Home > RGSS Script Reference > Game_Actor
Game_Actor
Inherits from: Game_Battler
Description: This class defines an actor, with all of the typical data elements such as level, equipment, and skill progression. This class refers to the global arrays $game_actors and $game_party.
class Game_Actor < Game_Battler
# ------------------------------------
attr_reader :name
attr_reader :character_name
attr_reader :character_hue
attr_reader :class_id
attr_reader :weapon_id
attr_reader :armor1_id
attr_reader :armor2_id
attr_reader :armor3_id
attr_reader :armor4_id
attr_reader :level
attr_reader :exp
attr_reader :skills
# ------------------------------------
def initialize(actor_id)
super()
setup(actor_id)
end
# ------------------------------------
def setup(actor_id)
actor = $data_actors[actor_id]
@actor_id = actor_id
@name = actor.name
@character_name = actor.character_name
@character_hue = actor.character_hue
@battler_name = actor.battler_name
@battler_hue = actor.battler_hue
@class_id = actor.class_id
@weapon_id = actor.weapon_id
@armor1_id = actor.armor1_id
@armor2_id = actor.armor2_id
@armor3_id = actor.armor3_id
@armor4_id = actor.armor4_id
@level = actor.initial_level
@exp_list = Array.new(101)
make_exp_list
@exp = @exp_list[@level]
@skills = []
@hp = maxhp
@sp = maxsp
for i in 1..@level
for j in $data_classes[@class_id].learnings
if j.level == i
learn_skill(j.skill_id)
end
end
end
update_auto_state(nil, $data_armors[@armor1_id])
update_auto_state(nil, $data_armors[@armor2_id])
update_auto_state(nil, $data_armors[@armor3_id])
update_auto_state(nil, $data_armors[@armor4_id])
end
# ------------------------------------
def id
return @actor_id
end
# ------------------------------------
def index
return $game_party.actors.index(self)
end
# ------------------------------------
def make_exp_list
actor = $data_actors[@actor_id]
@exp_list[1] = 0
pow_i = 2.4 + actor.exp_inflation / 100.0
for i in 2..100
if i > actor.final_level
@exp_list[i] = 0
else
n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
@exp_list[i] = @exp_list[i-1] + Integer(n)
end
end
end
# ------------------------------------
def element_rate(element_id)
table = [0,200,150,100,50,0,-100]
result = table[$data_classes[@class_id].element_ranks[element_id]]
f = false
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil
f |= armor.guard_element_set.include?(element_id)
end
end
if f
result /= 2
end
f = false
for i in @states
f |= $data_states[i].guard_element_set.include?(element_id)
end
if f
result /= 2
end
return result
end
# ------------------------------------
def state_ranks
return $data_classes[@class_id].state_ranks
end
# ------------------------------------
def state_guard?(state_id)
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
return false
end
# ------------------------------------
def element_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.element_set : []
end
# ------------------------------------
def plus_state_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.plus_state_set : []
end
# ------------------------------------
def minus_state_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.minus_state_set : []
end
# ------------------------------------
def base_maxhp
return $data_actors[@actor_id].parameters[0, @level]
end
# ------------------------------------
def base_maxsp
return $data_actors[@actor_id].parameters[1, @level]
end
# ------------------------------------
def base_str
n = $data_actors[@actor_id].parameters[2, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
return [[n, 1].max, 999].min
end
# ------------------------------------
def base_dex
n = $data_actors[@actor_id].parameters[3, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
return [[n, 1].max, 999].min
end
# ------------------------------------
def base_agi
n = $data_actors[@actor_id].parameters[4, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
return [[n, 1].max, 999].min
end
# ------------------------------------
def base_int
n = $data_actors[@actor_id].parameters[5, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
return [[n, 1].max, 999].min
end
# ------------------------------------
def base_atk
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.atk : 0
end
# ------------------------------------
def base_pdef
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
pdef1 = weapon != nil ? weapon.pdef : 0
pdef2 = armor1 != nil ? armor1.pdef : 0
pdef3 = armor2 != nil ? armor2.pdef : 0
pdef4 = armor3 != nil ? armor3.pdef : 0
pdef5 = armor4 != nil ? armor4.pdef : 0
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
end
# ------------------------------------
def base_mdef
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
mdef1 = weapon != nil ? weapon.mdef : 0
mdef2 = armor1 != nil ? armor1.mdef : 0
mdef3 = armor2 != nil ? armor2.mdef : 0
mdef4 = armor3 != nil ? armor3.mdef : 0
mdef5 = armor4 != nil ? armor4.pdef : 0
return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
end
# ------------------------------------
def base_eva
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
eva1 = armor1 != nil ? armor1.eva : 0
eva2 = armor2 != nil ? armor2.eva : 0
eva3 = armor3 != nil ? armor3.eva : 0
eva4 = armor4 != nil ? armor4.eva : 0
return eva1 + eva2 + eva3 + eva4
end
# ------------------------------------
def animation1_id
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.animation1_id : 0
end
# ------------------------------------
def animation2_id
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.animation2_id : 0
end
# ------------------------------------
def class_name
return $data_classes[@class_id].name
end
# ------------------------------------
def exp_s
return @exp_list[@level+1] > 0 ? @exp.to_s : "-------"
end
# ------------------------------------
def next_exp_s
return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------"
end
# ------------------------------------
def next_rest_exp_s
return @exp_list[@level+1] > 0 ?
