RitoJS Ancien staffeux
Messages postés : 1925 Date d'inscription : 22/02/2012 Jauge LPC :
| Sujet: Djinn system Ven 24 Mai 2013 - 20:45 | |
| Crédit: Neon BlackCe script vous permet d'avoir un système de Djinn comme dans Golden Sun: Instruction:Dans le script et la demo. Demo + Script:Script: - Code:
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##----------------------------------------------------------------------------## ## Djinn System v1.1 ## Created by Neon Black ## ## Only for non-commercial use. See full terms of use and contact info at: ## http://cphouseset.wordpress.com/liscense-and-terms-of-use/ ##----------------------------------------------------------------------------## ## ##----------------------------------------------------------------------------## ## Revision Info: ## v1.1 - 1.20.2013 ## Addressed some lag issues ## Added SE for a djinn ending cooldown on the map ## v1.0a - 1.14.2013 ## Minor changes related to CPBE ## v1.0 - 1.8.2013 ## Wrote and debugged main script ##----------------------------------------------------------------------------## ## $imported = {} if $imported.nil? ## $imported["CP_DJINN"] = 1.1 ## ## ##----------------------------------------------------------------------------## ## Instructions: ## Place this script in the script editor below "Materials" and above "Main". ## This scipt allows you to make either weapons or armour that act as djinn ## similar to the djinn system from Golden Sun. These djinn can be added or ## removed from the party just like any other item using the event commands and ## pretty much act like any normal piece of equipment while equipped. ## ## This script has 2 script call commands that can be used to give the party ## new "summons" similar to the summons that use djinn from Golden Sun as well ## as a few tags used by both skills and equips to set summons and djinn. ## ## Tags: ## <fire djinn 80> ## - Used to tag weapons or armour and cause them to become djinn. The number ## is the skill that is used when the djinn is "released" in battle. The ## word "fire" is the djinn's element. Elements are defined in the config ## section. Check there for more info on elements. ## ## <summon> -and- </summon> ## - Used to tag a skill and cause it to become a summon. Summon skills will ## appear in the summon skill menu as long as the party is able to use the ## skill. Between these two tags you would place the djinn element and a ## number to tell the script what elements are required to use the skill. ## Example of a skill that requires 2 fire djinn and 1 water djinn: ## ## <summon> ## 2 fire ## 1 water ## </summon> ## ## Script Calls: ## add_djinn_summon(4) ## - Adds summon skill with an id of "4" to the list of summons. If the skill ## is not tagged with the tags above, it will not appear in the list. ## ## remove_djinn_summon(4) ## - Removes the summon skill with the id of "4". Any number can be used on ## both of these script calls. ## ## Command Tags: ## If you are using CP's Battle Engine version 1.2 or higher, you will need to ## add command tags to allow the djinn and djinn summon commands to work. ## These tags may be added to ABILITIES hash in the script, or in the command ## block in actor/class notetags. The commands are as follows: ## ## <commands> ## :djinn ## :djinn_summon ## </commands> ## ## :djinn ## - Adds the djinn command to the actor's command window. ## :djinn_summon ## - Adds the djinn summon command to the actor's command window. ## ##----------------------------------------------------------------------------## ## module CP # Do not touch ## module DJINN # these lines. ## ## ##----------------------------------------------------------------------------## ## Config: ## The config options are below. You can set these depending on the flavour of ## your game. Each option is explained in a bit more detail above it. ## ##------
# If this is set to true, djinn are taken from the list of weapons. If this is # set to false, djinn are taken from the list of armours. DJINN_WEAPONS = false
# The elements and the associated icon IDs. Element names are used by every # aspect of the game. These are NOT case sensative and as such, both "FIRE" # and "fire" would mean the same thing. Icon IDs are used by the floating # djinn box in battle and nowhere else. Make sure each element is set up # properly to avoid errors. ELEMENTS ={
# "Name" => ID, "Fire" => 187, "Ice" => 188, "Earth" => 189, "Light" => 190, }
# These are the names of the Djinn and Summon commands in battle and the Djinn # option in the main menu. DJINN_COMM = "Djinn" SUMMON_COMM = "Summon" MENU_NAME = "Djinn"
# This string is the text that appears on the floating djinn box above where # the icons of the free djinn are displayed. DJINN_BOX = "Free Djinn"
# These are the battle log strings that appear when certain actions are # performed in battle. You can use the tags <djinn> and <actor> in them to # display the name of the djinn or person related to the djinn. RELEASE_DJINN = '<actor> releases <djinn>!' EQUIP_DJINN = '<djinn> was set back to <actor>.' SUMMON_FAIL = 'But there were not enough Djinn....'
