Initial import

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2014-04-23 21:59:50 -07:00
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# -*- coding: utf-8 -*-
#==============================================================================
# ** Game_BattlerBase
#------------------------------------------------------------------------------
# This base class handles battlers. It mainly contains methods for calculating
# parameters. It is used as a super class of the Game_Battler class.
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# * Constants (Features)
#--------------------------------------------------------------------------
FEATURE_ELEMENT_RATE = 11 # Element Rate
FEATURE_DEBUFF_RATE = 12 # Debuff Rate
FEATURE_STATE_RATE = 13 # State Rate
FEATURE_STATE_RESIST = 14 # State Resist
FEATURE_PARAM = 21 # Parameter
FEATURE_XPARAM = 22 # Ex-Parameter
FEATURE_SPARAM = 23 # Sp-Parameter
FEATURE_ATK_ELEMENT = 31 # Atk Element
FEATURE_ATK_STATE = 32 # Atk State
FEATURE_ATK_SPEED = 33 # Atk Speed
FEATURE_ATK_TIMES = 34 # Atk Times+
FEATURE_STYPE_ADD = 41 # Add Skill Type
FEATURE_STYPE_SEAL = 42 # Disable Skill Type
FEATURE_SKILL_ADD = 43 # Add Skill
FEATURE_SKILL_SEAL = 44 # Disable Skill
FEATURE_EQUIP_WTYPE = 51 # Equip Weapon
FEATURE_EQUIP_ATYPE = 52 # Equip Armor
FEATURE_EQUIP_FIX = 53 # Lock Equip
FEATURE_EQUIP_SEAL = 54 # Seal Equip
FEATURE_SLOT_TYPE = 55 # Slot Type
FEATURE_ACTION_PLUS = 61 # Action Times+
FEATURE_SPECIAL_FLAG = 62 # Special Flag
FEATURE_COLLAPSE_TYPE = 63 # Collapse Effect
FEATURE_PARTY_ABILITY = 64 # Party Ability
#--------------------------------------------------------------------------
# * Constants (Feature Flags)
#--------------------------------------------------------------------------
FLAG_ID_AUTO_BATTLE = 0 # auto battle
FLAG_ID_GUARD = 1 # guard
FLAG_ID_SUBSTITUTE = 2 # substitute
FLAG_ID_PRESERVE_TP = 3 # preserve TP
#--------------------------------------------------------------------------
# * Constants (Starting Number of Buff/Debuff Icons)
#--------------------------------------------------------------------------
ICON_BUFF_START = 64 # buff (16 icons)
ICON_DEBUFF_START = 80 # debuff (16 icons)
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :hp # HP
attr_reader :mp # MP
attr_reader :tp # TP
#--------------------------------------------------------------------------
# * Access Method by Parameter Abbreviations
#--------------------------------------------------------------------------
def mhp; param(0); end # MHP Maximum Hit Points
def mmp; param(1); end # MMP Maximum Magic Points
def atk; param(2); end # ATK ATtacK power
def def; param(3); end # DEF DEFense power
def mat; param(4); end # MAT Magic ATtack power
def mdf; param(5); end # MDF Magic DeFense power
def agi; param(6); end # AGI AGIlity
def luk; param(7); end # LUK LUcK
def hit; xparam(0); end # HIT HIT rate
def eva; xparam(1); end # EVA EVAsion rate
def cri; xparam(2); end # CRI CRItical rate
def cev; xparam(3); end # CEV Critical EVasion rate
def mev; xparam(4); end # MEV Magic EVasion rate
def mrf; xparam(5); end # MRF Magic ReFlection rate
def cnt; xparam(6); end # CNT CouNTer attack rate
def hrg; xparam(7); end # HRG Hp ReGeneration rate
def mrg; xparam(8); end # MRG Mp ReGeneration rate
def trg; xparam(9); end # TRG Tp ReGeneration rate
def tgr; sparam(0); end # TGR TarGet Rate
def grd; sparam(1); end # GRD GuaRD effect rate
def rec; sparam(2); end # REC RECovery effect rate
def pha; sparam(3); end # PHA PHArmacology
def mcr; sparam(4); end # MCR Mp Cost Rate
def tcr; sparam(5); end # TCR Tp Charge Rate
def pdr; sparam(6); end # PDR Physical Damage Rate
def mdr; sparam(7); end # MDR Magical Damage Rate
def fdr; sparam(8); end # FDR Floor Damage Rate
def exr; sparam(9); end # EXR EXperience Rate
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@hp = @mp = @tp = 0
@hidden = false
clear_param_plus
clear_states
clear_buffs
end
#--------------------------------------------------------------------------
# * Clear Values Added to Parameter
#--------------------------------------------------------------------------
def clear_param_plus
@param_plus = [0] * 8
end
#--------------------------------------------------------------------------
# * Clear State Information
#--------------------------------------------------------------------------
def clear_states
@states = []
@state_turns = {}
@state_steps = {}
end
#--------------------------------------------------------------------------
# * Erase States
#--------------------------------------------------------------------------
def erase_state(state_id)
@states.delete(state_id)