(@exp_list[@level+1] - @exp).to_s : "-------"
end
# ------------------------------------
def update_auto_state(old_armor, new_armor)
if old_armor != nil and old_armor.auto_state_id != 0
remove_state(old_armor.auto_state_id, true)
end
if new_armor != nil and new_armor.auto_state_id != 0
add_state(new_armor.auto_state_id, true)
end
end
# ------------------------------------
def equip_fix?(equip_type)
case equip_type
when 0
return $data_actors[@actor_id].weapon_fix
when 1
return $data_actors[@actor_id].armor1_fix
when 2
return $data_actors[@actor_id].armor2_fix
when 3
return $data_actors[@actor_id].armor3_fix
when 4
return $data_actors[@actor_id].armor4_fix
end
return false
end
# ------------------------------------
def equip(equip_type, id)
case equip_type
when 0
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
when 1
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor1_id], $data_armors[id])
$game_party.gain_armor(@armor1_id, 1)
@armor1_id = id
$game_party.lose_armor(id, 1)
end
when 2
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor2_id], $data_armors[id])
$game_party.gain_armor(@armor2_id, 1)
@armor2_id = id
$game_party.lose_armor(id, 1)
end
when 3
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor3_id], $data_armors[id])
$game_party.gain_armor(@armor3_id, 1)
@armor3_id = id
$game_party.lose_armor(id, 1)
end
when 4
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor4_id], $data_armors[id])
$game_party.gain_armor(@armor4_id, 1)
@armor4_id = id
$game_party.lose_armor(id, 1)
end
end
end
# ------------------------------------
def equippable?(item)
if item.is_a?(RPG::Weapon)
if $data_classes[@class_id].weapon_set.include?(item.id)
return true
end
end
if item.is_a?(RPG::Armor)
if $data_classes[@class_id].armor_set.include?(item.id)
return true
end
end
return false
end
# ------------------------------------
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
while @exp < @exp_list[@level]
@level -= 1
end
end
# ------------------------------------
def level=(level)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
self.exp = @exp_list[level]
end
# ------------------------------------
def learn_skill(skill_id)
if skill_id > 0 and not skill_learn?(skill_id)
@skills.push(skill_id)
@skills.sort!
end
end
# ------------------------------------
def forget_skill(skill_id)
@skills.delete(skill_id)
end
# ------------------------------------
def skill_learn?(skill_id)
return @skills.include?(skill_id)
end
# ------------------------------------
def skill_can_use?(skill_id)
if not skill_learn?(skill_id)
return false
end
return super
end
# ------------------------------------
def name=(name)
@name = name
end
# ------------------------------------
def class_id=(class_id)
if $data_classes[class_id] != nil
@class_id = class_id
unless equippable?($data_weapons[@weapon_id])
equip(0, 0)
end
unless equippable?($data_armors[@armor1_id])
equip(1, 0)
end
unless equippable?($data_armors[@armor2_id])
equip(2, 0)
end
unless equippable?($data_armors[@armor3_id])
equip(3, 0)
end
unless equippable?($data_armors[@armor4_id])
equip(4, 0)
end
end
end
# ------------------------------------
def set_graphic(character_name, character_hue, battler_name, battler_hue)
@character_name = character_name
@character_hue = character_hue
@battler_name = battler_name
@battler_hue = battler_hue
end
# ------------------------------------
def screen_x
if self.index != nil
return self.index * 160 + 80
else
return 0
end
end
# ------------------------------------
def screen_y
return 464
end
# ------------------------------------
def screen_z
if self.index != nil
return 4 - self.index
else
return 0
end
end
end
|
Name: The actor's name.
