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Правила раздела:
1 Задавайте конкретные вопросы. Для болтовни есть свободный раздел.
2 По возможности давайте конкретные ответы.
3 Один вопрос=одна тема. Если хотите задать ещё вопрос, то начинайте новую тему.
4 Название темы должно составлять сам вопрос, и быть максимально конкретным. Рекомендуется начинать тему словами "Как", "Что", "Почему". А первый пост повторяет вопрос и даёт расширенные сведения.
5 Рекомендуется указывать версию мейкера (2000, 2003, RMXP, RMVX, ACE, IGM, и.т.д.. Это важно, и всё равно ведь спросят.
6 Темы "Пара вопросов", "Помогите", и подобные им - самый лёгкий путь к бану.
7 Поиск находится вверху справа.
А. Названия подразделов этого раздела уточняются. Советы принимаются.
1 Задавайте конкретные вопросы. Для болтовни есть свободный раздел.
2 По возможности давайте конкретные ответы.
3 Один вопрос=одна тема. Если хотите задать ещё вопрос, то начинайте новую тему.
4 Название темы должно составлять сам вопрос, и быть максимально конкретным. Рекомендуется начинать тему словами "Как", "Что", "Почему". А первый пост повторяет вопрос и даёт расширенные сведения.
5 Рекомендуется указывать версию мейкера (2000, 2003, RMXP, RMVX, ACE, IGM, и.т.д.. Это важно, и всё равно ведь спросят.
6 Темы "Пара вопросов", "Помогите", и подобные им - самый лёгкий путь к бану.
7 Поиск находится вверху справа.
А. Названия подразделов этого раздела уточняются. Советы принимаются.
ТЕМА: Отследить новые клавиши
Отследить новые клавиши 2 года 7 мес. назад #126675
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Всем привет!
Я использую боёвку Falcao в своей игре, в ней кодом уже указаны дополнительные кнопки на клавиатуре: ВНИМАНИЕ: Спойлер! [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ] module PearlKey
# numbers
N0 = 0x30; N1 = 0x31; N2 = 0x32; N3 = 0x33; N4 = 0x34
N5 = 0x35; N6 = 0x36; N7 = 0x37; N8 = 0x38; N9 = 0x39
# keys
A = 0x41; B = 0x42; C = 0x43; D = 0x44; E = 0x45
F = 0x46; G = 0x47; H = 0x48; I = 0x49; J = 0x4A
K = 0x4B; L = 0x4C; M = 0x4D; N = 0x4E; O = 0x4F
P = 0x50; Q = 0x51; R = 0x52; S = 0x53; T = 0x54
U = 0x55; V = 0x56; W = 0x57; X = 0x58; Y = 0x59; Z = 0x5A Хочу узнать, как мне самостоятельно написать свой скрипт, ссылающийся на клавиши оттуда? Мне нужно написать скрипт, который бы отслеживал нажатие кнопки "Z", чтобы я мог привязать к нему срабатывание общего события, при этом запретив кнопке работать как аналог "Enter". =\ Если я узнаю как писать такое, то смогу реализовать не одну задумку с использованием клавиатуры, т.к. у меня не только одна функция, они должны помочь расширить потенциал активной боёвки Falcao. Если нужно, вот весь скрипт Falcao, в котором указаны клавиши: ВНИМАНИЕ: Спойлер! [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ] #===============================================================================
# * Falcao Pearl ABS script shelf # 1
#
# This script is the Heart of Pearl ABS Liquid, it handles all the character
# management, the tools variables and the input module, enemy registration etc.
#===============================================================================
module PearlKernel
# Default enemy sensor self switch
Enemy_Sensor = "B"
# Default enemy sensor (distance in tiles the enemy is able to see the Player
Sensor = 7
# Default enemy knockdown self switch (used to display knockdowned graphic)
KnockdownSelfW = "C"
# Deafault Enemy collapse
DefaultCollapse = 'zoom_vertical'
# While in party battle on map, the game player is the manager of the group
# Which distance the player can see the enemies?, this is used, to determine
# wheter the follower can start fighting. enemy away from this tiles
# whil be ignored untill the player is near them
# distamce measured in tiles
PlayerRange = 7
# When a follower fail an action this balloon is played, runs out of mana etc.
FailBalloon = 1
# Start the game with the ABS huds turned on?
StartWithHud = true
# Do you want to activate the followers dead poses?
FollowerDeadPose = true
# Do you want to activate the single player mode?
# this only avoid you accesing the player slection menu and the K key is used
# to open the quick tool selection menu
SinglePlayer = false
#-----------------------------------------------------------------------------
@gaugeback = Color.new(0, 0, 0, 100)
def self.draw_hp(obj, battler, x, y, w, h, color, name=nil)
tag = 'Hp' ; c = color
name = battler.name if !name.nil?
draw_gauge(obj, battler.hp, battler.mhp, x, y, w, h, c, tag, name)
end
def self.draw_mp(obj, battler, x, y, w, h, color, name=nil)
tag = 'Pw' ; c = color
name = battler.name if !name.nil?
draw_gauge(obj, battler.mp, battler.mmp, x, y, w, h, c, tag, name)
end
def self.draw_exp(obj, battler, x, y, w, h, color, name=nil)
tag = 'Exp' ; c = color
name = battler.name if !name.nil?
draw_gauge(obj,battler.exp, battler.next_level_exp, x, y, w, h, c, tag,name)
end
def self.draw_tp(obj, x, y, actor)
string = 'Rtm ' + (actor.tp).to_i.to_s
obj.fill_rect(x, y + 10 , string.length * 9, 12, @gaugeback)
obj.draw_text(x, y, obj.width, 32, string)
end
def self.draw_gauge(obj, nm, max, x, y, w, h, col, tag, name)
obj.font.shadow = true
w2 = w - 2 ; max = 1 if max == 0
obj.fill_rect(x, y - 1, w, h + 2, @gaugeback)
obj.fill_rect(x+1, y+1, w2*nm/max, h/2 - 1, col[0])
obj.fill_rect(x+1, y + h/2, w2*nm/max, h/2 - 1, col[1])
obj.draw_text(x, y + h - 22, w, 32, nm.to_s, 2)
obj.draw_text(x + 4, y + h - 22, w, 32, tag)
obj.draw_text(x, y - 25, w, 32, name, 1) if !name.nil?
end
# image based bars definition
def self.image_hp(bitmap, x, y, back, image, battler, name=nil)
tag = 'Hp'
name = battler.name if !name.nil?
draw_i_gauge(bitmap, x, y, back, image, battler.hp, battler.mhp, tag, name)
end
def self.image_mp(bitmap, x, y, back, image, battler, name=nil)
tag = 'Mp'
name = battler.name if !name.nil?
draw_i_gauge(bitmap, x, y, back, image, battler.mp, battler.mmp, tag, name)
end
def self.image_exp(bitmap, x, y, back, image, battler, name=nil)
tag = 'Exp'
name = battler.name if !name.nil?
exp, nexte = battler.exp, battler.next_level_exp
draw_i_gauge(bitmap, x, y, back, image, exp, nexte, tag, name)
end
def self.draw_i_gauge(bitmap, x, y, back, image, nm, max, tag, name)
cw = back.width
ch = back.height
max = 1 if max == 0
src_rect = Rect.new(0, 0, cw, ch)
bitmap.blt(x - 10, y - ch + 30, back, src_rect)
cw = image.width * nm / max
ch = image.height
src_rect = Rect.new(0, 0, cw, ch)
bitmap.blt(x - 10, y - ch + 30, image, src_rect)
bitmap.draw_text(x - 4, y + back.height - 14, back.width, 32, tag)
bitmap.draw_text(x - 12, y + back.height - 14, back.width, 32, nm.to_s, 2)
bitmap.draw_text(x - 6, y - 10, back.width, 32, name, 1) if !name.nil?
end
def self.has_data?