# These are the texts to display when the help box is displayed in CPBE v1.2 or # higher. Remember that you can use \n for a new line. DJINN_HELP = "Release a djinn to activate it's special effect." SUMMON_HELP = "Use standby djinn to summon a powerful entity."
# This is the animation played when a djinn on cooldown is re-equipped to a # player in battle. If a viewed battle system is used, this /should/ display # the animation itself, otherwise, just the sounds are played. EQUIP_ANIM = 107
# This is the SE that plays when a djinn is re-equipped while walking around on # the map. The second value is the volume and the third value is the pitch. EQUIP_SE = ["Saint9", 80, 100]
# The number of turns a djinn remains on standby after being used for a summon. # Base turns is the number of turns the first djinn of each element takes to # come off of cooldown. Added turn is added to the base turns for each # additional djinn of an element to be used. For example, if several fire # djinn are used for a summon, the first one would be on cooldown for 2 turns, # the second for 3, the third for 4, etc. Finally, step turns is the number of # steps required outside of battle to reduce the cooldown by 1 turn. BASE_TURNS = 2 ADDED_TURN = 1 STEP_TURNS = 20
# The height of character sprites. This is used by the djinn scene in the main # menu. If you are using sprites taller than the default sprites, this value # will need to be increased. CHARA_HEIGHT = 32
# The base summons the party has at the start of the game. Place each ID in # followed by a comma. BASE_SUMMONS = [128, 129, 130, 131, 132, 133, 134, 135]
##----------------------------------------------------------------------------## ## ## ##----------------------------------------------------------------------------## ## The following lines are the actual core code of the script. While you are ## certainly invited to look, modifying it may result in undesirable results. ## Modify at your own risk! ###----------------------------------------------------------------------------
## Used to get the base arrays for skills and djinn items. def self.summons temp = $data_skills.select {|s| next unless s; s.summon?} return temp.select {|s| $game_system.d_summon_ids.include?(s.id)} end
def self.djinn_base return DJINN_WEAPONS ? $data_weapons : $data_armors end
SUMMONRS = /<summon>/i SUMMONRE = /<\/summon>/i SUMMONTC = /(\d+) (.+)/i DJINNID = /<(.+) djinn (\d+)>/i
end end
## Creates djinn type items and summons. class RPG::Skill < RPG::UsableItem def summon? get_summon_djinn if @summon.nil? return @summon end def djinn_cost get_summon_djinn if @djinn.nil? return @djinn end def get_summon_djinn @summon = false; @djinn = {} stag = false self.note.split(/[\r\n]+/).each do |line| case line when CP::DJINN::SUMMONRS @summon = true stag = true when CP::DJINN::SUMMONTC next unless stag @djinn[$2.to_s.downcase] = $1.to_i when CP::DJINN::SUMMONRE break end end end end
class RPG::BaseItem def djinn? return false unless self.is_a?(CP::DJINN::DJINN_WEAPONS ? RPG::Weapon : RPG::Armor) get_djinn_state if @djinn_id.nil? return @djinn_id > 0 || @djinn_type == "CP" end def djinn_id get_djinn_state if @djinn_id.nil? return @djinn_id end def djinn_type get_djinn_state if @djinn_type.nil? return @djinn_type end def get_djinn_state @djinn_type = "CP"; @djinn_id = 0 self.note.split(/[\r\n]+/).each do |line| case line when CP::DJINN::DJINNID @djinn_type = $1.to_s.downcase @djinn_id = $2.to_i end end end end
## Allows retrieval of the djinn summon array. class Game_System def d_summon_ids @d_summons = CP::DJINN::BASE_SUMMONS if @d_summons.nil? return @d_summons end def add_d_summon(id) d_summon_ids @d_summons.push(id) unless @d_summons.include?(id) end def rem_d_summon(id) d_summon_ids @d_summons -= [id] end end
## Allows the array to be added to and removed from. class Game_Interpreter def add_djinn_summon(id) $game_system.add_d_summon(id) end def remove_djinn_summon(id) $game_system.rem_d_summon(id) end end
class Game_Party ## Counts djinn cooldown steps, but not "perfectly". alias cp_djinn_p_walk on_player_walk def on_player_walk cp_djinn_p_walk @djinn_walk = 0 if @djinn_walk.nil? @djinn_walk += 1 if @djinn_walk >= CP::DJINN::STEP_TURNS val = update_djinn_masks(true) @djinn_walk -= CP::DJINN::STEP_TURNS RPG::SE.new(*CP::DJINN::EQUIP_SE).play unless val.empty? end end ## Gets the IDs of all djinn in the party. def djinn get_all_djinn if @all_djinn.nil? return @all_djinn end def get_all_djinn list = all_items.select {|item| item.djinn?