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Age : 24
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Date d'inscription : 12/12/2008

Victor Engine - Basic Module

le Lun 14 Jan 2013 - 17:53
C'est le script de base pour le système de Victor Engine et il est requis pour utiliser les scripts du moteur.
Ce script offre quelques nouvelles fonctions au sein de nombreux scripts du moteur.

Important:

Spoiler:

Script:

Spoiler:
Code:
#==============================================================================
# ** Victor Engine - Basic Module
#------------------------------------------------------------------------------
# Author : Victor Sant
#
# Version History:
#  v 1.00 - 2011.12.19 > First relase
#  v 1.01 - 2011.12.21 > Added Event Troop notes
#  v 1.02 - 2011.12.22 > Added character frames value
#  v 1.03 - 2011.12.30 > Added Actor and Enemy notes
#  v 1.04 - 2012.01.01 > Added party average level and map actors
#  v 1.05 - 2012.01.04 > Compatibility with Characters Scripts
#  v 1.06 - 2012.01.07 > Compatibility with Fog and Light Effect
#                      > Added new Sprite Character functions
#  v 1.07 - 2012.01.11 > Compatibility with Control Text and Codes
#  v 1.08 - 2012.01.13 > Compatibility with Trait Control
#  v 1.09 - 2012.01.15 > Fixed the Regular Expressions problem with "" and “”
#  v 1.10 - 2012.01.18 > Compatibility with Automatic Battlers
#  v 1.11 - 2012.01.26 > Compatibility with Followers Options
#                        Compatibility with Animated Battle beta
#  v 1.12 - 2012.02.08 > Compatibility with Animated Battle
#  v 1.13 - 2012.02.18 > Fix for non RTP dependant encrypted projects
#  v 1.14 - 2012.03.11 > Better version handling and required messages
#  v 1.15 - 2012.03.11 > Added level variable for enemies (to avoid crashes)
#  v 1.16 - 2012.03.21 > Compatibility with Follower Control
#  v 1.17 - 2012.03.22 > Compatibility with Follower Control new method
#  v 1.18 - 2012.03.22 > Added Battler Types tag support
#  v 1.19 - 2012.05.20 > Compatibility with Map Turn Battle
#  v 1.20 - 2012.05.21 > Fix for older RMVXa versions
#  v 1.21 - 2012.05.29 > Compatibility with Pixel Movement
#  v 1.22 - 2012.07.02 > Compatibility with Terrain States
#  v 1.23 - 2012.07.03 > Fix for Pixel Movement
#  v 1.24 - 2012.07.17 > Compatibility with Critical Hit Effects
#  v 1.25 - 2012.07.24 > Compatibility with Moving Plaforms
#  v 1.26 - 2012.07.30 > Compatibility with Automatic Battlers
#  v 1.27 - 2012.08.01 > Compatibility with Custom Slip Effect
#  v 1.28 - 2012.08.01 > Compatibility with Custom Slip Effect v 1.01
#  v 1.29 - 2012.11.03 > Fixed returning value division by 0 error.
#  v 1.30 - 2012.12.13 > Compatibility with State Graphics
#  v 1.31 - 2012.12.16 > Compatibility with Active Time Battle
#  v 1.32 - 2012.12.24 > Compatibility with Active Time Battle v 1.01
#  v 1.33 - 2012.12.30 > Compatibility with Leap Attack
#  v 1.34 - 2013.01.07 > Compatibility with Critical Hit Effects v 1.01
#------------------------------------------------------------------------------
#  This is the basic script for the system from Victory Engine and is
# required to use the scripts from the engine. This script offer some new
# functions to be used within many scripts of the engine.
#------------------------------------------------------------------------------
# Compatibility
#  Required for the Victor Engine
#
# * Overwrite methods
#  class << Cache
#    def self.character(filename)
#
#  class Sprite_Character < Sprite_Base
#    def set_character_bitmap
#
# * Alias methods
#  class Game_Interpreter
#    def command_108
#
#  class Window_Base < Window
#    def convert_escape_characters(text)
#
#------------------------------------------------------------------------------
# Instructions:
#  To instal the script, open you script editor and paste this script on
#  a new section bellow the Materials section.
#
#------------------------------------------------------------------------------
# New functions
#
# * Random number between two vales
#  rand_between(min, max)
#    min : min value
#    max : max value
#  Can be called from any class, this method return an random value between
#  two specific numbers
#
# * Random array value
#  <Array>.random
#  <Array>.random!
#  Returns a random object from the array, the method .random! is destructive,
#  removing the value returned from the array.
#
# * Sum of the numeric values of a array
#  <Array>.sum
#  Returns the sum of all numeric values
#
# * Average of all numeric values from the array
#  <Array>.average(float = false)
#    float : float flag
#  Returns the average of all numeric values, if floa is true, the value
#  returned is a float, otherwise it's a integer.
#
# * Note for events
#  <Event>.note
#  By default, events doesn't have note boxes. This command allows to use
#  comments as note boxes, following the same format as the ones on the
#  database. Returns all comments on the active page of the event.
#
# * Comment calls
#  <Event>.comment_call
#  Another function for comment boxes, by default, they have absolutely no
#  effect in game when called. But this method allows to make the comment
#  box to behave like an script call, but with the versatility of the
#  note boxes. Remember that the commands will only take effect if there
#  is scripts to respond to the comment code.
#
#==============================================================================