!user_graphic.nil?
end
def self.load_item(item)
@item = item
end
def self.user_graphic() @item.tool_data("User Graphic = ", false) end
def self.user_animespeed() @item.tool_data("User Anime Speed = ") end
def self.tool_cooldown() @item.tool_data("Tool Cooldown = ") end
def self.tool_graphic() @item.tool_data("Tool Graphic = ", false) end
def self.tool_index() @item.tool_data("Tool Index = ") end
def self.tool_size() @item.tool_data("Tool Size = ") end
def self.tool_distance() @item.tool_data("Tool Distance = ") end
def self.tool_effectdelay() @item.tool_data("Tool Effect Delay = ") end
def self.tool_destroydelay() @item.tool_data("Tool Destroy Delay = ") end
def self.tool_speed() @item.tool_float("Tool Speed = ") end
def self.tool_castime() @item.tool_data("Tool Cast Time = ") end
def self.tool_castanimation() @item.tool_data("Tool Cast Animation = ") end
def self.tool_blowpower() @item.tool_data("Tool Blow Power = ") end
def self.tool_piercing() @item.tool_data("Tool Piercing = ", false) end
def self.tool_animation() @item.tool_data("Tool Animation When = ", false) end
def self.tool_anirepeat() @item.tool_data("Tool Animation Repeat = ",false)end
def self.tool_special() @item.tool_data("Tool Special = ", false) end
def self.tool_target() @item.tool_data("Tool Target = ", false) end
def self.tool_invoke() @item.tool_data("Tool Invoke Skill = ") end
def self.tool_guardrate() @item.tool_data("Tool Guard Rate = ") end
def self.tool_knockdown() @item.tool_data("Tool Knockdown Rate = ") end
def self.tool_soundse() @item.tool_data("Tool Sound Se = ", false) end
def self.tool_itemcost() @item.tool_data("Tool Item Cost = ") end
def self.tool_shortjump() @item.tool_data("Tool Short Jump = ", false) end
def self.tool_through() @item.tool_data("Tool Through = ", false) end
def self.tool_priority() @item.tool_data("Tool Priority = ") end
def self.tool_selfdamage() @item.tool_data("Tool Self Damage = ", false) end
def self.tool_hitshake() @item.tool_data("Tool Hit Shake = ", false) end
def self.tool_combo() @item.tool_data("Tool Combo Tool = ", false) end
def self.knock_actor(actor)
a = actor.actor.tool_data("Knockdown Graphic = ", false)
b = actor.actor.tool_data("Knockdown Index = ")
c = actor.actor.tool_data("Knockdown pattern = ")
d = actor.actor.tool_data("Knockdown Direction = ")
return nil if a.nil?
return [a, b, c, d]
end
def self.jump_hit?(target)
t = target.enemy.tool_data("Hit Jump = ", false) if target.is_a?(Game_Enemy)
t = target.actor.tool_data("Hit Jump = ", false) if target.is_a?(Game_Actor)
return true if !t.nil? and t == "true"
return true if t.nil?
return false
end
def self.voices(b)
voices = b.actor.tool_data("Battler Voices = ",false) if b.is_a?(Game_Actor)
voices = b.enemy.tool_data("Battler Voices = ",false) if b.is_a?(Game_Enemy)
voices = voices.split(", ") unless voices.nil?
voices
end
def self.hitvoices(b)
voices = b.actor.tool_data("Hit Voices = ",false) if b.is_a?(Game_Actor)
voices = b.enemy.tool_data("Hit Voices = ",false) if b.is_a?(Game_Enemy)
voices = voices.split(", ") unless voices.nil?
voices
end
# check for iconset
def self.check_iconset(item, tag, object)
data = item.tool_data(tag, false)
return if data.nil?
v = [item.icon_index, data.to_sym] if data == "animated" ||
data == "static" || data == "shielding"
object.is_a?(Projectile) ? object.pro_iconset = v : object.user_iconset = v
end
def self.clean_back?
@clean_back == true
end
end
($imported ||= {})["Falcao Pearl ABS Liquid"] = true
class RPG::BaseItem
attr_reader :has_data
def tool_data(comment, sw=true)
if @note =~ /#{comment}(.*)/i
@has_data = true
return sw ? $1.to_i : $1.to_s.sub("\r","")
end
end
def tool_float(comment)
return $1.to_f if @note =~ /#{comment}(.*)/i
end
def cool_enabled?
@cd_dis = @note.include?("Tool Cooldown Display = true") if @cd_dis.nil?
@cd_dis
end
def itemcost
if @i_cost.nil?
@note =~ /Tool Item Cost = (.*)/i ? @i_cost = $1.to_i : @i_cost = 0
end
@i_cost
end
end
# Pearl ABS Input module
module PearlKey
# numbers
N0 = 0x30; N1 = 0x31; N2 = 0x32; N3 = 0x33; N4 = 0x34
N5 = 0x35; N6 = 0x36; N7 = 0x37; N8 = 0x38; N9 = 0x39
# keys
A = 0x41; B = 0x42; C = 0x43; D = 0x44; E = 0x45
F = 0x46; G = 0x47; H = 0x48; I = 0x49; J = 0x4A
K = 0x4B; L = 0x4C; M = 0x4D; N = 0x4E; O = 0x4F
P = 0x50; Q = 0x51; R = 0x52; S = 0x53; T = 0x54
U = 0x55; V = 0x56; W = 0x57; X = 0x58; Y = 0x59; Z = 0x5A
@unpack_string = 'b'*256
@last_array = '0'*256
@press = Array.new(256, false)
@trigger = Array.new(256, false)
@release = Array.new(256, false)
@getKeyboardState = Win32API.new('user32', 'GetKeyboardState', ['P'], 'V')
@getAsyncKeyState = Win32API.new('user32', 'GetAsyncKeyState', 'i', 'i')
@getKeyboardState.call(@last_array)
@last_array = @last_array.unpack(@unpack_string)
for i in 0...@last_array.size
@press[i] = @getAsyncKeyState.call(i) == 0 ? false : true
end
def self.update
@trigger = Array.new(256, false)
@release = Array.new(256, false)
array = '0'*256
@getKeyboardState.call(array)
array = array.unpack(@unpack_string)
for i in 0...array.size
if array[i] != @last_array[i]
@press[i] = @getAsyncKeyState.call(i) == 0 ? false : true
if !@press[i]
@release[i] = true
else
@trigger[i] = true
end
else
if @press[i] == true
@press[i] = @getAsyncKeyState.call(i) == 0 ? false : true
@release[i] = true if !@press[i]
end
end
end
@last_array = array
end
def self.press?(key)
return @press[key]
end
def self.trigger?(key)
return @trigger[key]
end
end
# Input module update engine
class << Input
alias falcaopearl_abs_cooldown_update update
def Input.update
update_pearl_abs_cooldown
update_popwindow if !$game_temp.nil? and !$game_temp.pop_windowdata.nil?
update_pearl_abs_respawn
falcaopearl_abs_cooldown_update
end
def update_pearl_abs_respawn
$game_map.event_enemies.each do |event|
if event.respawn_count > 0
event.respawn_count -= 1
if event.respawn_count == 0
event.battler.remove_state(event.battler.death_state_id)
event.battler.hp = event.battler.mhp
event.battler.mp = event.battler.mmp
event.apply_respawn
event.animation_id = event.respawn_anim
end
end
end
end
alias falcaopearl_trigger trigger?
def trigger?(constant)
return true if constant == :B and PearlKey.trigger?(PearlKey::B)
falcaopearl_trigger(constant)
end
# pop window global
def update_popwindow
$game_temp.pop_windowdata[0] -= 1 if $game_temp.pop_windowdata[0] > 0
if @temp_window.nil?
