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Suporte ao desenvolvimento de jogos


3 participantes

    Yanfly Engine Ace

    Hatsurugi
    Hatsurugi
    Diva
    Diva


    Mensagens : 236
    Créditos : 125

    Yanfly Engine Ace Empty Yanfly Engine Ace

    Mensagem por Hatsurugi Seg Fev 13, 2012 9:28 am

    Introdução:
    Olá a todos primeiramente, vim trazer este Script Core para utilização
    de outros scripts Yanfly alem de corrigir alguns bugs do sistema base
    do RPG Maker ACE.

    Bugs Corrigidos:

    • Sobreposição da Animação

    Yanfly Engine Ace Ace-02

    É o mesmo erro do RPG Maker VX. Quando uma animação de tela inteira
    é reproduzida contra um grupo de inimigos, o bitmap da animação é
    na verdade reproduzido várias vezes, causando uma extrema sobreposição
    quando há muitos inimigos na tela.
    Essa correção fará com que a animação se reproduza apenas uma vez.

    • Correção da Ordem do Turno da Batalha

    Yanfly Engine Ace Ace-03

    Para aqueles que usam o sistema de batalha padrão, uma vez que
    um turno começou, a ordem de ação se configura e é inalterada durante o
    restante do turno.
    Quaisquer alterações na AGI do combatente não serão feitas,
    mesmo que o combatente receba um acréscimo ou decréscimo na AGI.
    Essa correção faz com que a AGI seja atualizada corretamente a cada ação.

    • Correção da Sobreposição dos Medidores

    Yanfly Engine Ace Ace-04

    Quando algumas variáveis excedem determinados valores, os medidores
    podem extrapolar a largura para a qual eles foram originalmente projetados.
    Essa correção irá evitar que os medidores passem da largura máxima.
    PS.: Isso acontecia comigo sempre, uma bar de HP do tamanho da janela Fury

    • Rolagem do Menu Segurando L e R

    Yanfly Engine Ace Ace-05

    Antes, no VX, você podia navegar através de menus rapidamente pressionando
    os botões L e R (Q e W no teclado). Essa correção recupera a capacidade de percorrer
    os menus dessa forma. Desative-a no module, se desejar.

    Novas funções:

    • Tamanho da Resolução da Tela

    Yanfly Engine Ace Ace-06

    A tela agora pode ser redimensionada, alterando o tamanho de 544x416 com facilidade,
    e ainda suporta mapas menores que 544x416 que são centrados na tela sem ter sprites pulando
    em todo lugar.

    • Ajustar Velocidade da Animação

    Yanfly Engine Ace Ace-07

    Por definição, o RPG Maker VX Ace reproduz animações a uma taxa de 15 FPS.
    Acelere as animações alterando uma simples constante no module.

    • Modificações da GUI

    Yanfly Engine Ace Ace-08

    Há um muitas modificações diferentes que você pode fazer para a GUI.
    Esta inclui a adição de contornos aos seus medidores, mudando as cores de cada
    aspecto individual da fonte, e muito mais. Além disso, aqui você pode mudar a
    configuração padrão da fonte para seus jogos.

    • Agrupamento de Dígitos Numéricos

    Sorry gente sem imagem T-T

    Isto irá mudar várias cenas para exibir números em grupos onde são separados
    por uma vírgula a cada três dígitos. Assim, um número como 1234567 irá aparecer como
    1,234,567. Isso permite aos jogadores lerem os números mais rápido.

    PS.: Diga não ao mil e pouquinho de dano!

    Script

    Código:
    #==============================================================================
    #
    # ▼ Yanfly Engine Ace - Ace Core Engine v1.08
    # -- Last Updated: 2012.02.10
    # -- Level: Easy, Normal
    # -- Requires: n/a
    #
    #==============================================================================