@state_turns.delete(state_id)
@state_steps.delete(state_id)
end
#--------------------------------------------------------------------------
# * Clear Buff Information
#--------------------------------------------------------------------------
def clear_buffs
@buffs = Array.new(8) { 0 }
@buff_turns = {}
end
#--------------------------------------------------------------------------
# * Check State
#--------------------------------------------------------------------------
def state?(state_id)
@states.include?(state_id)
end
#--------------------------------------------------------------------------
# * Check K.O. State
#--------------------------------------------------------------------------
def death_state?
state?(death_state_id)
end
#--------------------------------------------------------------------------
# * Get State ID of K.O.
#--------------------------------------------------------------------------
def death_state_id
return 1
end
#--------------------------------------------------------------------------
# * Get Current States as an Object Array
#--------------------------------------------------------------------------
def states
@states.collect {|id| $data_states[id] }
end
#--------------------------------------------------------------------------
# * Get Current States as an Array of Icon Numbers
#--------------------------------------------------------------------------
def state_icons
icons = states.collect {|state| state.icon_index }
icons.delete(0)
icons
end
#--------------------------------------------------------------------------
# * Get Current Buffs/Debuffs as an Array of Icon Numbers
#--------------------------------------------------------------------------
def buff_icons
icons = []
@buffs.each_with_index {|lv, i| icons.push(buff_icon_index(lv, i)) }
icons.delete(0)
icons
end
#--------------------------------------------------------------------------
# * Get Icon Number Corresponding to Buff/Debuff
#--------------------------------------------------------------------------
def buff_icon_index(buff_level, param_id)
if buff_level > 0
return ICON_BUFF_START + (buff_level - 1) * 8 + param_id
elsif buff_level < 0
return ICON_DEBUFF_START + (-buff_level - 1) * 8 + param_id
else
return 0
end
end
#--------------------------------------------------------------------------
# * Get Array of All Objects Retaining Features
#--------------------------------------------------------------------------
def feature_objects
states
end
#--------------------------------------------------------------------------
# * Get Array of All Feature Objects
#--------------------------------------------------------------------------
def all_features
feature_objects.inject([]) {|r, obj| r + obj.features }
end
#--------------------------------------------------------------------------
# * Get Feature Object Array (Feature Codes Limited)
#--------------------------------------------------------------------------
def features(code)
all_features.select {|ft| ft.code == code }
end
#--------------------------------------------------------------------------
# * Get Feature Object Array (Feature Codes and Data IDs Limited)
#--------------------------------------------------------------------------
def features_with_id(code, id)
all_features.select {|ft| ft.code == code && ft.data_id == id }
end
#--------------------------------------------------------------------------
# * Calculate Complement of Feature Values
#--------------------------------------------------------------------------
def features_pi(code, id)
features_with_id(code, id).inject(1.0) {|r, ft| r *= ft.value }
end
#--------------------------------------------------------------------------
# * Calculate Sum of Feature Values (Specify Data ID)
#--------------------------------------------------------------------------
def features_sum(code, id)
features_with_id(code, id).inject(0.0) {|r, ft| r += ft.value }
end
#--------------------------------------------------------------------------
# * Calculate Sum of Feature Values (Data ID Unspecified)
#--------------------------------------------------------------------------
def features_sum_all(code)
features(code).inject(0.0) {|r, ft| r += ft.value }
end
#--------------------------------------------------------------------------
# * Calculate Set Sum of Features
#--------------------------------------------------------------------------
def features_set(code)
features(code).inject([]) {|r, ft| r |= [ft.data_id] }
end
#--------------------------------------------------------------------------
# * Get Base Value of Parameter
#--------------------------------------------------------------------------