#==============================================================================
# ** Victor Engine
#------------------------------------------------------------------------------
#  Setting module for the Victor Engine
#==============================================================================

module Victor_Engine
  #--------------------------------------------------------------------------
  # * New method: required_script
  #--------------------------------------------------------------------------
  def self.required_script(name, req, version, type = 0)
    if type != :bellow && (!$imported[req] || $imported[req] < version)
      msg = "The script '%s' requires the script\n"
      case type
      when :above
        msg += "'%s' v%s or higher above it to work properly\n"
      else
        msg += "'%s' v%s or higher to work properly\n"
      end
      msg += "Go to http://victorscripts.wordpress.com/ to download this script."
      self.exit_message(msg, name, req, version)
    elsif type == :bellow && $imported[req]
      msg =  "The script '%s' requires the script\n"
      msg += "'%s' to be put bellow it\n"
      msg += "move the scripts to the proper position"
      self.exit_message(msg, name, req, version)
    end
  end
  #--------------------------------------------------------------------------
  # * New method: exit_message
  #--------------------------------------------------------------------------
  def self.exit_message(message, name, req, version)
    name = self.script_name(name)
    req  = self.script_name(req)
    msgbox(sprintf(message, name, req, version))
    exit
  end
  #--------------------------------------------------------------------------
  # * New method: script_name
  #--------------------------------------------------------------------------
  def self.script_name(name, ext = "VE")
    name = name.to_s.gsub("_", " ").upcase.split
    name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }
    name.join(" ")
  end
end

$imported ||= {}
$imported[:ve_basic_module] = 1.34

#==============================================================================
# ** Object
#------------------------------------------------------------------------------
#  This class is the superclass of all other classes.
#==============================================================================

