318 lines
12 KiB
Ruby
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
|