} @all_djinn = list.collect {|item| item.id} end ## Organized djinn across all characters. def organize_djinn get_all_djinn update_djinn_masks list = floating_djinn temp = list.select {|i| djinn.include?(i)} members.each do |mem| if mem.djinn.size > max_djinn (mem.djinn.size - max_djinn).times do temp.push(mem.pop_djinn) end elsif mem.djinn.size < max_djinn - 1 (max_djinn - (mem.djinn.size + 1)).times do break if temp.empty? mem.add_djinn(temp.pop) end end end temp.each do |dj| members.each do |mem| next if mem.djinn.size == max_djinn mem.add_djinn(dj) break end return if temp.empty? end end ## Swaps djinn between two characters. def swap_djinn(index1, index2) actor1 = members[index1 % members.size] dj1 = index1 / members.size actor2 = members[index2 % members.size] dj2 = index2 / members.size actor1.djinn[dj1], actor2.djinn[dj2] = actor2.djinn[dj2], actor1.djinn[dj1] actor1.update_djinn actor2.update_djinn end ## Gets the max djinn a single character can hold. def max_djinn i = djinn.size / members.size i += 1 if djinn.size % members.size != 0 return i end ## Checks for djinn not equipped to current party members. def floating_djinn list = [] members.each do |mem| next if mem.djinn.empty? list += mem.djinn end return djinn - list end ## Checks for djinn currently not equipped. def free_djinn(element) i = 0 djinn_masks.each do |dj, ary| next unless CP::DJINN.djinn_base[dj].djinn_type == element.downcase i += 1 if ary[0] == :removed end return i end ## Checks for free djinn and subtracts for pending summons. def free_djinn_minus_used(element) i = free_djinn(element) battle_members.each do |mem| mem.actions.each do |act| next if act.nil? || !act.dsummon? next unless act.item.djinn_cost[element.downcase] return i if BattleManager.actor.input == act i -= act.item.djinn_cost[element.downcase] end end return i end ## Checks if djinn cost can be paid and returns true. Else, returns false. def pay_djinn_cost(actor, skill) payment = {} cost = skill.djinn_cost.clone cost.keys.each {|k| payment[k] = []} actor.djinn.each do |djinn| next unless djinn_masks[djinn][0] == :removed dj = CP::DJINN.djinn_base[djinn] next unless cost.include?(dj.djinn_type) && cost[dj.djinn_type] > 0 payment[dj.djinn_type].push(djinn) cost[dj.djinn_type] -= 1 end all_members.each do |mem| next if mem == actor mem.djinn.each do |djinn| next unless djinn_masks[djinn][0] == :removed dj = CP::DJINN.djinn_base[djinn] next unless cost.include?(dj.djinn_type) && cost[dj.djinn_type] > 0 payment[dj.djinn_type].push(djinn) cost[dj.djinn_type] -= 1 end end if cost.values.any? {|n| n > 0} return false else payment.values.each do |ary| val = CP::DJINN::BASE_TURNS + 1 ary.each do |id| djinn_masks[id][0] = :standby djinn_masks[id][1] = val val += CP::DJINN::ADDED_TURN end end return true end end ## Standard gain item command modded to sort djinn after use. alias cp_djinn_gain gain_item def gain_item(item, amount, include_equip = false) return unless item cp_djinn_gain(item, amount, include_equip) if CP::DJINN.djinn_base.include?(item) && item.djinn? organize_djinn update_djinn_masks end end ## Allows only one of each djinn to be gained. alias cp_djinn_max_num max_item_number def max_item_number(item) return 1 if item.djinn? return cp_djinn_max_num(item) end ## Add or remove members and organize djinn. alias cp_djinn_add_actor add_actor def add_actor(id) cp_djinn_add_actor(id) organize_djinn end alias cp_djinn_rem_actor remove_actor def remove_actor(id) $game_actors[id].empty_djinn cp_djinn_rem_actor(id) organize_djinn end ## Super method for ensuring proper djinn management. def update_djinn_masks(standby = false) @djinn_masks = {} if @djinn_masks.nil? @djinn_masks = @djinn_masks.select {|k, i| djinn.include?(k)} return unless @djinn_masks.size != djinn.size || standby temp = [] djinn.each do |id| next if standby && @djinn_masks[id] && @djinn_masks[id][0] != :standby ele = CP::DJINN.djinn_base[id].djinn_type @djinn_masks[id] = [:removed, 0, ele] if @djinn_masks[id].nil? next unless standby && @djinn_masks[id][0] == :standby @djinn_masks[id][1] -= 1 if @djinn_masks[id][1] > 0 next unless @djinn_masks[id][1] <= 0 @djinn_masks[id][0] = :equipped temp.push(id) end return temp end ## Returns the djinn mask array for use. def djinn_masks update_djinn_masks if @djinn_masks.nil? return @djinn_masks end end
