#=========================================================================
# ■ VX-RGSS2-6 サイドビュー戦闘[MotionExe] [Ver.1.0.1] by Claimh
#
# English Translation By: Elemental Crisis [
www.rpgcrisis.net]
#
# This script executes movement controls of the actors.
#==============================================================================
module SideView
#
#
[Operation Setup]
# Operation Speed
MOTION_SPEED = 20
#
[Animation Setup]
# Usual enemy attack animation setup.
E_ANIME = {
# EnemyID => [Usually atttack and additional attack animations.]
1 => [1, 0]
}
#
#
# Motion Control Mode
M_MODE_WAIT = 0 # Standby
M_MODE_MAGI = 1 # Attack
M_MODE_DAMG = 2 # Non-Damage Attack
M_MODE_WIN = 3 # Victory
M_MODE_ATK1 = 4 # Direct Attack (Approaching)
M_MODE_ATK2 = 5 # Direct Attack (Attacking)
M_MODE_ATK3 = 6 # Direct Attack (Returning)
module_function
#
# ● Movement-Zone Calculation
#
def set_target_point(attacker, target)
case target
when Game_Actor
bits = Cache.character(target.character_name)
attacker.target_x = target.screen_x + (bits.width / 8)
attacker.target_y = target.screen_y
when Game_Enemy
bits = Cache.battler(target.battler_name, target.battler_hue)
attacker.target_x = target.screen_x + (bits.width / 2)
attacker.target_y = target.screen_y
end
end
end
class Game_Battler
attr_accessor :move_mode # Operation Mode
# 0:Standby 1:Attack 2: Un-useless 3:Victory
attr_accessor :motion_stop # Operation Stop Flag (Under Movement Flag)
attr_accessor :target_x # Move Position(x)
attr_accessor :target_y # Move Position(y)
#
# ● Object Initialization
#
alias initialize_sdva_corpse initialize
def initialize
initialize_sdva_corpse
@move_mode = 0
@motion_stop = false
@target_x = 0
@target_y = 0
end
end
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#
# ● Attack Animation ID Acquisition
#
def atk_animation_id
return 0 if SideView::E_ANIME[@enemy_id].nil?
return SideView::E_ANIME[@enemy_id][0]
end
#
# ● Attack Animation ID Acquisition (2 Sword Style : 2 Weapons )
#
def atk_animation_id2
return 0 if SideView::E_ANIME[@enemy_id].nil?
return SideView::E_ANIME[@enemy_id][1]
end
end
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
#
# ● Object Initialization
# Viewport : View Port
# Battler : Battler (Game_Battler)
#
alias initialize_sideview initialize
def initialize(viewport, battler = nil)
initialize_sideview(viewport, battler)
init_direct_attack
end
#
# ● Set Proximity Value For Attack
#
def init_direct_attack
@direct_attack_cnt = 0
@direct_attack_phase = 0
@direct_move_cnt = 0
@battler_x_plus = 0
@battler_y_plus = 0
@moving_mode = 0
@pattern = 0
@direction = 0
end
#
# ● Frame Renewal [Redefinition]
#
def update
super
if @battler == nil
self.bitmap = nil
else
@use_sprite = @battler.use_sprite?
if @use_sprite
self.x = @battler.screen_x + @battler_x_plus
self.y = @battler.screen_y + @battler_y_plus
self.z = @battler.screen_z
update_battler_bitmap
end
setup_new_effect
update_effect
end
end
#
# ● Bitmap Transfer Source Renewal
#
alias update_battler_bitmap_sideview update_battler_bitmap
def update_battler_bitmap
case @battler
when Game_Actor
if @battler.character_name != @battler_name or
@battler.character_index != @battler_hue
@battler_name = @battler.character_name
@battler_hue = @battler.character_index
draw_pre_character
draw_character
if (@battler.dead? or @battler.hidden)
self.opacity = 0
end
end
when Game_Enemy
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
draw_battler
if (@battler.dead? or @battler.hidden)
self.opacity = 0
end
end
end
motion_control
end
#
# ● Battler Drawing
#
def draw_battler
self.bitmap = Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
end
#
# ● Pre-Character Drawing [Common]
#
def draw_pre_character
self.bitmap = Cache.character(@battler_name)
sign = @battler_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
@width = bitmap.width / 3
@height = bitmap.height / 4
else
@width = bitmap.width / 12
@height = bitmap.height / 8
end
self.ox = @width / 2
self.oy = @height
end
#
# ● Character Drawing [Common]
#
def draw_character
index = @battler_hue
pattern = @pattern < 3 ? @pattern : 1
sx = (index % 4 * 3 + pattern) * @width
sy = (index / 4 * 4 + (@direction - 2) / 2) * @height
self.src_rect.set(sx, sy, @width, @height)
end
#
# ● Motion Control
#
def motion_control
# Memory Operation Mode
@moving_mode = @battler.move_mode
# Battler Drawing
case @battler
when Game_Actor # Actor
