RPGツクールXP/VX用のRGSS素材です。
一部英語版対応です。
(A few materials can be used for English RPG MAKER XP/VX.)
競合率はルファーの独断と偏見なのでたまにハズレます。
↑スクリーンショット (クリックで拡大)
#==============================================================================
# ■ ダブルプレイヤーモード
#------------------------------------------------------------------------------
# 2 つのデータを読み込んで対戦するシーンクラスの定義です。
# ゲーム内で使うには、 $scene = Scene_DoublePlayersLoad.new というスクリプトを
# どこかに挿入する必要があります。
# (C) ルファー
# HP https://tkoolerlufar.pages.dev/
#==============================================================================
=begin
=対応RGSS
1
=他の素材との競合の可能性
!!! 戦闘システム変更系素材との相性が悪い
=導入方法
Scene_Fileより下に新セクションを作成して、このプログラムをそこにコピーする
=設定の変更方法。
項目の説明を見て目的の項目を探し、
半角の「=」の横に値を入れます。
「整数」 と書かれている場合・・・項目ごとに指定された範囲の整数を
そのまま半角で入力
「文字列」 と書かれている場合・・・半角の二重引用符("←これ)の中に
任意の文字列を入力
(ただし半角の二重引用符は入れられない)
二重引用符の中の文字列は全角でも良い
「シーンクラス」と書かれている場合・・・名前が「Scene_」で始まるクラスの
クラス名を入力
「.new」は不要
「真偽」 と書かれている場合・・・tureで真(ON)、falseで偽(OFF)
もちろん半角
=項目の説明。
バトル BGM ファイル名 (文字列)
・・・バトル画面で使用するBGMのファイル名を指定します。
バトル BGM ボリューム (整数)
・・・バトル画面で使用するBGMのボリュームを指定します。
バトル BGM ピッチ (整数)
・・・バトル画面で使用するBGMのピッチを指定します。
戻り先の画面 (シーンクラス)
・・・ダブルプレイヤーモードから抜ける時に切り替わる画面のシーンクラスを
指定します。
MaxHP 上昇フラグ (真偽)
・・・真にするとMaxHPが「通常のMaxHP×(レベル+1)+99」になります。
=更新履歴
2010/04/13 「セーブデータのチェック」と併用時、
ロード時に強制終了するバグを修正
2008/04/16 分割ダウンロードの Scene_Xxxx クラスをさらに分割
注釈の記述が誤っているのを修正
1P側で再生される、"位置"が[画面]に設定された
アニメーションが下にズレるバグを修正
MaxHP上昇の有無を設定可能にした
2008/03/27 フラグがリセットされない致命的バグ修正
ダブルプレイヤーモード時のMaxHPが、
「通常のMaxHP×(レベル+1)+99」になるよう仕様変更
2008/02/28 公開
=再定義しているメソッド
Game_Temp#initialize (エイリアス使用)
Game_Actor#initialize (エイリアス使用)
Game_Actor#index (エイリアス使用)
Game_Actor#maxhp (エイリアス使用)
Game_Actor#skill_can_use?
