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Yanfly Engine Ace
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Aldeia RPG :: RPG Maker :: RPG Maker VX Ace :: Scripts
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Yanfly Engine Ace
Introdução:
Olá a todos primeiramente, vim trazer este Script Core para utilização
de outros scripts Yanfly alem de corrigir alguns bugs do sistema base
do RPG Maker ACE.
Bugs Corrigidos:
Olá a todos primeiramente, vim trazer este Script Core para utilização
de outros scripts Yanfly alem de corrigir alguns bugs do sistema base
do RPG Maker ACE.
Bugs Corrigidos:
- Sobreposição da Animação
É o mesmo erro do RPG Maker VX. Quando uma animação de tela inteira
é reproduzida contra um grupo de inimigos, o bitmap da animação é
na verdade reproduzido várias vezes, causando uma extrema sobreposição
quando há muitos inimigos na tela.
Essa correção fará com que a animação se reproduza apenas uma vez.
- Correção da Ordem do Turno da Batalha
Para aqueles que usam o sistema de batalha padrão, uma vez que
um turno começou, a ordem de ação se configura e é inalterada durante o
restante do turno.
Quaisquer alterações na AGI do combatente não serão feitas,
mesmo que o combatente receba um acréscimo ou decréscimo na AGI.
Essa correção faz com que a AGI seja atualizada corretamente a cada ação.
- Correção da Sobreposição dos Medidores
Quando algumas variáveis excedem determinados valores, os medidores
podem extrapolar a largura para a qual eles foram originalmente projetados.
Essa correção irá evitar que os medidores passem da largura máxima.
- Rolagem do Menu Segurando L e R
Antes, no VX, você podia navegar através de menus rapidamente pressionando
os botões L e R (Q e W no teclado). Essa correção recupera a capacidade de percorrer
os menus dessa forma. Desative-a no module, se desejar.
Novas funções:
- Tamanho da Resolução da Tela
A tela agora pode ser redimensionada, alterando o tamanho de 544x416 com facilidade,
e ainda suporta mapas menores que 544x416 que são centrados na tela sem ter sprites pulando
em todo lugar.
- Ajustar Velocidade da Animação
Por definição, o RPG Maker VX Ace reproduz animações a uma taxa de 15 FPS.
Acelere as animações alterando uma simples constante no module.
- Modificações da GUI
Há um muitas modificações diferentes que você pode fazer para a GUI.
Esta inclui a adição de contornos aos seus medidores, mudando as cores de cada
aspecto individual da fonte, e muito mais. Além disso, aqui você pode mudar a
configuração padrão da fonte para seus jogos.
- Agrupamento de Dígitos Numéricos
Sorry gente sem imagem T-T
Isto irá mudar várias cenas para exibir números em grupos onde são separados
por uma vírgula a cada três dígitos. Assim, um número como 1234567 irá aparecer como
1,234,567. Isso permite aos jogadores lerem os números mais rápido.
por uma vírgula a cada três dígitos. Assim, um número como 1234567 irá aparecer como
1,234,567. Isso permite aos jogadores lerem os números mais rápido.
PS.: Diga não ao mil e pouquinho de dano!
Script
- Código:
#==============================================================================
#
# ▼ Yanfly Engine Ace - Ace Core Engine v1.08
# -- Last Updated: 2012.02.10
# -- Level: Easy, Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-CoreEngine"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.02.10 - Bug Fixed: Forced actions no longer cancel out other actions
# that have been queued up for later.
# 2012.01.08 - Font resets no longer reset bold and italic to off, but instead
# to whatever default you've set.
# 2011.12.26 - New Bugfix: When using substitute, allies will no longer take
# place of low HP allies for friendly skills.
# 2011.12.20 - New Bugfix: Force Action no longer cancels out an actor's queue.
# Credits to Yami for finding and making the fix for!
# Switch added for those who want removed forced action battlers.
# 2011.12.15 - Updated for better menu gauge appearance.
# 2011.12.10 - Bug Fixed: Right and bottom sides of the map would show
# the left and top sides of the map.
# - Bug Fixed: Viewport sizes didn't refresh from smaller maps.
# 2011.12.07 - New Bugfix: Dual weapon normal attacks will now play both
# animations without one animation interrupting the other.
# 2011.12.04 - Updated certain GUI extensions for increased screen size.
# - More efficient digit grouping method credits to TDS.
# 2011.12.01 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This is the core engine for Yanfly Engine Ace, made for RPG Maker VX Ace.