class Object
  #--------------------------------------------------------------------------
  # * Include setting module
  #--------------------------------------------------------------------------
  include Victor_Engine
  #-------------------------------------------------------------------------
  # * New method: rand_between
  #-------------------------------------------------------------------------
  def rand_between(min, max)
    min + rand(max - min + 1)
  end
  #--------------------------------------------------------------------------
  # * New method: numeric?
  #--------------------------------------------------------------------------
  def numeric?
    return false
  end
  #--------------------------------------------------------------------------
  # * New method: string?
  #--------------------------------------------------------------------------
  def string?
    return false
  end
  #--------------------------------------------------------------------------
  # * New method: array?
  #--------------------------------------------------------------------------
  def array?
    return false
  end
  #--------------------------------------------------------------------------
  # * New method: float?
  #--------------------------------------------------------------------------
  def float?
    return false
  end
  #--------------------------------------------------------------------------
  # * New method: item?
  #--------------------------------------------------------------------------
  def item?
    return false
  end
  #--------------------------------------------------------------------------
  # * New method: skill?
  #--------------------------------------------------------------------------
  def skill?
    return false
  end
  #--------------------------------------------------------------------------
  # * New method: file_exist?
  #--------------------------------------------------------------------------
  def file_exist?(path, filename)
    $file_list ||= {}
    $file_list[path + filename] ||= file_test(path, filename)
    $file_list[path + filename]
  end
  #--------------------------------------------------------------------------
  # * New method: get_file_list
  #--------------------------------------------------------------------------
  def file_test(path, filename)
    bitmap = Cache.load_bitmap(path, filename) rescue nil
    bitmap ? true : false
  end
  #--------------------------------------------------------------------------
  # * New method: character_exist?
  #--------------------------------------------------------------------------
  def character_exist?(filename)
    file_exist?("Graphics/Characters/", filename)
  end
  #--------------------------------------------------------------------------
  # * New method: battler_exist?
  #--------------------------------------------------------------------------
  def battler_exist?(filename)
    file_exist?("Graphics/Battlers/", filename)
  end
  #--------------------------------------------------------------------------
  # * New method: face_exist?
  #--------------------------------------------------------------------------
  def face_exist?(filename)
    file_exist?("Graphics/Faces/", filename)
  end
  #--------------------------------------------------------------------------
  # * New method: get_filename
  #--------------------------------------------------------------------------
  def get_filename
    "[\"'“‘]([^\"'”‘”’]+)[\"'”’]"
  end
  #--------------------------------------------------------------------------
  # * New method: get_all_values
  #--------------------------------------------------------------------------
  def get_all_values(value1, value2 = nil)
    value2 = value1 unless value2
    /<#{value1}>((?:[^<]|<[^\/])*)<\/#{value2}>/im
  end
  #--------------------------------------------------------------------------
  # * New method: make_symbol
  #--------------------------------------------------------------------------
  def make_symbol(string)
    string.downcase.gsub(" ", "_").to_sym
  end
  #--------------------------------------------------------------------------
  # * New method: make_string
  #--------------------------------------------------------------------------
  def make_string(symbol)
    symbol.to_s.gsub("_", " ").upcase
  end
  #--------------------------------------------------------------------------
  # * New method: returing_value
  #--------------------------------------------------------------------------
  def returing_value(i, x)
    y = [x * 2, 1].max
    i % y  >= x ? (x * 2) - i % y : i % y
  end
  #--------------------------------------------------------------------------
  # New method: in_rect?
  #--------------------------------------------------------------------------
  def in_rect?(w, h, x1, y1, x2, y2, fx = 0)
    aw, ah, ax, ay, bx, by = setup_area(w, h, x1, y1, x2, y2, fx)
    bx > ax - aw && bx < ax + aw && by > ay - ah && by < ay + ah
  end
  #--------------------------------------------------------------------------
  # New method: in_radius?
  #--------------------------------------------------------------------------
  def in_radius?(w, h, x1, y1, x2, y2, fx = 0)
    aw, ah, ax, ay, bx, by = setup_area(w, h, x1, y1, x2, y2, fx)
    ((bx - ax) ** 2 / aw ** 2) + ((by - ay) ** 2 / ah ** 2) <= 1
  end
  #--------------------------------------------------------------------------
  # New method: setup_area
  #--------------------------------------------------------------------------
  def setup_area(w, h, x1, y1, x2, y2, fx)
    aw = w
    ah = h * aw
    ax = x1
    ay = y1
    bx = x2
    by = y2
    bx += fx / 4 if ax > bx
    bx -= fx / 4 if ax < bx
    [aw, ah, ax, ay, bx, by]
  end
  #--------------------------------------------------------------------------
  # * New method: get_param_id
  #--------------------------------------------------------------------------
  def get_param_id(text)
    case text.upcase
    when "MAXHP", "HP" then 0
    when "MAXMP", "MP" then 1
    when "ATK" then 2
    when "DEF" then 3
    when "MAT" then 4
    when "MDF" then 5
    when "AGI" then 6
    when "LUK" then 7
    end
  end
  #--------------------------------------------------------------------------
  # * New method: get_param_text
  #--------------------------------------------------------------------------
  def get_param_text(id)
    case id
    when 0 then "HP"
    when 1 then "MP"
    when 2 then "ATK"
    when 3 then "DEF"
    when 4 then "MAT"
    when 5 then "MDF"
    when 6 then "AGI"
    when 7 then "LUK"
    end
  end
  #--------------------------------------------------------------------------
  # * New method: get_xparam_id
  #--------------------------------------------------------------------------
  def get_xparam_id(text)
    case text.upcase
    when "HIT" then 0
    when "EVA" then 1
    when "CRI" then 2
    when "CEV" then 3
    when "MEV" then 4
    when "MRF" then 5
    when "CNT" then 6
    when "HRG" then 7
    when "MRG" then 8
    when "TRG" then 9
    end
  end
  #--------------------------------------------------------------------------
  # * New method: get_xparam_text
  #--------------------------------------------------------------------------
  def get_xparam_text(id)
    case id
    when 0 then "HIT"
    when 1 then "EVA"
    when 2 then "CRI"
    when 3 then "CEV"
    when 4 then "MEV"
    when 5 then "MRF"
    when 6 then "CNT"
    when 7 then "HRG"
    when 8 then "MRG"
    when 9 then "TRG"
    end
  end
  #--------------------------------------------------------------------------
  # * New method: get_sparam_id
  #--------------------------------------------------------------------------
  def get_sparam_id(text)
    case text.upcase
    when "TGR" then 0
    when "GRD" then 1
    when "REC" then 2
    when "PHA" then 3
    when "MCR" then 4
    when "TCR" then 5
    when "PDR" then 6
    when "MDR" then 7
    when "FDR" then 8
    when "EXR" then 9
    end
  end
  #--------------------------------------------------------------------------
  # * New method: get_sparam_text
  #--------------------------------------------------------------------------
  def get_sparam_text(id)
    case id
    when 0 then "TGR"
    when 1 then "GRD"
    when 2 then "REC"
    when 3 then "PHA"
    when 4 then "MCR"
    when 5 then "TCR"
    when 6 then "PDR"
    when 7 then "MDR"
    when 8 then "FDR"
    when 9 then "EXR"
    end
  end
  #--------------------------------------------------------------------------
  # * New method: get_cond
  #--------------------------------------------------------------------------
  def get_cond(text)
    case text.upcase
    when "HIGHER"    then ">"
    when "LOWER"    then "<"
    when "EQUAL"    then "=="
    when "DIFFERENT" then "!="
    else "!="
    end
  end
end

