О, большое спасибо! Буду разгребать. Кстати, а почему тут нет фэйса в битве?
Вид для печати
О, большое спасибо! Буду разгребать. Кстати, а почему тут нет фэйса в битве?
Потому я не вставил скрипт Yanfly Engine Ace - Ace Battle Engine v1.22
можешь вставить его выше моих скриптов и тогда будут фейсы
А Опиши полностью какую боевку ты хочешь видеть?
Ну там курсор в ней будет или нет? групповое счетчик попаданий ?
По шаговая она у тебя или в разнобой?
Вот теперь всё отлично! А ещё вопрос возник... Допустим, по сюжету нужно поменять герою набор графики. Можно ли это сделать, допустим, скриптовой командой?
Тут я как обычно ориентируюсь на систему боя в 2003-м мэйкере. -))) В данный момент почти полностью как там, получается. Только там ещё была фича - приоритет при нападании. Либо первыми атакуют враги, либо герои. Ну это ладно, для этого уже наверное отдельную боёвку делать надо.Цитата:
А Опиши полностью какую боевку ты хочешь видеть?
Ну там курсор в ней будет или нет? групповое счетчик попаданий ?
По шаговая она у тебя или в разнобой?
P.S.: Кстати да, курсор здесь был бы не лишним... Когда выбираешь цель для атаки, например.
Блин если бы я видел хоть одну боевку 2003) Я тысячу лет его не запускал)
Так вроде можно реализовать при вызове группы врагов. смотри делаем рандом
потом если больше например шести нападают герои первыми. если меньше отдаем ход
противнику.
Т-е через настройки можно сделать, чтобы враги напали первыми?
Да, и можно ли всё-таки сменить герою набор боевой графики в процессе игры?
По поводу курсора сейчас нашёл тут "MOG Menu Cursor", но он появляется вместе с рамками выделения, а в бою при выборе цели вообще улетает с экрана. Нет ли скрипта курсора, заточенного под именно эту систему?
у меня все есть)Цитата:
Нет ли скрипта курсора, заточенного под именно эту систему?
Я думаю можно но пока не пробывалЦитата:
Т-е через настройки можно сделать, чтобы враги напали первыми?
Можно тогда сюда этот курсорный скрипт выложить?
По поводу нападений - насколько я искал, в Эйсе такого нет. Это было только на 2003, и позволяло привнести "тактический" элемент в геймплей.
я сейчас сделал на событиях чтоб враг мог нападать первым вроде работает.
Но надо доработать это событие.
а вот скрипт на курсор
Спойлер скрипт:
Код:#==============================================================================