    $imported = {} if $imported.nil?
    $imported["YEA-CoreEngine"] = true

    #==============================================================================
    # ▼ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2012.02.10 - Bug Fixed: Forced actions no longer cancel out other actions
    #              that have been queued up for later.
    # 2012.01.08 - Font resets no longer reset bold and italic to off, but instead
    #              to whatever default you've set.
    # 2011.12.26 - New Bugfix: When using substitute, allies will no longer take
    #              place of low HP allies for friendly skills.
    # 2011.12.20 - New Bugfix: Force Action no longer cancels out an actor's queue.
    #              Credits to Yami for finding and making the fix for!
    #              Switch added for those who want removed forced action battlers.
    # 2011.12.15 - Updated for better menu gauge appearance.
    # 2011.12.10 - Bug Fixed: Right and bottom sides of the map would show
    #              the left and top sides of the map.
    #            - Bug Fixed: Viewport sizes didn't refresh from smaller maps.
    # 2011.12.07 - New Bugfix: Dual weapon normal attacks will now play both
    #              animations without one animation interrupting the other.
    # 2011.12.04 - Updated certain GUI extensions for increased screen size.
    #            - More efficient digit grouping method credits to TDS.
    # 2011.12.01 - Started Script and Finished.
    #
    #==============================================================================
    # ▼ Introduction
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This is the core engine for Yanfly Engine Ace, made for RPG Maker VX Ace.
    # This script provides various changes made to the main engine including bug
    # fixes and GUI upgrades.
    #
    # -----------------------------------------------------------------------------
    # Bug Fix: Animation Overlay
    # -----------------------------------------------------------------------------
    # - It's the same bug from VX. When an all-screen animation is played against a
    # group of enemies, the animation bitmap is actually made multiple times, thus
    # causing a pretty extreme overlay when there are a lot of enemies on screen.
    # This fix will cause the animation to play only once.
    #
    # -----------------------------------------------------------------------------
    # Bug Fix: Animation Interruption
    # -----------------------------------------------------------------------------
    # - A new bug. When a character dual wields and attacks a single target, if an
    # animation lasts too long, it will interrupt and/or halt the next animation
    # from occurring. This script will cause the first animation to finish playing
    # and then continue forth.
    #
    # -----------------------------------------------------------------------------
    # Bug Fix: Battle Turn Order Fix
    # -----------------------------------------------------------------------------
    # - Same bug from VX. For those who use the default battle system, once a
    # turn's started, the action order for the turn becomes set and unchanged for
    # the remainder of that turn. Any changes to a battler's AGI will not be
    # altered at all even if the battler were to receive an AGI buff or debuff.
    # This fix will cause the speed to be updated properly upon each action.
    #
    # -----------------------------------------------------------------------------
    # Bug Fix: Forced Action Fix
    # -----------------------------------------------------------------------------
    # - A new bug. When a battler is forced to perform an action, the battler's
    # queued action is removed and the battler loses its place in battle. This
    # fix will resume queue after a forced action.
    #
    # -----------------------------------------------------------------------------
    # Bug Fix: Gauge Overlap Fix
    # -----------------------------------------------------------------------------
    # - Same bug from VX. When some values exceed certain amounts, gauges can
    # overextend past the width they were originally designed to fit in. This fix
    # will prevent any overextending from gauges.
    #
    # -----------------------------------------------------------------------------
    # Bug Fix: Held L and R Menu Scrolling
    # -----------------------------------------------------------------------------
    # - Before in VX, you can scroll through menus by holding down L and R buttons
    # (Q and W on the keyboard) to scroll through menus quickly. This fix will
    # re-enable the ability to scroll through menus in such a fashion. Disable it
    # in the module if you wish to.
    #
    # -----------------------------------------------------------------------------
    # Bug Fix: Substitute Healing
    # -----------------------------------------------------------------------------
    # If an actor has the substitute (cover) flag on them, they will attempt to
    # take the place of low HP allies when they're the target of attack. However,
    # this is also the case for friendly skills such as heal. This script will fix
    # it where if a battler targets an ally, no substitutes will take place.
    #
    # -----------------------------------------------------------------------------
    # New Feature: Screen Resolution Size
    # -----------------------------------------------------------------------------
    # - The screen can now be resized from 544x416 with ease and still support maps
    # that are smaller than 544x416. Maps smaller than 544x416 will be centered on
    # the screen without having sprites jumping all over the place.
    #
    # -----------------------------------------------------------------------------
    # New Feature: Adjust Animation Speed
    # -----------------------------------------------------------------------------
    # - RPG Maker VX Ace plays animations at a rate of 15 FPS by default. Speed up
    # the animations by changing a simple constant in the module.
    #
    # -----------------------------------------------------------------------------
    # New Feature: GUI Modifications
    # -----------------------------------------------------------------------------
    # - There are quite a lot of different modifications you can do to the GUI.
    # This includes placing outlines around your gauges, changing the colours of
    # each individual font aspect, and more. Also, you can change the default font
    # setting for your games here.
    #
    # -----------------------------------------------------------------------------
    # New Feature: Numeric Digit Grouping
    # -----------------------------------------------------------------------------
    # This will change various scenes to display numbers in groups where they are
    # separated by a comma every three digits. Thus, a number like 1234567 will
    # show up as 1,234,567. This allows for players to read numbers quicker.
    #
    # And that's all for the bug fixes and features!
    #
    #==============================================================================
    # ▼ Instructions
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # To install this script, open up your script editor and copy/paste this script
    # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
    #
    #==============================================================================
    # ▼ Compatibility
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
    # it will run with RPG Maker VX without adjusting.
    #
    #==============================================================================

