# -*- 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