=新規定義しているメソッド
Game_Actor#player_index (プロパティ)
=end
#----------------------------------------------------------------------------
# ◆ Lfer モジュール
#----------------------------------------------------------------------------
module Lfer
#--------------------------------------------------------------------------
# ● 素材ユーザーによる設定項目 (実体は定数)
#--------------------------------------------------------------------------
name = "004-Battle04" # バトル BGM ファイル名
volume = 100 # バトル BGM ボリューム
pitch = 100 # バトル BGM ピッチ
DP_BATTLE_BGM = RPG::AudioFile.new(name, volume, pitch)
DP_END_SCENE = Scene_Title # 戻り先の画面
DP_MHP = true # MaxHP 上昇フラグ
end
#----------------------------------------------------------------------------
# ◆ Game_Temp クラス
#----------------------------------------------------------------------------
class Game_Temp
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :doubleplayers_mode # ダブルプレイヤーモードフラグ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias lfr4_old_init initialize
def initialize
lfr4_old_init
@doubleplayers_mode = false
end
end
#----------------------------------------------------------------------------
# ◆ Game_Actor クラス
#----------------------------------------------------------------------------
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :player_index # プレイヤーインデックス
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# actor_id : アクター ID
#--------------------------------------------------------------------------
alias lfr4_old_init initialize
def initialize(actor_id)
@player_index = nil
lfr4_old_init(actor_id)
end
#--------------------------------------------------------------------------
# ● インデックス取得
# player_index : プレイヤーインデックス
#--------------------------------------------------------------------------
alias lfr4_old_index index
def index
if @player_index != nil
$game_doubleplayers[@player_index].actors.index(self)
else
lfr4_old_index
end
end
#--------------------------------------------------------------------------
# ● MaxHP の取得
#--------------------------------------------------------------------------
alias lfr4_old_maxhp maxhp
def maxhp
n = lfr4_old_maxhp
$game_temp.doubleplayers_mode && Lfer::DP_MHP ? n * (@level + 1) + 99 : n
end
#--------------------------------------------------------------------------
# ● スキルの使用可能判定
# skill_id : スキル ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
if not skill_learn?(skill_id)
return false
end
if $data_skills[skill_id].common_event_id > 0 and
$game_temp.doubleplayers_mode
return false
end
return super
end
end
#----------------------------------------------------------------------------
# ◆ Game_DoublePlayers クラス
#----------------------------------------------------------------------------
class Game_DoublePlayers < Game_Party
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# game_actors : アクターのゲームデータ
# game_party : パーティのゲームデータ
# player_index : プレイヤーインデックス
#--------------------------------------------------------------------------
def initialize(game_actors, game_party, player_index)
@game_actors = game_actors
@actors = game_party.actors
@player_index = player_index
for actor in @actors
actor.player_index = @player_index
end
end
#--------------------------------------------------------------------------
# ● パーティメンバーのリフレッシュ
#--------------------------------------------------------------------------
def refresh
new_actors = []
for i in 0...@actors.size
if $data_actors[@actors[i].id] != nil
new_actors.push(@game_actors[@actors[i].id])
end
end
@actors = new_actors
for actor in @actors
actor.player_index = @player_index
end
end
#--------------------------------------------------------------------------
# ● 全滅判定
#--------------------------------------------------------------------------
def all_dead?
if @actors.size == 0
return false
end
for actor in @actors
if actor.hp > 0
return false
end
end
return true
end
end
#----------------------------------------------------------------------------
# ◆ Sprite_DoublePlayers クラス
#----------------------------------------------------------------------------
class Sprite_DoublePlayers < RPG::Sprite
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :battler # バトラー
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# viewport : ビューポート
# player_index : プレイヤーインデックス
# battler : バトラー (Game_Battler)
#--------------------------------------------------------------------------
def initialize(viewport, player_index, battler = nil)
super(viewport)
@battler = battler
@battler_visible = false
@player_index = player_index
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
if @battler == nil
self.bitmap = nil
loop_animation(nil)
return
end
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
if @battler.dead? or @battler.hidden
self.opacity = 0
end
end
if @battler.damage == nil and
@battler.state_animation_id != @state_animation_id
@state_animation_id = @battler.state_animation_id
loop_animation($data_animations[@state_animation_id])
end
if @battler.is_a?(Game_Actor) and @battler_visible
if $game_temp.battle_main_phase
self.opacity += 3 if self.opacity < 255
else
self.opacity -= 3 if self.opacity > 207
end
end
if @battler.blink
blink_on
else
blink_off
end
unless @battler_visible
if not @battler.hidden and not @battler.dead? and
(@battler.damage == nil or @battler.damage_pop)
appear
@battler_visible = true
end
end
if @battler_visible
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@battler_visible = false
end
if @battler.white_flash
whiten
@battler.white_flash = false
end
if @battler.animation_id != 0
animation = $data_animations[@battler.animation_id]
animation(animation, @battler.animation_hit)
@battler.animation_id = 0
end
if @battler.damage_pop
damage(@battler.damage, @battler.critical)
@battler.damage = nil
@battler.critical = false
@battler.damage_pop = false
end
if @battler.damage == nil and @battler.dead?