    module YEA
      module CORE
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Screen Resolution Size -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # RPG Maker VX Ace has the option of having larger width and height for
        # your games. Resizing the width and height will have these changes:
        #
        #              Default  Resized  Min Tiles Default  Min Tiles New
        #    Width      544      640          17                20
        #    Height      416      480          13                15
        #
        # * Note: Maximum width is 640 while maximum height is 480.
        #        Minimum width is 110 while maximum height is 10.
        #        These are limitations set by RPG Maker VX Ace's engine.
        #
        # By selecting resize, all of the default menus will have their windows
        # adjusted, but scripts provided by non-Yanfly Engine sources may or may
        # not adjust themselves properly.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        RESIZE_WIDTH  = 640
        RESIZE_HEIGHT = 416
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Adjust Animation Speed -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # By default, the animation speed played in battles operates at 15 FPS
        # (frames per second). For those who would like to speed it up, change this
        # constant to one of these values:
        #  RATE  Speed
        #    4      15 fps
        #    3      20 fps
        #    2      30 fps
        #    1      60 fps
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        ANIMATION_RATE = 3
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Digit Grouping -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # Setting this to true will cause numbers to be grouped together when they
        # are larger than a thousand. For example, 12345 will appear as 12,345.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        GROUP_DIGITS = true
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Font Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # Adjust the default font settings for your game here. The various settings
        # will be explained below.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        FONT_NAME = ["VL Gothic", "Verdana", "Arial", "Courier"]
        # This adjusts the fonts used for your game. If the font at the start of
        # the array doesn't exist on the player's computer, it'll use the next one.
        FONT_SIZE = 24      # Adjusts font size. Default: 24
        FONT_BOLD = false  # Makes font bold. Default: false
        FONT_ITALIC = false  # Makes font italic. Default: false
        FONT_SHADOW = false  # Gives font a shadow. Default: false
        FONT_OUTLINE = true  # Gives font an outline. Default: true
        FONT_COLOUR = Color.new(255, 255, 255, 255)  # Default: 255, 255, 255, 255
        FONT_OUTLINE_COLOUR = Color.new(0, 0, 0, 128) # Default:  0,  0,  0, 128
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Forced Action Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # For those who would like to allow the game to remove a forced action
        # battler from the queue list, use the switch below. If you don't want to
        # use this option, set the switch ID to 0.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        FORCED_ACTION_REMOVE_SWITCH = 0
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Gauge Appearance Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # You can modify the way your gauges appear in the game. If you wish for
        # them to have an outline, it's possible. You can also adjust the height
        # of the gauges, too.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        GAUGE_OUTLINE = true
        GAUGE_HEIGHT = 12
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Held L and R Menu Scrolling -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # VX gave the ability to scroll through menus quickly through holding the
        # L and R buttons (Q and W on the keyboard). VX Ace disabled it. Now, you
        # can re-enable the ability to scroll faster by setting this constant to
        # true. To disable it, set this constant to false.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        QUICK_SCROLLING = true
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - System Text Colours -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # Sometimes the system text colours are boring as just orange for HP, blue
        # for MP, and green for TP. Change the values here. Each number corresponds
        # to the colour index of the Window.png skin found in Graphics\System.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        COLOURS ={
        # :text      => ID
          :normal    =>  0,  # Default:  0
          :system    => 16,  # Default: 16
          :crisis    => 17,  # Default: 17
          :knockout  => 18,  # Default: 18
          :gauge_back => 19,  # Default: 19
          :hp_gauge1  => 28,  # Default: 20
          :hp_gauge2  => 29,  # Default: 21
          :mp_gauge1  => 22,  # Default: 22
          :mp_gauge2  => 23,  # Default: 23
          :mp_cost    => 23,  # Default: 23
          :power_up  => 24,  # Default: 24
          :power_down => 25,  # Default: 25
          :tp_gauge1  => 10,  # Default: 28
          :tp_gauge2  =>  2,  # Default: 29
          :tp_cost    =>  2,  # Default: 29
        } # Do not remove this.
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - System Text Options -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # Here, you can adjust the transparency used for disabled items, the %
        # needed for HP and MP to enter "crisis" mode.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        TRANSPARENCY = 160  # Adjusts transparency of disabled items. Default: 160
        HP_CRISIS = 0.25    # When HP is considered critical. Default: 0.25
        MP_CRISIS = 0.25    # When MP is considered critical. Default: 0.25
        ITEM_AMOUNT = "×%s"  # The prefix used for item amounts.
       
      end # CORE
    end # YEA

    #==============================================================================
    # ▼ Editting anything past this point may potentially result in causing
    # computer damage, incontinence, explosion of user's head, coma, death, and/or
    # halitosis so edit at your own risk.
    #==============================================================================

    Graphics.resize_screen(YEA::CORE::RESIZE_WIDTH, YEA::CORE::RESIZE_HEIGHT)
    Font.default_name = YEA::CORE::FONT_NAME
    Font.default_size = YEA::CORE::FONT_SIZE
    Font.default_bold = YEA::CORE::FONT_BOLD
    Font.default_italic = YEA::CORE::FONT_ITALIC
    Font.default_shadow = YEA::CORE::FONT_SHADOW
    Font.default_outline = YEA::CORE::FONT_OUTLINE
    Font.default_color = YEA::CORE::FONT_COLOUR
    Font.default_out_color = YEA::CORE::FONT_OUTLINE_COLOUR

