_battler.index == nil
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return
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end
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# Slip damage
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if @active_battler.hp > 0 and @active_battler.slip_damage?
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@active_battler.slip_damage_effect
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@active_battler.damage_pop = true
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end
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# Natural removal of states
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@active_battler.remove_states_auto
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# Refresh status window
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@status_window.refresh
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# Shift to step 2
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@phase4_step = 2
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end
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#--------------------------------------------------------------------------
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# * Frame Update (main phase step 2 : start action)
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#--------------------------------------------------------------------------
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def update_phase4_step2
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# If not a forcing action
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unless @active_battler.current_action.forcing
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# If restriction is [normal attack enemy] or [normal attack ally]
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if @active_battler.restriction == 2 or @active_battler.restriction == 3
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# Set attack as an action
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@active_battler.current_action.kind = 0
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@active_battler.current_action.basic = 0
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end
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# If restriction is [cannot perform action]
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if @active_battler.restriction == 4
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# Clear battler being forced into action
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$game_temp.forcing_battler = nil
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# Shift to step 1
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@phase4_step = 1
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return
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end
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end
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# Clear target battlers
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@target_battlers = []
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# Branch according to each action
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case @active_battler.current_action.kind
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when 0 # basic
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make_basic_action_result
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when 1 # skill
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make_skill_action_result
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when 2 # item
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make_item_action_result
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end
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# Shift to step 3
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if @phase4_step == 2
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@phase4_step = 3
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end
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end
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#--------------------------------------------------------------------------
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# * Make Basic Action Results
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#--------------------------------------------------------------------------
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def make_basic_action_result
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# If attack
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if @active_battler.current_action.basic == 0
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# Set anaimation ID
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@animation1_id = @active_battler.animation1_id
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@animation2_id = @active_battler.animation2_id
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# If action battler is enemy
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if @active_battler.is_a?(Game_Enemy)
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if @active_battler.restriction == 3
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target = $game_troop.random_target_enemy
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elsif @active_battler.restriction == 2
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target = $game_party.random_target_actor
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else
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index = @active_battler.current_action.target_index
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target = $game_party.smooth_target_actor(index)
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end
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end
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# If action battler is actor
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if @active_battler.is_a?(Game_Actor)
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if @active_battler.restriction == 3
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target = $game_party.random_target_actor
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elsif @active_battler.restriction == 2
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target = $game_troop.random_target_enemy
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else
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index = @active_battler.current_action.target_index
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target = $game_troop.smooth_target_enemy(index)
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end
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end
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# Set array of targeted battlers
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@target_battlers = [target]
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# Apply normal attack results
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for target in @target_battlers
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target.attack_effect(@active_battler)
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end
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return
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end
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# If guard
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if @active_battler.current_action.basic == 1
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# Display "Guard" in help window
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@help_window.set_text($data_system.words.guard, 1)
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return
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end
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# If escape
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if @active_battler.is_a?(Game_Enemy) and
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@active_battler.current_action.basic == 2
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# Display "Escape" in help window
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@help_window.set_text("Escape", 1)
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# Escape
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@active_battler.escape
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return
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end
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# If doing nothing
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if @active_battler.current_action.basic == 3
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# Clear battler being forced into action
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$game_temp.forcing_battler = nil
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# Shift to step 1
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@phase4_step = 1
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return
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end
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end
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#--------------------------------------------------------------------------
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# * Set Targeted Battler for Skill or Item
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# scope : effect scope for skill or item
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#--------------------------------------------------------------------------
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def set_target_battlers(scope)
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# If battler performing action is enemy
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if @active_battler.is_a?(Game_Enemy)
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# Branch by effect scope
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case scope
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when 1 # single enemy
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index = @active_battler.current_action.target_index
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@target_battlers.push($game_party.smooth_target_actor(index))
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when 2 # all enemies
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for actor in $game_party.actors
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if actor.exist?
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@target_battlers.push(actor)
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end
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end
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when 3 # single ally
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index = @active_battler.current_action.target_index
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@target_battlers.push($game_troop.smooth_target_enemy(index))
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when 4 # all allies
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for enemy in $game_troop.enemies
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if enemy.exist?
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@target_battlers.push(enemy)
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end
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end
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when 5 # single ally (HP 0)
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index = @active_battler.current_action.target_index
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enemy = $game_troop.enemies[index]
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if enemy != nil and enemy.hp0?
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@target_battlers.push(enemy)
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end
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when 6 # all allies (HP 0)
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for enemy in $game_troop.enemies
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if enemy != nil and enemy.hp0?
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@target_battlers.push(enemy)
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end
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end
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when 7 # user
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@target_battlers.push(@active_battler)
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end
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end
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# If battler performing action is actor
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if @active_battler.is_a?(Game_Actor)
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# Branch by effect scope
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case scope
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when 1 # single enemy
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index = @active_battler.current_action.target_index
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@target_battlers.push($game_troop.smooth_target_enemy(index))
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when 2 # all enemies
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for enemy in $game_troop.enemies
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if enemy.exist?