# This script provides various changes made to the main engine including bug
# fixes and GUI upgrades.
#
# -----------------------------------------------------------------------------
# Bug Fix: Animation Overlay
# -----------------------------------------------------------------------------
# - It's the same bug from VX. When an all-screen animation is played against a
# group of enemies, the animation bitmap is actually made multiple times, thus
# causing a pretty extreme overlay when there are a lot of enemies on screen.
# This fix will cause the animation to play only once.
#
# -----------------------------------------------------------------------------
# Bug Fix: Animation Interruption
# -----------------------------------------------------------------------------
# - A new bug. When a character dual wields and attacks a single target, if an
# animation lasts too long, it will interrupt and/or halt the next animation
# from occurring. This script will cause the first animation to finish playing
# and then continue forth.
#
# -----------------------------------------------------------------------------
# Bug Fix: Battle Turn Order Fix
# -----------------------------------------------------------------------------
# - Same bug from VX. For those who use the default battle system, once a
# turn's started, the action order for the turn becomes set and unchanged for
# the remainder of that turn. Any changes to a battler's AGI will not be
# altered at all even if the battler were to receive an AGI buff or debuff.
# This fix will cause the speed to be updated properly upon each action.
#
# -----------------------------------------------------------------------------
# Bug Fix: Forced Action Fix
# -----------------------------------------------------------------------------
# - A new bug. When a battler is forced to perform an action, the battler's
# queued action is removed and the battler loses its place in battle. This
# fix will resume queue after a forced action.
#
# -----------------------------------------------------------------------------
# Bug Fix: Gauge Overlap Fix
# -----------------------------------------------------------------------------
# - Same bug from VX. When some values exceed certain amounts, gauges can
# overextend past the width they were originally designed to fit in. This fix
# will prevent any overextending from gauges.
#
# -----------------------------------------------------------------------------
# Bug Fix: Held L and R Menu Scrolling
# -----------------------------------------------------------------------------
# - Before in VX, you can scroll through menus by holding down L and R buttons
# (Q and W on the keyboard) to scroll through menus quickly. This fix will
# re-enable the ability to scroll through menus in such a fashion. Disable it
# in the module if you wish to.
#
# -----------------------------------------------------------------------------
# Bug Fix: Substitute Healing
# -----------------------------------------------------------------------------
# If an actor has the substitute (cover) flag on them, they will attempt to
# take the place of low HP allies when they're the target of attack. However,
# this is also the case for friendly skills such as heal. This script will fix
# it where if a battler targets an ally, no substitutes will take place.
#
# -----------------------------------------------------------------------------
# New Feature: Screen Resolution Size
# -----------------------------------------------------------------------------
# - The screen can now be resized from 544x416 with ease and still support maps
# that are smaller than 544x416. Maps smaller than 544x416 will be centered on
# the screen without having sprites jumping all over the place.
#
# -----------------------------------------------------------------------------
# New Feature: Adjust Animation Speed
# -----------------------------------------------------------------------------
# - RPG Maker VX Ace plays animations at a rate of 15 FPS by default. Speed up
# the animations by changing a simple constant in the module.
#
# -----------------------------------------------------------------------------
# New Feature: GUI Modifications
# -----------------------------------------------------------------------------
# - There are quite a lot of different modifications you can do to the GUI.
# This includes placing outlines around your gauges, changing the colours of
# each individual font aspect, and more. Also, you can change the default font
# setting for your games here.
#
# -----------------------------------------------------------------------------
# New Feature: Numeric Digit Grouping
# -----------------------------------------------------------------------------
# This will change various scenes to display numbers in groups where they are
# separated by a comma every three digits. Thus, a number like 1234567 will
# show up as 1,234,567. This allows for players to read numbers quicker.
#
# And that's all for the bug fixes and features!
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module CORE
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Screen Resolution Size -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# RPG Maker VX Ace has the option of having larger width and height for