    #==============================================================================
    # ■ Numeric
    #==============================================================================

    class Numeric 
     
      #--------------------------------------------------------------------------
      # new method: group_digits
      #--------------------------------------------------------------------------
      def group
        return self.to_s unless YEA::CORE::GROUP_DIGITS
        self.to_s.gsub(/(\d)(?=\d{3}+(?:\.|$))(\d{3}\..*)?/,'\1,\2')
      end
     
    end # Numeric

    #==============================================================================
    # ■ Switch
    #==============================================================================

    module Switch
     
      #--------------------------------------------------------------------------
      # self.forced_action_remove
      #--------------------------------------------------------------------------
      def self.forced_action_remove
        return false if YEA::CORE::FORCED_ACTION_REMOVE_SWITCH <= 0
        return $game_switches[YEA::CORE::FORCED_ACTION_REMOVE_SWITCH]
      end
     
    end # Switch

    #==============================================================================
    # ■ BattleManager
    #==============================================================================

    module BattleManager
     
      #--------------------------------------------------------------------------
      # overwrite method: turn_start
      #--------------------------------------------------------------------------
      def self.turn_start
        @phase = :turn
        clear_actor
        $game_troop.increase_turn
        @performed_battlers = []
        make_action_orders
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: next_subject
      #--------------------------------------------------------------------------
      def self.next_subject
        @performed_battlers = [] if @performed_battlers.nil?
        loop do
          @action_battlers -= @performed_battlers
          battler = @action_battlers.shift
          return nil unless battler
          next unless battler.index && battler.alive?
          @performed_battlers.push(battler)
          return battler
        end
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: force_action
      #--------------------------------------------------------------------------
      def self.force_action(battler)
        @action_forced = [] if @action_forced == nil
        @action_forced.push(battler)
        return unless Switch.forced_action_remove
        @action_battlers.delete(battler)
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: action_forced?
      #--------------------------------------------------------------------------
      def self.action_forced?
        @action_forced != nil
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: action_forced_battler
      #--------------------------------------------------------------------------
      def self.action_forced_battler
        @action_forced.shift
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: clear_action_force
      #--------------------------------------------------------------------------
      def self.clear_action_force
        @action_forced = nil if @action_forced.empty?
      end
     
    end # BattleManager

    #==============================================================================
    # ■ Game_Battler
    #==============================================================================

    class Game_Battler < Game_BattlerBase
     
      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :pseudo_ani_id
     
      #--------------------------------------------------------------------------
      # alias method: clear_sprite_effects
      #--------------------------------------------------------------------------
      alias game_battler_clear_sprite_effects_ace clear_sprite_effects
      def clear_sprite_effects
        game_battler_clear_sprite_effects_ace
        @pseudo_ani_id = 0
      end
     
      #--------------------------------------------------------------------------
      # alias method: force_action
      #--------------------------------------------------------------------------
      alias game_battler_force_action_ace force_action
      def force_action(skill_id, target_index)
        clone_current_actions
        game_battler_force_action_ace(skill_id, target_index)
      end
     
      #--------------------------------------------------------------------------
      # new method: clone_current_actions
      #--------------------------------------------------------------------------
      def clone_current_actions
        @cloned_actions = @actions.dup
      end
     
      #--------------------------------------------------------------------------
      # new method: restore_cloned_actions
      #--------------------------------------------------------------------------
      def restore_cloned_actions
        return if @cloned_actions.nil?
        @actions = @cloned_actions.dup
        @cloned_actions = nil
      end
     
      #--------------------------------------------------------------------------
      # alias method: on_action_end
      #--------------------------------------------------------------------------
      alias game_battler_on_action_end_ace on_action_end
      def on_action_end
        game_battler_on_action_end_ace
        restore_cloned_actions
      end
     
      #--------------------------------------------------------------------------
      # alias method: on_battle_end
      #--------------------------------------------------------------------------
      alias game_battler_on_battle_end_ace on_battle_end
      def on_battle_end
        game_battler_on_battle_end_ace
        @cloned_actions = nil
      end
     
    end # Game_Battler

    #==============================================================================
    # ■ Game_Troop
    #==============================================================================

    class Game_Troop < Game_Unit
     
      #--------------------------------------------------------------------------
      # overwrite method: setup
      #--------------------------------------------------------------------------
      def setup(troop_id)
        clear
        @troop_id = troop_id
        @enemies = []
        troop.members.each do |member|
          next unless $data_enemies[member.enemy_id]
          enemy = Game_Enemy.new(@enemies.size, member.enemy_id)
          enemy.hide if member.hidden
          enemy.screen_x = member.x + (Graphics.width - 544)/2
          enemy.screen_y = member.y + (Graphics.height - 416)
          @enemies.push(enemy)
        end
        init_screen_tone
        make_unique_names
      end
     
