CODE
class Game_Battler
def execute_damage(user)
if @hp_damage == 0
@damage = $Requiem_ABS.damage_properties["Texts"][0]
elsif defending?(user)
@damage = $Requiem_ABS.damage_properties["Texts"][3]
return
else
if user.reflect
user.damage = (@hp_damage/4 <= 0 ? 1 : @hp_damage/4)
else
@damage = @hp_damage
end
end
if @hp_damage > 0
remove_states_shock
end
if user.reflect
user.hp -= (@hp_damage/4 <= 0 ? 1 : @hp_damage/4)
user.mp -= (@mp_damage/4 <= 0 ? 1 : @mp_damage/4)
else
self.hp -= @hp_damage
self.mp -= @mp_damage
end
if @absorbed
user.hp += @hp_damage
user.mp += @mp_damage
end
increase_overdrive(user)
end
end
class Game_Event < Game_Character
def skill_attack_normal
return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
for ally in $game_allies
next if ally.nil?
next unless in_front?(self, ally)
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
ally.animation_id = self.assigned_skill.animation_id
ally.actor.skill_effect(self.actor, self.assigned_skill)
ally.jump(0,0)
self.weapon1_attack_time = $Requiem_ABS.enemy_attack_delay
end
return if $game_player.actor.dead?
return unless in_front?(self, $game_player)
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
$game_player.animation_id = self.assigned_skill.animation_id
$game_player.actor.skill_effect(self.actor, self.assigned_skill)
$game_player.jump(0,0)
self.weapon1_attack_time = $Requiem_ABS.enemy_attack_delay
end
def skill_attack_range
return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
$game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
self.weapon1_attack_time = self.assigned_skill.delay
RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
end
def skill_explode_range
return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
$game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
self.weapon1_attack_time = self.assigned_skill.delay
RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
end
end
class Game_Player < Game_Character
def skill_attack_normal
for monster in $game_monsters
next if monster.nil?
next unless in_front?(self, monster)
next if monster.actor.dead?
next if self.actor.calc_od_cost(self.assigned_skill) > self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
monster.animation_id = self.assigned_skill.animation_id
self.skill_attack_time = self.assigned_skill.delay
monster.actor.skill_effect(self.actor, self.assigned_skill)
monster.jump(0,0)
monster.target = self
end
for event in $game_map.events.values
next unless event.in_battle
next unless in_front?(self,event)
next if event.actor.dead? or event.object
next if self.actor.calc_od_cost(self.assigned_skill) > self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
event.animation_id = self.assigned_skill.animation_id
self.skill_attack_time = self.assigned_skill.delay
return if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
event.actor.skill_effect(self.actor, self.assigned_skill)
event.jump(0,0) unless event.puzzle
event.target = self
end
end
def skill_attack_range
return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
$game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
self.skill_attack_time = self.assigned_skill.delay
end
def skill_attack_all
return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
for monster in $game_monsters
next if monster.nil?
next if monster.actor.dead?
monster.animation_id = self.assigned_skill.animation_id
self.skill_attack_time = self.assigned_skill.delay
monster.actor.skill_effect(self.actor, self.assigned_skill)
monster.jump(0,0)
monster.target = self
end
for event in $game_map.events.values
next unless event.in_battle
next if event.actor.dead? or event.object
event.animation_id = self.assigned_skill.animation_id
self.skill_attack_time = self.assigned_skill.delay
return if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
event.actor.skill_effect(self.actor, self.assigned_skill)
event.jump(0,0) unless event.puzzle
event.target = self
end
end
def skill_explode_range
return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
$game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
self.skill_attack_time = self.assigned_skill.delay
end
end
class Game_Ally < Game_Character
def skill_attack_normal
for monster in $game_monsters
next if monster.nil?
next unless in_front?(self, monster)
next if monster.actor.dead?
next if self.actor.calc_od_cost(self.assigned_skill) > self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
monster.animation_id = self.assigned_skill.animation_id
self.skill_attack_time = self.assigned_skill.delay
monster.actor.skill_effect(self.actor, self.assigned_skill)
monster.jump(0,0)
monster.target = self
end
for event in $game_map.events.values
next unless event.in_battle
next unless in_front?(self,event)
next if event.actor.dead? or event.object
next if self.actor.calc_od_cost(self.assigned_skill) > self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
event.animation_id = self.assigned_skill.animation_id
self.skill_attack_time = self.assigned_skill.delay
next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
event.actor.skill_effect(self.actor, self.assigned_skill)
event.jump(0,0) unless event.puzzle
event.target = self
end
end
def skill_attack_range
for monster in $game_monsters
next if monster.nil?
next if monster.actor.dead?
next unless in_direction?(self, monster) and in_range?(self, monster, self.assigned_skill.range)
next if self.actor.calc_od_cost(self.assigned_skill) > self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
$game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
self.skill_attack_time = self.assigned_skill.delay
end
for event in $game_map.events.values
next unless event.in_battle
next unless in_direction?(self, event) and in_range?(self, event, self.assigned_skill.range)
next self.actor.overdrive < self.actor.calc_od_cost(self.assigned_skill)
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
$game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
self.skill_attack_time = self.assigned_skill.delay
end
end
def skill_attack_all
return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
for monster in $game_mosnters
next if monster.nil?
next if monster.actor.dead?
monster.animation_id = self.assigned_skill.animation_id
self.skill_attack_time = self.assigned_skill.delay
monster.actor.skill_effect(self.actor, self.assigned_skill)
monster.jump(0,0)
monster.target = self
end
for event in $game_map.events.values
next unless event.in_battle
next if event.actor.dead? or event.object
event.animation_id = self.assigned_skill.animation_id
self.skill_attack_time = self.assigned_skill.delay
next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
event.actor.skill_effect(self.actor, self.assigned_skill)
event.jump(0,0) unless event.puzzle
event.target = self
end
end
def skill_explode_range
for monster in $game_monsters
next if monster.nil?
next if monster.actor.dead?
return unless in_direction?(self, monster) and in_range?(self, monster, self.assigned_skill.range)
return if self.actor.calc_od_cost(self.assigned_skill) > self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
$game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
self.skill_attack_time = self.assigned_skill.delay
end
for event in $game_map.events.values
next unless event.in_battle
return unless in_direction?(self, event) and in_range?(self, event, self.assigned_skill.range)
return if self.actor.calc_od_cost(self.assigned_skill) > self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
$game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
self.skill_attack_time = self.assigned_skill.delay
end
end
end
class Game_Monster < Game_Character
def skill_attack_normal
return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
for ally in $game_allies
next if ally.nil?
next unless in_front?(self, ally)
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
ally.animation_id = self.assigned_skill.animation_id
ally.actor.skill_effect(self.actor, self.assigned_skill)
ally.jump(0,0)
self.weapon1_attack_time = $Requiem_ABS.enemy_attack_delay
end
return if $game_player.actor.dead?
return unless in_front?(self, $game_player)
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
$game_player.animation_id = self.assigned_skill.animation_id
$game_player.actor.skill_effect(self.actor, self.assigned_skill)
$game_player.jump(0,0)
self.weapon1_attack_time = $Requiem_ABS.enemy_attack_delay
end
def skill_attack_range
return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
$game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
self.weapon1_attack_time = self.assigned_skill.delay
RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
end
def skill_explode_range
return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
$game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
$game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
self.weapon1_attack_time = self.assigned_skill.delay
RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
end
end