# your games. Resizing the width and height will have these changes:
#
# Default Resized Min Tiles Default Min Tiles New
# Width 544 640 17 20
# Height 416 480 13 15
#
# * Note: Maximum width is 640 while maximum height is 480.
# Minimum width is 110 while maximum height is 10.
# These are limitations set by RPG Maker VX Ace's engine.
#
# By selecting resize, all of the default menus will have their windows
# adjusted, but scripts provided by non-Yanfly Engine sources may or may
# not adjust themselves properly.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
RESIZE_WIDTH = 640
RESIZE_HEIGHT = 416
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Adjust Animation Speed -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# By default, the animation speed played in battles operates at 15 FPS
# (frames per second). For those who would like to speed it up, change this
# constant to one of these values:
# RATE Speed
# 4 15 fps
# 3 20 fps
# 2 30 fps
# 1 60 fps
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ANIMATION_RATE = 3
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Digit Grouping -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Setting this to true will cause numbers to be grouped together when they
# are larger than a thousand. For example, 12345 will appear as 12,345.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
GROUP_DIGITS = true
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Font Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust the default font settings for your game here. The various settings
# will be explained below.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
FONT_NAME = ["VL Gothic", "Verdana", "Arial", "Courier"]
# This adjusts the fonts used for your game. If the font at the start of
# the array doesn't exist on the player's computer, it'll use the next one.
FONT_SIZE = 24 # Adjusts font size. Default: 24
FONT_BOLD = false # Makes font bold. Default: false
FONT_ITALIC = false # Makes font italic. Default: false
FONT_SHADOW = false # Gives font a shadow. Default: false
FONT_OUTLINE = true # Gives font an outline. Default: true
FONT_COLOUR = Color.new(255, 255, 255, 255) # Default: 255, 255, 255, 255
FONT_OUTLINE_COLOUR = Color.new(0, 0, 0, 128) # Default: 0, 0, 0, 128
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Forced Action Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# For those who would like to allow the game to remove a forced action
# battler from the queue list, use the switch below. If you don't want to
# use this option, set the switch ID to 0.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
FORCED_ACTION_REMOVE_SWITCH = 0
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Gauge Appearance Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# You can modify the way your gauges appear in the game. If you wish for
# them to have an outline, it's possible. You can also adjust the height
# of the gauges, too.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
GAUGE_OUTLINE = true
GAUGE_HEIGHT = 12
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Held L and R Menu Scrolling -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# VX gave the ability to scroll through menus quickly through holding the
# L and R buttons (Q and W on the keyboard). VX Ace disabled it. Now, you
# can re-enable the ability to scroll faster by setting this constant to
# true. To disable it, set this constant to false.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
QUICK_SCROLLING = true
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - System Text Colours -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Sometimes the system text colours are boring as just orange for HP, blue
# for MP, and green for TP. Change the values here. Each number corresponds
# to the colour index of the Window.png skin found in Graphics\System.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COLOURS ={
# :text => ID
:normal => 0, # Default: 0
:system => 16, # Default: 16
:crisis => 17, # Default: 17
:knockout => 18, # Default: 18
:gauge_back => 19, # Default: 19
:hp_gauge1 => 28, # Default: 20
:hp_gauge2 => 29, # Default: 21
:mp_gauge1 => 22, # Default: 22
:mp_gauge2 => 23, # Default: 23
:mp_cost => 23, # Default: 23
:power_up => 24, # Default: 24
:power_down => 25, # Default: 25
:tp_gauge1 => 10, # Default: 28
:tp_gauge2 => 2, # Default: 29
:tp_cost => 2, # Default: 29
} # Do not remove this.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - System Text Options -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Here, you can adjust the transparency used for disabled items, the %
# needed for HP and MP to enter "crisis" mode.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TRANSPARENCY = 160 # Adjusts transparency of disabled items. Default: 160
HP_CRISIS = 0.25 # When HP is considered critical. Default: 0.25
MP_CRISIS = 0.25 # When MP is considered critical. Default: 0.25
ITEM_AMOUNT = "×%s" # The prefix used for item amounts.