Character_Name: The file from which the sprite is drawn.
Character_Hue: The hue modification of the actor's sprite. This can be changed in the "actor" section of the database by clicking on the character graphic and using the slider at the bottom of the window.
Battler_Name: The file from which the actor's battle image is drawn.
Battler_Hue: The hue modification of the actor's battle image. This can be changed in the "actor" section of the database by clicking on the battle graphic and using the slider at the bottom of the window.
Class_ID: The actor's class ID, as found in
$game_classes
Weapon_ID: The actor's currently equipped weapon.
Armor1_ID: The actor's currently equipped shield.
Armor2_ID: The actor's currently equipped helmet.
Armor3_ID: The actor's currently equipped armor.
Armor4_ID: The actor's currently equipped accessory.
Level: The actor's current level
EXP: The actor's current experience points.
Skills: An array containing the actor's list of skills.
Exp_List: The actor's list of EXP requirements to gain each level. Note that @exp_list[0] and @exp_list[100] must always be zero.
HP: The actor's current HP.
SP: The actor's current SP.
Initialize
Arguments:
Actor_ID: The ID of the actor as found in $data_actors.
Local Variables: None
How it Works: Sets up the actor by calling Game_Battler#Initialize to set up those attributes common to both actors and monsters, then calling the Game_Actor#Setup method to set up the attributes unique to actors.
Setup
Arguments:
Actor_ID: The ID of the actor as found in $data_actors
Local Variables:
Actor: Used to pinpoint the array index of $data_actors from which to get the actor data.
How it Works: Sets up those attributes that are unique to actors. The loop at the end of this method iterates through the actor's array of skills for each level between 1 and its starting level. If the level requirement for that skill is equal to the current value of the loop control variable for level, that skill is added to the actor's @skills array.
ID
Arguments: None
Local Variables: None
How it Works: Returns the current value of the @actor_id instance variable.
Index
Arguments: None
Local Variables: None
How it Works: Returns the actor's relative position in the party. If the actor isn't in the party, this method returns 0.
Make_Exp_List
Arguments: None
Local Variables:
Actor: Used to pinpoint the array index of $data_actors from which to get the actor data.
How it Works: This method creates each actor's EXP progression table. It first sets @exp_list[1] to 0, since level 1 always requires 0 EXP. Next, the method sets the value of pow_i, which is equal to 2.4 + the actor's EXP inflation value (the right-hand slider in the EXP curve setup window), divided by 100. pow_i is then used in calcuating each subsequent level's EXP requirement as a function of the last level's requirement. Note that actor.exp_basis is the value of the left-hand slider in the EXP curve setup window. If the current level being processed is higher than the actor's highest possible level, then the value for that level is set to 0, which is a sentry value for "can't gain any more levels" if it appears in array index 2 or greater.
Element_Rate
Arguments:
Element_ID: The element ID of the element for which the resistance table is being created.
Local Variables:
Table: An array of the six elemental damage multipliers from A-F. By default, this array contains the values [0,200,150,100,50,0,-100]. The first 0 is a buffer value.
Result: The elemental damage multiplier that is returned to the caller.
f: A boolean value that is true if any of the actor's equipped items or status effects grant defense to that element. If f is true, the damage multiplier is divided by 2. Note that f is evaluated twice, once for equipped items, then reset and evaluated for status effects, so if both equipment and status effects defend against the element, the damage multiplier will be divided by 4.
How it Works: This method returns the current damage multiplier for this actor with regard to the element passed to it.
State_Ranks
Arguments: None
Local Variables: None
How it Works: Returns the array of status resistance values for the class.
State_Guard
Arguments:
State_ID: The ID of the status ailment to check for defense.
Local Variables: None
How it Works: Checks to see if any of the actor's equipment provides defense against the status ailment passed to this method. Returns true if it does.
Element_Set
Arguments: None
Local Variables: None
How it Works: Sets the element for the weapon's attack. Returns an empty array if the actor has no weapon equipped.
Plus_State_Set
Arguments: None
Local Variables: None
How it Works: Sets the positive status changes for the weapon's attack. Returns an empty array if the actor has no weapon equipped.
Minus_State_Set
Arguments: None
Local Variables: None
How it Works: Sets the negative status changes for the weapon's attack. Returns an empty array if the actor has no weapon equipped.