# ** Victor Engine - Target Arrow
#------------------------------------------------------------------------------
# Author : Victor Sant
#
# Version History:
# v 1.00 - 2012.01.15 > First release
# v 1.01 - 2012.03.08 > Fixed self action help name display
# v 1.02 - 2012.05.30 > Fixed bug with Loop Animation arrow
# v 1.03 - 2012.08.02 > Compatibility with Basic Module 1.27
# v 1.04 - 2012.11.03 > Compatibility with Direct Commands
# > Fixed issue with line 408 undefined method
# v 1.05 - 2012.12.24 > Compatibility with Active Time Battle
# v 1.06 - 2012.12.30 > Fixed issue with enemy name when cancel selection
# v 1.07 - 2013.01.07 > Improved arrow movement
# v 1.08 - 2013.01.24 > Compatibility with Toggle Target
#------------------------------------------------------------------------------
# This script allows to change target selection to a arrow like selection.
# It's possible to make it animated and set different graphics for enemies
# and actors target selections.
# If using the script 'Victor Engine - Loop Animation', it's also possible
# to make the cursor an animation
#------------------------------------------------------------------------------
# Compatibility
# Requires the script 'Victor Engine - Basic Module' v 1.27 or higher
# If used with 'Victor Engine - Custom Basic Actions' place this bellow it.
#
# * Overwrite methods
# class RPG::UsableItem < RPG::BaseItem
# def need_selection?
#
# class Window_BattleEnemy < Window_Selectable
# def show
# def hide
# def cursor_movable?
# def cursor_down(wrap = false)
# def cursor_up(wrap = false)
# def cursor_right(wrap = false)
# def cursor_left(wrap = false)
# def update_help
#
# class Window_BattleActor < Window_BattleStatus
# def cursor_movable?
# def cursor_down(wrap = false)
# def cursor_up(wrap = false)
# def cursor_right(wrap = false)
# def cursor_left(wrap = false)
# def update_help
# def update_cursor
#
# * Alias methods
# class Window_BattleEnemy < Window_Selectable
# def initialize(info_viewport)
# def update
# def dispose
#
# class Window_BattleActor < Window_BattleStatus
# def initialize(info_viewport)
# def update
# def show
# def hide
# def update_cursor
# def dispose
#
# class Scene_Battle < Scene_Base
# def create_actor_window
# def create_enemy_window
# def command_attack
# def on_skill_ok
# def on_item_ok
# def on_enemy_cancel
# def on_actor_cancel
#
#------------------------------------------------------------------------------
# Instructions:
# To instal the script, open you script editor and paste this script on
# a new section bellow the Materials section. This script must also
# be bellow the scripts 'Victor Engine - Basic'
#
#------------------------------------------------------------------------------
# Skills and Items note tags:
# Tags to be used on Skills and Items note boxes.
#
# <target description>
# string
# </target description>
# The target description text, the string is the text, to add a break line
# use \\n.
#
#------------------------------------------------------------------------------
# Additional instructions:
#
# The cursors graphics must be in the folder Graphics/System.
#
# To use animations as cursors you need the script
# 'Victor Engine - Loop Animation' v 1.02 or higher.
#
#==============================================================================
#==============================================================================
# ** Victor Engine
#------------------------------------------------------------------------------
# Setting module for the Victor Engine
#==============================================================================
module Victor_Engine
#--------------------------------------------------------------------------
# * Set the automatic text control codes
# when false, it's needed to add \# on the start of the text to use
# control codes
#--------------------------------------------------------------------------
VE_ARROW_DEFAULT = {
name: "Cursor", # Cursor graphic filename ("filename")
frames: 4, # Number of frames of the arrow (1 for no animation)
speed: 10, # Cursto animation wait time (60 frames = 1 second)
height: true, # Adjust arrow based on target height
help: true, # Show help window when selecting target
x: 0, # Coordinate x adjust
y: 0, # Coordinate y adjust
move: 0, # Set move type. 0 : all directions, 1 : left and right
# 2 : up and down
anim: 111, # Animation ID displayed as arrow. Requires the script
# "Victor Engine - Loop Animation", this makes the
# arrow a looping battle animation instead of a
# simple bitmap graphic
} # Don't remove
#--------------------------------------------------------------------------
# * Custom arrow settings
# Set different configuration for arrows based on the window class
# it is being shown. It needs to add only the changed values.
# type: {setting},
# type: actor: or enemy:
#--------------------------------------------------------------------------
VE_ARROW_CUSTOM = {
actor: {name: "Green Cursor"},
enemy: {name: "Blue Cursor"},
} # Don't remove
#--------------------------------------------------------------------------
# * Hide skill window during target selection
# Since the window is placed above the battlers, the arrow stay behind
# the skill window. you can set it false if the window is placed
# in a different position with scripts.
#--------------------------------------------------------------------------
VE_HIDE_SKILL_WINDOW = true
#--------------------------------------------------------------------------
# * Hide item window during target selection
# Since the window is placed above the battlers, the arrow stay behind
# the item window. you can set it false if the window is placed
# in a different position with scripts.
#--------------------------------------------------------------------------
VE_HIDE_ITEM_WINDOW = true
#--------------------------------------------------------------------------
# * Set the use of target help window
#--------------------------------------------------------------------------
VE_USE_TARGET_HELP = true
#--------------------------------------------------------------------------
# * Settings for the target help window.
#--------------------------------------------------------------------------
VE_TARGET_HELP_WINDOW = {
text_align: 1, # Text align, 0: left, 1: center, 2: right
target_info: true, # If true show target info, if false show skill name
all_enemies: "All Enemies", # Target info for all enemies actions
all_actors: "All Allies", # Target info for all actors actions
all_target: "All Targets", # Target info for all targets actions
random_enemy: "Random Enemy", # Target info for random enemy actions
random_actor: "Random Ally", # Target info for random actor actions
random_target: "Random Target", # Target info for random target actions
} # Don't remove
#--------------------------------------------------------------------------
# * required
# This method checks for the existance of the basic module and other
# VE scripts required for this script to work, don't edit this
#--------------------------------------------------------------------------
def self.required(name, req, version, type = nil)
if !$imported[:ve_basic_module]
msg = "The script '%s' requires the script\n"
msg += "'VE - Basic Module' v%s or higher above it to work properly\n"
msg += "Go to http://victorscripts.wordpress.com/ to download this script."