def param_base(param_id)
return 0
end
#--------------------------------------------------------------------------
# * Get Added Value of Parameter
#--------------------------------------------------------------------------
def param_plus(param_id)
@param_plus[param_id]
end
#--------------------------------------------------------------------------
# * Get Reduced Value of Parameter
#--------------------------------------------------------------------------
def param_min(param_id)
return 0 if param_id == 1 # MMP
return 1
end
#--------------------------------------------------------------------------
# * Get Maximum Value of Parameter
#--------------------------------------------------------------------------
def param_max(param_id)
return 999999 if param_id == 0 # MHP
return 9999 if param_id == 1 # MMP
return 999
end
#--------------------------------------------------------------------------
# * Get Rate of Parameter Change
#--------------------------------------------------------------------------
def param_rate(param_id)
features_pi(FEATURE_PARAM, param_id)
end
#--------------------------------------------------------------------------
# * Get Rate of Change Due to Parameter Buff/Debuff
#--------------------------------------------------------------------------
def param_buff_rate(param_id)
@buffs[param_id] * 0.25 + 1.0
end
#--------------------------------------------------------------------------
# * Get Parameter
#--------------------------------------------------------------------------
def param(param_id)
value = param_base(param_id) + param_plus(param_id)
value *= param_rate(param_id) * param_buff_rate(param_id)
[[value, param_max(param_id)].min, param_min(param_id)].max.to_i
end
#--------------------------------------------------------------------------
# * Get Ex-Parameter
#--------------------------------------------------------------------------
def xparam(xparam_id)
features_sum(FEATURE_XPARAM, xparam_id)
end
#--------------------------------------------------------------------------
# * Get Sp-Parameter
#--------------------------------------------------------------------------
def sparam(sparam_id)
features_pi(FEATURE_SPARAM, sparam_id)
end
#--------------------------------------------------------------------------
# * Get Element Rate
#--------------------------------------------------------------------------
def element_rate(element_id)
features_pi(FEATURE_ELEMENT_RATE, element_id)
end
#--------------------------------------------------------------------------
# * Get Debuff Rate
#--------------------------------------------------------------------------
def debuff_rate(param_id)
features_pi(FEATURE_DEBUFF_RATE, param_id)
end
#--------------------------------------------------------------------------
# * Get State Rate
#--------------------------------------------------------------------------
def state_rate(state_id)
features_pi(FEATURE_STATE_RATE, state_id)
end
#--------------------------------------------------------------------------
# * Get Array of States to Resist
#--------------------------------------------------------------------------
def state_resist_set
features_set(FEATURE_STATE_RESIST)
end
#--------------------------------------------------------------------------
# * Determine if State Is Resisted
#--------------------------------------------------------------------------
def state_resist?(state_id)
state_resist_set.include?(state_id)
end
#--------------------------------------------------------------------------
# * Get Attack Element
#--------------------------------------------------------------------------
def atk_elements
features_set(FEATURE_ATK_ELEMENT)
end
#--------------------------------------------------------------------------
# * Get Attack State
#--------------------------------------------------------------------------
def atk_states
features_set(FEATURE_ATK_STATE)
end
#--------------------------------------------------------------------------
# * Get Attack State Invocation Rate
#--------------------------------------------------------------------------
def atk_states_rate(state_id)
features_sum(FEATURE_ATK_STATE, state_id)
end
#--------------------------------------------------------------------------
# * Get Attack Speed
#--------------------------------------------------------------------------
def atk_speed
features_sum_all(FEATURE_ATK_SPEED)
end
#--------------------------------------------------------------------------
# * Get Additional Attack Times
#--------------------------------------------------------------------------
def atk_times_add