end # CORE
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
Graphics.resize_screen(YEA::CORE::RESIZE_WIDTH, YEA::CORE::RESIZE_HEIGHT)
Font.default_name = YEA::CORE::FONT_NAME
Font.default_size = YEA::CORE::FONT_SIZE
Font.default_bold = YEA::CORE::FONT_BOLD
Font.default_italic = YEA::CORE::FONT_ITALIC
Font.default_shadow = YEA::CORE::FONT_SHADOW
Font.default_outline = YEA::CORE::FONT_OUTLINE
Font.default_color = YEA::CORE::FONT_COLOUR
Font.default_out_color = YEA::CORE::FONT_OUTLINE_COLOUR
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
def group
return self.to_s unless YEA::CORE::GROUP_DIGITS
self.to_s.gsub(/(\d)(?=\d{3}+(?:\.|$))(\d{3}\..*)?/,'\1,\2')
end
end # Numeric
#==============================================================================
# ■ Switch
#==============================================================================
module Switch
#--------------------------------------------------------------------------
# self.forced_action_remove
#--------------------------------------------------------------------------
def self.forced_action_remove
return false if YEA::CORE::FORCED_ACTION_REMOVE_SWITCH <= 0
return $game_switches[YEA::CORE::FORCED_ACTION_REMOVE_SWITCH]
end
end # Switch
#==============================================================================
# ■ BattleManager
#==============================================================================
module BattleManager
#--------------------------------------------------------------------------
# overwrite method: turn_start
#--------------------------------------------------------------------------
def self.turn_start
@phase = :turn
clear_actor
$game_troop.increase_turn
@performed_battlers = []
make_action_orders
end
#--------------------------------------------------------------------------
# overwrite method: next_subject
#--------------------------------------------------------------------------
def self.next_subject
@performed_battlers = [] if @performed_battlers.nil?
loop do
@action_battlers -= @performed_battlers
battler = @action_battlers.shift
return nil unless battler
next unless battler.index && battler.alive?
@performed_battlers.push(battler)
return battler
end
end
#--------------------------------------------------------------------------
# overwrite method: force_action
#--------------------------------------------------------------------------
def self.force_action(battler)
@action_forced = [] if @action_forced == nil
@action_forced.push(battler)
return unless Switch.forced_action_remove
@action_battlers.delete(battler)
end
#--------------------------------------------------------------------------
# overwrite method: action_forced?
#--------------------------------------------------------------------------
def self.action_forced?
@action_forced != nil
end
#--------------------------------------------------------------------------
# overwrite method: action_forced_battler
#--------------------------------------------------------------------------
def self.action_forced_battler
@action_forced.shift
end
#--------------------------------------------------------------------------
# overwrite method: clear_action_force
#--------------------------------------------------------------------------
def self.clear_action_force
@action_forced = nil if @action_forced.empty?
end
end # BattleManager
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :pseudo_ani_id
#--------------------------------------------------------------------------
# alias method: clear_sprite_effects
#--------------------------------------------------------------------------
alias game_battler_clear_sprite_effects_ace clear_sprite_effects
def clear_sprite_effects
game_battler_clear_sprite_effects_ace
@pseudo_ani_id = 0
end
#--------------------------------------------------------------------------
# alias method: force_action
#--------------------------------------------------------------------------
alias game_battler_force_action_ace force_action
def force_action(skill_id, target_index)
clone_current_actions
game_battler_force_action_ace(skill_id, target_index)
end
#--------------------------------------------------------------------------
# new method: clone_current_actions
#--------------------------------------------------------------------------
def clone_current_actions
@cloned_actions = @actions.dup
end
#--------------------------------------------------------------------------
# new method: restore_cloned_actions
#--------------------------------------------------------------------------
def restore_cloned_actions
return if @cloned_actions.nil?
@actions = @cloned_actions.dup
@cloned_actions = nil
end
#--------------------------------------------------------------------------
# alias method: on_action_end
#--------------------------------------------------------------------------
alias game_battler_on_action_end_ace on_action_end
def on_action_end
game_battler_on_action_end_ace
restore_cloned_actions
end
#--------------------------------------------------------------------------
# alias method: on_battle_end
#--------------------------------------------------------------------------
alias game_battler_on_battle_end_ace on_battle_end
def on_battle_end
game_battler_on_battle_end_ace
@cloned_actions = nil
end
end # Game_Battler
#==============================================================================
# ■ Game_Troop
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
# overwrite method: setup
#--------------------------------------------------------------------------
def setup(troop_id)
clear
@troop_id = troop_id
@enemies = []
troop.members.each do |member|
next unless $data_enemies[member.enemy_id]
enemy = Game_Enemy.new(@enemies.size, member.enemy_id)
enemy.hide if member.hidden
enemy.screen_x = member.x + (Graphics.width - 544)/2
enemy.screen_y = member.y + (Graphics.height - 416)
@enemies.push(enemy)
end
init_screen_tone
make_unique_names
end
end # Game_Troop
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# overwrite method: scroll_down
#--------------------------------------------------------------------------
def scroll_down(distance)
if loop_vertical?