msgbox(sprintf(msg, self.script_name(name), version))
exit
else
self.required_script(name, req, version, type)
end
end
#--------------------------------------------------------------------------
# * script_name
# Get the script name base on the imported value, don't edit this
#--------------------------------------------------------------------------
def self.script_name(name, ext = "VE")
name = name.to_s.gsub("_", " ").upcase.split
name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }
name.join(" ")
end
end
$imported ||= {}
$imported[:ve_target_arrow] = 1.08
Victor_Engine.required(:ve_target_arrow, :ve_basic_module, 1.27, :above)
Victor_Engine.required(:ve_target_arrow, :ve_toggle_target, 1.00, :bellow)
#==============================================================================
# ** RPG::UsableItem
#------------------------------------------------------------------------------
# This is the superclass for skills and items.
#==============================================================================
class RPG::UsableItem < RPG::BaseItem
#--------------------------------------------------------------------------
# * Overwrite method: need_selection?
#--------------------------------------------------------------------------
def need_selection?
@scope > 0
end
end
#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
# This window contains cursor movement and scroll functions.
#==============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * New method: init_arrow
#--------------------------------------------------------------------------
def init_arrow
@arrows = []
@arrows_anim = 0
@arrows_value = VE_ARROW_CUSTOM.dup
@arrows_value.default = VE_ARROW_DEFAULT.dup
@arrows_value.each do |key, value|
arrow = @arrows_value[key]
arrow[:x] = VE_ARROW_DEFAULT[:x] if !value[:x]
arrow[:y] = VE_ARROW_DEFAULT[:y] if !value[:y]
arrow[:name] = VE_ARROW_DEFAULT[:name] if !value[:name]
arrow[:frames] = VE_ARROW_DEFAULT[:frames] if !value[:frames]
arrow[:rect] = VE_ARROW_DEFAULT[:rect] if !value[:rect]
arrow[:speed] = VE_ARROW_DEFAULT[:speed] if !value[:speed]
arrow[:anim] = VE_ARROW_DEFAULT[:anim] if !value[:anim]
arrow[:move] = VE_ARROW_DEFAULT[:move] if !value[:move]
arrow[:height] = VE_ARROW_DEFAULT[:height] if !value[:height]
end
end
#--------------------------------------------------------------------------
# * New method: init_arrow_sprite
#--------------------------------------------------------------------------
def init_arrow_sprite(forced = false)
dispose_arrow if @arrows_index != @index || forced || item_max == 0
return unless active
if target_all? && item_max > 0
item_max.times {|i| create_arrow_sprite(i) }
elsif @index > -1 && item_max > 0
create_arrow_sprite(0)
end
@arrows_index = @index
update_arrow_sprite
end
#--------------------------------------------------------------------------
# * New method: set_action
#--------------------------------------------------------------------------
def set_action(action)
@action = action
end
#--------------------------------------------------------------------------
# * New method: target_all?
#--------------------------------------------------------------------------
def target_all?
@action && (@action.for_all? || @action.for_random?)
end
#--------------------------------------------------------------------------
# * New method: target_self?
#--------------------------------------------------------------------------
def target_self?