Base_MaxHP
Arguments: None
Local Variables: None
How it Works: Returns the actor's base Maximum HP. The return value of this method does not include the effects of any status effects or base statistic changes resulting from events.
Base_MaxSP
Arguments: None
Local Variables: None
How it Works: Returns the actor's base Maximum SP. The return value of this method does not include the effects of any status effects or base statistic changes resulting from events.
Base_Str
Arguments: None
Local Variables:
n: The running total of the value as it adds each element.
How it Works: Returns the actor's base Strength, including equipment modifications, but not modifications from status effects or base statistic changes resulting from events.
Base_Dex
Arguments: None
Local Variables:
n: The running total of the value as it adds each element.
How it Works: Returns the actor's base Dexterity, including equipment modifications, but not modifications from status effects or base statistic changes resulting from events.
Base_Agi
Arguments: None
Local Variables:
n: The running total of the value as it adds each element.
How it Works: Returns the actor's base Agility, including equipment modifications, but not modifications from status effects or base statistic changes resulting from events.
Base_Int
Arguments: None
Local Variables:
n: The running total of the value as it adds each element.
How it Works: Returns the actor's base Intelligence, including equipment modifications, but not modifications from status effects or base statistic changes resulting from events.
Base_atk
Arguments: None
Local Variables: None
How it Works: Returns the attack power of the currently equipped weapon, or 0 if no weapon is equipped. Note that attack power isn't the sole determinant of damage, as in previous Maker products.
Base_pdef
Arguments: None
Local Variables: None
How it Works: Returns the composite physical defense value of all of the actor's equipment.
Base_mdef
Arguments: None
Local Variables: None
How it Works: Returns the composite magic defense value of all of the actor's equipment.
Base_eva
Arguments: None
Local Variables: None
How it Works: Returns the composite evasion value of all of the actor's equipment.
Animation1_ID
Arguments: None
Local Variables: None
How it Works: Returns the attacker animation for the actor's currently equipped weapon.
Animation2_ID
Arguments: None
Local Variables: None
How it Works: Returns the target animation for the actor's currently equipped weapon.
Class_Name
Arguments: None
Local Variables: None
How it Works: Return's the actor's current class.
EXP_s
Arguments: None
Local Variables: None
How it Works: Returns the actor's current experience points in string format for display on the status screen. If the actor cannot gain any more levels, as signified by a value of 0 in @exp_list[@level+1], the method returns "-------" instead.
Next_EXP_s
Arguments: None
Local Variables: None
How it Works: Returns the total amount of experience points the actor needs to reach the next level in string format for display on the status screen. If the actor cannot gain any more levels, as signified by a value of 0 in @exp_list[@level+1], the method returns "-------" instead.
Next_Rest_EXP_s
Arguments: None
Local Variables: None
How it Works: Returns number of experience points remaining before the actor reaches the next level in string format for display on the status screen. If the actor cannot gain any more levels, as signified by a value of 0 in @exp_list[@level+1], the method returns "-------" instead.
Update_Auto_State
Arguments:
Old_Armor: The armor that was unequipped (0 if none)
New_Armor: The armor that was equipped in its place (0 if none)
Local Variables: None
How it Works: Removes the automatically inflicted status effects from a piece of equipment that was removed and adds the automatically inflicted status effects from a newly-equipped piece of equipment.
Equip_Fix?
Arguments:
Equip_Type: The equipment slot to check (0 = weapon, 1 = shield, 2 = helmet, 3 = armor, 4 = accessory).
Local Variables: None
How it Works: Checks to see if the equipment slot referenced by equip_type is locked for the current actor.
Equip
Arguments:
Equip_Type: The equipment slot being equipped (0 = weapon, 1 = shield, 2 = helmet, 3 = armor, 4 = accessory)
ID: The ID of the equipment being equipped (0 if unequipping)
Local Variables: None
How it Works: Equips the equipment of ID id to the equipment slot referenced in equip_type as long as the party has at least one copy of that piece of equipment. If the party does, the party first gains one copy of the piece of equipment being replaced. The value of @xxx_id where "xxx" is the type of equipment being equipped, is changed to reflect that the actor's current equipment has been changed. Then, one copy of that piece of equipment is removed from the party's stock. Finally, if equip_type is between 1 and 4 (i.e. shield, helmet, armor, or accessory), then a call to update_auto_states is made to change any automatic status effects.
Equippable?
Arguments:
Item: The item to check
Local Variables: None
How it Works: Checks to see whether the actor's current class can equip an item by comparing the weapon's ID to the class's weapon_set or armor_set array. If there's a match, true is returned.