if @battler.is_a?(Game_Enemy)
$game_system.se_play($data_system.enemy_collapse_se)
else
$game_system.se_play($data_system.actor_collapse_se)
end
collapse
@battler_visible = false
end
end
self.x = @battler.screen_x
self.y = @player_index == 0 ? @battler.screen_y - 160 : @battler.screen_y
self.z = @battler.screen_z
end
#--------------------------------------------------------------------------
# ● アニメーションスプライトのセット
#--------------------------------------------------------------------------
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
sprite.y = self.viewport.rect.height - (@player_index == 0 ? 320 :
160)
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x - self.ox + self.src_rect.width / 2
sprite.y = self.y - self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
#----------------------------------------------------------------------------
# ◆ Spriteset_DoublePlayers クラス
#----------------------------------------------------------------------------
class Spriteset_DoublePlayers
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :viewport1 # 1P 側のビューポート
attr_reader :viewport2 # 2P 側のビューポート
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport1.z = @viewport2.z = 101
@p1_sprites = [
Sprite_DoublePlayers.new(@viewport1, 0),
Sprite_DoublePlayers.new(@viewport1, 0),
Sprite_DoublePlayers.new(@viewport1, 0),
Sprite_DoublePlayers.new(@viewport1, 0)
]
@p2_sprites = [
Sprite_DoublePlayers.new(@viewport2, 1),
Sprite_DoublePlayers.new(@viewport2, 1),
Sprite_DoublePlayers.new(@viewport2, 1),
Sprite_DoublePlayers.new(@viewport2, 1)
]
update
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
for sprite in @p1_sprites + @p2_sprites
sprite.dispose
end
@viewport1.dispose
@viewport2.dispose
end
#--------------------------------------------------------------------------
# ● エフェクト表示中判定
#--------------------------------------------------------------------------
def effect?
for sprite in @p1_sprites + @p2_sprites
return true if sprite.effect?
end
return false
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
@p1_sprites[0].battler = $game_doubleplayers[0].actors[0]
@p1_sprites[1].battler = $game_doubleplayers[0].actors[1]
@p1_sprites[2].battler = $game_doubleplayers[0].actors[2]
@p1_sprites[3].battler = $game_doubleplayers[0].actors[3]
@p2_sprites[0].battler = $game_doubleplayers[1].actors[0]
@p2_sprites[1].battler = $game_doubleplayers[1].actors[1]
@p2_sprites[2].battler = $game_doubleplayers[1].actors[2]
@p2_sprites[3].battler = $game_doubleplayers[1].actors[3]
for sprite in @p1_sprites + @p2_sprites
sprite.update
end
@viewport1.update
@viewport2.update
end
end
#----------------------------------------------------------------------------
# ◆ Window_DoublePlayersCommand クラス
#----------------------------------------------------------------------------
class Window_DoublePlayersCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_writer :actor # アクター
attr_reader :mode # モード
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# actor : アクター
#--------------------------------------------------------------------------
def initialize
super(0, 64, 640, 96)
@column_max = 2
self.mode = 0
end
#--------------------------------------------------------------------------
# ● スキルの取得
#--------------------------------------------------------------------------
def skill
return @mode == 2 ? @data[self.index] : nil
end
#--------------------------------------------------------------------------
# ● モードの設定
# mode : モード
#--------------------------------------------------------------------------
def mode=(mode)
@mode = mode
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
case @mode
when 0
if self.contents != nil
self.contents.dispose
self.contents = nil
end
self.contents = Bitmap.new(1, 1)
self.index = -1
when 1
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@item_max = 3
self.contents = Bitmap.new(width - 32, row_max * 32)
draw_item(nil)
when 2
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
end
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