@action && @action.for_user?
end
#--------------------------------------------------------------------------
# * New method: create_arrow_sprite
#--------------------------------------------------------------------------
def create_arrow_sprite(i)
return if @arrows[i]
@arrows[i] = Sprite_Base.new
@arrows[i].bitmap = Cache.system(arrow_filename)
end
#--------------------------------------------------------------------------
# * New method: arrow_animation
#--------------------------------------------------------------------------
def arrow_animation?
arrow_animation != 0 && $imported[:ve_loop_animation]
end
#--------------------------------------------------------------------------
# * New method: update_arrow_sprite
#--------------------------------------------------------------------------
def update_arrow_sprite
@arrows.each_index do |i|
next unless @arrows[i] && target(i)
@arrows[i].viewport = target(i).sprite.viewport
arrow_animation? ? set_arrow_animation(i) : set_arrow_bitmap(i)
update_arrow_position(i)
end
update_all_arrows
end
#--------------------------------------------------------------------------
# * New method: set_arrow_bitmap
#--------------------------------------------------------------------------
def set_arrow_bitmap(i)
bitmap = @arrows[i].bitmap
arrow_width = bitmap.width / arrow_frames
current_frame = arrow_width * @arrows_anim
@arrows[i].src_rect.set(current_frame, 0, arrow_width, bitmap.height)
end
#--------------------------------------------------------------------------
# * New method: set_arrow_animation
#--------------------------------------------------------------------------
def set_arrow_animation(i)
target = target(i)
return if !target || target.sprite.loop_anim?(:arrow)
settings = {anim: arrow_animation, type: :arrow, loop: 1}
target.sprite.add_loop_animation(settings)
end
#--------------------------------------------------------------------------
# * New method: update_arrow_position
#--------------------------------------------------------------------------
def update_arrow_position(i)
adjust = arrow_height ? target(i).sprite.oy / 2 : 0
@arrows[i].x = position_x(i) + arrow_x
@arrows[i].y = position_y(i) + arrow_y - adjust
@arrows[i].z = self.z + 1000
@arrows[i].ox = @arrows[i].width / 2
@arrows[i].oy = @arrows[i].height / 2
end
#--------------------------------------------------------------------------
# * New method: position_x
#--------------------------------------------------------------------------
def position_x(i)
$imported[:ve_animated_battle] ? target(i).current_x : target(i).screen_x
end
#--------------------------------------------------------------------------
# * New method: position_y
#--------------------------------------------------------------------------
def position_y(i)
$imported[:ve_animated_battle] ? target(i).current_y : target(i).screen_y
end
#--------------------------------------------------------------------------
# * New method: update_all_arrows
#--------------------------------------------------------------------------
def update_all_arrows
@arrows.each {|arrow| arrow.update }
end
#--------------------------------------------------------------------------
# * New method: arrow_frames
#--------------------------------------------------------------------------
def target_window_type
instance_of?(Window_BattleEnemy) ? :enemy : :actor
end
#--------------------------------------------------------------------------
# * New method: arrow_filename
#--------------------------------------------------------------------------
def arrow_filename
arrow_animation? ? "" : @arrows_value[target_window_type][:name]
end
#--------------------------------------------------------------------------
# * New method: arrow_frames
#--------------------------------------------------------------------------
def arrow_frames
[@arrows_value[target_window_type][:frames], 1].max
end
#--------------------------------------------------------------------------
# * New method: arrow_old_rect
#--------------------------------------------------------------------------
def arrow_old_rect
@arrows_value[target_window_type][:rect]
end
#--------------------------------------------------------------------------
# * New method: arrow_animspeed
#--------------------------------------------------------------------------
def arrow_animspeed
[@arrows_value[target_window_type][:speed], 1].max
end
#--------------------------------------------------------------------------
# * New method: arrow_x
#--------------------------------------------------------------------------
def arrow_x
@arrows_value[target_window_type][:x]
end
#--------------------------------------------------------------------------
# * New method: arrow_y
#--------------------------------------------------------------------------
def arrow_y
@arrows_value[target_window_type][:y]
end
#--------------------------------------------------------------------------
# * New method: arrow_animation
#--------------------------------------------------------------------------
def arrow_animation
@arrows_value[target_window_type][:anim]
end
#--------------------------------------------------------------------------
# * New method: arrow_height
#--------------------------------------------------------------------------
def arrow_height
@arrows_value[target_window_type][:height]
end
#--------------------------------------------------------------------------
# * New method: arrow_move
#--------------------------------------------------------------------------
def arrow_move
@arrows_value[target_window_type][:move]
end
#--------------------------------------------------------------------------
# * New method: help_info
#--------------------------------------------------------------------------
def help_info
VE_TARGET_HELP_WINDOW
end
#--------------------------------------------------------------------------
# * New method: target_description
#--------------------------------------------------------------------------
def target_description
return "" unless @action
regexp = get_all_values("TARGET DESCRIPTION")
text = ""
@action.note.scan(regexp) do
info = $1.dup
info.gsub!(/\r\n/) { "" }
info.gsub!(/\\n/) { "\r\n" }
text += info
end
text
end
#--------------------------------------------------------------------------
# * New method: update_target_help
#--------------------------------------------------------------------------
def update_target_help
text = target_description
align = help_info[:text_align]
@help_window.visible = true
if text != ""
@help_window.set_info_text(text, align)
else
if help_info[:target_info]
draw_tartge_info(align)
else
@help_window.set_item_text(@action, align)
end
end
end
#--------------------------------------------------------------------------
# * New method: draw_tartge_inf
#--------------------------------------------------------------------------
def draw_tartge_info(align)
if @action.for_one?
