class Game_Battler attr_accessor :pose # what pose the battle sprite is in attr_accessor :base_pose # the pose to return to attr_accessor :loop # loop the pose, or return to base attr_accessor :target_x # the target x coord attr_accessor :target_y # the target y coord attr_accessor :actual_x # current x coord attr_accessor :actual_y # current y coord attr_accessor :base_x # starting x coord attr_accessor :base_y # starting y coord attr_accessor :height # how tall is the sprite attr_accessor :width # how wide is the sprite attr_accessor :attack_frames # how many frames in the attack animation attr_reader :back_row # is the battler in the back row attr_reader :animated # is the battler animated attr_reader :moves # does the battler move def set_pose(pose, loop = true) if loop @base_pose = pose else @base_pose = @pose end @pose = pose @loop = loop end def low_hp? return ((@hp * 100) / maxhp <= 15) end #-------------------------------------------------------------------------- # * Applying Normal Attack Effects # attacker : battler #-------------------------------------------------------------------------- def attack_effect(attacker) # Clear critical flag self.critical = false # First hit detection hit_result = (rand(100) < attacker.hit) # If hit occurs if hit_result == true # Calculate basic damage atk = [attacker.atk - self.pdef / 2, 0].max self.damage = atk * (20 + attacker.str) / 20 # Element correction self.damage *= elements_correct(attacker.element_set) self.damage /= 100 # If damage value is strictly positive if self.damage > 0 # Critical correction if rand(100) < 4 * attacker.dex / self.agi self.damage *= 2 self.critical = true end # Guard correction if self.guarding? self.damage /= 2 end # Row correction - self if @back_row # check to see if attacker has a ranged weapon if attacker.is_a?(Game_Actor) weapon = $data_weapons[attacker.weapon_id] if weapon == nil or !weapon.element_set.include?($RANGED_ELEMENT) # if the attacker does not have a ranged weapon, reduce damage self.damage /= 2 end end end # Row correction - attacker if attacker.back_row weapon = $data_weapons[attacker.weapon_id] if weapon == nil or !weapon.element_set.include?($RANGED_ELEMENT) # the attacker is in the back row with a nonranged weapon self.damage /= 2 end end end # Dispersion if self.damage.abs > 0 amp = [self.damage.abs * 15 / 100, 1].max self.damage += rand(amp+1) + rand(amp+1) - amp end # Second hit detection eva = 8 * self.agi / attacker.dex + self.eva hit = self.damage < 0 ? 100 : 100 - eva hit = self.cant_evade? ? 100 : hit hit_result = (rand(100) < hit) end # If hit occurs if hit_result == true # State Removed by Shock remove_states_shock # Substract damage from HP self.hp -= self.damage # State change @state_changed = false states_plus(attacker.plus_state_set) states_minus(attacker.minus_state_set) # When missing else # Set damage to "Miss" self.damage = "Miss" # Clear critical flag self.critical = false end # End Method return true end #-------------------------------------------------------------------------- # * Apply Skill Effects # user : the one using skills (battler) # skill : skill #-------------------------------------------------------------------------- def skill_effect(user, skill) # Clear critical flag self.critical = false # If skill scope is for ally with 1 or more HP, and your own HP = 0, # or skill scope is for ally with 0, and your own HP = 1 or more if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1) # End Method return false end # Clear effective flag effective = false # Set effective flag if common ID is effective effective |= skill.common_event_id > 0 # First hit detection hit = skill.hit if skill.atk_f > 0 hit *= user.hit / 100 end hit_result = (rand(100) < hit) # Set effective flag if skill is uncertain effective |= hit < 100 # If hit occurs if hit_result == true # Calculate power power = skill.power + user.atk * skill.atk_f / 100 if power > 0 power -= self.pdef * skill.pdef_f / 200 power -= self.mdef * skill.mdef_f / 200 power = [power, 0].max end # Calculate rate rate = 20 rate += (user.str * skill.str_f / 100) rate += (user.dex * skill.dex_f / 100) rate += (user.agi * skill.agi_f / 100) rate += (user.int * skill.int_f / 100) # Calculate basic damage self.damage = power * rate / 20 # Element correction self.damage *= elements_correct(skill.element_set) self.damage /= 100 # If damage value is strictly positive if self.damage > 0 # Guard correction if self.guarding? self.damage /= 2 end end # Dispersion if skill.variance > 0 and self.damage.abs > 0 amp = [self.damage.abs * skill.variance / 100, 1].max self.damage += rand(amp+1) + rand(amp+1) - amp end # Second hit detection eva = 8 * self.agi / user.dex + self.eva hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100 hit = self.cant_evade? ? 