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@target_battlers.push(enemy)
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end
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end
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when 3 # single ally
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index = @active_battler.current_action.target_index
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@target_battlers.push($game_party.smooth_target_actor(index))
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when 4 # all allies
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for actor in $game_party.actors
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if actor.exist?
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@target_battlers.push(actor)
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end
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end
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when 5 # single ally (HP 0)
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index = @active_battler.current_action.target_index
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actor = $game_party.actors[index]
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if actor != nil and actor.hp0?
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@target_battlers.push(actor)
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end
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when 6 # all allies (HP 0)
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for actor in $game_party.actors
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if actor != nil and actor.hp0?
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@target_battlers.push(actor)
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end
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end
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when 7 # user
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@target_battlers.push(@active_battler)
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end
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end
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end
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#--------------------------------------------------------------------------
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# * Make Skill Action Results
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#--------------------------------------------------------------------------
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def make_skill_action_result
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# Get skill
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@skill = $data_skills[@active_battler.current_action.skill_id]
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# If not a forcing action
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unless @active_battler.current_action.forcing
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# If unable to use due to SP running out
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unless @active_battler.skill_can_use?(@skill.id)
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# Clear battler being forced into action
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$game_temp.forcing_battler = nil
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# Shift to step 1
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@phase4_step = 1
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return
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end
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end
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# Use up SP
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@active_battler.sp -= @skill.sp_cost
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# Refresh status window
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@status_window.refresh
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# Show skill name on help window
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@help_window.set_text(@skill.name, 1)
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# Set animation ID
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@animation1_id = @skill.animation1_id
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@animation2_id = @skill.animation2_id
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# Set command event ID
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@common_event_id = @skill.common_event_id
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# Set target battlers
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set_target_battlers(@skill.scope)
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# Apply skill effect
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for target in @target_battlers
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target.skill_effect(@active_battler, @skill)
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end
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end
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#--------------------------------------------------------------------------
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# * Make Item Action Results
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#--------------------------------------------------------------------------
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def make_item_action_result
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# Get item
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@item = $data_items[@active_battler.current_action.item_id]
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# If unable to use due to items running out
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unless $game_party.item_can_use?(@item.id)
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# Shift to step 1
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@phase4_step = 1
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return
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end
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# If consumable
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if @item.consumable
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# Decrease used item by 1
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$game_party.lose_item(@item.id, 1)
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end
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# Display item name on help window
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@help_window.set_text(@item.name, 1)
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# Set animation ID
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@animation1_id = @item.animation1_id
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@animation2_id = @item.animation2_id
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# Set common event ID
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@common_event_id = @item.common_event_id
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# Decide on target
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index = @active_battler.current_action.target_index
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target = $game_party.smooth_target_actor(index)
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# Set targeted battlers
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set_target_battlers(@item.scope)
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# Apply item effect
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for target in @target_battlers
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target.item_effect(@item)
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end
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end
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#--------------------------------------------------------------------------
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# * Frame Update (main phase step 3 : animation for action performer)
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#--------------------------------------------------------------------------
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def update_phase4_step3
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# Animation for action performer (if ID is 0, then white flash)
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if @animation1_id == 0
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@active_battler.white_flash = true
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else
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@active_battler.animation_id = @animation1_id
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@active_battler.animation_hit = true
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end
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# Shift to step 4
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@phase4_step = 4
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end
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#--------------------------------------------------------------------------
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# * Frame Update (main phase step 4 : animation for target)
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#--------------------------------------------------------------------------
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def update_phase4_step4
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# Animation for target
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for target in @target_battlers
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target.animation_id = @animation2_id
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target.animation_hit = (target.damage != "Miss")
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end
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# Animation has at least 8 frames, regardless of its length
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@wait_count = 8
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# Shift to step 5
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@phase4_step = 5
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end
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#--------------------------------------------------------------------------
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# * Frame Update (main phase step 5 : damage display)
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#--------------------------------------------------------------------------
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def update_phase4_step5
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# Hide help window
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@help_window.visible = false
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# Refresh status window
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@status_window.refresh
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# Display damage
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for target in @target_battlers
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if target.damage != nil
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target.damage_pop = true
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end
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end
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# Shift to step 6
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@phase4_step = 6
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end
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#--------------------------------------------------------------------------
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# * Frame Update (main phase step 6 : refresh)
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#--------------------------------------------------------------------------
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def update_phase4_step6
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# Clear battler being forced into action
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$game_temp.forcing_battler = nil
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# If common event ID is valid
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if @common_event_id > 0
|
||
|
# Set up event
|
||
|
common_event = $data_common_events[@common_event_id]
|
||
|
$game_system.battle_interpreter.setup(common_event.list, 0)
|
||
|
end
|
||
|
# Shift to step 1
|
||
|
@phase4_step = 1
|
||
|
end
|
||
|
end
|