[features_sum_all(FEATURE_ATK_TIMES), 0].max
end
#--------------------------------------------------------------------------
# * Get Added Skill Types
#--------------------------------------------------------------------------
def added_skill_types
features_set(FEATURE_STYPE_ADD)
end
#--------------------------------------------------------------------------
# * Determine if Skill Type Is Disabled
#--------------------------------------------------------------------------
def skill_type_sealed?(stype_id)
features_set(FEATURE_STYPE_SEAL).include?(stype_id)
end
#--------------------------------------------------------------------------
# * Get Added Skills
#--------------------------------------------------------------------------
def added_skills
features_set(FEATURE_SKILL_ADD)
end
#--------------------------------------------------------------------------
# * Determine if Skill Is Disabled
#--------------------------------------------------------------------------
def skill_sealed?(skill_id)
features_set(FEATURE_SKILL_SEAL).include?(skill_id)
end
#--------------------------------------------------------------------------
# * Determine if Weapon Can Be Equipped
#--------------------------------------------------------------------------
def equip_wtype_ok?(wtype_id)
features_set(FEATURE_EQUIP_WTYPE).include?(wtype_id)
end
#--------------------------------------------------------------------------
# * Determine if Armor Can Be Equipped
#--------------------------------------------------------------------------
def equip_atype_ok?(atype_id)
features_set(FEATURE_EQUIP_ATYPE).include?(atype_id)
end
#--------------------------------------------------------------------------
# * Determine if Equipment Is Locked
#--------------------------------------------------------------------------
def equip_type_fixed?(etype_id)
features_set(FEATURE_EQUIP_FIX).include?(etype_id)
end
#--------------------------------------------------------------------------
# * Determine if Equipment Is Sealed
#--------------------------------------------------------------------------
def equip_type_sealed?(etype_id)
features_set(FEATURE_EQUIP_SEAL).include?(etype_id)
end
#--------------------------------------------------------------------------
# * Get Slot Type
#--------------------------------------------------------------------------
def slot_type
features_set(FEATURE_SLOT_TYPE).max || 0
end
#--------------------------------------------------------------------------
# * Determine if Dual Wield
#--------------------------------------------------------------------------
def dual_wield?
slot_type == 1
end
#--------------------------------------------------------------------------
# * Get Array of Additional Action Time Probabilities
#--------------------------------------------------------------------------
def action_plus_set
features(FEATURE_ACTION_PLUS).collect {|ft| ft.value }
end
#--------------------------------------------------------------------------
# * Determine if Special Flag
#--------------------------------------------------------------------------
def special_flag(flag_id)
features(FEATURE_SPECIAL_FLAG).any? {|ft| ft.data_id == flag_id }
end
#--------------------------------------------------------------------------
# * Get Collapse Effect
#--------------------------------------------------------------------------
def collapse_type
features_set(FEATURE_COLLAPSE_TYPE).max || 0
end
#--------------------------------------------------------------------------
# * Determine Party Ability
#--------------------------------------------------------------------------
def party_ability(ability_id)
features(FEATURE_PARTY_ABILITY).any? {|ft| ft.data_id == ability_id }
end
#--------------------------------------------------------------------------
# * Determine if Auto Battle
#--------------------------------------------------------------------------
def auto_battle?
special_flag(FLAG_ID_AUTO_BATTLE)
end
#--------------------------------------------------------------------------
# * Determine if Guard
#--------------------------------------------------------------------------
def guard?
special_flag(FLAG_ID_GUARD) && movable?
end
#--------------------------------------------------------------------------
# * Determine if Substitute
#--------------------------------------------------------------------------
def substitute?
special_flag(FLAG_ID_SUBSTITUTE) && movable?
end
#--------------------------------------------------------------------------
# * Determine if Preserve TP
#--------------------------------------------------------------------------
def preserve_tp?