actor_motion_control
when Game_Enemy # Enemy
enemy_motion_control
end
end
#
# ● Motion Control (Actor)
#
def actor_motion_control
# Operation Change
case @moving_mode
when SideView::M_MODE_WAIT # Standby
init_direct_attack
@battler_x_plus = 0
@direction = 4
@pattern = 1
when SideView::M_MODE_MAGI # Attack
@battler_x_plus = -10
@direction = 4
@pattern = 3
when SideView::M_MODE_DAMG # Non-Damage Attack
@battler_x_plus = 10
@direction = 4
@pattern = 3
when SideView::M_MODE_WIN # Victory
@direction = 2
@pattern = 1
when SideView::M_MODE_ATK1 # Direct Attack (Approaching)
exe_moving_attack_start
@end_pos_x = @battler_x_plus
when SideView::M_MODE_ATK2 # Direct Attack (Attacking)
@battler_x_plus = @end_pos_x - 10
when SideView::M_MODE_ATK3 # Direct Attack (Returning)
exe_moving_attack_end
else
p "error:Sprite_Battler>> @moving_mode"
end
draw_character
end
#
# ● Motion Control (Enemy)
#
def enemy_motion_control
# Operation Change
case @moving_mode
when SideView::M_MODE_WAIT # Standby
init_direct_attack
when SideView::M_MODE_MAGI # Attack
@battler_x_plus = 10
when SideView::M_MODE_DAMG # Non-Damage Attack
@battler_x_plus = -10
@shake_flg = true
when SideView::M_MODE_ATK1 # Direct Attack (Approaching)
exe_moving_attack_start
@end_pos_x = @battler_x_plus
when SideView::M_MODE_ATK2 # Direct Attack (Attacking)
@battler_x_plus = @end_pos_x + 10
when SideView::M_MODE_ATK3 # Direct Attack (Returning)
exe_moving_attack_end
else
p "error:Sprite_Battler>> @moving_mode", @moving_mode
end
end
#
# ● Proximity Attack Execution Method
#
def exe_moving_attack_start
return unless @battler.motion_stop
case @direct_attack_phase
when 0 # Start Operation Preparation
diratk_start
when 1 # Move Operation (Going)
diratk_move
when 2 # After-Movement Wait
diratk_wait
end
end
def exe_moving_attack_end
case @direct_attack_phase
when 0 # Attack Operation
diratk_attack
when 1 # Move Operation (Return)
diratk_back
when 2 # Operation End
diratk_end
end
end
#
# ● Proximity Attack Execution [Start Operation Preparation]
#
def diratk_start
# Pose Change
@pattern = 1
# The number of frames needed is the distance between current position and
# target position.
pos_x = @battler.target_x - self.x
pos_y = @battler.target_y - self.y
# Caculation for ammount of frames needed.
@direct_move_cnt = @direct_attack_cnt = (pos_x.abs / SideView::MOTION_SPEED).round
# NEXT Phase
@direct_attack_phase += 1
end
#
# ● Proximity Attack Execution [Move Operation (Going)]
#
def diratk_move
case @battler
when Game_Actor
x_plus = @width
y_plus = -@height / 4
when Game_Enemy
x_plus = -@width - 10
y_plus = @height / 4
end
# The next movement location is figured out by the distance between
# current position and target position.
pos_x = @battler.target_x - self.x + x_plus
pos_y = @battler.target_y - self.y + y_plus
@battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
@battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
# End count
@direct_attack_cnt -= 1
# Last movement (Insurance: Last correction)
if @direct_attack_cnt <= 0
@battler_x_plus = @battler.target_x - @battler.screen_x + x_plus
@battler_y_plus = @battler.target_y - @battler.screen_y + y_plus
# NEXTフェーズ
@direct_attack_cnt = 5
@direct_attack_phase += 1
end
end
#
# ● Proximity Attack Execution [Attack Operation Return]
#
def diratk_wait
# End Count
@direct_attack_cnt -= 1
# Last Movement
if @direct_attack_cnt <= 0
# Pose Change
@pattern = 3
# END Phase
@direct_attack_phase = 0
@battler.motion_stop = false
end
end
#
# ● Proximity Attack Execution [Attack Operation Return]
#
def diratk_attack
# Pose Change
@pattern = 1
# End Wait Count
@direct_attack_cnt = @direct_move_cnt
# NEXT Phase
@direct_attack_phase += 1
end
#
# ● Proximity Attack Execution [Move Operation (Return)]
#
def diratk_back
# The next movement location is figured out by the distance between
# current position and target position.
pos_x = @battler.screen_x - self.x
pos_y = @battler.screen_y - self.y
@battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
@battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
# End Count
@direct_attack_cnt -= 1
# Last Movement
if @direct_attack_cnt == 0
@battler_x_plus = 0
@battler_y_plus = 0
# NEXT Phase
@direct_attack_phase += 1
end
end
#
# ● Proximity attack execution [Operation End]
#
def diratk_end
init_direct_attack
@battler.motion_stop = false
# END Phase
@direct_attack_phase = 0
end
end