#==============================================================================
# ■ Compétence avec rechargement(V1.01)
# -Par Johnseed
#------------------------------------------------------------------------------
# Incompatibiliter avec scrits modiffier:
# Game_Battler 1
# Game_Battler 3
# Scene_Battle 1
# Scene_Battle 3
# Scene_Battle 4
# Window_Skill
#------------------------------------------------------------------------------
# Changelog:
# Mise en place
# Compilation
# Window_Skill en une seul collone
# Ajout de Window_Skill_Info
# Ajout d'atribution du nombre des tours
#------------------------------------------------------------------------------
# Explication:
# A partire de la ligne 64 il sufit de rajouter la comande:
# @skill_active[X].round_max = Y
# X = id de la compétence
# Y = nombres de tour de rechargement
# Si Y = 0 la compétence poura etre lancer a chaque tour
# Si vous ne choisisser pas de commande pour une compétence
# son temp de recharge sera obligatoirment de 3 tours
#==============================================================================
# ■ Skill_Switching
#==============================================================================
class Skill_Switching
def initialize(round_max=3)
@round_max = round_max+1
@round = 0
end
def round
return @round
end
def round=(val)
@round = val
@round=0 if @round<0
end
def round_max
return @round_max
end
def round_max=(val)
@round_max = val+1
end
end
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler
def round(id)
return @skill_active[id].round
end
def skill_active(id)
return @skill_active[id]
end
def define_cooldown
for i in 1..$data_skills.size
@skill_active[i] = Skill_Switching.new
end
@skill_active[1].round_max = 1
@skill_active[2].round_max = 2
@skill_active[3].round_max = 3
@skill_active[4].round_max = 4
@skill_active[5].round_max = 5
@skill_active[6].round_max = 6
@skill_active[7].round_max = 0
@skill_active[81].round_max = 0
# etc ...
end
end
#==============================================================================
# ■ Game_Battler 1
#==============================================================================
class Game_Battler
attr_reader :battler_name
attr_reader :battler_hue
attr_reader :hp
attr_reader :sp
attr_reader :states
attr_accessor :hidden
attr_accessor :immortal
attr_accessor :damage_pop
attr_accessor :damage
attr_accessor :critical
attr_accessor :animation_id
attr_accessor :animation_hit
attr_accessor :white_flash
attr_accessor :blink
def initialize
@skill_active = []
define_cooldown
@battler_name = ""
@battler_hue = 0
@hp = 0
@sp = 0
@states = []
@states_turn = {}
@maxhp_plus = 0
@maxsp_plus = 0
@str_plus = 0
@dex_plus = 0
@agi_plus = 0
@int_plus = 0
@hidden = false
@immortal = false
@damage_pop = false
@damage = nil
@critical = false
@animation_id = 0
@animation_hit = false
@white_flash = false
@blink = false
@current_action = Game_BattleAction.new
end
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, 999999].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, 999999].min
return n
end
def maxsp
n = [[base_maxsp + @maxsp_plus, 0].max, 9999].min
for i in @states
n *= $data_states[i].maxsp_rate / 100.0
end
n = [[Integer(n), 0].max, 9999].min
return n
end
def str
n = [[base_str + @str_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].str_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
return n
end
def dex
n = [[base_dex + @dex_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].dex_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
return n
end
def agi
n = [[base_agi + @agi_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].agi_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
return n
end
def int
n = [[base_int + @int_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].int_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
return n
end
def maxhp=(maxhp)
@maxhp_plus += maxhp - self.maxhp
@maxhp_plus = [[@maxhp_plus, -9999].max, 9999].min
@hp = [@hp, self.maxhp].min
end
def maxsp=(maxsp)
@maxsp_plus += maxsp - self.maxsp
@maxsp_plus = [[@maxsp_plus, -9999].max, 9999].min
@sp = [@sp, self.maxsp].min
end
def str=(str)
@str_plus += str - self.str
@str_plus = [[@str_plus, -999].max, 999].min
end
def dex=(dex)
@dex_plus += dex - self.dex
@dex_plus = [[@dex_plus, -999].max, 999].min
end
def agi=(agi)
@agi_plus += agi - self.agi
@agi_plus = [[@agi_plus, -999].max, 999].min
end
def int=(int)
@int_plus += int - self.int
@int_plus = [[@int_plus, -999].max, 999].min
end
def hit
n = 100
for i in @states
n *= $data_states[i].hit_rate / 100.0
end
return Integer(n)
end
def atk
n = base_atk
for i in @states
n *= $data_states[i].atk_rate / 100.0
end
return Integer(n)
end
def pdef
n = base_pdef
for i in @states
n *= $data_states[i].pdef_rate / 100.0
end
return Integer(n)
end
def mdef
n = base_mdef
for i in @states
n *= $data_states[i].mdef_rate / 100.0
end
return Integer(n)
end
def eva
n = base_eva
for i in @states
n += $data_states[i].eva
end
return n
end
def hp=(hp)
@hp = [[hp, maxhp].min, 0].max
for i in 1...$data_states.size
if $data_states[i].zero_hp
if self.dead?