tag = $game_temp.pop_windowdata[2]
string = $game_temp.pop_windowdata[1] + tag
width = (string.length * 9) - 10
x, y = Graphics.width / 2 - width / 2, Graphics.height / 2 - 64 / 2
@temp_window = Window_Base.new(x, y, width, 64)
@temp_window.contents.font.size = 20
@temp_window.draw_text(-10, -6, width, 32, tag, 1)
@temp_window.draw_text(-10, 14, width, 32, $game_temp.pop_windowdata[1],1)
@current_scene = SceneManager.scene.class
end
if $game_temp.pop_windowdata[0] == 0 ||
@current_scene != SceneManager.scene.class
@temp_window.dispose
@temp_window = nil
$game_temp.pop_windowdata = nil
end
end
def update_pearl_abs_cooldown
PearlKey.update
eval_cooldown($game_party.all_members) if !$game_party.nil?
eval_cooldown($game_map.enemies) if !$game_map.nil?
end
# cooldown update
def eval_cooldown(operand)
for sub in operand
sub.skill_cooldown.each {|sid, sv| # skill
if sub.skill_cooldown[sid] > 0
sub.skill_cooldown[sid] -= 1
sub.skill_cooldown.delete(sid) if sub.skill_cooldown[sid] == 0
end}
sub.item_cooldown.each {|iid, iv| # item
if sub.item_cooldown[iid] > 0
sub.item_cooldown[iid] -= 1
sub.item_cooldown.delete(iid) if sub.item_cooldown[iid] == 0
end}
sub.weapon_cooldown.each {|wid, wv| # weapon
if sub.weapon_cooldown[wid] > 0
sub.weapon_cooldown[wid] -= 1
sub.weapon_cooldown.delete(wid) if sub.weapon_cooldown[wid] == 0
end}
sub.armor_cooldown.each {|aid, av| #armor
if sub.armor_cooldown[aid] > 0
sub.armor_cooldown[aid] -= 1
sub.armor_cooldown.delete(aid) if sub.armor_cooldown[aid] == 0
end}
end
end
end
#===============================================================================
#===============================================================================
# Game character
class Game_CharacterBase
attr_accessor :just_hitted, :anime_speed, :blowpower, :targeting, :x, :y
attr_accessor :battler_guarding, :knockdown_data, :colapse_time, :opacity
attr_accessor :zoomfx_x, :zoomfx_y, :targeted_character, :stuck_timer
attr_accessor :send_dispose_signal, :follower_attacktimer, :stopped_movement
attr_accessor :hookshoting, :battler_chain, :pattern, :user_move_distance
attr_accessor :move_speed, :through, :being_grabbed, :making_spiral
attr_accessor :direction, :direction_fix, :zfx_bol, :buff_pop_stack
attr_accessor :die_through, :target_index, :using_custom_g, :combodata
attr_accessor :originalasp, :doingcombo, :angle_fx
attr_accessor :user_iconset, :pro_iconset, :respawn_count
alias falcaopearl_abmain_ini initialize
def initialize
@zfx_bol = false
@just_hitted = 0
@anime_speed = 0
@respawn_count = 0
@blowpower = [0, dir=2, dirfix=false, s=4, wait_reset=0]
@user_casting = [0, nil]
@send_dispose_signal = false
@targeting = [false, item=nil, char=nil]
@colapse_time = 0
@stopped_movement = 0
@follower_attacktimer = 0
set_hook_variables
@target_index = 0
@using_custom_g = false
@combodata = []
@angle_fx = 0.0
#--------------
@zoomfx_x = 1.0
@zoomfx_y = 1.0
@stuck_timer = 0
@battler_guarding = [false, nil]
@knockdown_data = [0, nil, nil, nil, nil]
@state_poptimer = [0, 0]
@making_spiral = false
@buff_pop_stack = []
@doingcombo = 0
@range_view = 2
@originalasp = 0
falcaopearl_abmain_ini
end
def set_hook_variables
@hookshoting = [on=false, hooking=false, grabing=false, delay=0]
@battler_chain = []
@user_move_distance = [steps=0, speed=nil, trought=nil, cor=nil, evmove=nil]
@being_grabbed = false
end
# projectiles at nt
def projectiles_xy_nt(x, y)
$game_player.projectiles.select {|pro| pro.pos_nt?(x, y) }
end
# collide with projectiles
def collide_with_projectiles?(x, y)
projectiles_xy_nt(x, y).any? do |pro|
pro.normal_priority? || self.is_a?(Projectile)
end
end
def zoom(x, y)
@zoomfx_x = x
@zoomfx_y = y
end
alias falcaopearl_collide_with collide_with_characters?
def collide_with_characters?(x, y)
return true if collide_with_projectiles?(x, y)
falcaopearl_collide_with(x, y)
end
# follow character straigh and diagonal
def follow_char(character)
sx = distance_x_from(character.x)
sy = distance_y_from(character.y)
if sx != 0 && sy != 0
move_diagonal(sx > 0 ? 4 : 6, sy > 0 ? 8 : 2)
elsif sx != 0
move_straight(sx > 0 ? 4 : 6)
elsif sy != 0
move_straight(sy > 0 ? 8 : 2)
end
end
def on_battle_screen?(out = 0)
max_w = (Graphics.width / 32).to_i - 1
max_h = (Graphics.height / 32).to_i - 1
sx = (screen_x / 32).to_i
sy = (screen_y / 32).to_i
if sx.between?(0 - out, max_w + out) and sy.between?(0 - out, max_h + out)
return true
end
return false
end
# jump to specific tiles
def jumpto_tile(x, y)
jumpto(0, [x, y])
end
# jumpto character ( 0 = Game Player, 1 and up event id)
def jumpto(char_id, tilexy=nil)
char_id > 0 ? char = $game_map.events[char_id] : char = $game_player
tilexy.nil? ? condxy = [char.x, char.y] : condxy = [tilexy[0], tilexy[1]]
jx = + eval_distance(tilexy.nil? ? char : tilexy)[0] if condxy[0] >= @x
jy = - eval_distance(tilexy.nil? ? char : tilexy)[1] if condxy[1] <= @y
jx = - eval_distance(tilexy.nil? ? char : tilexy)[0] if condxy[0] <= @x
jy = - eval_distance(tilexy.nil? ? char : tilexy)[1] if condxy[1] <= @y
jx = - eval_distance(tilexy.nil? ? char : tilexy)[0] if condxy[0] <= @x
jy = + eval_distance(tilexy.nil? ? char : tilexy)[1] if condxy[1] >= @y
jx = + eval_distance(tilexy.nil? ? char : tilexy)[0] if condxy[0] >= @x
jy = + eval_distance(tilexy.nil? ? char : tilexy)[1] if condxy[1] >= @y
jump(jx, jy)
end
# distance
def eval_distance(target)
if target.is_a?(Array)
distance_x = (@x - target[0]).abs
distance_y = (@y - target[1]).abs
else
distance_x = (@x - target.x).abs
distance_y = (@y - target.y).abs
end
return [distance_x, distance_y]
end
# check if the game player and follower are executing an action
def battler_acting?
return true if @user_casting[0] > 0 || @targeting[0]
return true if @knockdown_data[0] > 0 and battler.deadposing.nil?
return true if @anime_speed > 0
return true if @hookshoting[0] || @making_spiral
if self.is_a?(Game_Player)
$game_player.followers.each {|f| return true if f.battler_acting?}
end
return false
end
def battler
end
#use single tools
def use_weapon(id)
return unless tool_can_use?
process_tool_action($data_weapons[id])
end
def use_item(id)
return unless tool_can_use?
process_tool_action($data_items[id])
end
def use_skill(id)
return unless tool_can_use?
process_tool_action($data_skills[id])
end
def use_armor(id)
return unless tool_can_use?