    end # Game_Troop

    #==============================================================================
    # ■ Game_Map
    #==============================================================================

    class Game_Map
     
      #--------------------------------------------------------------------------
      # overwrite method: scroll_down
      #--------------------------------------------------------------------------
      def scroll_down(distance)
        if loop_vertical?
          @display_y += distance
          @display_y %= @map.height * 256
          @parallax_y += distance
        else
          last_y = @display_y
          dh = Graphics.height > height * 32 ? height : screen_tile_y
          @display_y = [@display_y + distance, height - dh].min
          @parallax_y += @display_y - last_y
        end
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: scroll_right
      #--------------------------------------------------------------------------
      def scroll_right(distance)
        if loop_horizontal?
          @display_x += distance
          @display_x %= @map.width * 256
          @parallax_x += distance
        else
          last_x = @display_x
          dw = Graphics.width > width * 32 ? width : screen_tile_x
          @display_x = [@display_x + distance, width - dw].min
          @parallax_x += @display_x - last_x
        end
      end
     
    end # Game_Map

    #==============================================================================
    # ■ Game_Event
    #==============================================================================

    class Game_Event < Game_Character
     
      #--------------------------------------------------------------------------
      # overwrite method: near_the_screen?
      #--------------------------------------------------------------------------
      def near_the_screen?(dx = nil, dy = nil)
        dx = [Graphics.width, $game_map.width * 256].min/32 - 5 if dx.nil?
        dy = [Graphics.height, $game_map.height * 256].min/32 - 5 if dy.nil?
        ax = $game_map.adjust_x(@real_x) - Graphics.width / 2 / 32
        ay = $game_map.adjust_y(@real_y) - Graphics.height / 2 / 32
        ax >= -dx && ax <= dx && ay >= -dy && ay <= dy
      end
     
    end # Game_Event

    #==============================================================================
    # ■ Sprite_Base
    #==============================================================================

    class Sprite_Base < Sprite
     
      #--------------------------------------------------------------------------
      # overwrite method: set_animation_rate
      #--------------------------------------------------------------------------
      def set_animation_rate
        @ani_rate = YEA::CORE::ANIMATION_RATE
      end
     
      #--------------------------------------------------------------------------
      # new method: start_pseudo_animation
      #--------------------------------------------------------------------------
      def start_pseudo_animation(animation, mirror = false)
        dispose_animation
        @animation = animation
        return if @animation.nil?
        @ani_mirror = mirror
        set_animation_rate
        @ani_duration = @animation.frame_max * @ani_rate + 1
        @ani_sprites = []
      end
     
    end # Sprite_Base

    #==============================================================================
    # ■ Sprite_Battler
    #==============================================================================

    class Sprite_Battler < Sprite_Base
     
      #--------------------------------------------------------------------------
      # alias method: setup_new_animation
      #--------------------------------------------------------------------------
      alias sprite_battler_setup_new_animation_ace setup_new_animation
      def setup_new_animation
        sprite_battler_setup_new_animation_ace
        return if @battler.nil?
        return if @battler.pseudo_ani_id.nil?
        return if @battler.pseudo_ani_id <= 0
        animation = $data_animations[@battler.pseudo_ani_id]
        mirror = @battler.animation_mirror
        start_pseudo_animation(animation, mirror)
        @battler.pseudo_ani_id = 0
      end
     
    end # Sprite_Battler

    #==============================================================================
    # ■ Spriteset_Map
    #==============================================================================

    class Spriteset_Map
     
      #--------------------------------------------------------------------------
      # overwrite method: create_viewports
      #--------------------------------------------------------------------------
      def create_viewports
        if Graphics.width > $game_map.width * 32 && !$game_map.loop_horizontal?
          dx = (Graphics.width - $game_map.width * 32) / 2
        else
          dx = 0
        end
        dw = [Graphics.width, $game_map.width * 32].min
        dw = Graphics.width if $game_map.loop_horizontal?
        if Graphics.height > $game_map.height * 32 && !$game_map.loop_vertical?
          dy = (Graphics.height - $game_map.height * 32) / 2
        else
          dy = 0
        end
        dh = [Graphics.height, $game_map.height * 32].min
        dh = Graphics.height if $game_map.loop_vertical?
        @viewport1 = Viewport.new(dx, dy, dw, dh)
        @viewport2 = Viewport.new(dx, dy, dw, dh)
        @viewport3 = Viewport.new(dx, dy, dw, dh)
        @viewport2.z = 50
        @viewport3.z = 100
      end
     