@display_y += distance
@display_y %= @map.height * 256
@parallax_y += distance
else
last_y = @display_y
dh = Graphics.height > height * 32 ? height : screen_tile_y
@display_y = [@display_y + distance, height - dh].min
@parallax_y += @display_y - last_y
end
end
#--------------------------------------------------------------------------
# overwrite method: scroll_right
#--------------------------------------------------------------------------
def scroll_right(distance)
if loop_horizontal?
@display_x += distance
@display_x %= @map.width * 256
@parallax_x += distance
else
last_x = @display_x
dw = Graphics.width > width * 32 ? width : screen_tile_x
@display_x = [@display_x + distance, width - dw].min
@parallax_x += @display_x - last_x
end
end
end # Game_Map
#==============================================================================
# ■ Game_Event
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# overwrite method: near_the_screen?
#--------------------------------------------------------------------------
def near_the_screen?(dx = nil, dy = nil)
dx = [Graphics.width, $game_map.width * 256].min/32 - 5 if dx.nil?
dy = [Graphics.height, $game_map.height * 256].min/32 - 5 if dy.nil?
ax = $game_map.adjust_x(@real_x) - Graphics.width / 2 / 32
ay = $game_map.adjust_y(@real_y) - Graphics.height / 2 / 32
ax >= -dx && ax <= dx && ay >= -dy && ay <= dy
end
end # Game_Event
#==============================================================================
# ■ Sprite_Base
#==============================================================================
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# overwrite method: set_animation_rate
#--------------------------------------------------------------------------
def set_animation_rate
@ani_rate = YEA::CORE::ANIMATION_RATE
end
#--------------------------------------------------------------------------
# new method: start_pseudo_animation
#--------------------------------------------------------------------------
def start_pseudo_animation(animation, mirror = false)
dispose_animation
@animation = animation
return if @animation.nil?
@ani_mirror = mirror
set_animation_rate
@ani_duration = @animation.frame_max * @ani_rate + 1
@ani_sprites = []
end
end # Sprite_Base
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# alias method: setup_new_animation
#--------------------------------------------------------------------------
alias sprite_battler_setup_new_animation_ace setup_new_animation
def setup_new_animation
sprite_battler_setup_new_animation_ace
return if @battler.nil?
return if @battler.pseudo_ani_id.nil?
return if @battler.pseudo_ani_id <= 0
animation = $data_animations[@battler.pseudo_ani_id]
mirror = @battler.animation_mirror
start_pseudo_animation(animation, mirror)
@battler.pseudo_ani_id = 0
end
end # Sprite_Battler
#==============================================================================
# ■ Spriteset_Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# overwrite method: create_viewports
#--------------------------------------------------------------------------
def create_viewports
if Graphics.width > $game_map.width * 32 && !$game_map.loop_horizontal?
dx = (Graphics.width - $game_map.width * 32) / 2
else
dx = 0
end
dw = [Graphics.width, $game_map.width * 32].min
dw = Graphics.width if $game_map.loop_horizontal?
if Graphics.height > $game_map.height * 32 && !$game_map.loop_vertical?
dy = (Graphics.height - $game_map.height * 32) / 2
else
dy = 0
end
dh = [Graphics.height, $game_map.height * 32].min
dh = Graphics.height if $game_map.loop_vertical?
@viewport1 = Viewport.new(dx, dy, dw, dh)
@viewport2 = Viewport.new(dx, dy, dw, dh)
@viewport3 = Viewport.new(dx, dy, dw, dh)
@viewport2.z = 50
@viewport3.z = 100
end
#--------------------------------------------------------------------------
# new method: update_viewport_sizes
#--------------------------------------------------------------------------
def update_viewport_sizes
if Graphics.width > $game_map.width * 32 && !$game_map.loop_horizontal?
dx = (Graphics.width - $game_map.width * 32) / 2
else
dx = 0
end
dw = [Graphics.width, $game_map.width * 32].min
dw = Graphics.width if $game_map.loop_horizontal?
if Graphics.height > $game_map.height * 32 && !$game_map.loop_vertical?
dy = (Graphics.height - $game_map.height * 32) / 2
else
dy = 0
end
dh = [Graphics.height, $game_map.height * 32].min
dh = Graphics.height if $game_map.loop_vertical?