process_tool_action($data_armors[id])
end
# use multiple tools
def rand_weapon(*args)
return unless tool_can_use?
process_tool_action($data_weapons[args[rand(args.size)]])
end
def rand_item(*args)
return unless tool_can_use?
process_tool_action($data_items[args[rand(args.size)]])
end
def rand_skill(*args)
return unless tool_can_use?
process_tool_action($data_skills[args[rand(args.size)]])
end
def rand_armor(*args)
return unless tool_can_use?
process_tool_action($data_armors[args[rand(args.size)]])
end
def tool_can_use?
return false if @hookshoting[0] || @making_spiral
return false if @user_casting[0] > 0 || @targeting[0]
return false if battler.nil?
return false if battler.dead?
return false if @doingcombo > 0 || @battler_guarding[0]
return false if $game_message.busy?
return true
end
def load_target_selection(item)
@targeting[0] = true; @targeting[1] = item
if self.is_a?(Game_Player)
$game_player.pearl_menu_call = [:battler, 2]
elsif self.is_a?(Game_Follower)
@targeting[2] = @targeted_character
@targeting = [false, item=nil, char=nil] if @targeting[2].nil?
elsif self.is_a?(Projectile)
if user.is_a?(Game_Player)
user.targeting[0] = true; user.targeting[1] = item
$game_player.pearl_menu_call = [:battler, 2]
end
if user.is_a?(Game_Follower)
@targeting[2] = user.targeted_character
@targeting = [false, item=nil, char=nil] if @targeting[2].nil?
end
end
end
def playdead
@angle_fx = 90
end
def resetplaydead
@angle_fx = 0.0
end
#action canceling
def force_cancel_actions
@user_casting[0] = 0
@anime_speed = 0
end
def speed(x)
@move_speed = x
end
def anima(x)
@animation_id = x
end
# aply melee params
def apply_weapon_param(weapon, add)
id = 0
for param in weapon.params
add ? battler.add_param(id, param) : battler.add_param(id, -param)
id += 1
end
end
# Short script call for poping damage text
def pop_damage(custom=nil)
$game_player.damage_pop.push(DamagePop_Obj.new(self, custom))
end
#check if target is unable to move
def force_stopped?
return true if @anime_speed > 0 || @knockdown_data[0] > 0 ||
@stopped_movement > 0 || @hookshoting[0] || @angle_fx != 0.0
return true if @making_spiral
return false
end
# sensor
def obj_size?(target, size)
return false if size.nil?
distance = (@x - target.x).abs + (@y - target.y).abs
enable = (distance <= size-1)
return true if enable
return false
end
# sensor body
def body_size?(target, size)
distance = (@x - target[0]).abs + (@y - target[1]).abs
enable = (distance <= size-1)
return true if enable
return false
end
def faceto_face?(target)
return true if @direction == 2 and target.direction == 8
return true if @direction == 4 and target.direction == 6
return true if @direction == 6 and target.direction == 4
return true if @direction == 8 and target.direction == 2
return false
end
def adjustcxy
push_x, push_y = 0, 1 if @direction == 2
push_x, push_y = - 1, 0 if @direction == 4
push_x, push_y = 1, 0 if @direction == 6
push_x, push_y = 0, - 1 if @direction == 8
return [push_x, push_y]
end
def in_frontof?(target)
return true if @direction == 2 and @x == target.x and (@y+1) == target.y
return true if @direction == 4 and (@x-1) == target.x and @y == target.y
return true if @direction == 6 and (@x+1) == target.x and @y == target.y
return true if @direction == 8 and @x == target.x and (@y-1) == target.y
return false
end
# detect map edges ignoring loop maps
def facing_corners?
case $game_map.map.scroll_type
when 1 then return false if @direction == 2 || @direction == 8
when 2 then return false if @direction == 4 || @direction == 6
when 3 then return false
end
m = $game_map
unless @x.between?(1, m.width - 2) && @y.between?(1, m.height - 2)
return true if @x == 0 and @direction == 4
return true if @y == 0 and @direction == 8
return true if @x == m.width - 1 and @direction == 6
return true if @y == m.height - 1 and @direction == 2
end
return false
end
# item usable test
def usable_test_passed?(item)
return true if battler.is_a?(Game_Enemy) && item.is_a?(RPG::Item)
itemcost = item.tool_data("Tool Item Cost = ")
invoke = item.tool_data("Tool Invoke Skill = ")
if battler.is_a?(Game_Actor) and itemcost != nil and itemcost != 0
return false if !battler.usable?($data_items[itemcost])
end
if item.is_a?(RPG::Skill) || item.is_a?(RPG::Item)
return false if !battler.usable?(item)
else
if invoke != nil and invoke != 0
return false if !battler.usable?($data_skills[invoke])
else
return false if !battler.attack_usable?
end
end
return true
end
# process the tool and verify wheter can be used
def process_tool_action(item)
PearlKernel.load_item(item)
return if !battler.tool_ready?(item)
unless PearlKernel.has_data?
if item.is_a?(RPG::Weapon) || item.is_a?(RPG::Armor)
msgbox('Tool data missing') if $DEBUG
return
end
if item.scope.between?(1, 6)
msgbox('Tool data missing') if $DEBUG
return
elsif item.scope == 0
return
elsif !battler.usable?(item)
RPG::SE.new("Cursor1", 80).play if self.is_a?(Game_Player)
return
end
end
if PearlKernel.has_data? and not usable_test_passed?(item)
RPG::SE.new("Cursor1", 80).play if self.is_a?(Game_Player)
return
end
@user_casting = [PearlKernel.tool_castime,item] if PearlKernel.has_data?
if @user_casting[0] > 0
@animation_id = 0
@animation_id = PearlKernel.tool_castanimation
else
load_abs_tool(item)
end
end
# load the abs tool
def load_abs_tool(item)
return if @knockdown_data[0] > 0
PearlKernel.load_item(item)
return if self.is_a?(Game_Follower) and @targeted_character.nil?
if !@targeting[0] and self.battler.is_a?(Game_Actor)
if item.is_a?(RPG::Skill) || item.is_a?(RPG::Item)
# apply target to skills items
if PearlKernel.tool_target == "true" || item.scope == 7 ||
item.scope == 9
load_target_selection(item)
return
end
else
# apply target parsing the invoked skill to weapons and armors
invoke = PearlKernel.tool_invoke
if invoke != nil && invoke > 0 && invoke != 1 && invoke != 2
invokeskill = $data_skills[invoke]
if PearlKernel.tool_target == "true" || invokeskill.scope == 7 ||
invokeskill.scope == 9
load_target_selection(item)
return
end
# apply target to normal weapon and armor without invoking
else
if PearlKernel.tool_target == "true"
load_target_selection(item)
return
end
end
end
end
if item.is_a?(RPG::Skill) || item.is_a?(RPG::Item)
battler.use_item(item)
else
if PearlKernel.tool_invoke != 0
battler.use_item($data_skills[PearlKernel.tool_invoke])
end
end
# if the tool has data continue
if PearlKernel.has_data?
consume_ammo_item(item) if battler.is_a?(Game_Actor) and
PearlKernel.tool_itemcost != 0
@anime_speed = PearlKernel.user_animespeed
battler.apply_cooldown(item, PearlKernel.tool_cooldown)
end
create_projectile_object(item)
create_anime_sprite_object(item)
end
# projectile creator
def create_projectile_object(item)
if PearlKernel.tool_special == "hook"
PearlKernel.tool_distance.times {|i|
$game_player.projectiles.push(Projectile.new(self, item, i))}
@hookshoting[0] = true
elsif PearlKernel.tool_special == "triple" # loads 3 projectiles
for i in [:uno, :dos, :tres]
$game_player.projectiles.push(Projectile.new(self, item, i))
end
elsif PearlKernel.tool_special == "quintuple" #loads 5 projectiles
for i in [:uno, :dos, :tres, :cuatro, :cinco]
$game_player.projectiles.push(Projectile.new(self, item, i))
end
elsif PearlKernel.tool_special == "octuple" # loads 8 projectiles
for i in [:uno, :dos, :tres, :cuatro, :cinco, :seis, :siete, :ocho]
$game_player.projectiles.push(Projectile.new(self, item, i))
end
else # load default projectile
$game_player.projectiles.push(Projectile.new(self, item))
end
end
# User anime sprite creation
def create_anime_sprite_object(item)
$game_player.anime_action.each {|i|
if i.user == self
if i.custom_graphic
@transparent = false
i.user.using_custom_g = false
end
$game_player.anime_action.delete(i)
end}
if PearlKernel.user_graphic != "nil"
return if PearlKernel.user_graphic.nil?