@help_window.set_target_text(target(0), align)
elsif @action.for_all? && @action.for_random?
text = help_info[:random_enemies] if @action.for_opponent?
text = help_info[:random_actors] if @action.for_friend?
text = help_info[:random_target] if @action.for_all_targets?
@help_window.set_info_text(text, align)
elsif @action.for_all? && !@action.for_random?
text = help_info[:all_enemies] if @action.for_opponent?
text = help_info[:all_actors] if @action.for_friend?
text = help_info[:all_target] if @action.for_all_targets?
@help_window.set_info_text(text, align)
end
end
end
#==============================================================================
# ** Window_Help
#------------------------------------------------------------------------------
# This window shows skill and item explanations along with actor status.
#==============================================================================
class Window_Help < Window_Base
#--------------------------------------------------------------------------
# * Alias method: set_item
#--------------------------------------------------------------------------
alias :set_item_ve_arrow_arrow :set_item
def set_item(item)
set_item_ve_arrow_arrow(item)
refresh
end
#--------------------------------------------------------------------------
# * New method: set_target_text
#--------------------------------------------------------------------------
def set_target_text(target, align = 0)
if target && (target != @target || @target.name != @text)
@text = ""
@target = target
@align = align
target_info
end
end
#--------------------------------------------------------------------------
# * New method: set_info_text
#--------------------------------------------------------------------------
def set_info_text(text, align = 0)
if text != @text
@text = text
contents.clear
adj = @text[/\r\n/i]
draw_text(0, 0, width, line_height * (adj ? 1 : 2), @text, align)
end
end
#--------------------------------------------------------------------------
# * New method: set_item_text
#--------------------------------------------------------------------------
def set_item_text(item, align = 0)
if item.name != @text
@text = item.name
contents.clear
iw = item.icon_index == 0 ? 0 : 24
text_width = text_size(@text).width
x = align == 0 ? 0 : (contents_width - 24 - text_width) / (3 - align)
draw_icon(item.icon_index, x, line_height / 2, true)
draw_text(iw + 2, 0, contents_width - iw, line_height * 2, @text, align)
end
end
#--------------------------------------------------------------------------
# * New method: target_info
#--------------------------------------------------------------------------
def target_info
contents.clear
change_color(hp_color(@target))
adj = (@target.state_icons + @target.buff_icons).size == 0
height = line_height * (adj ? 2 : 1)
draw_text(0, 0, contents_width, height, @target.name, @align)
draw_target_icons
end
#--------------------------------------------------------------------------
# * New method: draw_target_icons
#--------------------------------------------------------------------------
def draw_target_icons
icons = (@target.state_icons + @target.buff_icons)[0, contents_width / 24]
x = @align == 0 ? 0 : (contents_width - icons.size * 24) / (3 - @align)
icons.each_with_index {|n, i| draw_icon(n, x + 24 * i, line_height) }
end
end
#==============================================================================
# ** Window_BattleEnemy
#------------------------------------------------------------------------------
# This window display a list of enemies on the battle screen.
#==============================================================================
class Window_BattleEnemy < Window_Selectable
#--------------------------------------------------------------------------
# * Overwrite method: show
#--------------------------------------------------------------------------
def show
result = super
fix_selection(arrow_move == 1 ? :horz : :vert)
select(0)
init_arrow_sprite(true)
self.visible = false
result
end
#--------------------------------------------------------------------------
# * Overwrite method: hide
#--------------------------------------------------------------------------
def hide
result = super
dispose_arrow
result
end
#--------------------------------------------------------------------------
# * Overwrite method: enemy
#--------------------------------------------------------------------------
def enemy
enemy_list[@index]
end
#--------------------------------------------------------------------------
# * Overwrite method: cursor_movable?
#--------------------------------------------------------------------------
def cursor_movable?