      #--------------------------------------------------------------------------
      # new method: update_viewport_sizes
      #--------------------------------------------------------------------------
      def update_viewport_sizes
        if Graphics.width > $game_map.width * 32 && !$game_map.loop_horizontal?
          dx = (Graphics.width - $game_map.width * 32) / 2
        else
          dx = 0
        end
        dw = [Graphics.width, $game_map.width * 32].min
        dw = Graphics.width if $game_map.loop_horizontal?
        if Graphics.height > $game_map.height * 32 && !$game_map.loop_vertical?
          dy = (Graphics.height - $game_map.height * 32) / 2
        else
          dy = 0
        end
        dh = [Graphics.height, $game_map.height * 32].min
        dh = Graphics.height if $game_map.loop_vertical?
        rect = Rect.new(dx, dy, dw, dh)
        for viewport in [@viewport1, @viewport2, @viewport3]
          viewport.rect = rect
        end
      end
     
    end # Spriteset_Map

    #==============================================================================
    # ■ Window_Base
    #==============================================================================

    class Window_Base < Window
     
      #--------------------------------------------------------------------------
      # overwrite method: reset_font_settings
      #--------------------------------------------------------------------------
      def reset_font_settings
        change_color(normal_color)
        contents.font.size = Font.default_size
        contents.font.bold = Font.default_bold
        contents.font.italic = Font.default_italic
        contents.font.out_color = Font.default_out_color
      end
     
      #--------------------------------------------------------------------------
      # overwrite methods: color
      #--------------------------------------------------------------------------
      def normal_color;      text_color(YEA::CORE::COLOURS[:normal]);      end;
      def system_color;      text_color(YEA::CORE::COLOURS[:system]);      end;
      def crisis_color;      text_color(YEA::CORE::COLOURS[:crisis]);      end;
      def knockout_color;    text_color(YEA::CORE::COLOURS[:knockout]);    end;
      def gauge_back_color;  text_color(YEA::CORE::COLOURS[:gauge_back]);  end;
      def hp_gauge_color1;  text_color(YEA::CORE::COLOURS[:hp_gauge1]);  end;
      def hp_gauge_color2;  text_color(YEA::CORE::COLOURS[:hp_gauge2]);  end;
      def mp_gauge_color1;  text_color(YEA::CORE::COLOURS[:mp_gauge1]);  end;
      def mp_gauge_color2;  text_color(YEA::CORE::COLOURS[:mp_gauge2]);  end;
      def mp_cost_color;    text_color(YEA::CORE::COLOURS[:mp_cost]);    end;
      def power_up_color;    text_color(YEA::CORE::COLOURS[:power_up]);    end;
      def power_down_color;  text_color(YEA::CORE::COLOURS[:power_down]);  end;
      def tp_gauge_color1;  text_color(YEA::CORE::COLOURS[:tp_gauge1]);  end;
      def tp_gauge_color2;  text_color(YEA::CORE::COLOURS[:tp_gauge2]);  end;
      def tp_cost_color;    text_color(YEA::CORE::COLOURS[:tp_cost]);    end;
     