$game_player.anime_action.push(Anime_Obj.new(self, item))
end
# using iconset graphic
if PearlKernel.user_graphic == "nil" and
!item.tool_data("User Iconset = ", false).nil?
return if PearlKernel.user_graphic.nil?
$game_player.anime_action.push(Anime_Obj.new(self, item))
end
end
# consume ammo item
def consume_ammo_item(item)
itemcost = $data_items[PearlKernel.tool_itemcost]
return if item.is_a?(RPG::Item) and item.consumable and item == itemcost
battler.use_item(itemcost)
end
alias falcaopearl_chaupdate update
def update
update_falcao_pearl_abs
falcaopearl_chaupdate
end
# Falcao pearl abs main update
def update_falcao_pearl_abs
if @user_move_distance[0] > 0 and not moving?
move_forward ; @user_move_distance[0] -= 1
end
return if battler.nil?
update_pearlabs_timing
update_followers_attack if self.is_a?(Game_Follower) && self.visible?
if @targeting[2] != nil
load_abs_tool(@targeting[1]) if battler.is_a?(Game_Actor)
@targeting = [false, item=nil, char=nil]
end
update_battler_collapse
update_state_effects
@combodata.each {|combo|
if combo[3] > 0
combo[3] -= 1
if combo[3] == 0
perform_combo(combo[0], combo[1], combo[2])
@combodata.delete(combo)
end
break
end}
end
#Насколько я понял, эта функция выполняет прыжок для комбо:
def perform_combo(kind, id, jumpp)
if jumpp == 'jump'
jump(0, 0)
move_forward
end
case kind
when :weapon then use_weapon(id)
when :armor then use_armor(id)
when :item then use_item(id)
when :skill then use_skill(id)
end
@doingcombo = 12
end
#========================================================================
# * followers attacks engine
def fo_tool
return actor.equips[0] if actor.primary_use == 1
return actor.equips[1] if actor.primary_use == 2
return actor.assigned_item if actor.primary_use == 3
return actor.assigned_item2 if actor.primary_use == 4
return actor.assigned_skill if actor.primary_use == 5
return actor.assigned_skill2 if actor.primary_use == 6
return actor.assigned_skill3 if actor.primary_use == 7
return actor.assigned_skill4 if actor.primary_use == 8
end
# followers attack engine
def update_followers_attack
if fo_tool.nil? || battler.dead?
@targeted_character = nil if @targeted_character != nil
return
end
return if @stopped_movement > 0
if @follower_attacktimer > 0
@follower_attacktimer -= 1
if @follower_attacktimer == 40 and !moving?
r = rand(3)
move_random if r == 0 || r == 1
move_away_from_character(@targeted_character) if
!@targeted_character.nil? and r == 2
end
end
# si la skill es para el player
if @targeted_character != nil and @targeted_character.is_a?(Game_Player)
if all_enemies_dead?
delete_targetf
return
end
use_predefined_tool
return
end
# si la skill es para un enemigo continuar
if @targeted_character != nil
use_predefined_tool
return if @targeted_character.nil?
# reset if the target is dead
if @targeted_character.collapsing?
force_cancel_actions
delete_targetf
end
else
# select a follower slected target
$game_player.followers.each do |follower|
if !follower.targeted_character.nil?
next if follower.targeted_character.is_a?(Game_Player)
if follower.stuck_timer >= 10
follower.targeted_character = nil
return
end
@targeted_character = follower.targeted_character
break
end
end
end
end
# prepare the tool usage
def setup_followertool_usage
@range_view = 2
@range_view = 6 if fo_tool.tool_data("Tool Target = ", false) == "true" ||
fo_tool.tool_data("Tool Special = ", false) == "autotarget"
if fo_tool.is_a?(RPG::Skill) || fo_tool.is_a?(RPG::Item)
if fo_tool.scope.between?(1, 6)
setup_target
else ; @targeted_character = $game_player
@range_view = 6
end
# prepare tool for invoke follower
elsif fo_tool.is_a?(RPG::Weapon) || fo_tool.is_a?(RPG::Armor)
invoke = fo_tool.tool_data("Tool Invoke Skill = ")
if invoke > 0
if $data_skills[invoke].scope.between?(1, 6)
setup_target
else ; @targeted_character = $game_player
@range_view = 6
end
else
# no invoke skill just set up an enemy target
setup_target
end
end
end
# use the predifined tool
def use_predefined_tool
update_follower_movement
return if @targeted_character.nil?
if obj_size?(@targeted_character, @range_view) && @follower_attacktimer == 0
turn_toward_character(@targeted_character)
use_weapon(fo_tool.id) if actor.primary_use == 1
use_armor(fo_tool.id) if actor.primary_use == 2
use_item(fo_tool.id) if actor.primary_use == 3 || actor.primary_use == 4
use_skill(fo_tool.id) if actor.primary_use==5 || actor.primary_use==6 ||
actor.primary_use == 7 || actor.primary_use == 8
if fo_tool.tool_data("User Graphic = ", false).nil?
@targeted_character = nil
turn_toward_player
end
@follower_attacktimer = 60
end
delete_targetf if self.actor.dead?
end
def all_enemies_dead?
for event in $game_map.event_enemies
if event.on_battle_screen? && event.enemy_ready?
return false if $game_player.obj_size?(event,PearlKernel::PlayerRange+1)
end
end
return true
end
def delete_targetf
@targeted_character = nil
end
#------------------------
# follower movement attack
def reset_targeting_settings(target)
target.being_targeted = false if target.is_a?(Game_Event)
delete_targetf
turn_toward_player
@stuck_timer = 0
end
def update_follower_movement
target = @targeted_character
if @stuck_timer >= 30
reset_targeting_settings(target)
return
end
# if the follower is unabble to use the tool
unless usable_test_passed?(fo_tool)
if SceneManager.scene_is?(Scene_Map)
reset_targeting_settings(target)
@balloon_id = PearlKernel::FailBalloon
return
end
end
return if target.nil?
@stuck_timer += 1 if !obj_size?(target, @range_view) and !moving?
if moving? || @anime_speed > 0 || @making_spiral || @hookshoting[0] ||
@knockdown_data[0] > 0
@stuck_timer = 0
end
return if moving?
if fo_tool.tool_data("Tool Target = ", false) == "true" ||
fo_tool.tool_data("Tool Special = ", false) == "autotarget" ||
target.is_a?(Game_Player)
# using skill con target true magical
cpu_reactiontype(1, target)
return
# target not exist
else
if fo_tool.is_a?(RPG::Skill) || fo_tool.is_a?(RPG::Item)
fo_tool.scope.between?(1, 6) ? cpu_reactiontype(2, target) : # to enemy
cpu_reactiontype(1, target) # benefical
else
# for weapon armor without target
cpu_reactiontype(2, target)
end
end
return if !obj_size?(target, @range_view)
return if target.is_a?(Game_Player)
case rand(40)
when 4 then move_backward
when 10 then move_random
end
end
# cpu reaction
def cpu_reactiontype(type, target)
unless on_battle_screen?