if index.is_a?(Integer)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
else
commands = [$data_system.words.attack, $data_system.words.skill,
$data_system.words.guard]
for index in 0...3
x = 4 + index % 2 * 320
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.draw_text(x + 4, y, 204, 32, commands[index], 0)
end
end
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
#----------------------------------------------------------------------------
# ◆ Window_DoublePlayerstatus クラス
#----------------------------------------------------------------------------
class Window_DoublePlayersStatus < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# player_index : プレイヤーインデックス
#--------------------------------------------------------------------------
def initialize(player_index)
@party = $game_doubleplayers[player_index]
super(0, 160 * (player_index + 1), 640, 160)
bitmap = self.windowskin.clone
bitmap.hue_change(120 * (player_index + 1))
self.windowskin = bitmap
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = @party.actors.size
for i in 0...@party.actors.size
actor = @party.actors[i]
actor_x = i * 160 + 4
draw_actor_name(actor, actor_x, 0)
draw_actor_hp(actor, actor_x, 32, 120)
draw_actor_sp(actor, actor_x, 64, 120)
draw_actor_state(actor, actor_x, 96)
end
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end
#----------------------------------------------------------------------------
# ◆ Arrow_DoublePlayers クラス
#----------------------------------------------------------------------------
class Arrow_DoublePlayers < Arrow_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# viewport : ビューポート
# player_index : プレイヤー インデックス
# enemy : エネミー選択フラグ
#--------------------------------------------------------------------------
def initialize(viewport, player_index, enemy)
@player_index = player_index
@enemy = enemy
super(viewport)
end
#--------------------------------------------------------------------------
# ● カーソルが指しているアクターの取得
#--------------------------------------------------------------------------
def actor
return $game_doubleplayers[@player_index].actors[@index]
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
$game_doubleplayers[@player_index].actors.size.times do
break if self.actor.exist? or not @enemy
@index += 1
@index %= $game_doubleplayers[@player_index].actors.size
end
if Input.repeat?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
$game_doubleplayers[@player_index].actors.size.times do
@index += 1
@index %= $game_doubleplayers[@player_index].actors.size
break if self.actor.exist? or not @enemy
end
end
if Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
$game_doubleplayers[@player_index].actors.size.times do
@index += $game_doubleplayers[@player_index].actors.size - 1
@index %= $game_doubleplayers[@player_index].actors.size
break if self.actor.exist? or not @enemy
end
end
if self.actor != nil
self.x = self.actor.screen_x
self.y = @player_index == 0 ? self.actor.screen_y - 160 :
self.actor.screen_y
end
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
@help_window.set_actor(self.actor)
end
end
#----------------------------------------------------------------------------
# ◆ Scene_DoublePlayersLoad クラス
#----------------------------------------------------------------------------
class Scene_DoublePlayersLoad < Scene_File
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super("1P のファイルを選んでください。")
end
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
$game_temp = Game_Temp.new
$game_temp.doubleplayers_mode = true
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..3
filename = make_filename(i)
if FileTest.exist?(filename)
file = File.open(filename, "r")
if file.mtime > latest_time
latest_time = file.mtime
$game_temp.last_file_index = i
end
file.close
end
end
@player_index = 0
@normal_windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
@decided_windowskin =
RPG::Cache.windowskin($data_system.windowskin_name).clone
@decided_windowskin.hue_change(180)
$game_doubleplayers = []
super
@decided_windowskin.dispose