Exp=
Arguments:
Exp: The experience point value to set.
Local Variables: None
How it Works: Allows the current EXP value to be set directly. The first while loop continues increasing the actor's level until the current EXP is no longer greater than the requirement for the next level. After that, the next loop adds any new skills that were learned as a result of levelling up. The final loop decreases the actor's level until the EXP requirement for the current level is less than the actor's EXP. Note that losing levels in this way does not cause the actor to lose skills for which he no longer meets the level requirement.
Level=
Arguments:
Level: The level to set.
Local Variables: None
How it Works: Allows the current level to be set directly. The actor's level is first set to the minimum of the level passed to the method and the actor's maximum allowed level, then set to the maximum of that value and 1. To correctly set the actor's EXP, the Exp= method is called with the minimum EXP value needed for the actor's new level.
Learn_Skill
Arguments:
Skill_ID: The ID of the skill to be learned.
Local Variables: None
How it Works: Makes the actor learn the skill with the specified ID if he hasn't learned it already. The call to @Skill.sort! sorts the actor's skill list.
Forget_Skill
Arguments:
Skill_ID: The ID of the skill to be removed.
Local Variables: None
How it Works: Makes the actor forget the skill with the specified ID if he knows it.
Skill_Learn?
Arguments:
Skill_ID: The ID of the skill to be checked.
Local Variables: None
How it Works: Returns true if the skill with the specified ID is included in the actor's array of learned skills.
Skill_Can_Use?
Arguments:
Skill_ID: The ID of the skill to be checked.
Local Variables: None
How it Works: Returns false if the actor doesn't know the skill with the specified ID. If the actor does know the skill, this method calls its superclass method, Game_Battler#Skill_Can_Use? to check if the actor can't use the skill for additional reasons, such as not having enough SP, being paralyzed, or the skill can't be used because its Usability setting prohibits it at the current time.
Name=
Arguments:
Name: The actor's new name.
Local Variables: None
How it Works: Changes the actor's name to the name passed to this method.
Class=
Arguments:
Class: The actor's new class.
Local Variables: None
How it Works: Changes the actor's class to the class passed to this method. The unless equippable? statements check to see if the actor's new class can equip the equipment the actor currently has equipped. These statements will unequip any equipment that the actor's new class isn't allowed to equip.
Learn_Skill
Arguments:
Skill_ID: The ID of the skill to be learned.
Local Variables: None
How it Works: Makes the actor learn the skill with the specified ID if he hasn't learned it already. The call to @Skill.sort! sorts the actor's skill list.
Forget_Skill
Arguments:
Skill_ID: The ID of the skill to be removed.
Local Variables: None
How it Works: Makes the actor forget the skill with the specified ID if he knows it.
Skill_Learn?
Arguments:
Skill_ID: The ID of the skill to be checked.
Local Variables: None
How it Works: Returns true if the skill with the specified ID is included in the actor's array of learned skills.
Skill_Can_Use?
Arguments:
Skill_ID: The ID of the skill to be checked.
Local Variables: None
How it Works: Returns false if the actor doesn't know the skill with the specified ID. If the actor does know the skill, this method calls its superclass method, Game_Battler#Skill_Can_Use? to check if the actor can't use the skill for additional reasons, such as not having enough SP, being paralyzed, or the skill can't be used because its Usability setting prohibits it at the current time.
Name=
Arguments:
Name: The actor's new name.
Local Variables: None
How it Works: Changes the actor's name to the name passed to this method.
Set_Graphic
Arguments:
Character_Name: The sprite graphic's filename
Character_Hue: The sprite graphic's hue modification
Battler_Name: The battle image's filename
Battler_Hue: The battle image's hue modification
Local Variables: None
How it Works: Changes the actor's graphics properties to those passed to this method.
Screen_X
Arguments: None
Local Variables: None
How it Works: Returns the X coordinate of the actor's battle image on the battle screen. By default, this is equal to 160 x index + 80, where index is the actor's relative position in the party. This method returns 0 if the actor isn't in the party.
Screen_Y
Arguments: None
Local Variables: None
How it Works: Returns the Y coordinate of the actor's battle image on the battle screen. By default, this is 464 for all actors in the party.
Screen_Z
Arguments: None
Local Variables: None
How it Works: Returns the Z-index of the actor's battle image on the battle screen. By default, this is (4 - index), where index is the actor's relative position in the party.
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