super && active && !cursor_all && !target_all? && !target_self?
end
#--------------------------------------------------------------------------
# * Overwrite method: cursor_down
#--------------------------------------------------------------------------
def cursor_down(wrap = false)
fix_selection(:vert) if arrow_move != 1 && @mode == :horz
select((index - 1 + item_max) % item_max) if arrow_move != 1
end
#--------------------------------------------------------------------------
# * Overwrite method: cursor_up
#--------------------------------------------------------------------------
def cursor_up(wrap = false)
fix_selection(:vert) if arrow_move != 1 && @mode == :horz
select((index + 1) % item_max) if arrow_move != 1
end
#--------------------------------------------------------------------------
# * Overwrite method: cursor_right
#--------------------------------------------------------------------------
def cursor_right(wrap = false)
fix_selection(:horz) if arrow_move != 2 && @mode == :vert
select((index + 1) % item_max) if arrow_move != 2
end
#--------------------------------------------------------------------------
# * Overwrite method: cursor_left
#--------------------------------------------------------------------------
def cursor_left(wrap = false)
fix_selection(:horz) if arrow_move != 2 && @mode == :vert
select((index - 1 + item_max) % item_max) if arrow_move != 2
end
#--------------------------------------------------------------------------
# * Overwrite method: update_help
#--------------------------------------------------------------------------
def update_help
update_target_help
end
#--------------------------------------------------------------------------
# * Alias method: initialize
#--------------------------------------------------------------------------
alias :initialize_ve_arrow_arrow :initialize
def initialize(info_viewport)
initialize_ve_arrow_arrow(info_viewport)
init_arrow
end
#--------------------------------------------------------------------------
# * Alias method: update
#--------------------------------------------------------------------------
alias :update_ve_arrow_arrow :update
def update
update_ve_arrow_arrow
init_arrow_sprite
update_arrow_sprite
return if Graphics.frame_count % arrow_animspeed != 0
@arrows_anim = (@arrows_anim + 1) % arrow_frames
end
#--------------------------------------------------------------------------
# * Alias method: dispose
#--------------------------------------------------------------------------
alias :dispose_ve_arrow_arrow :dispose
def dispose
dispose_ve_arrow_arrow
dispose_arrow
end
#--------------------------------------------------------------------------
# * New method: enemies
#--------------------------------------------------------------------------
def enemies
enemy_list
end
#--------------------------------------------------------------------------
# * New method: enemy_list
#--------------------------------------------------------------------------
def enemy_list
enemies = $game_troop.alive_members.dup
enemies.sort! {|a, b| b.screen_y <=> a.screen_y } if @mode == :vert
enemies.sort! {|a, b| a.screen_x <=> b.screen_x } if @mode == :horz
enemies
end
#--------------------------------------------------------------------------
# * New method: fix_selection
#--------------------------------------------------------------------------
def fix_selection(type)
current = enemy
@mode = type
@index = enemy_list.index(current)
end
#--------------------------------------------------------------------------
# * New method: target
#--------------------------------------------------------------------------
def target(i)
target_all? ? enemies[i] : enemy
end
#--------------------------------------------------------------------------
# * New method: dispose_arrow
#--------------------------------------------------------------------------
def dispose_arrow
if arrow_animation?
enemies.each do |enemy|
enemy.sprite && enemy.sprite.end_loop_anim(:arrow)
end
end
@arrows.each {|arrow| arrow.dispose }
@arrows.clear
end
end
#==============================================================================
# ** Window_BattleActor
#------------------------------------------------------------------------------
# This window display a list of actors on the battle screen.
#==============================================================================
class Window_BattleActor < Window_BattleStatus
#--------------------------------------------------------------------------
# * Overwrite method: cursor_movable?
#--------------------------------------------------------------------------
def cursor_movable?
