mkxp/scripts/Game_Party.rb

379 lines
13 KiB
Ruby
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2015-11-17 20:35:51 +00:00
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. Refer to "$game_party" for the instance of this class.
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :actors # actors
attr_reader :gold # amount of gold
attr_reader :steps # number of steps
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Create actor array
@actors = []
# Initialize amount of gold and steps
@gold = 0
@steps = 0
# Create amount in possession hash for items, weapons, and armor
@items = {}
@weapons = {}
@armors = {}
end
#--------------------------------------------------------------------------
# * Initial Party Setup
#--------------------------------------------------------------------------
def setup_starting_members
@actors = []
for i in $data_system.party_members
#@actors.push($game_actors[i])
add_actor(i)
end
end
#--------------------------------------------------------------------------
# * Battle Test Party Setup
#--------------------------------------------------------------------------
def setup_battle_test_members
@actors = []
for battler in $data_system.test_battlers
actor = $game_actors[battler.actor_id]
actor.level = battler.level
gain_weapon(battler.weapon_id, 1)
gain_armor(battler.armor1_id, 1)
gain_armor(battler.armor2_id, 1)
gain_armor(battler.armor3_id, 1)
gain_armor(battler.armor4_id, 1)
actor.equip(0, battler.weapon_id)
actor.equip(1, battler.armor1_id)
actor.equip(2, battler.armor2_id)
actor.equip(3, battler.armor3_id)
actor.equip(4, battler.armor4_id)
actor.recover_all
@actors.push(actor)
end
@items = {}
for i in 1...$data_items.size
if $data_items[i].name != ""
occasion = $data_items[i].occasion
if occasion == 0 or occasion == 1
@items[i] = 99
end
end
end
end
#--------------------------------------------------------------------------
# * Refresh Party Members
#--------------------------------------------------------------------------
def refresh
# Actor objects split from $game_actors right after loading game data
# Avoid this problem by resetting the actors each time data is loaded.
new_actors = []
for i in 0...@actors.size
if $data_actors[@actors[i].id] != nil
new_actors.push($game_actors[@actors[i].id])
end
end
@actors = new_actors
end
#--------------------------------------------------------------------------
# * Getting Maximum Level
#--------------------------------------------------------------------------
def max_level
# If 0 members are in the party
if @actors.size == 0
return 0
end
# Initialize local variable: level
level = 0
# Get maximum level of party members
for actor in @actors
if level < actor.level
level = actor.level
end
end
return level
end
#--------------------------------------------------------------------------
# * Add an Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# Get actor
actor = $game_actors[actor_id]
# If the party has less than 4 members and this actor is not in the party
if @actors.size < 4 and not @actors.include?(actor)
# Add follower
unless @actors.empty?
if $game_followers.empty?
$game_followers.push(Game_Follower.new($game_player, actor))
else
$game_followers.push(Game_Follower.new($game_followers.last, actor))
end
$scene.add_follower($game_followers.last)
end
# Add actor
@actors.push(actor)
# Refresh player
$game_player.refresh
end
end
#--------------------------------------------------------------------------
# * Remove Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def remove_actor(actor_id)
actor = $game_actors[actor_id]
# Delete follower
unless $game_followers.empty?
follower = $game_followers.pop
$scene.remove_follower(follower)
new_actor = follower.actor
$game_followers.reverse_each do |follower|
new_actor, follower.actor = follower.actor, new_actor
break if new_actor == actor
end
end
# Delete actor
@actors.delete(actor)
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Gain Gold (or lose)
# n : amount of gold
#--------------------------------------------------------------------------
def gain_gold(n)
@gold = [[@gold + n, 0].max, 9999999].min
end
#--------------------------------------------------------------------------
# * Lose Gold
# n : amount of gold
#--------------------------------------------------------------------------
def lose_gold(n)
# Reverse the numerical value and call it gain_gold
gain_gold(-n)
end
#--------------------------------------------------------------------------
# * Increase Steps
#--------------------------------------------------------------------------
def increase_steps
@steps = [@steps + 1, 9999999].min
end
#--------------------------------------------------------------------------
# * Get Number of Items Possessed
# item_id : item ID
#--------------------------------------------------------------------------
def item_number(item_id)
# If quantity data is in the hash, use it. If not, return 0
return @items.include?(item_id) ? @items[item_id] : 0
end
#--------------------------------------------------------------------------
# * Get Number of Weapons Possessed
# weapon_id : weapon ID
#--------------------------------------------------------------------------
def weapon_number(weapon_id)
# If quantity data is in the hash, use it. If not, return 0
return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
end
#--------------------------------------------------------------------------
# * Get Amount of Armor Possessed
# armor_id : armor ID
#--------------------------------------------------------------------------
def armor_number(armor_id)
# If quantity data is in the hash, use it. If not, return 0
return @armors.include?(armor_id) ? @armors[armor_id] : 0
end
#--------------------------------------------------------------------------
# * Gain Items (or lose)
# item_id : item ID
# n : quantity
#--------------------------------------------------------------------------
def gain_item(item_id, n)