special_flag(FLAG_ID_PRESERVE_TP)
end
#--------------------------------------------------------------------------
# * Increase Parameter
#--------------------------------------------------------------------------
def add_param(param_id, value)
@param_plus[param_id] += value
refresh
end
#--------------------------------------------------------------------------
# * Change HP
#--------------------------------------------------------------------------
def hp=(hp)
@hp = hp
refresh
end
#--------------------------------------------------------------------------
# * Change MP
#--------------------------------------------------------------------------
def mp=(mp)
@mp = mp
refresh
end
#--------------------------------------------------------------------------
# * Change HP (for Events)
# value: Amount of increase/decrease
# enable_death: Allow knockout
#--------------------------------------------------------------------------
def change_hp(value, enable_death)
if !enable_death && @hp + value <= 0
self.hp = 1
else
self.hp += value
end
end
#--------------------------------------------------------------------------
# * Change TP
#--------------------------------------------------------------------------
def tp=(tp)
@tp = [[tp, max_tp].min, 0].max
end
#--------------------------------------------------------------------------
# * Get Maximum Value of TP
#--------------------------------------------------------------------------
def max_tp
return 100
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
state_resist_set.each {|state_id| erase_state(state_id) }
@hp = [[@hp, mhp].min, 0].max
@mp = [[@mp, mmp].min, 0].max
@hp == 0 ? add_state(death_state_id) : remove_state(death_state_id)
end
#--------------------------------------------------------------------------
# * Recover All
#--------------------------------------------------------------------------
def recover_all
clear_states
@hp = mhp
@mp = mmp
end
#--------------------------------------------------------------------------
# * Get Percentage of HP
#--------------------------------------------------------------------------
def hp_rate
@hp.to_f / mhp
end
#--------------------------------------------------------------------------
# * Get Percentage of MP
#--------------------------------------------------------------------------
def mp_rate
mmp > 0 ? @mp.to_f / mmp : 0
end
#--------------------------------------------------------------------------
# * Get Percentage of TP
#--------------------------------------------------------------------------
def tp_rate
@tp.to_f / 100
end
#--------------------------------------------------------------------------
# * Hide
#--------------------------------------------------------------------------
def hide
@hidden = true
end
#--------------------------------------------------------------------------
# * Appear
#--------------------------------------------------------------------------
def appear
@hidden = false
end
#--------------------------------------------------------------------------
# * Get Hide State
#--------------------------------------------------------------------------
def hidden?
@hidden
end
#--------------------------------------------------------------------------
# * Determine Existence
#--------------------------------------------------------------------------
def exist?
!hidden?
end
#--------------------------------------------------------------------------
# * Determine Incapacitation
#--------------------------------------------------------------------------
def dead?
exist? && death_state?
end
#--------------------------------------------------------------------------
# * Determine Survival
#--------------------------------------------------------------------------
def alive?
exist? && !death_state?
end
#--------------------------------------------------------------------------
# * Determine Normality
#--------------------------------------------------------------------------
def normal?
exist? && restriction == 0
end
#--------------------------------------------------------------------------
# * Determine if Command is Inputable
#--------------------------------------------------------------------------
def inputable?
normal? && !auto_battle?
end
#--------------------------------------------------------------------------
# * Determine if Action is Possible
#--------------------------------------------------------------------------
def movable?
exist? && restriction < 4
end
#--------------------------------------------------------------------------
# * Determine if Character is Confused
#--------------------------------------------------------------------------
def confusion?
exist? && restriction >= 1 && restriction <= 3
end
#--------------------------------------------------------------------------
# * Get Confusion Level
#--------------------------------------------------------------------------
def confusion_level
confusion? ? restriction : 0
end
#--------------------------------------------------------------------------
# * Determine if Actor or Not
#--------------------------------------------------------------------------
def actor?
return false
end
#--------------------------------------------------------------------------
# * Determine if Enemy
#--------------------------------------------------------------------------
def enemy?