#==============================================================================
# ** String
#------------------------------------------------------------------------------
# The string class. Can handle character sequences of arbitrary lengths.
#==============================================================================

class String
  #--------------------------------------------------------------------------
  # * New method: string?
  #--------------------------------------------------------------------------
  def string?
    return true
  end
end

#==============================================================================
# ** Numeric
#------------------------------------------------------------------------------
#  This is the abstract class for numbers.
#==============================================================================

class Numeric
  #--------------------------------------------------------------------------
  # * New method: numeric?
  #--------------------------------------------------------------------------
  def numeric?
    return true
  end
  #--------------------------------------------------------------------------
  # * New method: ceil?
  #--------------------------------------------------------------------------
  def ceil?
    return false
  end
end

#==============================================================================
# ** Float
#------------------------------------------------------------------------------
#  This is the abstract class for the floating point values.
#==============================================================================

class Float
  #--------------------------------------------------------------------------
  # * New method: float?
  #--------------------------------------------------------------------------
  def float?
    return true
  end
  #--------------------------------------------------------------------------
  # * New method: ceil?
  #--------------------------------------------------------------------------
  def ceil?
    self != self.ceil
  end
end

#==============================================================================
# ** Array   
#------------------------------------------------------------------------------
#  This class store arbitrary Ruby objects.
#==============================================================================

class Array
  #--------------------------------------------------------------------------
  # * New method: array?
  #--------------------------------------------------------------------------
  def array?
    return true
  end
  #-------------------------------------------------------------------------
  # * New method: random
  #-------------------------------------------------------------------------
  def random
    self[rand(size)]
  end
  #-------------------------------------------------------------------------
  # * New method: random!
  #-------------------------------------------------------------------------
  def random!
    self.delete_at(rand(size))
  end
  #---------------------------------------------------------------------------
  # * New method: sum
  #---------------------------------------------------------------------------
  def sum
    self.inject(0) {|r, n| r += (n.numeric? ? n : 0)}
  end
  #---------------------------------------------------------------------------
  # * New method: average
  #---------------------------------------------------------------------------
  def average(float = false)
    self.sum / [(float ? size.to_f : size.to_i), 1].max
  end
  #---------------------------------------------------------------------------
  # * New method: next_item
  #---------------------------------------------------------------------------
  def next_item
    item = self.shift
    self.push(item)
    item
  end
  #---------------------------------------------------------------------------
  # * New method: previous_item
  #---------------------------------------------------------------------------
  def previous_item
    item = self.pop
    self.unshift(item)
    item
  end
end

#==============================================================================
# ** RPG::Troop::Page
#------------------------------------------------------------------------------
#  This is the data class for battle events (pages).
#==============================================================================

class RPG::Troop::Page
  #--------------------------------------------------------------------------
  # * New method: note
  #--------------------------------------------------------------------------
  def note
    return "" if !@list || @list.size <= 0
    comment_list = []
    @list.each do |item|
      next unless item && (item.code == 108 || item.code == 408)
      comment_list.push(item.parameters[0])
    end
    comment_list.join("\r\n")
  end
end

#==============================================================================
# ** RPG::UsableItem
#------------------------------------------------------------------------------
#  This is the superclass for skills and items.
#==============================================================================

class RPG::UsableItem < RPG::BaseItem
  #--------------------------------------------------------------------------
  # * New method: for_all_targets?
  #--------------------------------------------------------------------------
  def for_all_targets?
    return false
  end
end

#==============================================================================
# ** RPG::Skill
#------------------------------------------------------------------------------
#  This is the data class for skills.
#==============================================================================

class RPG::Skill < RPG::UsableItem
  #--------------------------------------------------------------------------
  # * New method: item?
  #--------------------------------------------------------------------------
  def item?
    return false
  end
  #--------------------------------------------------------------------------
  # * New method: skill?
  #--------------------------------------------------------------------------
  def skill?
    return true
  end
  #--------------------------------------------------------------------------
  # * New method: type_set
  #--------------------------------------------------------------------------
  def type_set
    [stype_id]
  end 
end

#==============================================================================
# ** RPG::Item
#------------------------------------------------------------------------------
#  This is the data class for items.
#==============================================================================

class RPG::Item < RPG::UsableItem
  #--------------------------------------------------------------------------
  # * New method: item?
  #--------------------------------------------------------------------------
  def item?
    return true
  end
  #--------------------------------------------------------------------------
  # * New method: skill?
  #--------------------------------------------------------------------------
  def skill?
    return false
  end
  #--------------------------------------------------------------------------
  # * New method: type_set
  #--------------------------------------------------------------------------
  def type_set
    [itype_id]
  end 
end