super && active && !cursor_all && !target_all? && !target_self?
end
#--------------------------------------------------------------------------
# * Overwrite method: cursor_down
#--------------------------------------------------------------------------
def cursor_down(wrap = false)
return if show_actor && arrow_move == 1
fix_selection(:vert) if show_actor && arrow_move != 1 && @mode == :horz
show_actor ? select((index + 1) % item_max) : super
end
#--------------------------------------------------------------------------
# * Overwrite method: cursor_up
#--------------------------------------------------------------------------
def cursor_up(wrap = false)
return if show_actor && arrow_move == 1
fix_selection(:vert) if show_actor && arrow_move != 1 && @mode == :horz
show_actor ? select((index - 1 + item_max) % item_max) : super
end
#--------------------------------------------------------------------------
# * Overwrite method: cursor_right(
#--------------------------------------------------------------------------
def cursor_right(wrap = false)
return if show_actor && arrow_move == 2
fix_selection(:horz) if show_actor && arrow_move != 2 && @mode == :vert
show_actor ? select((index + 1) % item_max) : super
end
#--------------------------------------------------------------------------
# * Overwrite method: cursor_left
#--------------------------------------------------------------------------
def cursor_left(wrap = false)
return if show_actor && arrow_move == 2
fix_selection(:horz) if show_actor && arrow_move != 2 && @mode == :vert
show_actor ? select((index - 1 + item_max) % item_max) : super
end
#--------------------------------------------------------------------------
# * Overwrite method: update_help
#--------------------------------------------------------------------------
def update_help
update_target_help
end
#--------------------------------------------------------------------------
# * Overwrite method: update_cursor
#--------------------------------------------------------------------------
def update_cursor
@cursor_all = cursor_all
super
end
#--------------------------------------------------------------------------
# * Alias method: initialize
#--------------------------------------------------------------------------
alias :initialize_ve_arrow_arrow :initialize
def initialize(info_viewport)
initialize_ve_arrow_arrow(info_viewport)
init_arrow if show_actor
end
#--------------------------------------------------------------------------
# * Alias method: update
#--------------------------------------------------------------------------
alias :update_ve_arrow_arrow :update
def update
update_ve_arrow_arrow
return unless show_actor
init_arrow_sprite
update_arrow_sprite
return if Graphics.frame_count % arrow_animspeed != 0
@arrows_anim = (@arrows_anim + 1) % arrow_frames
end
#--------------------------------------------------------------------------
# * Alias method: show
#--------------------------------------------------------------------------
alias :show_ve_arrow_arrow :show
def show
if show_actor
result = super
self.visible = false
select(0)
result
else
show_ve_arrow_arrow
end
end
#--------------------------------------------------------------------------
# * Alias method: hide
#--------------------------------------------------------------------------
alias :hide_ve_arrow_arrow :hide
def hide
result = hide_ve_arrow_arrow
dispose_arrow if show_actor
result
end
#--------------------------------------------------------------------------
# * Alias method: dispose
#--------------------------------------------------------------------------
alias :update_cursor_ve_arrow_arrow :update_cursor
def update_cursor
show_actor ? cursor_rect.empty : update_cursor_ve_arrow_arrow
end
#--------------------------------------------------------------------------
# * Alias method: dispose
#--------------------------------------------------------------------------
alias :dispose_ve_arrow_arrow :dispose
def dispose
dispose_ve_arrow_arrow
dispose_arrow if show_actor
end
#--------------------------------------------------------------------------
# * New method: cursor_all
#--------------------------------------------------------------------------
def cursor_all
@action && @action.for_all?