add_state(i)
else
remove_state(i)
end
end
end
end
def sp=(sp)
@sp = [[sp, maxsp].min, 0].max
end
def recover_all
@hp = maxhp
@sp = maxsp
for i in @states.clone
remove_state(i)
end
end
def current_action
return @current_action
end
def make_action_speed
@current_action.speed = agi + rand(10 + agi / 4)
end
def dead?
return (@hp == 0 and not @immortal)
end
def exist?
return (not @hidden and (@hp > 0 or @immortal))
end
def hp0?
return (not @hidden and @hp == 0)
end
def inputable?
return (not @hidden and restriction <= 1)
end
def movable?
return (not @hidden and restriction < 4)
end
def guarding?
return (@current_action.kind == 0 and @current_action.basic == 1)
end
def resting?
return (@current_action.kind == 0 and @current_action.basic == 3)
end
end
#==============================================================================
# ■ Game_Battler 3
#==============================================================================
class Game_Battler
def skill_can_use?(skill_id)
if round(skill_id)>0 and round(skill_id)<skill_active(skill_id).round_max
return false
end
if $data_skills[skill_id].sp_cost > self.sp
return false
end
if dead?
return false
end
if $data_skills[skill_id].atk_f == 0 and self.restriction == 1
return false
end
occasion = $data_skills[skill_id].occasion
if $game_temp.in_battle
return (occasion == 0 or occasion == 1)
else
return (occasion == 0 or occasion == 2)
end
end
def attack_effect(attacker)
self.critical = false
hit_result = (rand(100) < attacker.hit)
if hit_result == true
atk = [attacker.atk - self.pdef / 2, 0].max
self.damage = atk * (20 + attacker.str) / 20
self.damage *= elements_correct(attacker.element_set)
self.damage /= 100
if self.damage > 0
if rand(100) < 4 * attacker.dex / self.agi
self.damage *= 2
self.critical = true
end
if self.guarding?
self.damage /= 2
end
end
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
eva = 8 * self.agi / attacker.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
end
if hit_result == true
remove_states_shock
self.hp -= self.damage
@state_changed = false
states_plus(attacker.plus_state_set)
states_minus(attacker.minus_state_set)
else
self.damage = "Manqué!"
self.critical = false
end
return true
end
def skill_effect(user, skill)
self.critical = false
if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
return false
end
effective = false
effective |= skill.common_event_id > 0
hit = skill.hit
if skill.atk_f > 0
hit *= user.hit / 100
end
hit_result = (rand(100) < hit)
effective |= hit < 100
if hit_result == true
power = skill.power + user.atk * skill.atk_f / 100
if power > 0
power -= self.pdef * skill.pdef_f / 200
power -= self.mdef * skill.mdef_f / 200
power = [power, 0].max
end
rate = 20
rate += (user.str * skill.str_f / 100)
rate += (user.dex * skill.dex_f / 100)
rate += (user.agi * skill.agi_f / 100)
rate += (user.int * skill.int_f / 100)
self.damage = power * rate / 20
self.damage *= elements_correct(skill.element_set)
self.damage /= 100
if self.damage > 0
if self.guarding?
self.damage /= 2
end
end
if skill.variance > 0 and self.damage.abs > 0
amp = [self.damage.abs * skill.variance / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
eva = 8 * self.agi / user.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
effective |= hit < 100
end
if hit_result == true
if skill.power != 0 and skill.atk_f > 0
remove_states_shock
effective = true
end
last_hp = self.hp
self.hp -= self.damage
effective |= self.hp != last_hp
@state_changed = false
effective |= states_plus(skill.plus_state_set)
effective |= states_minus(skill.minus_state_set)
if skill.power == 0
self.damage = ""
unless @state_changed
self.damage = "Manqué!"