#==============================================================================
# ** Cache
#------------------------------------------------------------------------------
#  This module loads each of graphics, creates a Bitmap object, and retains it.
# To speed up load times and conserve memory, this module holds the created
# Bitmap object in the internal hash, allowing the program to return
# preexisting objects when the same bitmap is requested again.
#==============================================================================

class << Cache
  #--------------------------------------------------------------------------
  # * Overwrite method: character
  #--------------------------------------------------------------------------
  def character(filename, hue = 0)
    load_bitmap("Graphics/Characters/", filename, hue)
  end
  #--------------------------------------------------------------------------
  # * New method: cache
  #--------------------------------------------------------------------------
  def cache
    @cache
  end
end

#==============================================================================
# ** Game_BattlerBase
#------------------------------------------------------------------------------
#  This class handles battlers. It's used as a superclass of the Game_Battler
# classes.
#==============================================================================

class Game_BattlerBase
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :buffs
  #--------------------------------------------------------------------------
  # * New method: get_param
  #--------------------------------------------------------------------------
  def get_param(text)
    case text.upcase
    when "MAXHP" then self.mhp
    when "MAXMP" then self.mmp
    when "MAXTP" then self.max_tp
    else eval("self.#{text.downcase}")
    end
  end
  #--------------------------------------------------------------------------
  # * New method: type
  #--------------------------------------------------------------------------
  def type
    list = []
    get_all_notes.scan(/<BATTLER TYPE: ((?:\w+ *,? *)+)>/i) do
      $1.scan(/(\d+)/i) { list.push(make_symbol($1)) }
    end
    list.uniq
  end
  #--------------------------------------------------------------------------
  # * New method: danger?
  #--------------------------------------------------------------------------
  def danger?
    hp < mhp * 25 / 100
  end
  #--------------------------------------------------------------------------
  # * New method: sprite
  #--------------------------------------------------------------------------
  def sprite
    valid = SceneManager.scene_is?(Scene_Battle) && SceneManager.scene.spriteset
    valid ? SceneManager.scene.spriteset.sprite(self) : nil
  end
  #--------------------------------------------------------------------------
  # * New method:
  #--------------------------------------------------------------------------
  def element_set(item)
    element_set  = [item.damage.element_id]
    element_set += atk_elements if item.damage.element_id < 0
    element_set.compact
  end
  #--------------------------------------------------------------------------
  # * New method: add_state_normal
  #--------------------------------------------------------------------------
  def add_state_normal(state_id, rate = 1, user = self)
    chance  = rate
    chance *= state_rate(state_id)
    chance *= luk_effect_rate(user)
    add_state(state_id) if rand < chance
  end
  #--------------------------------------------------------------------------
  # * New method: damaged?
  #--------------------------------------------------------------------------
  def damaged?
    @result.hp_damage != 0 || @result.mp_damage != 0 || @result.tp_damage != 0
  end
  #--------------------------------------------------------------------------
  # * New method: mtp
  #--------------------------------------------------------------------------
  def mtp
    return 100
  end
end

#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
#  This class deals with battlers. It's used as a superclass of the Game_Actor
# and Game_Enemy classes.
#==============================================================================

class Game_Battler < Game_BattlerBase
  #--------------------------------------------------------------------------
  # * New method: cri_rate
  #--------------------------------------------------------------------------
  def cri_rate(user, item)
    user.cri
  end
  #--------------------------------------------------------------------------
  # * New method: cri_eva
  #--------------------------------------------------------------------------
  def cri_eva(user, item)
    cev
  end
  #--------------------------------------------------------------------------
  # * New method: setup_critical
  #--------------------------------------------------------------------------
  def setup_critical(user, item)
    cri_rate(user, item) * (1 - cri_eva(user, item))
  end
end

