#============================================================================== # ** Sprite_Battler #------------------------------------------------------------------------------ # This sprite is used to display the battler.It observes the Game_Character # class and automatically changes sprite conditions. #============================================================================== class Sprite_Battler < RPG::Sprite #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :battler # battler #-------------------------------------------------------------------------- # * Object Initialization # viewport : viewport # battler : battler (Game_Battler) #-------------------------------------------------------------------------- def initialize(viewport, battler = nil) super(viewport) @battler = battler @battler_visible = false end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose if self.bitmap != nil self.bitmap.dispose end super end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # If battler is nil if @battler == nil self.bitmap = nil loop_animation(nil) return end # If file name or hue are different than current ones if @battler.battler_name != @battler_name or @battler.battler_hue != @battler_hue # Get and set bitmap @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 # Change opacity level to 0 when dead or hidden if @battler.dead? or @battler.hidden self.opacity = 0 end end # If animation ID is different than current one if @battler.damage == nil and @battler.state_animation_id != @state_animation_id @state_animation_id = @battler.state_animation_id loop_animation($data_animations[@state_animation_id]) end # If actor which should be displayed if @battler.is_a?(Game_Actor) and @battler_visible # Bring opacity level down a bit when not in main phase if $game_temp.battle_main_phase self.opacity += 3 if self.opacity < 255 else self.opacity -= 3 if self.opacity > 207 end end # Blink if @battler.blink blink_on else blink_off end # If invisible unless @battler_visible # Appear if not @battler.hidden and not @battler.dead? and (@battler.damage == nil or @battler.damage_pop) appear @battler_visible = true end end # If visible if @battler_visible # Escape if @battler.hidden $game_system.se_play($data_system.escape_se) escape @battler_visible = false end # White flash if @battler.white_flash whiten @battler.white_flash = false end # Animation if @battler.animation_id != 0 animation = $data_animations[@battler.animation_id] animation(animation, @battler.animation_hit) @battler.animation_id = 0 end # Damage if @battler.damage_pop damage(@battler.damage, @battler.critical) @battler.damage = nil @battler.critical = false @battler.damage_pop = false end # Collapse if @battler.damage == nil and @battler.dead? 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 # Set sprite coordinates self.x = @battler.screen_x self.y = @battler.screen_y self.z = @battler.screen_z end end