end
end
else
self.damage = "Manqué!"
end
unless $game_temp.in_battle
self.damage = nil
end
return effective
end
def item_effect(item)
self.critical = false
if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or
((item.scope == 5 or item.scope == 6) and self.hp >= 1)
return false
end
effective = false
effective |= item.common_event_id > 0
hit_result = (rand(100) < item.hit)
effective |= item.hit < 100
if hit_result == true
recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp
recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp
if recover_hp < 0
recover_hp += self.pdef * item.pdef_f / 20
recover_hp += self.mdef * item.mdef_f / 20
recover_hp = [recover_hp, 0].min
end
recover_hp *= elements_correct(item.element_set)
recover_hp /= 100
recover_sp *= elements_correct(item.element_set)
recover_sp /= 100
if item.variance > 0 and recover_hp.abs > 0
amp = [recover_hp.abs * item.variance / 100, 1].max
recover_hp += rand(amp+1) + rand(amp+1) - amp
end
if item.variance > 0 and recover_sp.abs > 0
amp = [recover_sp.abs * item.variance / 100, 1].max
recover_sp += rand(amp+1) + rand(amp+1) - amp
end
if recover_hp < 0
if self.guarding?
recover_hp /= 2
end
end
self.damage = -recover_hp
last_hp = self.hp
last_sp = self.sp
self.hp += recover_hp
self.sp += recover_sp
effective |= self.hp != last_hp
effective |= self.sp != last_sp
@state_changed = false
effective |= states_plus(item.plus_state_set)
effective |= states_minus(item.minus_state_set)
if item.parameter_type > 0 and item.parameter_points != 0
case item.parameter_type
when 1
@maxhp_plus += item.parameter_points
when 2
@maxsp_plus += item.parameter_points
when 3
@str_plus += item.parameter_points
when 4
@dex_plus += item.parameter_points
when 5
@agi_plus += item.parameter_points
when 6
@int_plus += item.parameter_points
end
effective = true
end
if item.recover_hp_rate == 0 and item.recover_hp == 0
self.damage = ""
if item.recover_sp_rate == 0 and item.recover_sp == 0 and
(item.parameter_type == 0 or item.parameter_points == 0)
unless @state_changed
self.damage = "Manqué!"
end
end
end
else
self.damage = "Manqué!"
end
unless $game_temp.in_battle
self.damage = nil
end
return effective
end
def slip_damage_effect
self.damage = self.maxhp / 10
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
self.hp -= self.damage
return true
end
def elements_correct(element_set)
if element_set == []
return 100
end
weakest = -100
for i in element_set
weakest = [weakest, self.element_rate(i)].max
end
return weakest
end
end
#==============================================================================
# ■ Scene_Battle 1
#==============================================================================
class Scene_Battle
def battle_end(result)
$game_temp.in_battle = false
$game_party.clear_actions
for actor in $game_party.actors
actor.remove_states_battle
end
$game_troop.enemies.clear
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
for j in 0...$game_party.actors.size
for i in 1..$data_skills.size
$game_party.actors[j].skill_active(i).round = 0
end
end
$scene = Scene_Map.new
end
end
#==============================================================================
# ■ Scene_Battle 3
#==============================================================================
class Scene_Battle
def phase3_prior_actor
begin
if @active_battler != nil
@active_battler.blink = false
end
if @actor_index == 0
start_phase2
return
end
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
@active_battler.skill_active(@skill.id).round = 0
end until @active_battler.inputable?