3.times.each {|i| move_toward_player}
return
end
move_toward_character(target) if !obj_size?(target, @range_view) if type==1
if @follower_attacktimer == 0 || !obj_size?(target, @range_view)
move_toward_character(target) if type == 2
end
end
#-------------------------------------------------
# buff timer
def update_buff_timing
battler.buff_turns.each do |id, value|
if battler.buff_turns[id] > 0
battler.buff_turns[id] -= 1
if battler.buff_turns[id] <= 0
battler.remove_buff(id)
pop_damage
end
end
end
end
#blow power effect
def update_blow_power_effect
if @blowpower[4] > 0
@blowpower[4] -= 1
if @blowpower[4] == 0
@direction_fix = @blowpower[2]
@move_speed = @blowpower[3]
end
end
if @blowpower[0] > 0 and !moving?
@move_speed = 5.5
@direction_fix = true
move_straight(@blowpower[1]); @blowpower[0] -= 1
if @blowpower[0] == 0
@blowpower[4] = 10
end
end
end
# Pearl timing
def update_pearlabs_timing
@just_hitted -= 1 if @just_hitted > 0
@stopped_movement -= 1 if @stopped_movement > 0
@doingcombo -= 1 if @doingcombo > 0
# hookshooting
if @hookshoting[3] > 0
@hookshoting[3] -= 1
if @hookshoting[3] == 0
@hookshoting = [false, false, false, 0]
@user_move_distance[3].being_grabbed = false if
@user_move_distance[3].is_a?(Game_Event)
@user_move_distance[3] = nil
end
end
update_buff_timing
update_blow_power_effect
# anime
if @anime_speed > 0
@pattern = 0
@anime_speed -= 1
end
# casting
if @user_casting[0] > 0
@user_casting[0] -= 1
load_abs_tool(@user_casting[1]) if @user_casting[0] == 0
end
update_knockdown
end
# Update battler collapse
def check_for_dead_four
return if $game_party.members.size <= 4
SceneManager.goto(Scene_Gameover) if all_fourdead?
end
def all_fourdead?
m = $game_party.battle_members
return true if m[0].dead? && m[1].dead? && m[2].dead? && m[3].dead?
return false
end
def update_battler_collapse
if @colapse_time > 0
@colapse_time -= 1
force_cancel_actions
if battler.is_a?(Game_Actor)
Sound.play_actor_collapse if @secollapse.nil?
@secollapse = true
if @colapse_time == 0
@secollapse = nil
for event in $game_map.event_enemies
if event.agroto_f == self
event.agroto_f = nil
end
end
check_for_dead_four
member = $game_party.battle_members
# swap and reset player
if self.is_a?(Game_Player)
reset_knockdown_actors
battler.deadposing=$game_map.map_id if PearlKernel::FollowerDeadPose
$game_party.swap_order(0,3) if !member[3].nil? and !member[3].dead?
$game_party.swap_order(0,2) if !member[2].nil? and !member[2].dead?
$game_party.swap_order(0,1) if !member[1].nil? and !member[1].dead?
else
if PearlKernel::FollowerDeadPose
battler.deadposing = $game_map.map_id
if !$game_player.follower_fighting? and member.size > 2
swap_dead_follower
else
$game_player.reserved_swap << battler.id if member.size > 2
end
end
end
end
elsif battler.is_a?(Game_Enemy)
@die_through = @through if @die_through.nil?
@through = true
apply_collapse_anime(battler.collapse_type)
@secollapse = true
battler.object ? @transparent = true : @opacity -= 2 if !@deadposee
if @colapse_time == 0
self.kill_enemy
end
end
end
end
def swap_dead_follower
reset_knockdown_actors
member = $game_party.battle_members
member.each_with_index.each do |actorr, i|
next unless actorr.id == self.actor.id
case member.size
when 3
break if i == 2
$game_party.swap_order(i, 2)
when 4
break if i == 3
if !member[3].dead?
$game_party.swap_order(i, 3)
break
end
if !member[2].dead?
$game_party.swap_order(i, 2)
break
end
end
end
end
def apply_collapse_anime(type)
# sound and animation
if battler.die_animation != nil
@animation_id = battler.die_animation if @secollapse.nil?
else
Sound.play_enemy_collapse if @secollapse.nil? and !battler.object
end
return if battler.object
if @deadposee
@knockdown_data[0] = 8
return
end
type = PearlKernel::DefaultCollapse if type.nil?
case type.to_sym
when :zoom_vertical
@zoomfx_x -= 0.03
@zoomfx_y += 0.02
when :zoom_horizontal
@zoomfx_x += 0.03
@zoomfx_y -= 0.02
when :zoom_maximize
@zoomfx_x += 0.02
@zoomfx_y += 0.02
when :zoom_minimize
@zoomfx_x -= 0.02
@zoomfx_y -= 0.02
end
end
# konck down engine update
def update_knockdown
if @knockdown_data[0] > 0
@knockdown_data[0] -= 1
@knockdown_data[0] == 0 ? knowdown_effect(2) : knowdown_effect(1)
if @knockdown_data[1] != nil
@pattern = @knockdown_data[2]
@direction = @knockdown_data[3]
end
end
end
def knowdown_effect(type)
return if self.is_a?(Projectile)
if type[0] == 1
if @knockdown_data[1] == nil
if battler.is_a?(Game_Enemy)
if self.knockdown_enable
force_cancel_actions
self_sw = PearlKernel::KnockdownSelfW
$game_self_switches[[$game_map.map_id, self.id, self_sw]] = true
@knockdown_data[1] = self_sw
self.refresh
@knockdown_data[2] = self.page.graphic.pattern
@knockdown_data[3] = self.page.graphic.direction
$game_map.screen.start_shake(7, 4, 20)
end
@knockdown_data[0] = 0 if @knockdown_data[1] == nil
elsif battler.is_a?(Game_Actor)
if PearlKernel.knock_actor(self.actor) != nil and
if @knockdown_data[1] == nil
force_cancel_actions
@knockdown_data[1] = @character_name
@knockdown_data[4] = @character_index
@character_name = PearlKernel.knock_actor(self.actor)[0]
@character_index = PearlKernel.knock_actor(self.actor)[1]
@knockdown_data[2] = PearlKernel.knock_actor(self.actor)[2]
@knockdown_data[3] = PearlKernel.knock_actor(self.actor)[3]
$game_map.screen.start_shake(7, 4, 20) if battler.deadposing.nil?
end
end
@knockdown_data[0] = 0 if @knockdown_data[1] == nil
end
end
elsif type == 2
if battler.is_a?(Game_Enemy)
if @deadposee and battler.dead?
@knockdown_data[1] = nil
return
end
$game_self_switches[[$game_map.map_id, self.id,
@knockdown_data[1]]] = false if @knockdown_data[1] != nil
@knockdown_data[1] = nil
else
@character_name = @knockdown_data[1]
@character_index = @knockdown_data[4]
@knockdown_data[1] = nil
end
end
end
#================================
# states
def primary_state_ani
return nil if battler.states[0].nil?
return battler.states[0].tool_data("State Animation = ")
end
# higer priority state animation displayed
def update_state_effects
return if battler.nil?