end
#--------------------------------------------------------------------------
# ● 決定時の処理
#--------------------------------------------------------------------------
def on_decision(filename)
unless FileTest.exist?(filename)
$game_system.se_play($data_system.buzzer_se)
return
end
if @player_index == 0 or @file_index != @p1_index
$game_system.se_play($data_system.load_se)
file = File.open(filename, "rb")
read_save_data(file)
file.close
if @player_index == 2
$game_system.bgm_stop
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play(Lfer::DP_BATTLE_BGM)
$scene = Scene_DoublePlayersBattle.new
end
else
$game_system.se_play($data_system.decision_se)
@player_index = 0
$game_doubleplayers[0] = nil
@savefile_windows[@p1_index].windowskin = @normal_windowskin
@help_window.set_text("1P のファイルを選んでください。")
end
end
#--------------------------------------------------------------------------
# ● キャンセル時の処理
#--------------------------------------------------------------------------
def on_cancel
$game_system.se_play($data_system.cancel_se)
if @player_index > 0
@player_index = 0
$game_doubleplayers[0] = nil
@savefile_windows[@p1_index].windowskin = @normal_windowskin
@help_window.set_text("1P のファイルを選んでください。")
else
$game_temp.doubleplayers_mode = false
$scene = Lfer::DP_END_SCENE.new
end
end
#--------------------------------------------------------------------------
# ● セーブデータの読み込み
# file : 読み込み用ファイルオブジェクト (オープン済み)
#--------------------------------------------------------------------------
def read_save_data(file)
until file.eof?
game = Marshal.load(file) rescue break
case game
when Game_Actors then game_actors = game
when Game_Party then game_party = game
end
end
$game_doubleplayers[@player_index] = Game_DoublePlayers.new(game_actors,
game_party, @player_index)
$game_doubleplayers[@player_index].refresh
for actor in $game_doubleplayers[@player_index].actors
actor.recover_all
end
@player_index += 1
@help_window.set_text("2P のファイルを選んでください。")
@savefile_windows[@p1_index = @file_index].windowskin =
@decided_windowskin
end
end
#----------------------------------------------------------------------------
# ◆ Scene_DoublePlayersBattle クラス
#----------------------------------------------------------------------------
class Scene_DoublePlayersBattle
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_main_phase = false
@help_window = Window_Help.new
@p1_status_window = Window_DoublePlayersStatus.new(0)
@p2_status_window = Window_DoublePlayersStatus.new(1)
@command_window = Window_DoublePlayersCommand.new
@spriteset = Spriteset_DoublePlayers.new
@wait_count = 0
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
start_phase1
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@p1_status_window.dispose
@p2_status_window.dispose
@command_window.dispose
@spriteset.dispose
end
#--------------------------------------------------------------------------
# ● 勝敗判定
#--------------------------------------------------------------------------
def judge
if $game_doubleplayers[0].all_dead? ||
$game_doubleplayers[0].actors.size == 0 and
$game_doubleplayers[1].all_dead? ||
$game_doubleplayers[1].actors.size == 0
@winner = -1
start_phase4
return true
end
if $game_doubleplayers[1].all_dead? or
$game_doubleplayers[1].actors.size == 0
@winner = 0
start_phase4
return true
end
if $game_doubleplayers[0].all_dead? or
$game_doubleplayers[0].actors.size == 0
@winner = 1
start_phase4
return true
end
return false
end
#--------------------------------------------------------------------------
# ● バトル終了
#--------------------------------------------------------------------------
def battle_end
for i in 0..1
$game_doubleplayers[i].clear_actions
end
$game_temp.doubleplayers_mode = false
$scene = Lfer::DP_END_SCENE.new
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
@help_window.update
@p1_status_window.update
@p2_status_window.update
@spriteset.update
if $game_temp.transition_processing
$game_temp.transition_processing = false
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
if @spriteset.effect?
