#============================================================================== # ** Scene_Skill #------------------------------------------------------------------------------ # This class performs skill screen processing. #============================================================================== class Scene_Skill #-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Get actor @actor = $game_party.actors[@actor_index] # Make help window, status window, and skill window @help_window = Window_Help.new @status_window = Window_SkillStatus.new(@actor) @skill_window = Window_Skill.new(@actor) # Associate help window @skill_window.help_window = @help_window # Make target window (set to invisible / inactive) @target_window = Window_Target.new @target_window.visible = false @target_window.active = false # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @help_window.dispose @status_window.dispose @skill_window.dispose @target_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @help_window.update @status_window.update @skill_window.update @target_window.update # If skill window is active: call update_skill if @skill_window.active update_skill return end # If skill target is active: call update_target if @target_window.active update_target return end end #-------------------------------------------------------------------------- # * Frame Update (if skill window is active) #-------------------------------------------------------------------------- def update_skill # If B button was pressed if Input.trigger?(Input::CANCEL) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(1) return end # If C button was pressed if Input.trigger?(Input::ACTION) # Get currently selected data on the skill window @skill = @skill_window.skill # If unable to use if @skill == nil or not @actor.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # If effect scope is ally if @skill.scope >= 3 # Activate target window @skill_window.active = false @target_window.x = (@skill_window.index + 1) % 2 * 304 @target_window.visible = true @target_window.active = true # Set cursor position to effect scope (single / all) if @skill.scope == 4 || @skill.scope == 6 @target_window.index = -1 elsif @skill.scope == 7 @target_window.index = @actor_index - 10 else @target_window.index = 0 end # If effect scope is other than ally else # If common event ID is valid if @skill.common_event_id > 0 # Common event call reservation $game_temp.common_event_id = @skill.common_event_id # Play use skill SE $game_system.se_play(@skill.menu_se) # Use up SP @actor.sp -= @skill.sp_cost # Remake each window content @status_window.refresh @skill_window.refresh @target_window.refresh # Switch to map screen $scene = Scene_Map.new return end end return end # If R button was pressed if Input.trigger?(Input::R) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor @actor_index += 1 @actor_index %= $game_party.actors.size # Switch to different skill screen $scene = Scene_Skill.new(@actor_index) return end # If L button was pressed if Input.trigger?(Input::L) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # Switch to different skill screen $scene = Scene_Skill.new(@actor_index) return end end #-------------------------------------------------------------------------- # * Frame Update (when target window is active) #-------------------------------------------------------------------------- def update_target # If B button was pressed if Input.trigger?(Input::CANCEL) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Erase target window @skill_window.active = true @target_window.visible = false @target_window.active = false return end # If C button was pressed if Input.trigger?(Input::ACTION) # If unable to use because SP ran out unless @actor.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If target is all if @target_window.index == -1 # Apply skill use effects to entire party used = false for i in $game_party.actors used |= i.skill_effect(@actor, @skill) end end # If target is user if @target_window.index <= -2 # Apply skill use effects to target actor target = $game_party.actors[@target_window.index + 10] used = target.skill_effect(@actor, @skill) end # If single target if @target_window.index >= 0 # Apply skill use effects to target actor target = $game_party.actors[@target_window.index] used = target.skill_effect(@actor, @skill) end # If skill was used if used # Play skill use SE $game_system.se_play(@skill.menu_se) # Use up SP @actor.sp -= @skill.sp_cost # Remake each window content @status_window.refresh @skill_window.refresh @target_window.refresh # If entire party is dead if $game_party.all_dead? # Switch to game over screen $scene = Scene_Gameover.new return end # If command event ID is valid if @skill.common_event_id > 0 # Command event call reservation $game_temp.common_event_id = @skill.common_event_id # Switch to map screen $scene = Scene_Map.new return end end # If skill wasn't used unless used # Play buzzer SE $game_system.se_play($data_system.buzzer_se) end return end end end