#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemy characters. It's used within the Game_Troop class
# ($game_troop).
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # * New method: note
  #--------------------------------------------------------------------------
  def note
    enemy ? enemy.note : ""
  end
  #--------------------------------------------------------------------------
  # * New method: get_all_notes
  #--------------------------------------------------------------------------
  def get_all_notes(*args)
    notes  = ""
    notes += note if !args.include?(:self)
    states.compact.each {|state| notes += state.note } if !args.include?(:state)
    notes
  end
  #--------------------------------------------------------------------------
  # * New method: get_all_objects
  #--------------------------------------------------------------------------
  def get_all_objects(*args)
    result = []
    result += [self] if !args.include?(:self)
    result += states.compact if !args.include?(:state)
    result
  end
  #--------------------------------------------------------------------------
  # * New method: level
  #--------------------------------------------------------------------------
  def level
    return 1
  end
  #--------------------------------------------------------------------------
  # * New method: skill_learn?
  #--------------------------------------------------------------------------
  def skill_learn?(skill)
    skill.skill? && skills.include?(skill)
  end
  #--------------------------------------------------------------------------
  # * New method: skills
  #--------------------------------------------------------------------------
  def skills
    enemy.actions.collect {|action| $data_skills[action.skill_id] }
  end
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * New method: note
  #--------------------------------------------------------------------------
  def note
    actor ? actor.note : ""
  end
  #--------------------------------------------------------------------------
  # * New method: hue
  #--------------------------------------------------------------------------
  def hue
    @hue ? @hue : 0
  end
  #--------------------------------------------------------------------------
  # * New method: get_all_notes
  #--------------------------------------------------------------------------
  def get_all_notes(*args)
    notes = ""
    notes += note if !args.include?(:self)
    notes += self.class.note if !args.include?(:class)
    equips.compact.each {|equip| notes += equip.note } if !args.include?(:equip)
    states.compact.each {|state| notes += state.note } if !args.include?(:state)
    notes
  end
  #--------------------------------------------------------------------------
  # * New method: get_all_objects
  #--------------------------------------------------------------------------
  def get_all_objects(*args)
    result = []
    result += [self] if !args.include?(:self)
    result += [self.class]  if !args.include?(:class)
    result += equips.compact if !args.include?(:equip)
    result += states.compact if !args.include?(:state)
    result
  end
  #--------------------------------------------------------------------------
  # * New method: in_active_party?
  #--------------------------------------------------------------------------
  def in_active_party?
    $game_party.battle_members.include?(self)
  end
  #--------------------------------------------------------------------------
  # * New method: in_reserve_party?
  #--------------------------------------------------------------------------
  def in_reserve_party?
    $game_party.reserve_members.include?(self)
  end
  #--------------------------------------------------------------------------
  # * New method: in_party?
  #--------------------------------------------------------------------------
  def in_party?
    $game_party.all_members.include?(self)
  end
  #--------------------------------------------------------------------------
  # * New method: map_animation
  #--------------------------------------------------------------------------
  def map_animation(id)
    $game_map.actors.each do |member|
      member.animation_id = id if member.actor == self
    end
  end
  #--------------------------------------------------------------------------
  # * New method: on_damage_floor
  #--------------------------------------------------------------------------
  def on_damage_floor?
    $game_player.on_damage_floor?
  end
end

#==============================================================================
# ** Game_Unit
#------------------------------------------------------------------------------
#  This class handles units. It's used as a superclass of the Game_Party and
# Game_Troop classes.
#==============================================================================

class Game_Unit
  #--------------------------------------------------------------------------
  # * New method: refresh
  #--------------------------------------------------------------------------
  def refresh
    members.each {|member| member.refresh }
  end
end

#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
#  This class handles the party. It includes information on amount of gold
# and items. The instance of this class is referenced by $game_party.
#==============================================================================

class Game_Party < Game_Unit
  #--------------------------------------------------------------------------
  # * New method: average_level
  #--------------------------------------------------------------------------
  def average_level
    battle_members.collect {|actor| actor.level }.average
  end
  #--------------------------------------------------------------------------
  # * New method: reserve_members
  #--------------------------------------------------------------------------
  def reserve_members
    all_members - battle_members
  end
end

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * New method: event_list
  #--------------------------------------------------------------------------
  def event_list
    events.values
  end
  #--------------------------------------------------------------------------
  # * New method: note
  #--------------------------------------------------------------------------
  def note
    @map ? @map.note : ""
  end
  #--------------------------------------------------------------------------
  # * New method: vehicles
  #--------------------------------------------------------------------------
  def vehicles
    @vehicles
  end
  #--------------------------------------------------------------------------
  # * New method: map_events
  #--------------------------------------------------------------------------
  def map_events
    @map.events
  end
  #--------------------------------------------------------------------------
  # * New method: actors
  #--------------------------------------------------------------------------
  def actors
    [$game_player] + $game_player.followers.visible_followers
  end
end

#==============================================================================
# ** Game_CharacterBase
#------------------------------------------------------------------------------
#  This class deals with characters. Common to all characters, stores basic
# data, such as coordinates and graphics. It's used as a superclass of the
# Game_Character class.
#==============================================================================

class Game_CharacterBase
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :move_speed
  attr_accessor :move_frequency
  #--------------------------------------------------------------------------
  # * New method: player?
  #--------------------------------------------------------------------------
  def player?
    return false
  end
  #--------------------------------------------------------------------------
  # * New method: event?
  #--------------------------------------------------------------------------
  def event?
    return false
  end
  #--------------------------------------------------------------------------
  # * New method: follower?
  #--------------------------------------------------------------------------
  def follower?
    return false
  end
  #--------------------------------------------------------------------------
  # * New method: vehicle?
  #--------------------------------------------------------------------------
  def vehicle?
    return false
  end
  #--------------------------------------------------------------------------
  # * New method: frames
  #--------------------------------------------------------------------------
  def frames
    return 3
  end
  #--------------------------------------------------------------------------
  # * New method: hue
  #--------------------------------------------------------------------------
  def hue
    @hue ? @hue : 0
  end
end