return false
end
#--------------------------------------------------------------------------
# * Sorting States
# Sort the content of the @states array, with higher priority states
# coming first.
#--------------------------------------------------------------------------
def sort_states
@states = @states.sort_by {|id| [-$data_states[id].priority, id] }
end
#--------------------------------------------------------------------------
# * Get Restriction
# Get the largest restriction from the currently added states.
#--------------------------------------------------------------------------
def restriction
states.collect {|state| state.restriction }.push(0).max
end
#--------------------------------------------------------------------------
# * Get Most Important State Continuation Message
#--------------------------------------------------------------------------
def most_important_state_text
states.each {|state| return state.message3 unless state.message3.empty? }
return ""
end
#--------------------------------------------------------------------------
# * Determine if Skill-Required Weapon Is Equipped
#--------------------------------------------------------------------------
def skill_wtype_ok?(skill)
return true
end
#--------------------------------------------------------------------------
# * Calculate Skill's MP Cost
#--------------------------------------------------------------------------
def skill_mp_cost(skill)
(skill.mp_cost * mcr).to_i
end
#--------------------------------------------------------------------------
# * Calculate Skill's TP Cost
#--------------------------------------------------------------------------
def skill_tp_cost(skill)
skill.tp_cost
end
#--------------------------------------------------------------------------
# * Determine if Cost of Using Skill Can Be Paid
#--------------------------------------------------------------------------
def skill_cost_payable?(skill)
tp >= skill_tp_cost(skill) && mp >= skill_mp_cost(skill)
end
#--------------------------------------------------------------------------
# * Pay Cost of Using Skill
#--------------------------------------------------------------------------
def pay_skill_cost(skill)
self.mp -= skill_mp_cost(skill)
self.tp -= skill_tp_cost(skill)
end
#--------------------------------------------------------------------------
# * Check When Skill/Item Can Be Used
#--------------------------------------------------------------------------
def occasion_ok?(item)
$game_party.in_battle ? item.battle_ok? : item.menu_ok?
end
#--------------------------------------------------------------------------
# * Check Common Usability Conditions for Skill/Item
#--------------------------------------------------------------------------
def usable_item_conditions_met?(item)
movable? && occasion_ok?(item)
end
#--------------------------------------------------------------------------
# * Check Usability Conditions for Skill
#--------------------------------------------------------------------------
def skill_conditions_met?(skill)
usable_item_conditions_met?(skill) &&
skill_wtype_ok?(skill) && skill_cost_payable?(skill) &&
!skill_sealed?(skill.id) && !skill_type_sealed?(skill.stype_id)
end
#--------------------------------------------------------------------------
# * Check Usability Conditions for Item
#--------------------------------------------------------------------------
def item_conditions_met?(item)
usable_item_conditions_met?(item) && $game_party.has_item?(item)
end
#--------------------------------------------------------------------------
# * Determine Skill/Item Usability
#--------------------------------------------------------------------------
def usable?(item)
return skill_conditions_met?(item) if item.is_a?(RPG::Skill)
return item_conditions_met?(item) if item.is_a?(RPG::Item)
return false
end
#--------------------------------------------------------------------------
# * Determine if Equippable
#--------------------------------------------------------------------------
def equippable?(item)
return false unless item.is_a?(RPG::EquipItem)
return false if equip_type_sealed?(item.etype_id)
return equip_wtype_ok?(item.wtype_id) if item.is_a?(RPG::Weapon)
return equip_atype_ok?(item.atype_id) if item.is_a?(RPG::Armor)
return false
end
#--------------------------------------------------------------------------
# * Get Skill ID of Normal Attack
#--------------------------------------------------------------------------
def attack_skill_id
return 1
end
#--------------------------------------------------------------------------
# * Get Skill ID of Guard
#--------------------------------------------------------------------------
def guard_skill_id
return 2
end
#--------------------------------------------------------------------------
# * Determine Usability of Normal Attack
#--------------------------------------------------------------------------
def attack_usable?
usable?($data_skills[attack_skill_id])
end
#--------------------------------------------------------------------------
# * Determine Usability of Guard
#--------------------------------------------------------------------------
def guard_usable?
usable?($data_skills[guard_skill_id])
end
end