@state_poptimer[0] += 1 unless primary_state_ani.nil?
if @state_poptimer[0] == 30
@animation_id = primary_state_ani
@animation_id = 0 if @animation_id.nil?
elsif @state_poptimer[0] == 180
@state_poptimer[0] = 0
end
update_state_action_steps
end
# update state actions
def update_state_action_steps
for state in battler.states
if state.remove_by_walking
if !battler.state_steps[state.id].nil? &&
battler.state_steps[state.id] > 0
battler.state_steps[state.id] -= 1
end
if battler.state_steps[state.id] == 0
battler.remove_state(state.id)
pop_damage
end
end
if state.restriction == 4
@stopped_movement = 10
@pattern = 2 if @knockdown_data[0] == 0
end
state.features.each do |feature|
if feature.code == 22
@knockdown_data[0] =10 if state.restriction == 4 && feature.data_id==1
next unless feature.data_id.between?(7, 9)
apply_regen_state(state, feature.data_id)
end
end
end
end
# apply regen for hp, mp and tp
def apply_regen_state(state, type)
random = state.tool_data("State Effect Rand Rate = ")
random = 120 if random.nil?
if rand(random) == 1
battler.regenerate_hp if type == 7
battler.regenerate_mp if type == 8
battler.regenerate_tp if type == 9
if type == 7 and battler.result.hp_damage == 0
@colapse_time = 80
battler.add_state(1)
return
end
type == 9 ? pop_damage("Tp Up!") : pop_damage
end
end
alias falcaopearl_update_anime_pattern update_anime_pattern
def update_anime_pattern
return if @anime_speed > 0 || @knockdown_data[0] > 0
falcaopearl_update_anime_pattern
end
#=============================================================================
# Reset Pearl ABS System
# reset from game player call
def reset_knockdown_actors
# reset knock down
if @knockdown_data[1] != nil
@knockdown_data[0] = 0
knowdown_effect(2)
end
# force clear knock down
$game_player.followers.each do |follower|
if follower.knockdown_data[1] != nil
follower.knockdown_data[0] = 0
follower.knowdown_effect(2)
end
end
end
# reset knockdown enemies game player call
def reset_knockdown_enemies
$game_map.events.values.each do |event|
if event.knockdown_data[1] != nil
event.knockdown_data[0] = 0
event.knowdown_effect(2)
end
if event.deadposee and event.killed
$game_self_switches[[$game_map.map_id, event.id,
PearlKernel::KnockdownSelfW]] = false
end
end
end
# glabal reseting
def pearl_abs_global_reset
force_cancel_actions
battler.remove_state(9) if @battler_guarding[0]
@battler_guarding = [false, nil]
@making_spiral = false
set_hook_variables
@using_custom_g = false
$game_player.followers.each do |f|
f.targeted_character = nil if !f.targeted_character.nil?
f.stuck_timer = 0 if f.stuck_timer > 0
f.follower_attacktimer = 0 if f.follower_attacktimer > 0
f.force_cancel_actions unless f.visible?
f.battler.remove_state(9) if f.battler_guarding[0]
f.battler_guarding = [false, nil]
f.set_hook_variables
f.making_spiral = false
end
reset_knockdown_actors
reset_knockdown_enemies
$game_player.projectiles.clear
$game_player.damage_pop.clear
$game_player.anime_action.clear
$game_player.enemy_drops.clear
@send_dispose_signal = true
end
end
#===============================================================================
# Evets as enemies registration
class Game_Event < Game_Character
attr_accessor :enemy, :move_type, :page, :deadposee
attr_accessor :being_targeted, :agroto_f, :draw_drop, :dropped_items
attr_accessor :start_delay, :epassive, :erased, :killed, :boom_grabdata
attr_reader :token_weapon, :token_armor,:token_item,:token_skill,:boom_start
attr_reader :hook_pull, :hook_grab, :event, :knockdown_enable, :boom_grab
attr_reader :respawn_anim
alias falcaopearlabs_iniev initialize
def initialize(map_id, event)
@inrangeev = nil
@being_targeted = false
@agroto_f = nil
@draw_drop = false
@dropped_items = []
@epassive = false
@touch_damage = 0
@start_delay = 0
@touch_atkdelay = 0
@killed = false
@knockdown_enable = false
@deadposee = false
@respawn_anim = 0
create_token_arrays
falcaopearlabs_iniev(map_id, event)
register_enemy(event)
end
def create_token_arrays
@token_weapon = []
@token_armor = []
@token_item = []
@token_skill = []
end
alias falcaopearl_setup_page_settings setup_page_settings
def setup_page_settings
create_token_arrays
falcaopearl_setup_page_settings
wtag = string_data("<start_with_weapon: ")
@token_weapon = wtag.split(",").map { |s| s.to_i } if wtag != nil
atag = string_data("<start_with_armor: ")
@token_armor = atag.split(",").map { |s| s.to_i } if atag != nil
itag = string_data("<start_with_item: ")
@token_item = itag.split(",").map { |s| s.to_i } if itag != nil
stag = string_data("<start_with_skill: ")
@token_skill = stag.split(",").map { |s| s.to_i } if stag != nil
@hook_pull = string_data("<hook_pull: ") == "true"
@hook_grab = string_data("<hook_grab: ") == "true"
@boom_grab = string_data("<boom_grab: ") == "true"
@boom_start = string_data("<boomed_start: ") == "true"
@direction_fix = false if @hook_grab
if has_token? || @hook_pull || @hook_grab || @boom_grab || @boom_start
$game_map.events_withtags.push(self) unless
$game_map.events_withtags.include?(self)
end
end
def has_token?
!@token_weapon.empty? || !@token_armor.empty? || !@token_item.empty? ||
!@token_skill.empty?
end
def register_enemy(event)
if !$game_system.remain_killed[$game_map.map_id].nil? and
$game_system.remain_killed[$game_map.map_id].include?(self.id)
return
end
@enemy = Game_Enemy.new(0, $1.to_i) if event.name =~ /<enemy: (.*)>/i
if @enemy != nil
passive = @enemy.enemy.tool_data("Enemy Passive = ", false)
@epassive = true if passive == "true"
touch = @enemy.enemy.tool_data("Enemy Touch Damage Range = ")
@sensor = @enemy.esensor
@touch_damage = touch if touch != nil
$game_map.event_enemies.push(self) # new separate enemy list
$game_map.enemies.push(@enemy) # just enemies used in the cooldown
@event.pages.each do |page|
if page.condition.self_switch_valid and
page.condition.self_switch_ch == PearlKernel::KnockdownSelfW
@knockdown_enable = true
break
end
end
pose = @enemy.enemy.tool_data("Enemy Dead Pose = ", false) == "true"
@deadposee = true if pose and @knockdown_enable
end
end
def update_state_effects
@killed ? return : super
end
def collapsing?
return true if @killed || @colapse_time > 0
return false
end
def enemy_ready?
return false if @enemy.nil? || @page.nil? || collapsing? || @enemy.object
return true
end
def battler
return @enemy
end
def apply_respawn
return if @colapse_time > 0
@draw_drop = false
@dropped_items.clear
@through = @die_through
@through = false if @through.nil?
@die_through = nil
@secollapse = nil
@colapse_time = 0
@erased = false ; @opacity = 255
@zoomfx_x = 1.0 ; @zoomfx_y = 1.0
@killed = false
@priority_type = 1 if @deadposee
resetdeadpose
refresh
end
def resetdeadpose
if @deadposee
$game_self_switches[[$game_map.map_id, @id,
PearlKernel::KnockdownSelfW]] = false
end
end
def kill_enemy
@secollapse = nil
@killed = true
@priority_type = 0 if @deadposee
gain_exp
gain_gold
etext = 'exp: ' + @enemy.exp.to_s if @enemy.exp > 0
gtext = ' руб: ' + @enemy.gold.to_s if @enemy.gold > 0
$game_player.pop_damage("#{etext} #{gtext}") if etext || gtext
make_drop_items
run_assigned_commands
end
def run_assigned_commands
transform = @enemy.enemy.tool_data("Enemy Die Transform = ")
switch = @enemy.enemy.tool_data("Enemy Die Switch = ")
$game_switches[switch] = true if switch != nil
variable = @enemy.enemy.tool_data("Enemy Die Variable = ")
$game_variables[variable] += 1 if variable != nil
self_sw = @enemy.enemy.tool_data("Enemy Die Self Switch = ", false)
#$game_map.event_enemies.delete(self) if @enemy.object
#$game_map.enemies.delete(@enemy) if @enemy.object
if self_sw.is_a?(String)
$game_self_switches[[$game_map.map_id, self.id, self_sw]] = true
apply_respawn
$game_map.event_enemies.delete(self)
$game_map.enemies.delete(@enemy)
unless $game_system.remain_killed.has_key?($game_map.map_id)
$game_system.remain_killed[$game_map.map_id] = []
end
$game_system.remain_killed[$game_map.map_id].push(self.id) unless
$game_system.remain_killed[$game_map.map_id].include?(self.id)
@enemy = nil
else
erase unless @deadposee
respawn = @enemy.enemy.tool_data("Enemy Respawn Seconds = ")
animation = @enemy.enemy.tool_data("Enemy Respawn Animation = ")
@respawn_count = respawn * 60 unless respawn.nil?