class Game_Actor < Game_Battler attr_accessor :djinn ## Several methods for djinn checking and management. def djinn update_djinn return @djinn end def add_djinn(dj) update_djinn @djinn.push(dj) end def pop_djinn update_djinn return @djinn.pop end def has_djinn?(id) return djinn.include?(id) end def update_djinn @djinn = [] if @djinn.nil? @djinn = @djinn.select {|i| $game_party.djinn.include?(i)} end def empty_djinn @djinn = [] end ## Simplifies djinn and summon commands to prevent cost usage. def use_djinn(item) item.effects.each {|effect| item_global_effect_apply(effect) } end ## Adds djinn to equipped items. alias cp_djinn_fo feature_objects def feature_objects cp_djinn_fo + djinn_objects.compact end alias cp_param_plus param_plus def param_plus(param_id) djinn_objects.compact.inject(super) {|r, item| r += item.params[param_id]} end ## Gets all the equipped djinn. def djinn_objects result = [] djinn.each do |id| next unless id object = CP::DJINN.djinn_base[id] next unless object next unless $game_party.djinn_masks[id][0] == :equipped result.push(object) end return forced_djinn(result) end ## Prepares and checks if a djinn is forcibly added for test checking. def force_djinn(id_add = nil, id_rem = nil) @fr_djinn = [] if @fr_djinn.nil? @fa_djinn = [] if @fa_djinn.nil? @fr_djinn.push(CP::DJINN.djinn_base[id_rem]) if id_rem && id_rem > 0 @fa_djinn.push(CP::DJINN.djinn_base[id_add]) if id_add && id_add > 0 end def forced_djinn(result) result -= @fr_djinn if @fr_djinn result += @fa_djinn if @fa_djinn return result end end
class Scene_Battle < Scene_Base ## Aliased window methods to allow djinn window creation. alias cp_djinn_windows create_all_windows def create_all_windows cp_djinn_windows create_freefloating_window create_djinn_window create_dsummon_window end alias cp_djinn_actor_cmd create_actor_command_window def create_actor_command_window cp_djinn_actor_cmd @actor_command_window.set_handler(:djinn, method(:command_djinn)) @actor_command_window.set_handler(:djinn_summon, method(:command_dsummon)) end def create_djinn_window @djinn_window = Window_BattleDjinn.new(@help_window, @info_viewport, @freefloating_window) @djinn_window.set_handler(:ok, method(:on_djinn_ok)) @djinn_window.set_handler(:cancel, method(:on_djinn_cancel)) return unless $imported["CP_BATTLEVIEW_2"] && CP::BATTLERS.style5 @djinn_window.y = 0 @djinn_window.viewport = @skill_viewport end def create_dsummon_window @dsummon_window = Window_BattleDSummon.new(@help_window, @info_viewport, @freefloating_window) @dsummon_window.set_handler(:ok, method(:on_dsummon_ok)) @dsummon_window.set_handler(:cancel, method(:on_dsummon_cancel)) return unless $imported["CP_BATTLEVIEW_2"] && CP::BATTLERS.style5 @dsummon_window.y = 0 @dsummon_window.viewport = @skill_viewport end def create_freefloating_window @freefloating_window = Window_Freefloating.new(@info_viewport) @freefloating_window.hide end ## The commands for when djinn and summons are used. def command_djinn @djinn_window.actor = BattleManager.actor @djinn_window.refresh @djinn_window.show.activate @freefloating_window.show end def command_dsummon @dsummon_window.actor = BattleManager.actor @dsummon_window.refresh @dsummon_window.show.activate @freefloating_window.show end def on_djinn_ok @freefloating_window.hide @skill = $data_skills[@djinn_window.item.djinn_id] BattleManager.actor.input.set_djinn(@skill.id, @djinn_window.item.id) if !@skill.need_selection? || $game_party.djinn_masks[@djinn_window.item.id][0] == :removed @djinn_window.hide next_command elsif @skill.for_opponent? select_enemy_selection else select_actor_selection end end def on_djinn_cancel @djinn_window.hide @freefloating_window.hide @actor_command_window.activate end def on_dsummon_ok @freefloating_window.hide @skill = @dsummon_window.item BattleManager.actor.input.set_dsummon(@skill.id) if !