      #--------------------------------------------------------------------------
      # overwrite method: translucent_alpha
      #--------------------------------------------------------------------------
      def translucent_alpha
        return YEA::CORE::TRANSPARENCY
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: hp_color
      #--------------------------------------------------------------------------
      def hp_color(actor)
        return knockout_color if actor.hp == 0
        return crisis_color if actor.hp < actor.mhp * YEA::CORE::HP_CRISIS
        return normal_color
      end
      #--------------------------------------------------------------------------
      # overwrite method: mp_color
      #--------------------------------------------------------------------------
      def mp_color(actor)
        return crisis_color if actor.mp < actor.mmp * YEA::CORE::MP_CRISIS
        return normal_color
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: draw_gauge
      #--------------------------------------------------------------------------
      def draw_gauge(dx, dy, dw, rate, color1, color2)
        dw -= 2 if YEA::CORE::GAUGE_OUTLINE
        fill_w = [(dw * rate).to_i, dw].min
        gauge_h = YEA::CORE::GAUGE_HEIGHT
        gauge_y = dy + line_height - 2 - gauge_h
        if YEA::CORE::GAUGE_OUTLINE
          outline_colour = gauge_back_color
          outline_colour.alpha = translucent_alpha
          contents.fill_rect(dx, gauge_y-1, dw+2, gauge_h+2, outline_colour)
          dx += 1
        end
        contents.fill_rect(dx, gauge_y, dw, gauge_h, gauge_back_color)
        contents.gradient_fill_rect(dx, gauge_y, fill_w, gauge_h, color1, color2)
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: draw_actor_level
      #--------------------------------------------------------------------------
      def draw_actor_level(actor, dx, dy)
        change_color(system_color)
        draw_text(dx, dy, 32, line_height, Vocab::level_a)
        change_color(normal_color)
        draw_text(dx + 32, dy, 24, line_height, actor.level.group, 2)
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: draw_current_and_max_values
      #--------------------------------------------------------------------------
      def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
        total = current.group + "/" + max.group
        if dw < text_size(total).width + text_size(Vocab.hp).width
          change_color(color1)
          draw_text(dx, dy, dw, line_height, current.group, 2)
        else
          xr = dx + text_size(Vocab.hp).width
          dw -= text_size(Vocab.hp).width
          change_color(color2)
          text = "/" + max.group
          draw_text(xr, dy, dw, line_height, text, 2)
          dw -= text_size(text).width
          change_color(color1)
          draw_text(xr, dy, dw, line_height, current.group, 2)
        end
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: draw_actor_tp
      #--------------------------------------------------------------------------
      def draw_actor_tp(actor, x, y, width = 124)
        draw_gauge(x, y, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
        change_color(system_color)
        draw_text(x, y, 30, line_height, Vocab::tp_a)
        change_color(tp_color(actor))
        draw_text(x + width - 42, y, 42, line_height, actor.tp.to_i.group, 2)
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: draw_actor_param
      #--------------------------------------------------------------------------
      def draw_actor_param(actor, x, y, param_id)
        change_color(system_color)
        draw_text(x, y, 120, line_height, Vocab::param(param_id))
        change_color(normal_color)
        draw_text(x + 120, y, 36, line_height, actor.param(param_id).group, 2)
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: draw_currency_value
      #--------------------------------------------------------------------------
      def draw_currency_value(value, unit, x, y, width)
        cx = text_size(unit).width
        change_color(normal_color)
        draw_text(x, y, width - cx - 2, line_height, value.group, 2)
        change_color(system_color)
        draw_text(x, y, width, line_height, unit, 2)
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: draw_actor_simple_status
      #--------------------------------------------------------------------------
      def draw_actor_simple_status(actor, dx, dy)
        draw_actor_name(actor, dx, dy)
        draw_actor_level(actor, dx, dy + line_height * 1)
        draw_actor_icons(actor, dx, dy + line_height * 2)
        dw = contents.width - dx - 124
        draw_actor_class(actor, dx + 120, dy, dw)
        draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw)
        draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw)
      end
     
    end # Window_Base

    #==============================================================================
    # ■ Window_Selectable
    #==============================================================================

    class Window_Selectable < Window_Base
     
      #--------------------------------------------------------------------------
      # overwrite method: process_cursor_move
      #--------------------------------------------------------------------------
      if YEA::CORE::QUICK_SCROLLING
      def process_cursor_move
        return unless cursor_movable?
        last_index = @index
        cursor_down (Input.trigger?(:DOWN))  if Input.repeat?(:DOWN)
        cursor_up  (Input.trigger?(:UP))    if Input.repeat?(:UP)
        cursor_right(Input.trigger?(:RIGHT)) if Input.repeat?(:RIGHT)
        cursor_left (Input.trigger?(:LEFT))  if Input.repeat?(:LEFT)
        cursor_pagedown  if !handle?(:pagedown) && Input.repeat?(:R)
        cursor_pageup    if !handle?(:pageup)  && Input.repeat?(:L)
        Sound.play_cursor if @index != last_index
      end
      end # YEA::CORE::QUICK_SCROLLING
     
    end # Window_Selectable

    #==============================================================================
    # ■ Window_ItemList
    #==============================================================================

    class Window_ItemList < Window_Selectable
     
      #--------------------------------------------------------------------------
      # overwrite method: draw_item
      #--------------------------------------------------------------------------
      def draw_item(index)
        item = @data[index]
        return if item.nil?
        rect = item_rect(index)
        rect.width -= 4
        draw_item_name(item, rect.x, rect.y, enable?(item), rect.width - 24)
        draw_item_number(rect, item)
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: draw_item_number
      #--------------------------------------------------------------------------
      def draw_item_number(rect, item)
        text = sprintf(YEA::CORE::ITEM_AMOUNT, $game_party.item_number(item).group)
        draw_text(rect, text, 2)
      end
     
    end # Window_ItemList

    #==============================================================================
    # ■ Window_SkillList
    #==============================================================================

    class Window_SkillList < Window_Selectable
     
      #--------------------------------------------------------------------------
      # draw_item
      #--------------------------------------------------------------------------
      def draw_item(index)
        skill = @data[index]
        return if skill.nil?
        rect = item_rect(index)
        rect.width -= 4
        draw_item_name(skill, rect.x, rect.y, enable?(skill), rect.width - 24)
        draw_skill_cost(rect, skill)
      end
     
    end # Window_SkillList

    #==============================================================================
    # ■ Window_Status
    #==============================================================================