end
#--------------------------------------------------------------------------
# * New method: actor
#--------------------------------------------------------------------------
def actor
actor_list[@index]
end
#--------------------------------------------------------------------------
# * New method: actors
#--------------------------------------------------------------------------
def actors
actor_list
end
#--------------------------------------------------------------------------
# * New method: enemy_list
#--------------------------------------------------------------------------
def actor_list
actors = $game_party.battle_members.dup
actors.sort! {|a, b| b.screen_y <=> a.screen_y } if @mode == :vert
actors.sort! {|a, b| a.screen_x <=> b.screen_x } if @mode == :horz
actors
end
#--------------------------------------------------------------------------
# * New method: fix_selection
#--------------------------------------------------------------------------
def fix_selection(type)
current = actor
@mode = type
@index = actor_list.index(current)
end
#--------------------------------------------------------------------------
# * New method: target
#--------------------------------------------------------------------------
def target(i)
@index = BattleManager.actor.index if @action.for_user?
target_all? ? actors[i] : actor
end
#--------------------------------------------------------------------------
# * New method: show_actor
#--------------------------------------------------------------------------
def show_actor
$imported[:ve_actor_battlers]
end
#--------------------------------------------------------------------------
# * New method: dispose_arrow
#--------------------------------------------------------------------------
def dispose_arrow
if arrow_animation?
actors.each {|actor| actor.sprite.end_loop_anim(:arrow) if actor.sprite }
end
@arrows.each {|arrow| arrow.dispose }
@arrows.clear
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Alias method: create_actor_window
#--------------------------------------------------------------------------
alias :create_actor_window_ve_arrow_arrow :create_actor_window
def create_actor_window
create_actor_window_ve_arrow_arrow
@actor_window.help_window = @help_window if VE_USE_TARGET_HELP
end
#--------------------------------------------------------------------------
# * Alias method: create_enemy_window
#--------------------------------------------------------------------------
alias :create_enemy_window_ve_arrow_arrow :create_enemy_window
def create_enemy_window
create_enemy_window_ve_arrow_arrow
@enemy_window.help_window = @help_window if VE_USE_TARGET_HELP
end
#--------------------------------------------------------------------------
# * Alias method: command_attack
#--------------------------------------------------------------------------
alias :command_attack_ve_arrow_arrow :command_attack
def command_attack
set_window_action($data_skills[BattleManager.actor.attack_skill_id])
command_attack_ve_arrow_arrow
end
#--------------------------------------------------------------------------
# * Alias method: on_skill_ok
#--------------------------------------------------------------------------
alias :on_skill_ok_ve_arrow_arrow :on_skill_ok
def on_skill_ok
set_window_action(@skill_window.item)
on_skill_ok_ve_arrow_arrow
@skill_window.visible = false if VE_HIDE_SKILL_WINDOW
end
#--------------------------------------------------------------------------
# * Alias method: on_item_ok
#--------------------------------------------------------------------------
alias :on_item_ok_ve_arrow_arrow :on_item_ok
def on_item_ok
set_window_action(@item_window.item)
on_item_ok_ve_arrow_arrow
@item_window.visible = false if VE_HIDE_ITEM_WINDOW
end
#--------------------------------------------------------------------------
# * Alias method: on_enemy_cancel
#--------------------------------------------------------------------------
alias :on_enemy_cancel_ve_arrow_arrow :on_enemy_cancel
def on_enemy_cancel
on_enemy_cancel_ve_arrow_arrow
case @actor_command_window.current_symbol
when :skill then @skill_window.visible = true
when :item then @item_window.visible = true
when :attack, :direct_skill, :direct_item
@help_window.visible = false
end
end
#--------------------------------------------------------------------------
# * Alias method: on_actor_cancel
#--------------------------------------------------------------------------
alias :on_actor_cancel_ve_arrow_arrow :on_actor_cancel
def on_actor_cancel
on_actor_cancel_ve_arrow_arrow
case @actor_command_window.current_symbol
when :skill then @skill_window.visible = true
when :item then @item_window.visible = true
when :attack, :direct_skill, :direct_item
@help_window.visible = false
end
end
#--------------------------------------------------------------------------
# * New method: set_window_action
#--------------------------------------------------------------------------
def set_window_action(item)
@enemy_window.set_action(item) if item.for_opponent?
@enemy_window.update_help if item.for_opponent?
@actor_window.set_action(item) if item.for_friend?
@actor_window.update_help if item.for_friend?
end
end
class Scene_Battle < Scene_Base
def update_command_window_visible
@status_window.visible = @status_window.active ? true : false
@actor_command_window.visible = @actor_command_window.active ? true : false
end
end