@skill.need_selection? @dsummon_window.hide next_command elsif @skill.for_opponent? select_enemy_selection else select_actor_selection end end def on_dsummon_cancel @dsummon_window.hide @freefloating_window.hide @actor_command_window.activate end alias cp_djinn_on_e_cancel on_enemy_cancel def on_enemy_cancel cp_djinn_on_e_cancel on_cancel_a_window end alias cp_djinn_on_a_cancel on_actor_cancel def on_actor_cancel cp_djinn_on_a_cancel on_cancel_a_window end def on_cancel_a_window case @actor_command_window.current_symbol when :djinn @djinn_window.activate @freefloating_window.show when :djinn_summon #~ BattleManager.actor.input.set_attack @dsummon_window.activate @freefloating_window.show end end alias cp_djinn_on_e_ok on_enemy_ok def on_enemy_ok @djinn_window.hide @dsummon_window.hide cp_djinn_on_e_ok end alias cp_djinn_on_a_ok on_actor_ok def on_actor_ok @djinn_window.hide @dsummon_window.hide cp_djinn_on_a_ok end ## Super method that modifies actions when djinn or summons are used. alias cp_djinn_old_item use_item def use_item item = @subject.current_action.item if @subject.current_action.djinn? djinn = @subject.current_action.djinn if $game_party.djinn_masks[djinn.id][0] == :equipped $game_party.djinn_masks[djinn.id][0] = :removed @log_window.display_release_djinn(@subject, djinn) @log_window.display_use_item(djinn, item) @subject.use_djinn(item) refresh_status targets = @subject.current_action.make_targets.compact show_animation(targets, item.animation_id) targets.each {|target| item.repeats.times { invoke_item(target, item) } } else do_set_djinn(@subject, djinn) end elsif @subject.current_action.dsummon? if $game_party.pay_djinn_cost(@subject, item) @log_window.display_use_item(@subject, item) @subject.use_djinn(item) refresh_status targets = @subject.current_action.make_targets.compact show_animation(targets, item.animation_id) targets.each {|target| item.repeats.times { invoke_item(target, item) } } else @log_window.display_use_item(@subject, item) @log_window.display_dsummon_fail(@subject, item) abs_wait_short end else cp_djinn_old_item end end ## Sets a djinn to a character, both in and out of the party. def do_set_djinn(subject, djinn) $game_party.djinn_masks[djinn.id][0] = :equipped if $game_party.battle_members.include?(subject) subject.animation_id = CP::DJINN::EQUIP_ANIM @log_window.display_equip_djinn(subject, djinn) wait_for_animation else @log_window.display_equip_djinn(subject, djinn) abs_wait_short end end alias cp_djinn_turn_end turn_end def turn_end returned = $game_party.update_djinn_masks(true) unless returned.empty? $game_party.all_members.each do |mem| returned.each do |id| next unless mem.has_djinn?(id) do_set_djinn(mem, CP::DJINN.djinn_base[id]) end end end cp_djinn_turn_end end end
## The freefloating djinn window, used to determine available djinn. class Window_Freefloating < Window_Base def initialize(info_viewport) @info_viewport = info_viewport super(0, y_pos, window_width, fitting_height(4)) @offset = 0 end def y_pos if $imported["CP_BATTLEVIEW_2"] && CP::BATTLERS.style5 @info_viewport.rect.y - fitting_height(4) else @info_viewport.rect.y end end def window_width return 52 * col_max + standard_padding * 2 end def col_max i = (CP::DJINN::ELEMENTS.size / 2) return CP::DJINN::ELEMENTS.size % 2 > 0 ? i + 1 : i end def refresh contents.clear draw_text(2, 0, contents.width - 4, line_height, CP::DJINN::DJINN_BOX, 1) i = 0 CP::DJINN::ELEMENTS.each do |name, icon| rect = Rect.new(52 * (i % col_max), line_height * (2 + i / col_max), 52, line_height) text = $game_party.free_djinn_minus_used(name) wide = contents.text_size(text).width + 26 rect.x += (52 - wide) / 2 draw_icon(icon, rect.x, rect.y) rect.x += 24 draw_text(rect, text) i += 1 end end def shift? return false if $imported["CP_BATTLEVIEW_2"] && CP::BATTLERS.style5 return true end def show refresh if shift? @offset = width @info_viewport.ox += @offset @info_viewport.rect.x = width end super end def hide if shift? @info_viewport.ox -= @offset @info_viewport.rect.x = 0 @offset = 0 end super end end
class Game_Action ## Added special methods to allow djinn and summons to be detected. def set_djinn(item_id, djinn_id) set_skill(item_id) @djinn_id = djinn_id self end def set_dsummon(item_id) set_skill(item_id) @dsummon = true self end alias cp_djinn_skill set_skill def set_skill(item_id) cp_djinn_skill(item_id) @dsummon = false @djinn_id = 0 end alias cp_djinn_item set_item def set_item(item_id) cp_djinn_item(item_id) @dsummon = false @djinn_id = 0 end def djinn? return djinn ? djinn.id > 0 : false end def djinn @djinn_id = 0 if @djinn_id.nil? return CP::DJINN.djinn_base[@djinn_id] end def dsummon? return @dsummon ? true : false end end