100 : hit hit_result = (rand(100) < hit) # Set effective flag if skill is uncertain effective |= hit < 100 end # If hit occurs if hit_result == true if self.damage > 0 end # If physical attack has power other than 0 if skill.power != 0 and skill.atk_f > 0 # State Removed by Shock remove_states_shock # Set to effective flag effective = true end # Substract damage from HP last_hp = self.hp self.hp -= self.damage effective |= self.hp != last_hp # State change @state_changed = false effective |= states_plus(skill.plus_state_set) effective |= states_minus(skill.minus_state_set) # If power is 0 if skill.power == 0 # Set damage to an empty string self.damage = "" # If state is unchanged unless @state_changed # Set damage to "Miss" self.damage = "Miss" end end # If miss occurs else # Set damage to "Miss" self.damage = "Miss" end # If not in battle unless $game_temp.in_battle # Set damage to nil self.damage = nil end # End Method return effective end #-------------------------------------------------------------------------- # * Application of Item Effects # item : item #-------------------------------------------------------------------------- def item_effect(item) # Clear critical flag self.critical = false # If item scope is for ally with 1 or more HP, and your own HP = 0, # or item scope is for ally with 0 HP, and your own HP = 1 or more if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or ((item.scope == 5 or item.scope == 6) and self.hp >= 1) # End Method return false end # Clear effective flag effective = false # Set effective flag if common ID is effective effective |= item.common_event_id > 0 # Determine hit hit_result = (rand(100) < item.hit) # Set effective flag is skill is uncertain effective |= item.hit < 100 # If hit occurs if hit_result == true # Calculate amount of recovery recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp if recover_hp < 0 recover_hp += self.pdef * item.pdef_f / 20 recover_hp += self.mdef * item.mdef_f / 20 recover_hp = [recover_hp, 0].min end # Element correction recover_hp *= elements_correct(item.element_set) recover_hp /= 100 recover_sp *= elements_correct(item.element_set) recover_sp /= 100 # Dispersion if item.variance > 0 and recover_hp.abs > 0 amp = [recover_hp.abs * item.variance / 100, 1].max recover_hp += rand(amp+1) + rand(amp+1) - amp end if item.variance > 0 and recover_sp.abs > 0 amp = [recover_sp.abs * item.variance / 100, 1].max recover_sp += rand(amp+1) + rand(amp+1) - amp end # If recovery code is negative if recover_hp < 0 # Guard correction if self.guarding? recover_hp /= 2 end end # Set damage value and reverse HP recovery amount self.damage = -recover_hp # HP and SP recovery last_hp = self.hp last_sp = self.sp self.hp += recover_hp self.sp += recover_sp effective |= self.hp != last_hp effective |= self.sp != last_sp # State change @state_changed = false effective |= states_plus(item.plus_state_set) effective |= states_minus(item.minus_state_set) # If parameter value increase is effective if item.parameter_type > 0 and item.parameter_points != 0 # Branch by parameter case item.parameter_type when 1 # Max HP @maxhp_plus += item.parameter_points when 2 # Max SP @maxsp_plus += item.parameter_points when 3 # Strength @str_plus += item.parameter_points when 4 # Dexterity @dex_plus += item.parameter_points when 5 # Agility @agi_plus += item.parameter_points when 6 # Intelligence @int_plus += item.parameter_points end # Set to effective flag effective = true end # If HP recovery rate and recovery amount are 0 if item.recover_hp_rate == 0 and item.recover_hp == 0 # Set damage to empty string self.damage = "" # If SP recovery rate / recovery amount are 0, and parameter increase # value is ineffective. if item.recover_sp_rate == 0 and item.recover_sp == 0 and (item.parameter_type == 0 or item.parameter_points == 0) # If state is unchanged unless @state_changed # Set damage to "Miss" self.damage = "Miss" end end end # If miss occurs else # Set damage to "Miss" self.damage = "Miss" end # If not in battle unless $game_temp.in_battle # Set damage to nil self.damage = nil end # End Method return effective end end