# Update quantity data in the hash.
if item_id > 0
@items[item_id] = [[item_number(item_id) + n, 0].max, 99].min
end
end
#--------------------------------------------------------------------------
# * Gain Weapons (or lose)
# weapon_id : weapon ID
# n : quantity
#--------------------------------------------------------------------------
def gain_weapon(weapon_id, n)
# Update quantity data in the hash.
if weapon_id > 0
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
end
end
#--------------------------------------------------------------------------
# * Gain Armor (or lose)
# armor_id : armor ID
# n : quantity
#--------------------------------------------------------------------------
def gain_armor(armor_id, n)
# Update quantity data in the hash.
if armor_id > 0
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
end
end
#--------------------------------------------------------------------------
# * Lose Items
# item_id : item ID
# n : quantity
#--------------------------------------------------------------------------
def lose_item(item_id, n)
# Reverse the numerical value and call it gain_item
gain_item(item_id, -n)
end
#--------------------------------------------------------------------------
# * Lose Weapons
# weapon_id : weapon ID
# n : quantity
#--------------------------------------------------------------------------
def lose_weapon(weapon_id, n)
# Reverse the numerical value and call it gain_weapon
gain_weapon(weapon_id, -n)
end
#--------------------------------------------------------------------------
# * Lose Armor
# armor_id : armor ID
# n : quantity
#--------------------------------------------------------------------------
def lose_armor(armor_id, n)
# Reverse the numerical value and call it gain_armor
gain_armor(armor_id, -n)
end
#--------------------------------------------------------------------------
# * Determine if Item is Usable
# item_id : item ID
#--------------------------------------------------------------------------
def item_can_use?(item_id)
# If item quantity is 0
if item_number(item_id) == 0
# Unusable
return false
end
# Get usable time
occasion = $data_items[item_id].occasion
# If in battle
if $game_temp.in_battle
# If useable time is 0 (normal) or 1 (only battle) it's usable
return (occasion == 0 or occasion == 1)
end
# If useable time is 0 (normal) or 2 (only menu) it's usable
return (occasion == 0 or occasion == 2)
end
#--------------------------------------------------------------------------
# * Clear All Member Actions
#--------------------------------------------------------------------------
def clear_actions
# Clear All Member Actions
for actor in @actors
actor.current_action.clear
end
end
#--------------------------------------------------------------------------
# * Determine if Command is Inputable
#--------------------------------------------------------------------------
def inputable?
# Return true if input is possible for one person as well
for actor in @actors
if actor.inputable?
return true
end
end
return false
end
#--------------------------------------------------------------------------
# * Determine Everyone is Dead
#--------------------------------------------------------------------------
def all_dead?
# If number of party members is 0
if $game_party.actors.size == 0
return false
end
# If an actor is in the party with 0 or more HP
for actor in @actors
if actor.hp > 0
return false
end
end
# All members dead
return true
end
#--------------------------------------------------------------------------
# * Slip Damage Check (for map)
#--------------------------------------------------------------------------
def check_map_slip_damage
for actor in @actors
if actor.hp > 0 and actor.slip_damage?
actor.hp -= [actor.maxhp / 100, 1].max
if actor.hp == 0
$game_system.se_play($data_system.actor_collapse_se)
end
$game_screen.start_flash(Color.new(255,0,0,128), 4)
$game_temp.gameover = $game_party.all_dead?
end
end
end
#--------------------------------------------------------------------------
# * Random Selection of Target Actor
# hp0 : limited to actors with 0 HP
#--------------------------------------------------------------------------
def random_target_actor(hp0 = false)
# Initialize roulette
roulette = []
# Loop
for actor in @actors
# If it fits the conditions
if (not hp0 and actor.exist?) or (hp0 and actor.hp0?)
# Get actor class [position]
position = $data_classes[actor.class_id].position
# Front guard: n = 4; Mid guard: n = 3; Rear guard: n = 2
n = 4 - position
# Add actor to roulette n times
n.times do
roulette.push(actor)
end
end
end
# If roulette size is 0
if roulette.size == 0
return nil
end
# Spin the roulette, choose an actor
return roulette[rand(roulette.size)]
end
#--------------------------------------------------------------------------
# * Random Selection of Target Actor (HP 0)
#--------------------------------------------------------------------------
def random_target_actor_hp0
return random_target_actor(true)
end
#--------------------------------------------------------------------------
# * Smooth Selection of Target Actor
# actor_index : actor index
#--------------------------------------------------------------------------
def smooth_target_actor(actor_index)
# Get an actor
actor = @actors[actor_index]
# If an actor exists
if actor != nil and actor.exist?
return actor
end
# Loop
for actor in @actors
# If an actor exists
if actor.exist?
return actor
end
end
end
end