return
end
if @wait_count > 0
@wait_count -= 1
return
end
case @phase
when 1
update_phase1
when 2
update_phase2
when 3
update_phase3
when 4
update_phase4
end
end
#--------------------------------------------------------------------------
# ● プレバトルフェーズ開始
#--------------------------------------------------------------------------
def start_phase1
@phase = 1
for i in 0..1
$game_doubleplayers[i].clear_actions
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (プレバトルフェーズ)
#--------------------------------------------------------------------------
def update_phase1
start_phase2 unless judge
end
#--------------------------------------------------------------------------
# ● アフターバトルフェーズ開始
#--------------------------------------------------------------------------
def start_phase4
@phase = 4
Audio.bgm_stop
if @winner == -1
$game_system.me_play($data_system.gameover_me)
@help_window.set_text("引き分けになりました。")
@help_window.pause = true
else
$game_system.me_play($game_system.battle_end_me)
@help_window.set_text(sprintf("%dP が勝利しました!",
@winner + 1, $game_doubleplayers[@winner].actors[0].name))
@help_window.pause = true
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (アフターバトルフェーズ)
#--------------------------------------------------------------------------
def update_phase4
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
battle_end
end
end
#--------------------------------------------------------------------------
# ● コマンドフェーズ開始
#--------------------------------------------------------------------------
def start_phase2
@phase = 2
@player_index = 0
@actor_index = -1
@active_battler = nil
phase2_next_actor
end
#--------------------------------------------------------------------------
# ● 次のアクターのコマンド入力へ
#--------------------------------------------------------------------------
def phase2_next_actor
begin
if @active_battler != nil
@active_battler.blink = false
end
if @actor_index == $game_doubleplayers[@player_index].actors.size - 1
if @player_index == 0
@player_index = 1
@actor_index = -1
else
start_phase3
return
end
end
@actor_index += 1
@active_battler =
$game_doubleplayers[@player_index].actors[@actor_index]
@active_battler.blink = true
end until @active_battler.inputable?
phase2_setup_command_window
end
#--------------------------------------------------------------------------
# ● 前のアクターのコマンド入力へ
#--------------------------------------------------------------------------
def phase2_prior_actor
before_actor_index = @actor_index
begin
if @active_battler != nil
@active_battler.blink = false
if @actor_index == 0
@actor_index = before_actor_index
@active_battler =
$game_doubleplayers[@player_index].actors[@actor_index]
@active_battler.blink = true
return
end
end
@actor_index -= 1
@active_battler =
$game_doubleplayers[@player_index].actors[@actor_index]
@active_battler.blink = true
end until @active_battler.inputable?
$game_system.se_play($data_system.cancel_se)
phase2_setup_command_window
end
#--------------------------------------------------------------------------
# ● コマンドウィンドウのセットアップ
#--------------------------------------------------------------------------
def phase2_setup_command_window
@command_window.mode = 1
@command_window.help_window = @help_window
@command_window.index = 0
end
#--------------------------------------------------------------------------
# ● フレーム更新 (コマンドフェーズ)
#--------------------------------------------------------------------------
def update_phase2
if @enemy_arrow != nil
update_phase2_enemy_select
elsif @actor_arrow != nil
update_phase2_actor_select
elsif @command_window.mode == 1
update_phase2_basic_command
elsif @command_window.mode == 2
update_phase2_skill_select
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (コマンドフェーズ : 基本コマンド)
#--------------------------------------------------------------------------
def update_phase2_basic_command
@command_window.update
if Input.trigger?(Input::B)
phase2_prior_actor
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
@selected_attack = true
start_enemy_select
when 1
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 1
start_skill_select
@selected_attack = false
when 2
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
phase2_next_actor
end
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (コマンドフェーズ : スキル選択)
#--------------------------------------------------------------------------
def update_phase2_skill_select
@command_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
end_skill_select
return
end
if Input.trigger?(Input::C)
@skill = @command_window.skill
if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.skill_id = @skill.id