#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass of the
# Game_Player and Game_Event classes.
#==============================================================================

class Game_Character < Game_CharacterBase
  #--------------------------------------------------------------------------
  # * New method: move_toward_position
  #--------------------------------------------------------------------------
  def move_toward_position(x, y)
    sx = distance_x_from(x)
    sy = distance_y_from(y)
    if sx.abs > sy.abs
      move_straight(sx > 0 ? 4 : 6)
      move_straight(sy > 0 ? 8 : 2) if !@move_succeed && sy != 0
    elsif sy != 0
      move_straight(sy > 0 ? 8 : 2)
      move_straight(sx > 0 ? 4 : 6) if !@move_succeed && sx != 0
    end
  end
  #--------------------------------------------------------------------------
  # * New method: move_toward_position
  #--------------------------------------------------------------------------
  def turn_toward_position(x, y)
    sx = distance_x_from(x)
    sy = distance_y_from(y)
    if sx.abs > sy.abs
      set_direction(sx > 0 ? 4 : 6)
    elsif sy != 0
      set_direction(sy > 0 ? 8 : 2)
    end
  end
end

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player.
# The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * New method: player?
  #--------------------------------------------------------------------------
  def player?
    return true
  end
  #--------------------------------------------------------------------------
  # * New method: perform_transfer
  #--------------------------------------------------------------------------
  def new_map_id
    @new_map_id
  end
  #--------------------------------------------------------------------------
  # * New method: hue
  #--------------------------------------------------------------------------
  def hue
    actor ? actor.hue : 0
  end
end

#==============================================================================
# ** Game_Follower
#------------------------------------------------------------------------------
#  This class handles the followers. Followers are the actors of the party
# that follows the leader in a line. It's used within the Game_Followers class.
#==============================================================================

class Game_Follower < Game_Character
  #--------------------------------------------------------------------------
  # * New method: follower?
  #--------------------------------------------------------------------------
  def follower?
    return true
  end
  #--------------------------------------------------------------------------
  # * New method: index
  #--------------------------------------------------------------------------
  def index
    @member_index
  end
  #--------------------------------------------------------------------------
  # * New method: gathering?
  #--------------------------------------------------------------------------
  def gathering?
    $game_player.followers.gathering? && !gather?
  end
end

#==============================================================================
# ** Game_Followers
#------------------------------------------------------------------------------
#  This class handles the followers. It's a wrapper for the built-in class
# "Array." It's used within the Game_Player class.
#==============================================================================

class Game_Followers
  #--------------------------------------------------------------------------
  # * New method: get_actor
  #--------------------------------------------------------------------------
  def get_actor(id)
    list = [$game_player] + visible_followers
    list.select {|follower| follower.actor && follower.actor.id == id }.first
  end
  #--------------------------------------------------------------------------
  # * Method fix: visble_folloers
  #--------------------------------------------------------------------------
  unless method_defined?(:visible_followers)
    def visible_followers; visible_folloers; end
  end
end

#==============================================================================
# ** Game_Vehicle
#------------------------------------------------------------------------------
#  This class handles vehicles. It's used within the Game_Map class. If there
# are no vehicles on the current map, the coordinates is set to (-1,-1).
#==============================================================================

class Game_Vehicle < Game_Character
  #--------------------------------------------------------------------------
  # * New method: vehicle?
  #--------------------------------------------------------------------------
  def vehicle?
    return true
  end
  #--------------------------------------------------------------------------
  # * New method: map_id
  #--------------------------------------------------------------------------
  def map_id
    @map_id
  end
  #--------------------------------------------------------------------------
  # * New method: type
  #--------------------------------------------------------------------------
  def type
    @type
  end
  #--------------------------------------------------------------------------
  # * New method: aerial?
  #--------------------------------------------------------------------------
  def aerial?
    type == :airship
  end
  #--------------------------------------------------------------------------
  # * New method: above?
  #--------------------------------------------------------------------------
  def above?
    aerial?
  end
end

#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * New method: name
  #--------------------------------------------------------------------------
  def name
    @event.name
  end
  #--------------------------------------------------------------------------
  # * New method: event?
  #--------------------------------------------------------------------------
  def event?
    return true
  end
  #--------------------------------------------------------------------------
  # * New method: erased?
  #--------------------------------------------------------------------------
  def erased?
    @erased
  end
  #--------------------------------------------------------------------------
  # * New method: note
  #--------------------------------------------------------------------------
  def note
    return ""    if !@page || !@page.list || @page.list.size <= 0
    return @notes if @notes && @page.list == @note_page
    @note_page = @page.list.dup
    comment_list = []
    @page.list.each do |item|
      next unless item && (item.code == 108 || item.code == 408)
      comment_list.push(item.parameters[0])
    end
    @notes = comment_list.join("\r\n")
    @notes
  end 
end

#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
  #--------------------------------------------------------------------------
  # * Alias method: command_108
  #--------------------------------------------------------------------------
  alias :command_108_ve_basic_module :command_108
  def command_108
    command_108_ve_basic_module
    comment_call
  end
  #--------------------------------------------------------------------------
  # * New method: comment_call
  #--------------------------------------------------------------------------
  def comment_call
  end
  #--------------------------------------------------------------------------
  # * New method: note
  #--------------------------------------------------------------------------
  def note
    @comments ? @comments.join("\r\n") : ""
  end
end