rect = Rect.new(dx, dy, dw, dh)
for viewport in [@viewport1, @viewport2, @viewport3]
viewport.rect = rect
end
end
end # Spriteset_Map
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# overwrite method: reset_font_settings
#--------------------------------------------------------------------------
def reset_font_settings
change_color(normal_color)
contents.font.size = Font.default_size
contents.font.bold = Font.default_bold
contents.font.italic = Font.default_italic
contents.font.out_color = Font.default_out_color
end
#--------------------------------------------------------------------------
# overwrite methods: color
#--------------------------------------------------------------------------
def normal_color; text_color(YEA::CORE::COLOURS[:normal]); end;
def system_color; text_color(YEA::CORE::COLOURS[:system]); end;
def crisis_color; text_color(YEA::CORE::COLOURS[:crisis]); end;
def knockout_color; text_color(YEA::CORE::COLOURS[:knockout]); end;
def gauge_back_color; text_color(YEA::CORE::COLOURS[:gauge_back]); end;
def hp_gauge_color1; text_color(YEA::CORE::COLOURS[:hp_gauge1]); end;
def hp_gauge_color2; text_color(YEA::CORE::COLOURS[:hp_gauge2]); end;
def mp_gauge_color1; text_color(YEA::CORE::COLOURS[:mp_gauge1]); end;
def mp_gauge_color2; text_color(YEA::CORE::COLOURS[:mp_gauge2]); end;
def mp_cost_color; text_color(YEA::CORE::COLOURS[:mp_cost]); end;
def power_up_color; text_color(YEA::CORE::COLOURS[:power_up]); end;
def power_down_color; text_color(YEA::CORE::COLOURS[:power_down]); end;
def tp_gauge_color1; text_color(YEA::CORE::COLOURS[:tp_gauge1]); end;
def tp_gauge_color2; text_color(YEA::CORE::COLOURS[:tp_gauge2]); end;
def tp_cost_color; text_color(YEA::CORE::COLOURS[:tp_cost]); end;
#--------------------------------------------------------------------------
# overwrite method: translucent_alpha
#--------------------------------------------------------------------------
def translucent_alpha
return YEA::CORE::TRANSPARENCY
end
#--------------------------------------------------------------------------
# overwrite method: hp_color
#--------------------------------------------------------------------------
def hp_color(actor)
return knockout_color if actor.hp == 0
return crisis_color if actor.hp < actor.mhp * YEA::CORE::HP_CRISIS
return normal_color
end
#--------------------------------------------------------------------------
# overwrite method: mp_color
#--------------------------------------------------------------------------
def mp_color(actor)
return crisis_color if actor.mp < actor.mmp * YEA::CORE::MP_CRISIS
return normal_color
end
#--------------------------------------------------------------------------
# overwrite method: draw_gauge
#--------------------------------------------------------------------------
def draw_gauge(dx, dy, dw, rate, color1, color2)
dw -= 2 if YEA::CORE::GAUGE_OUTLINE
fill_w = [(dw * rate).to_i, dw].min
gauge_h = YEA::CORE::GAUGE_HEIGHT
gauge_y = dy + line_height - 2 - gauge_h
if YEA::CORE::GAUGE_OUTLINE
outline_colour = gauge_back_color
outline_colour.alpha = translucent_alpha
contents.fill_rect(dx, gauge_y-1, dw+2, gauge_h+2, outline_colour)
dx += 1
end
contents.fill_rect(dx, gauge_y, dw, gauge_h, gauge_back_color)
contents.gradient_fill_rect(dx, gauge_y, fill_w, gauge_h, color1, color2)
end
#--------------------------------------------------------------------------
# overwrite method: draw_actor_level
#--------------------------------------------------------------------------
def draw_actor_level(actor, dx, dy)
change_color(system_color)
draw_text(dx, dy, 32, line_height, Vocab::level_a)
change_color(normal_color)
draw_text(dx + 32, dy, 24, line_height, actor.level.group, 2)
end
#--------------------------------------------------------------------------
# overwrite method: draw_current_and_max_values
#--------------------------------------------------------------------------
def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
total = current.group + "/" + max.group
if dw < text_size(total).width + text_size(Vocab.hp).width
change_color(color1)
draw_text(dx, dy, dw, line_height, current.group, 2)