@respawn_anim = animation unless animation.nil?
end
if transform != nil
@enemy = Game_Enemy.new(0, transform)
apply_respawn
end
end
def make_drop_items
@dropped_items = @enemy.make_drop_items
unless @dropped_items.empty?
$game_player.enemy_drops.push(self)
$game_map.events_withtags.push(self) unless
$game_map.events_withtags.include?(self)
end
end
def gain_exp
return if @enemy.exp == 0
$game_party.all_members.each do |actor|
actor.gain_exp(@enemy.exp)
end
end
def gain_gold
return if @enemy.gold == 0
$game_party.gain_gold(@enemy.gold)
end
alias falcaopearlabs_updatev update
def update
@start_delay -= 1 if @start_delay > 0
@touch_atkdelay -= 1 if @touch_atkdelay > 0
update_enemy_sensor unless @enemy.nil?
update_enemy_touch_damage unless @enemy.nil?
falcaopearlabs_updatev
end
def update_enemy_touch_damage
return unless @touch_damage > 0
return unless @character_name != ""
return if @epassive || @killed
return if @touch_atkdelay > 0
unless @enemy.object
@agroto_f.nil? ? target = $game_player : target = @agroto_f
else
target = $game_player
$game_player.followers.each do |follower|
next unless follower.visible?
if obj_size?(follower, @touch_damage) and !follower.battler.dead?
execute_touch_damage(follower)
end
end
end
execute_touch_damage(target) if obj_size?(target, @touch_damage)
end
def execute_touch_damage(target)
target.battler.attack_apply(@enemy)
target.pop_damage
@touch_atkdelay = 50
target.colapse_time = 60 if target.battler.dead?
return if target.battler.result.hp_damage == 0
target.jump(0, 0)
end
# enemy sensor
def update_enemy_sensor
return if @hookshoting[0]
return if @epassive
if @sensor != nil
@agroto_f.nil? ? target = $game_player : target = @agroto_f
if obj_size?(target, @sensor)
data = [$game_map.map_id, @id, PearlKernel::Enemy_Sensor]
if @inrangeev.nil? and !$game_self_switches[[data[0], data[1],
data[2]]]
$game_self_switches[[data[0], data[1], data[2]]] = true
@inrangeev = true
end
elsif @inrangeev != nil
data = [$game_map.map_id, @id, PearlKernel::Enemy_Sensor]
if $game_self_switches[[data[0], data[1], data[2]]]
$game_self_switches[[data[0], data[1], data[2]]] = false
@inrangeev = nil
end
end
end
end
# on battle pixel, take a lot of time procesing, but it is very exact
def on_battle_pixel?(out=0)
w = Graphics.width + out; h = Graphics.height + out
return true if screen_x.between?(0 - out,w) and screen_y.between?(0 - out,h)
return false
end
def cmt_data(comment)
return 0 if @list.nil? or @list.size <= 0
for item in @list
if item.code == 108 or item.code == 408
return $1.to_i if item.parameters[0] =~ /#{comment}(.*)>/i
end
end
return 0
end
def string_data(comment)
return nil if @list.nil? or @list.size <= 0
for item in @list
if item.code == 108 or item.code == 408
return $1.to_s if item.parameters[0] =~ /#{comment}(.*)>/i
end
end
return nil
end
# stop event movement
alias falcaopearl_update_self_movement update_self_movement
def update_self_movement
return if !@boom_grabdata.nil?
return if force_stopped? || @colapse_time > 0 || @blowpower[0] > 0
falcaopearl_update_self_movement
end
end
class Game_System
attr_accessor :remain_killed
alias falcao_fantastic_store_ini initialize
def initialize
falcao_fantastic_store_ini
@remain_killed = {}
end
end
#===============================================================================
# mist
class Game_Map
attr_reader :map
attr_accessor :event_enemies, :enemies, :events_withtags
alias falcaopearl_enemycontrol_ini initialize
def initialize
@event_enemies = []
@enemies = []
@events_withtags = []
falcaopearl_enemycontrol_ini
end
alias falcaopearl_enemycontrol_setup setup
def setup(map_id)
@event_enemies.clear
@enemies.clear
@events_withtags.clear
falcaopearl_enemycontrol_setup(map_id)
if $game_temp.loadingg != nil
@event_enemies.each do |event|
event.resetdeadpose
end
$game_temp.loadingg = nil
end
end
alias falcaopearl_damage_floor damage_floor?
def damage_floor?(x, y)
return if $game_player.hookshoting[1]
falcaopearl_damage_floor(x, y)
end
end
class Game_Temp
attr_accessor :pop_windowdata, :loadingg
def pop_w(time, name, text)
return unless @pop_windowdata.nil?
@pop_windowdata = [time, text, name]
end
end
class Game_Party < Game_Unit
alias falcaopearl_swap_order swap_order
def swap_order(index1, index2)
unless SceneManager.scene_is?(Scene_Map)
if $game_player.in_combat_mode?
$game_temp.pop_w(180, 'Pearl ABS',
'You cannot switch player while in combat!')
return
elsif $game_player.any_collapsing?
$game_temp.pop_w(180, 'Pearl ABS',
'You cannot switch player while collapsing!')
return
elsif $game_party.battle_members[index2].deadposing != nil
$game_temp.pop_w(180, 'Pearl ABS',
'Вы не можете управлять компаньонами, что без сознания!')
return
end
end
falcaopearl_swap_order(index1, index2)
end
end
class << DataManager
alias falcaopearl_extract extract_save_contents
def DataManager.extract_save_contents(contents)
falcaopearl_extract(contents)
$game_temp.loadingg = true
end
end |
Последнее редактирование: 2 года 7 мес. назад от Sleeping Visitor.
Администратор запретил публиковать записи гостям.
|
Отследить новые клавиши 2 года 7 мес. назад #126676
|
В свое время я использовал эту АБС, крутая.
В общем, вспомнил-проверил. В условии на проверки нажатие кнопки нужно написать: PearlKey.trigger?(N) А вообще, читай код скрипта. Я руби не знаю, но по логике там можно понять что где-то скрипт таки проверяет нажатие клавиш для использования. С написанием скрипта помочь не смогу, увы. =/ |
Мои игры [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ]
Последнее редактирование: 2 года 7 мес. назад от DarchanKaen.
Администратор запретил публиковать записи гостям.
За этот пост поблагодарили: Sleeping Visitor
|
Отследить новые клавиши 2 года 7 мес. назад #126677
|
Мда... теперь ещё нужно найти как отследить нажатие этих самых клавиш.
В Falcao такая каша, что проще найти как это пишется на самом Ruby. Хотя я угробил пол часа, но выводит какую то ахинею в поисковике) Всё для создания кнопок на сайтах и ничего про нажатие клавиш) |
Администратор запретил публиковать записи гостям.
|
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