if @skill.scope == 1
start_enemy_select
elsif @skill.scope == 3 or @skill.scope == 5
start_actor_select
else
end_skill_select
phase2_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (コマンドフェーズ : エネミー選択)
#--------------------------------------------------------------------------
def update_phase2_enemy_select
@enemy_arrow.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
end_enemy_select
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.target_index = @enemy_arrow.index
end_enemy_select
if @skill_window != nil
end_skill_select
end
if @item_window != nil
end_item_select
end
phase2_next_actor
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (コマンドフェーズ : アクター選択)
#--------------------------------------------------------------------------
def update_phase2_actor_select
@actor_arrow.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
end_actor_select
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.target_index = @actor_arrow.index
end_actor_select
if @skill_window != nil
end_skill_select
end
if @item_window != nil
end_item_select
end
phase2_next_actor
end
end
#--------------------------------------------------------------------------
# ● エネミー選択開始
#--------------------------------------------------------------------------
def start_enemy_select
if @player_index == 0
@enemy_arrow = Arrow_DoublePlayers.new(@spriteset.viewport2, 1, true)
else
@enemy_arrow = Arrow_DoublePlayers.new(@spriteset.viewport1, 0, true)
end
@enemy_arrow.help_window = @help_window
end
#--------------------------------------------------------------------------
# ● エネミー選択終了
#--------------------------------------------------------------------------
def end_enemy_select
@enemy_arrow.dispose
@enemy_arrow = nil
end
#--------------------------------------------------------------------------
# ● アクター選択開始
#--------------------------------------------------------------------------
def start_actor_select
if @player_index == 0
@actor_arrow = Arrow_DoublePlayers.new(@spriteset.viewport1, 0, false)
else
@actor_arrow = Arrow_DoublePlayers.new(@spriteset.viewport2, 1, false)
end
@actor_arrow.index = @actor_index
@actor_arrow.help_window = @help_window
end
#--------------------------------------------------------------------------
# ● アクター選択終了
#--------------------------------------------------------------------------
def end_actor_select
@actor_arrow.dispose
@actor_arrow = nil
end
#--------------------------------------------------------------------------
# ● スキル選択開始
#--------------------------------------------------------------------------
def start_skill_select
@command_window.actor = @active_battler
@command_window.mode = 2
@command_window.index = 0
end
#--------------------------------------------------------------------------
# ● スキル選択終了
#--------------------------------------------------------------------------
def end_skill_select
@command_window.mode = 1
@command_window.index = 1
end
#--------------------------------------------------------------------------
# ● メインフェーズ開始
#--------------------------------------------------------------------------
def start_phase3
@phase = 3
$game_temp.battle_turn += 1
@actor_index = -1
@active_battler = nil
@command_window.mode = 0
@command_window.help_window = nil
$game_temp.battle_main_phase = true
make_action_orders
@phase3_step = 1
end
#--------------------------------------------------------------------------
# ● 行動順序作成
#--------------------------------------------------------------------------
def make_action_orders
@action_battlers = []
for i in 0..1
for battler in $game_doubleplayers[i].actors
@action_battlers.push(battler)
end
end
for battler in @action_battlers
battler.make_action_speed
end
@action_battlers.sort! {|a,b|
b.current_action.speed - a.current_action.speed }
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ)
#--------------------------------------------------------------------------
def update_phase3
case @phase3_step
when 1
update_phase3_step1
when 2
update_phase3_step2
when 3
update_phase3_step3
when 4
update_phase3_step4
when 5
update_phase3_step5
when 6
update_phase3_step6
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 1 : アクション準備)
#--------------------------------------------------------------------------
def update_phase3_step1
@help_window.set_text("")
if judge
return
end
if @action_battlers.size == 0
start_phase2
return
end
@animation1_id = 0
@animation2_id = 0
@active_battler = @action_battlers.shift
if @active_battler.index == nil
return
end
@allies_player_index = @active_battler.player_index
@enemies_player_index = @active_battler.player_index ^ 1