else
xr = dx + text_size(Vocab.hp).width
dw -= text_size(Vocab.hp).width
change_color(color2)
text = "/" + max.group
draw_text(xr, dy, dw, line_height, text, 2)
dw -= text_size(text).width
change_color(color1)
draw_text(xr, dy, dw, line_height, current.group, 2)
end
end
#--------------------------------------------------------------------------
# overwrite method: draw_actor_tp
#--------------------------------------------------------------------------
def draw_actor_tp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
change_color(system_color)
draw_text(x, y, 30, line_height, Vocab::tp_a)
change_color(tp_color(actor))
draw_text(x + width - 42, y, 42, line_height, actor.tp.to_i.group, 2)
end
#--------------------------------------------------------------------------
# overwrite method: draw_actor_param
#--------------------------------------------------------------------------
def draw_actor_param(actor, x, y, param_id)
change_color(system_color)
draw_text(x, y, 120, line_height, Vocab::param(param_id))
change_color(normal_color)
draw_text(x + 120, y, 36, line_height, actor.param(param_id).group, 2)
end
#--------------------------------------------------------------------------
# overwrite method: draw_currency_value
#--------------------------------------------------------------------------
def draw_currency_value(value, unit, x, y, width)
cx = text_size(unit).width
change_color(normal_color)
draw_text(x, y, width - cx - 2, line_height, value.group, 2)
change_color(system_color)
draw_text(x, y, width, line_height, unit, 2)
end
#--------------------------------------------------------------------------
# overwrite method: draw_actor_simple_status
#--------------------------------------------------------------------------
def draw_actor_simple_status(actor, dx, dy)
draw_actor_name(actor, dx, dy)
draw_actor_level(actor, dx, dy + line_height * 1)
draw_actor_icons(actor, dx, dy + line_height * 2)
dw = contents.width - dx - 124
draw_actor_class(actor, dx + 120, dy, dw)
draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw)
draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw)
end
end # Window_Base
#==============================================================================
# ■ Window_Selectable
#==============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# overwrite method: process_cursor_move
#--------------------------------------------------------------------------
if YEA::CORE::QUICK_SCROLLING
def process_cursor_move
return unless cursor_movable?
last_index = @index
cursor_down (Input.trigger?(:DOWN)) if Input.repeat?(:DOWN)
cursor_up (Input.trigger?(:UP)) if Input.repeat?(:UP)
cursor_right(Input.trigger?(:RIGHT)) if Input.repeat?(:RIGHT)
cursor_left (Input.trigger?(:LEFT)) if Input.repeat?(:LEFT)
cursor_pagedown if !handle?(:pagedown) && Input.repeat?(:R)
cursor_pageup if !handle?(:pageup) && Input.repeat?(:L)
Sound.play_cursor if @index != last_index
end
end # YEA::CORE::QUICK_SCROLLING
end # Window_Selectable
#==============================================================================
# ■ Window_ItemList
#==============================================================================
class Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
# overwrite method: draw_item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
return if item.nil?
rect = item_rect(index)
rect.width -= 4
draw_item_name(item, rect.x, rect.y, enable?(item), rect.width - 24)
draw_item_number(rect, item)
end
#--------------------------------------------------------------------------
# overwrite method: draw_item_number
#--------------------------------------------------------------------------
def draw_item_number(rect, item)
text = sprintf(YEA::CORE::ITEM_AMOUNT, $game_party.item_number(item).group)
draw_text(rect, text, 2)
end
end # Window_ItemList
#==============================================================================
# ■ Window_SkillList
#==============================================================================
class Window_SkillList < Window_Selectable
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
return if skill.nil?