    class Window_Status < Window_Selectable
     
      #--------------------------------------------------------------------------
      # overwrite method: draw_exp_info
      #--------------------------------------------------------------------------
      def draw_exp_info(x, y)
        s1 = @actor.max_level? ? "-------" : @actor.exp
        s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp
        s_next = sprintf(Vocab::ExpNext, Vocab::level)
        change_color(system_color)
        draw_text(x, y + line_height * 0, 180, line_height, Vocab::ExpTotal)
        draw_text(x, y + line_height * 2, 180, line_height, s_next)
        change_color(normal_color)
        s1 = s1.group if s1.is_a?(Integer)
        s2 = s2.group if s2.is_a?(Integer)
        draw_text(x, y + line_height * 1, 180, line_height, s1, 2)
        draw_text(x, y + line_height * 3, 180, line_height, s2, 2)
      end
     
    end # Window_Status

    #==============================================================================
    # ■ Window_ShopBuy
    #==============================================================================

    class Window_ShopBuy < Window_Selectable
     
      #--------------------------------------------------------------------------
      # overwrite method: draw_item
      #--------------------------------------------------------------------------
      def draw_item(index)
        item = @data[index]
        rect = item_rect(index)
        draw_item_name(item, rect.x, rect.y, enable?(item))
        rect.width -= 4
        draw_text(rect, price(item).group, 2)
      end
     
    end # Window_ShopBuy

    #==============================================================================
    # ■ Scene_Map
    #==============================================================================

    class Scene_Map < Scene_Base
     
      #--------------------------------------------------------------------------
      # alias method: post_transfer
      #--------------------------------------------------------------------------
      alias scene_map_post_transfer_ace post_transfer
      def post_transfer
        @spriteset.update_viewport_sizes
        scene_map_post_transfer_ace
      end
     
    end # Scene_Map

    #==============================================================================
    # ■ Scene_Battle
    #==============================================================================

    class Scene_Battle < Scene_Base
     
      #--------------------------------------------------------------------------
      # alias method: check_substitute
      #--------------------------------------------------------------------------
      alias scene_battle_check_substitute_ace check_substitute
      def check_substitute(target, item)
        return false if @subject.actor? == target.actor?
        return scene_battle_check_substitute_ace(target, item)
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: process_forced_action
      #--------------------------------------------------------------------------
      def process_forced_action
        while BattleManager.action_forced?
          last_subject = @subject
          @subject = BattleManager.action_forced_battler
          process_action
          @subject = last_subject
          BattleManager.clear_action_force
        end
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: show_attack_animation
      #--------------------------------------------------------------------------
      def show_attack_animation(targets)
        if @subject.actor?
          show_normal_animation(targets, @subject.atk_animation_id1, false)
          wait_for_animation
          show_normal_animation(targets, @subject.atk_animation_id2, true)
        else
          Sound.play_enemy_attack
          abs_wait_short
        end
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: show_normal_animation
      #--------------------------------------------------------------------------
      def show_normal_animation(targets, animation_id, mirror = false)
        animation = $data_animations[animation_id]
        return if animation.nil?
        ani_check = false
        targets.each do |target|
          if ani_check && target.animation_id <= 0
            target.pseudo_ani_id = animation_id
          else
            target.animation_id = animation_id
          end
          target.animation_mirror = mirror
          abs_wait_short unless animation.to_screen?
          ani_check = true if animation.to_screen?
        end
        abs_wait_short if animation.to_screen?
      end
     
    end # Scene_Battle

    #==============================================================================
    #
    # ▼ End of File
    #
    #==============================================================================

    Créditos:
    Yanfly: Por criar o script.

    A mim: Por postar e traduzir do site.

    Volkroix: Por ajudar na criação do tópico.


    Site encontrado: yanflychannel.wordpress.com/rmvxa/core-scripts/ace-core-engine/

    Espero ter ajudado
    Da sua atiradora
    Hatsurugi.


    Última edição por Hatsurugi em Seg Fev 13, 2012 2:27 pm, editado 1 vez(es)


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    Yanfly Engine Ace Empty Re: Yanfly Engine Ace

    Mensagem por SrºJokker Seg Fev 13, 2012 9:36 am

    Thx atiradora +Cred pela iniciativa vai ajuda bastante gente.

    OBS:Seu primeiro Créditos na Aldeia ;B

    Primeiro de muitos!! Trollface


    Última edição por Ykky em Seg Fev 13, 2012 2:37 pm, editado 1 vez(es)


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    Yanfly Engine Ace Empty Re: Yanfly Engine Ace

    Mensagem por Paulo Soreto Seg Fev 13, 2012 1:05 pm

    Recomendo que use a tag code para postar o script, fica mais fácil de pegar quando alguém, como eu, utiliza o notebook sem o mouse.
    O Script é muito bom, obrigado por postar, espero que continue trazendo esses sistemas para o fórum.


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    Yanfly Engine Ace Empty Re: Yanfly Engine Ace

    Mensagem por Hatsurugi Seg Fev 13, 2012 2:24 pm

    Desculpe, mas dessa eu não sabia, vou arrumar Successful
    obrigado!


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