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
@active_battler.remove_states_auto
@p1_status_window.refresh
@p2_status_window.refresh
@phase3_step = 2
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 2 : アクション開始)
#--------------------------------------------------------------------------
def update_phase3_step2
if @active_battler.restriction == 2 or @active_battler.restriction == 3
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
if @active_battler.restriction == 4
$game_temp.forcing_battler = nil
@phase3_step = 1
return
end
@target_battlers = []
if @active_battler.current_action.kind == 0
make_basic_action_result
else
make_skill_action_result
end
if @phase3_step == 2
@phase3_step = 3
end
end
#--------------------------------------------------------------------------
# ● 基本アクション 結果作成
#--------------------------------------------------------------------------
def make_basic_action_result
if @active_battler.current_action.basic == 0
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
if @active_battler.restriction == 3
target =
$game_doubleplayers[@allies_player_index].random_target_actor
elsif @active_battler.restriction == 2
target =
$game_doubleplayers[@enemies_player_index].random_target_actor
else
target =
$game_doubleplayers[@enemies_player_index].smooth_target_actor(
@active_battler.current_action.target_index)
end
@target_battlers = [target]
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end
if @active_battler.current_action.basic == 1
@help_window.set_text($data_system.words.guard, 1)
return
end
if @active_battler.current_action.basic == 3
$game_temp.forcing_battler = nil
@phase3_step = 1
return
end
end
#--------------------------------------------------------------------------
# ● スキルの対象側バトラー設定
# scope : スキルの効果範囲
#--------------------------------------------------------------------------
def set_target_battlers(scope)
case scope
when 1
index = @active_battler.current_action.target_index
@target_battlers.push(
$game_doubleplayers[@enemies_player_index].smooth_target_actor(
index))
when 2
for actor in $game_doubleplayers[@enemies_player_index].actors
@target_battlers.push(actor) if actor.exist?
end
when 3
index = @active_battler.current_action.target_index
@target_battlers.push(
$game_doubleplayers[@allies_player_index].smooth_target_actor(index))
when 4
for actor in $game_doubleplayers[@allies_player_index].actors
@target_battlers.push(actor) if actor.exist?
end
when 5
index = @active_battler.current_action.target_index
actor = $game_doubleplayers[@allies_player_index].actors[index]
@target_battlers.push(actor) if actor != nil and actor.hp0?
when 6
for actor in $game_doubleplayers[@allies_player_index].actors
@target_battlers.push(actor) if actor != nil and actor.hp0?
end
when 7
@target_battlers.push(@active_battler)
end
end
#--------------------------------------------------------------------------
# ● スキルアクション 結果作成
#--------------------------------------------------------------------------
def make_skill_action_result
@skill = $data_skills[@active_battler.current_action.skill_id]
unless @active_battler.skill_can_use?(@skill.id)
$game_temp.forcing_battler = nil
@phase3_step = 1
return
end
@active_battler.sp -= @skill.sp_cost
@p1_status_window.refresh
@p2_status_window.refresh
@help_window.set_text(@skill.name, 1)
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
@common_event_id = @skill.common_event_id
set_target_battlers(@skill.scope)
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 3 : 行動側アニメーション)
#--------------------------------------------------------------------------
def update_phase3_step3
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
@phase3_step = 4
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 4 : 対象側アニメーション)
#--------------------------------------------------------------------------
def update_phase3_step4
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = target.damage != "Miss"
end
@wait_count = 8
@phase3_step = 5
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 5 : ダメージ表示)
#--------------------------------------------------------------------------
def update_phase3_step5
@help_window.set_text("")
@p1_status_window.refresh
@p2_status_window.refresh
for target in @target_battlers
target.damage_pop = true if target.damage != nil
end
@phase3_step = 6
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
#--------------------------------------------------------------------------
def update_phase3_step6
$game_temp.forcing_battler = nil
@phase3_step = 1
end
end
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