mkxp/scripts/Game_Enemy.rb

318 lines
12 KiB
Ruby

#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
# This class handles enemies. It's used within the Game_Troop class
# ($game_troop).
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# * Object Initialization
# troop_id : troop ID
# member_index : troop member index
#--------------------------------------------------------------------------
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
@hidden = troop.members[@member_index].hidden
@immortal = troop.members[@member_index].immortal
end
#--------------------------------------------------------------------------
# * Get Enemy ID
#--------------------------------------------------------------------------
def id
return @enemy_id
end
#--------------------------------------------------------------------------
# * Get Index
#--------------------------------------------------------------------------
def index
return @member_index
end
#--------------------------------------------------------------------------
# * Get Name
#--------------------------------------------------------------------------
def name
return $data_enemies[@enemy_id].name
end
#--------------------------------------------------------------------------
# * Get Basic Maximum HP
#--------------------------------------------------------------------------
def base_maxhp
return $data_enemies[@enemy_id].maxhp
end
#--------------------------------------------------------------------------
# * Get Basic Maximum SP
#--------------------------------------------------------------------------
def base_maxsp
return $data_enemies[@enemy_id].maxsp
end
#--------------------------------------------------------------------------
# * Get Basic Strength
#--------------------------------------------------------------------------
def base_str
return $data_enemies[@enemy_id].str
end
#--------------------------------------------------------------------------
# * Get Basic Dexterity
#--------------------------------------------------------------------------
def base_dex
return $data_enemies[@enemy_id].dex
end
#--------------------------------------------------------------------------
# * Get Basic Agility
#--------------------------------------------------------------------------
def base_agi
return $data_enemies[@enemy_id].agi
end
#--------------------------------------------------------------------------
# * Get Basic Intelligence
#--------------------------------------------------------------------------
def base_int
return $data_enemies[@enemy_id].int
end
#--------------------------------------------------------------------------
# * Get Basic Attack Power
#--------------------------------------------------------------------------
def base_atk
return $data_enemies[@enemy_id].atk
end
#--------------------------------------------------------------------------
# * Get Basic Physical Defense
#--------------------------------------------------------------------------
def base_pdef
return $data_enemies[@enemy_id].pdef
end
#--------------------------------------------------------------------------
# * Get Basic Magic Defense
#--------------------------------------------------------------------------
def base_mdef
return $data_enemies[@enemy_id].mdef
end
#--------------------------------------------------------------------------
# * Get Basic Evasion
#--------------------------------------------------------------------------
def base_eva
return $data_enemies[@enemy_id].eva
end
#--------------------------------------------------------------------------
# * Get Offensive Animation ID for Normal Attack
#--------------------------------------------------------------------------
def animation1_id
return $data_enemies[@enemy_id].animation1_id
end
#--------------------------------------------------------------------------
# * Get Target Animation ID for Normal Attack
#--------------------------------------------------------------------------
def animation2_id
return $data_enemies[@enemy_id].animation2_id
end
#--------------------------------------------------------------------------
# * Get Element Revision Value
# element_id : Element ID
#--------------------------------------------------------------------------
def element_rate(element_id)
# Get a numerical value corresponding to element effectiveness
table = [0,200,150,100,50,0,-100]
result = table[$data_enemies[@enemy_id].element_ranks[element_id]]
# If protected by state, this element is reduced by half
for i in @states
if $data_states[i].guard_element_set.include?(element_id)
result /= 2
end
end
# End Method
return result
end
#--------------------------------------------------------------------------
# * Get State Effectiveness
#--------------------------------------------------------------------------
def state_ranks
return $data_enemies[@enemy_id].state_ranks
end
#--------------------------------------------------------------------------
# * Determine State Guard
# state_id : state ID
#--------------------------------------------------------------------------
def state_guard?(state_id)
return false
end
#--------------------------------------------------------------------------
# * Get Normal Attack Element
#--------------------------------------------------------------------------
def element_set
return []
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (+)
#--------------------------------------------------------------------------
def plus_state_set
return []
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (-)
#--------------------------------------------------------------------------
def minus_state_set
return []
end
#--------------------------------------------------------------------------
# * Aquire Actions
#--------------------------------------------------------------------------
def actions
return $data_enemies[@enemy_id].actions
end
#--------------------------------------------------------------------------
# * Get EXP
#--------------------------------------------------------------------------
def exp
return $data_enemies[@enemy_id].exp
end
#--------------------------------------------------------------------------
# * Get Gold
#--------------------------------------------------------------------------
def gold
return $data_enemies[@enemy_id].gold
end
#--------------------------------------------------------------------------
# * Get Item ID
#--------------------------------------------------------------------------
def item_id
return $data_enemies[@enemy_id].item_id
end
#--------------------------------------------------------------------------
# * Get Weapon ID
#--------------------------------------------------------------------------
def weapon_id
return $data_enemies[@enemy_id].weapon_id
end
#--------------------------------------------------------------------------
# * Get Armor ID
#--------------------------------------------------------------------------
def armor_id
return $data_enemies[@enemy_id].armor_id
end
#--------------------------------------------------------------------------
# * Get Treasure Appearance Probability
#--------------------------------------------------------------------------
def treasure_prob
return $data_enemies[@enemy_id].treasure_prob
end
#--------------------------------------------------------------------------
# * Get Battle Screen X-Coordinate
#--------------------------------------------------------------------------
def screen_x
return $data_troops[@troop_id].members[@member_index].x
end
#--------------------------------------------------------------------------
# * Get Battle Screen Y-Coordinate
#--------------------------------------------------------------------------
def screen_y
return $data_troops[@troop_id].members[@member_index].y
end
#--------------------------------------------------------------------------
# * Get Battle Screen Z-Coordinate
#--------------------------------------------------------------------------
def screen_z
return screen_y
end
#--------------------------------------------------------------------------
# * Escape
#--------------------------------------------------------------------------
def escape
# Set hidden flag
@hidden = true
# Clear current action
self.current_action.clear
end
#--------------------------------------------------------------------------
# * Transform
# enemy_id : ID of enemy to be transformed
#--------------------------------------------------------------------------
def transform(enemy_id)
# Change enemy ID
@enemy_id = enemy_id
# Change battler graphics
@battler_name = $data_enemies[@enemy_id].battler_name
@battler_hue = $data_enemies[@enemy_id].battler_hue
# Remake action
make_action
end
#--------------------------------------------------------------------------
# * Make Action
#--------------------------------------------------------------------------
def make_action
# Clear current action
self.current_action.clear
# If unable to move
unless self.movable?
# End Method
return
end
# Extract current effective actions
available_actions = []
rating_max = 0
for action in self.actions
# Confirm turn conditions
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
# Confirm HP conditions
if self.hp * 100.0 / self.maxhp > action.condition_hp
next
end
# Confirm level conditions
if $game_party.max_level < action.condition_level
next
end
# Confirm switch conditions
switch_id = action.condition_switch_id
if switch_id > 0 and $game_switches[switch_id] == false
next
end
# Add this action to applicable conditions
available_actions.push(action)
if action.rating > rating_max
rating_max = action.rating
end
end
# Calculate total with max rating value at 3 (exclude 0 or less)
ratings_total = 0
for action in available_actions
if action.rating > rating_max - 3
ratings_total += action.rating - (rating_max - 3)
end
end
# If ratings total isn't 0
if ratings_total > 0
# Create random numbers
value = rand(ratings_total)
# Set things that correspond to created random numbers as current action
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