#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
#  This sprite is used to display characters. It observes a instance of the
# Game_Character class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Character < Sprite_Base
  #--------------------------------------------------------------------------
  # * Overwrite method: set_character_bitmap
  #--------------------------------------------------------------------------
  def set_character_bitmap
    update_character_info
    set_bitmap
    set_bitmap_position
  end
  #--------------------------------------------------------------------------
  # * New method: center_y
  #--------------------------------------------------------------------------
  def actor?
    @character.is_a?(Game_Player) || @character.is_a?(Game_Follower)
  end
  #--------------------------------------------------------------------------
  # * New method: center_y
  #--------------------------------------------------------------------------
  def actor
    actor? ? @character.actor : nil
  end
  #--------------------------------------------------------------------------
  # * New method: update_character_info
  #--------------------------------------------------------------------------
  def update_character_info
  end
  #--------------------------------------------------------------------------
  # * New method: hue
  #--------------------------------------------------------------------------
  def hue
    @character.hue
  end
  #--------------------------------------------------------------------------
  # * New method: set_bitmap
  #--------------------------------------------------------------------------
  def set_bitmap
    self.bitmap = Cache.character(set_bitmap_name, hue)
  end
  #--------------------------------------------------------------------------
  # * New method: set_bitmap_name
  #--------------------------------------------------------------------------
  def set_bitmap_name
    @character_name
  end
  #--------------------------------------------------------------------------
  # * New method: set_bitmap_position
  #--------------------------------------------------------------------------
  def set_bitmap_position
    sign = get_sign
    if sign && sign.include?('$')
      @cw = bitmap.width / @character.frames
      @ch = bitmap.height / 4
    else
      @cw = bitmap.width / (@character.frames * 4)
      @ch = bitmap.height / 8
    end
    self.ox = @cw / 2
    self.oy = @ch
  end
  #--------------------------------------------------------------------------
  # * New method: get_sign
  #--------------------------------------------------------------------------
  def get_sign
    @character_name[/^[\!\$]./]
  end
end

#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  This sprite is used to display battlers. It observes a instance of the
# Game_Battler class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Battler < Sprite_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :dmg_mirror
  #--------------------------------------------------------------------------
  # * New method: center_x
  #--------------------------------------------------------------------------
  def center_x
    self.ox
  end
  #--------------------------------------------------------------------------
  # * New method: center_y
  #--------------------------------------------------------------------------
  def center_y
    self.oy / 2
  end
end

#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  This class brings together battle screen sprites. It's used within the
# Scene_Battle class.
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :viewport1
  #--------------------------------------------------------------------------
  # * New method: sprite
  #--------------------------------------------------------------------------
  def sprite(subject)
    battler_sprites.compact.select {|sprite| sprite.battler == subject }.first
  end
end

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This is a superclass of all windows in the game.
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Alias method: convert_escape_characters
  #--------------------------------------------------------------------------
  alias :convert_escape_ve_basic_module :convert_escape_characters
  def convert_escape_characters(text)
    result = text.to_s.clone
    result = text_replace(result)
    result = convert_escape_ve_basic_module(text)
    result
  end
  #--------------------------------------------------------------------------
  # * New method: text_replace
  #--------------------------------------------------------------------------
  def text_replace(result)
    result.gsub!(/\r/) { "" }
    result.gsub!(/\\/) { "\e" }
    result
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :subject
  attr_reader  :spriteset
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :spriteset
end

+1 point de participation


Dernière édition par KrysTof le Ven 18 Jan 2013 - 20:58, édité 1 fois
avatar
Balbereith
Staffeux retraité

Nombre de messages : 4129
Age : 25
Localisation : dans l'ombre...
Distinction : Péripatéticienne à temps perdu
Helly n°666 [Coco' ;D]
mon ptit balbounet p'tit jardinier en herbe(les râteaux ça le connait) [tonton Adurna]
Cultivateur professionnel de la commu' (il a de bons outils en de nombreux exemplaires ) [Coco' Smile]
Date d'inscription : 13/05/2009

Re: Victor Engine - Basic Module

le Lun 14 Jan 2013 - 21:11
Merci du partage +1 pt de participation
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IceCoffee
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Date d'inscription : 03/08/2011

Re: Victor Engine - Basic Module

le Ven 18 Jan 2013 - 13:42
Euh ou faut il le mettre car un message d'erreur m'empeche de l'utiliser...
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KrysTof
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Age : 24
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Distinction : aucune
Date d'inscription : 12/12/2008

Re: Victor Engine - Basic Module

le Ven 18 Jan 2013 - 20:49
Comme tout les scripts, en dessus main, mais avant les autres scripts Victor Engine Wink
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Re: Victor Engine - Basic Module

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