## Adds the new commands to the actor window. class Window_ActorCommand < Window_Command alias cp_standard_cmd_list make_command_list def make_command_list return unless @actor cp_standard_cmd_list unless $imported["CP_BATTLEVIEW_2"] && $imported["CP_BATTLEVIEW_2"] >= 1.2 add_djinn_command add_djinn_summon_command end end alias cp_djinn_addon_command addon_command if method_defined?(:addon_command) def addon_command(comm) if comm == :djinn add_djinn_command elsif comm == :djinn_summon add_djinn_summon_command else cp_djinn_addon_command(comm) end end def add_djinn_command add_command(CP::DJINN::DJINN_COMM, :djinn, !@actor.djinn.empty?) end def add_djinn_summon_command add_command(CP::DJINN::SUMMON_COMM, :djinn_summon, !CP::DJINN.summons.empty?) end alias cp_djinn_addon_help_update addon_help_update if method_defined?(:addon_help_update) def addon_help_update(sym) cp_djinn_addon_help_update(sym) case sym when :djinn @help_window.set_text(CP::DJINN::DJINN_HELP) when :djinn_summon @help_window.set_text(CP::DJINN::SUMMON_HELP) end end end
## The window to display usable djinn in battle. class Window_BattleDjinn < Window_BattleSkill def initialize(hw, iv, fw) super(hw, iv) @freefloating_window = fw end def make_item_list @data = [] if @actor @actor.djinn.each do |dj| temp = CP::DJINN.djinn_base[dj] @data.push(temp) end end end def enable?(item) @actor && $game_party.djinn_masks[item.id][0] != :standby end def draw_item(index) skill = @data[index] if skill rect = item_rect(index) rect.width -= 4 case $game_party.djinn_masks[skill.id][0] when :removed change_color(power_down_color) when :standby change_color(crisis_color) cdtime = $game_party.djinn_masks[skill.id][1] else change_color(normal_color) end draw_icon(skill.icon_index, rect.x, rect.y) rect.x += 24 rect.width -= 24 draw_text(rect, skill.name) draw_skill_cooldown(rect, cdtime) end end def draw_skill_cooldown(rect, cdtime) change_color(normal_color, false) draw_text(rect, cdtime, 2) end end
## The djinn summon window for use in battle. class Window_BattleDSummon < Window_BattleSkill def initialize(hw, iv, fw) super(hw, iv) @freefloating_window = fw end def make_item_list @data = CP::DJINN.summons end def enable?(item) return true end def draw_item(index) skill = @data[index] if skill rect = item_rect(index) rect.width -= 4 change_color(normal_color) draw_item_name(skill, rect.x, rect.y) draw_skill_cost(rect, skill) end end def draw_skill_cost(rect, skill) temp = [] CP::DJINN::ELEMENTS.each do |name, icon| i = skill.djinn_cost[name.downcase] next unless i || i == 0 color = $game_party.free_djinn_minus_used(name) >= i ? normal_color : power_down_color temp.push([i, color, name, icon]) end temp.reverse_each do |r| change_color(r[1]) draw_text(rect, r[0], 2) rect.width -= (contents.text_size(r[0]).width + 24) draw_icon(r[3], rect.x + rect.width, rect.y) end end end
## Log window texts for use in battle. class Window_BattleLog < Window_Selectable def display_release_djinn(subject, djinn) text = CP::DJINN::RELEASE_DJINN.gsub(/<actor>/i, subject.name) text.gsub!(/<djinn>/i, djinn.name) add_text(text) wait end def display_equip_djinn(subject, djinn) text = CP::DJINN::EQUIP_DJINN.gsub(/<actor>/i, subject.name) text.gsub!(/<djinn>/i, djinn.name) replace_text(text) end def display_dsummon_fail(subject, djinn) text = CP::DJINN::SUMMON_FAIL.gsub(/<actor>/i, subject.name) text.gsub!(/<djinn>/i, djinn.name) wait add_text(text) end end
## Modify the main menu window to include the Djinn command. class Window_MenuCommand < Window_Command alias cp_djinn_add_commands add_original_commands def add_original_commands cp_djinn_add_commands add_command(CP::DJINN::MENU_NAME, :djinn, djinn_command_usable?) end def djinn_command_usable? return !$game_party.djinn.empty? && main_commands_enabled end end
class Scene_Menu < Scene_MenuBase alias cp_djinn_c_cmd_wind create_command_window def create_command_window cp_djinn_c_cmd_wind @command_window.set_handler(:djinn, method(:command_djinn_menu)) end def command_djinn_menu SceneManager.call(Scene_Djinn) end end