phase3_setup_command_window
end
def update_phase3_skill_select
@skill_window.visible = true
@skill_info_window.visible = true
@skill_window.update
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@skill_info_window.refresh(@skill_window.skill)
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
end_skill_select
return
end
if Input.trigger?(Input::C)
@skill = @skill_window.skill
if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.skill_id = @skill.id
@skill_window.visible = false
@skill_info_window.visible = false
$game_party.actors[@actor_index].skill_active(@skill.id).round =
$game_party.actors[@actor_index].skill_active(@skill.id).round_max
if @skill.scope == 1
start_enemy_select
elsif @skill.scope == 3 or @skill.scope == 5
start_actor_select
else
end_skill_select
phase3_next_actor
end
return
end
end
def update_phase3_enemy_select
@enemy_arrow.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
end_enemy_select
@active_battler.skill_active(@skill.id).round = 0
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.target_index = @enemy_arrow.index
end_enemy_select
if @skill_window != nil
end_skill_select
end
if @item_window != nil
end_item_select
end
phase3_next_actor
end
end
def update_phase3_actor_select
@actor_arrow.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
end_actor_select
@active_battler.skill_active(@skill.id).round = 0
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.target_index = @actor_arrow.index
end_actor_select
if @skill_window != nil
end_skill_select
end
if @item_window != nil
end_item_select
end
phase3_next_actor
end
end
def start_skill_select
@skill_window = Window_Skill.new(@active_battler)
@skill_info_window = Window_Skill_Info.new(@active_battler, @skill_window.skill)
@skill_window.help_window = @help_window
@actor_command_window.active = false
@actor_command_window.visible = false
end
def end_skill_select
@skill_window.dispose
@skill_info_window.dispose
@skill_window = nil
@help_window.visible = false
@actor_command_window.active = true
@actor_command_window.visible = true
end
end
#==============================================================================
# ■ Scene_Battle 4
#==============================================================================
class Scene_Battle
def update_phase4_step1
@help_window.visible = false
if judge
return
end
if $game_temp.forcing_battler == nil
setup_battle_event
if $game_system.battle_interpreter.running?
return
end
end
if $game_temp.forcing_battler != nil
@action_battlers.delete($game_temp.forcing_battler)
@action_battlers.unshift($game_temp.forcing_battler)
end
if @action_battlers.size == 0
for j in 0...$game_party.actors.size
for i in 1..$data_skills.size
$game_party.actors[j].skill_active(i).round -= 1
end
end
start_phase2
return
end
@animation1_id = 0
@animation2_id = 0
@common_event_id = 0
@active_battler = @action_battlers.shift
if @active_battler.index == nil
return
end
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
@active_battler.remove_states_auto
@status_window.refresh
@phase4_step = 2
end
end
#==============================================================================
# ■ Window_Skill
#==============================================================================
class Window_Skill < Window_Selectable
def initialize(actor)
super(0, 128, 320, 352)
@actor = actor
@column_max = 1
self.index = 0
if $game_temp.in_battle
@column_max = 1
self.y = 64
self.width = 320
self.height = 256
self.back_opacity = 160
end
refresh
end
def skill
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in [email=0...@actor.skills.size]0...@actor.skills.size[/email]
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
end
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
#==============================================================================
# ■ Window_Skill_Info
#==============================================================================
class Window_Skill_Info < Window_Base
def initialize(actor, skill)
super(320, 64, 320, 256)
self.back_opacity = 160
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = actor
refresh(skill)
end
def refresh(skill)
self.contents.clear
x = 4
wait = @actor.skill_active(skill.id).round
wait = 0 if wait<0
wait_max = @actor.skill_active(skill.id).round_max-1
scope = ""
case skill.scope
when 0 then scope = "Aucun"
when 1 then scope = "Un Ennemi"
when 2 then scope = "Tout les ennemis"
when 3 then scope = "Un Allié"
when 4 then scope = "Tout les alliés"
when 5 then scope = "Allié KO"
when 6 then scope = "Tout les alliés KO"
when 7 then scope = "Utilisateur"
end
self.contents.font.color = system_color
self.contents.draw_text(x, 0, 160, 32, skill.name)
self.contents.draw_text(x, 32*1, 160, 32, "Mana : ")
self.contents.draw_text(x, 32*2, 160, 32, "Recharge : ")
self.contents.draw_text(x+120, 32*2, 160, 32, "Attente : ")
self.contents.draw_text(x, 32*3, 160, 32, "Cible : ")
self.contents.font.color = normal_color
self.contents.draw_text(x+65, 32*1, 128, 32, skill.sp_cost.to_s)
self.contents.draw_text(x+110, 32*2, 128, 32, wait_max.to_s)
self.contents.draw_text(x+210, 32*2, 128, 32, wait.to_s)
self.contents.draw_text(x+160, 32*3, 128, 32, scope)
case skill.id
when 57
self.contents.draw_text(x, 32*4, 250, 32, "c la fin du monde mais tout va bien")
when
self.contents.draw_text(x, 32*4, 250, 32, skill.description)
end
end
end