rect = item_rect(index)
rect.width -= 4
draw_item_name(skill, rect.x, rect.y, enable?(skill), rect.width - 24)
draw_skill_cost(rect, skill)
end
end # Window_SkillList
#==============================================================================
# ■ Window_Status
#==============================================================================
class Window_Status < Window_Selectable
#--------------------------------------------------------------------------
# overwrite method: draw_exp_info
#--------------------------------------------------------------------------
def draw_exp_info(x, y)
s1 = @actor.max_level? ? "-------" : @actor.exp
s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp
s_next = sprintf(Vocab::ExpNext, Vocab::level)
change_color(system_color)
draw_text(x, y + line_height * 0, 180, line_height, Vocab::ExpTotal)
draw_text(x, y + line_height * 2, 180, line_height, s_next)
change_color(normal_color)
s1 = s1.group if s1.is_a?(Integer)
s2 = s2.group if s2.is_a?(Integer)
draw_text(x, y + line_height * 1, 180, line_height, s1, 2)
draw_text(x, y + line_height * 3, 180, line_height, s2, 2)
end
end # Window_Status
#==============================================================================
# ■ Window_ShopBuy
#==============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# overwrite method: draw_item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
rect = item_rect(index)
draw_item_name(item, rect.x, rect.y, enable?(item))
rect.width -= 4
draw_text(rect, price(item).group, 2)
end
end # Window_ShopBuy
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# alias method: post_transfer
#--------------------------------------------------------------------------
alias scene_map_post_transfer_ace post_transfer
def post_transfer
@spriteset.update_viewport_sizes
scene_map_post_transfer_ace
end
end # Scene_Map
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias method: check_substitute
#--------------------------------------------------------------------------
alias scene_battle_check_substitute_ace check_substitute
def check_substitute(target, item)
return false if @subject.actor? == target.actor?
return scene_battle_check_substitute_ace(target, item)
end
#--------------------------------------------------------------------------
# overwrite method: process_forced_action
#--------------------------------------------------------------------------
def process_forced_action
while BattleManager.action_forced?
last_subject = @subject
@subject = BattleManager.action_forced_battler
process_action
@subject = last_subject
BattleManager.clear_action_force
end
end
#--------------------------------------------------------------------------
# overwrite method: show_attack_animation
#--------------------------------------------------------------------------
def show_attack_animation(targets)
if @subject.actor?
show_normal_animation(targets, @subject.atk_animation_id1, false)
wait_for_animation
show_normal_animation(targets, @subject.atk_animation_id2, true)
else
Sound.play_enemy_attack
abs_wait_short
end
end
#--------------------------------------------------------------------------
# overwrite method: show_normal_animation
#--------------------------------------------------------------------------
def show_normal_animation(targets, animation_id, mirror = false)
animation = $data_animations[animation_id]
return if animation.nil?
ani_check = false
targets.each do |target|
if ani_check && target.animation_id <= 0
target.pseudo_ani_id = animation_id
else
target.animation_id = animation_id
end
target.animation_mirror = mirror
abs_wait_short unless animation.to_screen?
ani_check = true if animation.to_screen?
end
abs_wait_short if animation.to_screen?
end
end # Scene_Battle
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
Créditos:
Yanfly: Por criar o script.
A mim: Por postar e traduzir do site.
Volkroix: Por ajudar na criação do tópico.
Site encontrado: yanflychannel.wordpress.com/rmvxa/core-scripts/ace-core-engine/
Espero ter ajudado
Da sua atiradora
Hatsurugi.
Última edição por Hatsurugi em Seg Fev 13, 2012 2:27 pm, editado 1 vez(es)
_________________
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- Minha deusa:
Hatsurugi- Diva
- Mensagens : 236
Créditos : 125
Re: Yanfly Engine Ace
Thx atiradora +Cred pela iniciativa vai ajuda bastante gente.
OBS:Seu primeiro Créditos na Aldeia
Primeiro de muitos!!
OBS:Seu primeiro Créditos na Aldeia
Primeiro de muitos!!
Última edição por Ykky em Seg Fev 13, 2012 2:37 pm, editado 1 vez(es)
_________________
Com um pouco de criatividade o BOM fica ainda MELHOR.
By: Ykky
By: Ykky
Parceiro...
- Spoiler:
SrºJokker- Experiente
- Mensagens : 591
Créditos : 234
Re: Yanfly Engine Ace
Recomendo que use a tag code para postar o script, fica mais fácil de pegar quando alguém, como eu, utiliza o notebook sem o mouse.
O Script é muito bom, obrigado por postar, espero que continue trazendo esses sistemas para o fórum.
O Script é muito bom, obrigado por postar, espero que continue trazendo esses sistemas para o fórum.
_________________
Re: Yanfly Engine Ace
Desculpe, mas dessa eu não sabia, vou arrumar
obrigado!
obrigado!
_________________
- Fanbars:
Guild:
Project:
- Minha deusa:
Hatsurugi- Diva
- Mensagens : 236
Créditos : 125
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