## The Djinn scene. ## Did this and then my laptop broke for a week, so not 100% sure I can do the ## comments on it at the moment. (I'm lazy, sue me.) class Scene_Djinn < Scene_MenuBase def start super create_status_windows create_help_window create_main_list end def create_status_windows @status1_window = Window_DjinnStatus.new(0) @status2_window = Window_DjinnStatus.new(Graphics.width / 2) end def create_help_window @help_window = Window_Help.new @help_window.y = Graphics.height - @help_window.height end def create_main_list @list_window = Window_DjinnPartyList.new(@help_window, @status1_window, @status2_window) @list_window.select(0) @list_window.activate @list_window.set_handler(:cancel, method(:unselect_djinn)) @list_window.set_handler(:ok, method(:select_djinn)) end def select_djinn if @list_window.pending_index == @list_window.index set_djinn @list_window.redraw_item(@list_window.index) @list_window.pending_index = -1 elsif @list_window.pending_index >= 0 $game_party.swap_djinn(@list_window.index, @list_window.pending_index) @list_window.refresh @list_window.pending_index = -1 else @list_window.pending_index = @list_window.index end @list_window.activate @list_window.call_update_help end def unselect_djinn if @list_window.pending_index >= 0 @list_window.pending_index = -1 @list_window.activate else return_scene end end def set_djinn i = @list_window.index actor = $game_party.members[i % $game_party.members.size] djinn = actor.djinn[i / $game_party.members.size] status = $game_party.djinn_masks[djinn][0] case status when :equipped $game_party.djinn_masks[djinn][0] = :removed when :removed $game_party.djinn_masks[djinn][0] = :equipped end end end
class Window_DjinnPartyList < Window_Selectable attr_accessor :pending_index def initialize(help_window, status1, status2) @help_window = help_window @status1 = status1 @status2 = status2 @pending_index = -1 height = Graphics.height - (@status1.height + @help_window.height) super(0, @status1.height, Graphics.width, height) refresh end def item_max return [$game_party.djinn.size, row_max * col_max].max end def col_max return $game_party.members.size end def row_max return $game_party.max_djinn end def item_width (width - standard_padding * 2 + spacing) / 4 - spacing end def item_height line_height end def contents_width [super - super % col_max, (item_width + spacing) * col_max - spacing].max end def ch return CP::DJINN::CHARA_HEIGHT + 2 end def contents_height [super, row_max * item_height + ch].max end def spacing return 10 end def item_rect(index) rect = super(index) rect.y += ch rect end def refresh super col_max.times {|i| draw_djinn_graphic(i)} end def draw_djinn_graphic(index) rect = item_rect(index) actor = $game_party.members[index] fx = rect.x + rect.width / 2 draw_actor_graphic(actor, fx, ch - 1) end def draw_item(index) draw_item_background(index) rect = item_rect(index) actor = $game_party.members[index % col_max] id = actor.djinn[index / col_max] return unless id djinn = CP::DJINN.djinn_base[id] draw_djinn_item(actor, djinn, rect) end def draw_djinn_item(actor, djinn, rect) case $game_party.djinn_masks[djinn.id][0] when :removed change_color(power_down_color) when :standby change_color(crisis_color) else change_color(normal_color) end draw_icon(djinn.icon_index, rect.x, rect.y) draw_text(rect.x + 24, rect.y, rect.width - 26, line_height, djinn.name) end def draw_item_background(index) if index == @pending_index contents.fill_rect(item_rect(index), pending_color) end end def page_row_max (height - padding - padding_bottom - ch) / item_height end def top_col self.ox / (item_width + spacing) end def bottom_col top_col + 3 end def ensure_cursor_visible super while index % col_max > bottom_col self.ox += item_width + spacing end while index % col_max < top_col self.ox -= item_width + spacing end end def pending_index=(index) last_pending_index = @pending_index @pending_index = index redraw_item(@pending_index) redraw_item(last_pending_index) end def call_update_help update_help if active end def update_help aid = @index % col_max actor = $game_party.members[aid] djinn = actor.djinn[@index / col_max] if @pending_index >= 0 if actor != @status1.actor djin2 = @status1.actor.djinn[@pending_index / col_max] dlmask = d2mask = nil d1mask = $game_party.djinn_masks[djinn][0] unless djinn.nil? d2mask = $game_party.djinn_masks[djin2][0] unless djin2.nil? djinn = nil if d1mask != :equipped djin2 = nil if d2mask != :equipped @status1.make_actor_change(nil, djinn, djin2) @status2.make_actor_change(actor, djin2, djinn) elsif @index == @pending_index if djinn.nil? @status1.temp_actor = nil else case $game_party.djinn_masks[djinn][0] when :standby @status1.temp_actor = nil when :removed @status1.make_actor_change(nil, djinn) when :equipped @status1.make_actor_change(nil, nil, djinn) end @status2.actor = nil @status2.temp_actor = nil end else @status1.temp_actor = nil @status2.actor = nil end else @status1.actor = actor @status1.temp_actor = nil @status2.actor = nil end @status1.refresh @status2.refresh @actor = actor if @help_window super id = actor.djinn[@index / col_max] @help_window.set_item(CP::DJINN.djinn_base[id]) if id end end end
class Window_DjinnStatus < Window_Base attr_accessor :actor attr_accessor :temp_actor def initialize(x) super(x, 0, Graphics.width / 2, fitting_height(5)) @actor = nil @temp_actor = nil end def refresh contents.clear return unless @actor actor_basic_info actor_class_info actor_hp_info actor_param_info end def actor_basic_info draw_actor_name(@actor, 2, 0, contents.width / 2) draw_actor_face(@actor, 0, line_height) end def actor_class_info wd = contents.width / 2 if @temp_actor.nil? || @actor.class == @temp_actor.class change_color(normal_color) else change_color(power_up_color) end actor = @temp_actor ? @temp_actor : @actor draw_actor_class(actor, wd + 2, 0, wd) end def actor_hp_info wd = (contents.width - 98) / 2 change_color(system_color) actor = @temp_actor ? @temp_actor : @actor draw_text(96, line_height, wd, line_height, Vocab::hp_a) draw_text(96 + wd, line_height, wd, line_height, Vocab::mp_a) if @temp_actor.nil? || @actor.mhp == @temp_actor.mhp change_color(normal_color) elsif @actor.mhp > @temp_actor.mhp change_color(power_down_color) elsif @actor.mhp < @temp_actor.mhp change_color(power_up_color) end draw_text(96, line_height, wd, line_height, actor.mhp, 2) if @temp_actor.nil? || @actor.mmp == @temp_actor.mmp change_color(normal_color) elsif @actor.mmp > @temp_actor.mmp change_color(power_down_color) elsif @actor.mmp < @temp_actor.mmp change_color(power_up_color) end draw_text(96 + wd, line_height, wd, line_height, actor.mmp, 2) end def actor_param_info wd = (contents.width - 98) / 2 actor = @temp_actor ? @temp_actor : @actor 6.times do |i| i += 2 n = i % 2; lh = (line_height * 1) + (i / 2) * line_height change_color(system_color) draw_text(96 + wd * n, lh, wd, line_height, Vocab::param(i)) param_color(i) draw_text(96 + wd * n, lh, wd, line_height, actor.param(i), 2) end end def param_color(param_id) if @temp_actor.nil? || @actor.param(param_id) == @temp_actor.param(param_id) change_color(normal_color) elsif @actor.param(param_id) > @temp_actor.param(param_id) change_color(power_down_color) elsif @actor.param(param_id) < @temp_actor.param(param_id) change_color(power_up_color) end end def actor=(actor) return if actor == @actor @actor = actor @temp_actor = nil if @actor.nil? end def temp_actor=(actor) return if actor == @temp_actor @temp_actor = actor end def make_actor_change(actor = nil, id_a = nil, id_r = nil) @actor = actor unless actor.nil? return if @actor.nil? @temp_actor = Marshal.load(Marshal.dump(@actor)) force_djinn(id_a, id_r) end def force_djinn(id_a = nil, id_r = nil) @temp_actor.force_djinn(id_a, id_r) end end
###--------------------------------------------------------------------------### # End of script. # ###--------------------------------------------------------------------------### Démo: http://www.mediafire.com/?m58948jor9vfq99 |
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