- #########################
- # SUPER WALK #
- #Script créé par Zeus81#
- #########################
- class Game_Character
- attr_reader :x2
- attr_reader :y2
- alias game_character_initialize initialize
- def initialize
- @x2 = 0
- @y2 = 0
- game_character_initialize
- end
- def moving?
- return (@real_x != @x2 * 128 or @real_y != @y2 * 128)
- end
- def passable?(x, y, d)
- new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
- new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
- unless $game_map.valid?(new_x, new_y)
- return false
- end
- if @through
- return true
- end
- unless $game_map.passable?(x, y, d, self)
- return false
- end
- unless $game_map.passable?(new_x, new_y, 10 - d)
- return false
- end
- for event in $game_map.events.values
- if event.x == new_x and event.y == new_y
- unless event.through
- if event.character_name != ""
- return false
- end
- end
- end
- end
- if $game_player.x == new_x and $game_player.y == new_y
- unless $game_player.through
- if @character_name != ""
- return false
- end
- end
- end
- return true
- end
- def moveto(x, y)
- @x = @x2 = x % $game_map.width
- @y = @y2 = y % $game_map.height
- @real_x = @x * 128
- @real_y = @y * 128
- @prelock_direction = 0
- end
- def update_jump
- @jump_count -= 1
- @real_x = (@real_x * @jump_count + @x2 * 128) / (@jump_count + 1)
- @real_y = (@real_y * @jump_count + @y2 * 128) / (@jump_count + 1)
- end
- def update_move
- distance = 2 ** @move_speed
- if @y2 * 128 > @real_y
- @real_y = [@real_y + distance, @y2 * 128].min
- end
- if @x2 * 128 < @real_x
- @real_x = [@real_x - distance, @x2 * 128].max
- end
- if @x2 * 128 > @real_x
- @real_x = [@real_x + distance, @x2 * 128].min
- end
- if @y2 * 128 < @real_y
- @real_y = [@real_y - distance, @y2 * 128].max
- end
- if @walk_anime
- @anime_count += 1.5
- elsif @step_anime
- @anime_count += 1
- end
- end
- def move_down(turn_enabled = true, player = false)
- turn_down if turn_enabled
- if passable?(@x, @y, 2)
- if player
- @x2 -= 0.125 if passable?(@x+1, @y, 2) == false and @x2 > @x
- @x2 += 0.125 if passable?(@x-1, @y, 2) == false and @x2 < @x
- multiplicateur = [(@move_speed - 4) * 2, 1].max
- @y2 += 0.125 * multiplicateur
- else
- @y2 += 1
- end
- @y = @y2.round
- increase_steps
- else
- if @y2 < @y
- @y2 += 0.125
- else
- check_event_trigger_touch(@x, @y+1)
- end
- end
- end
- def move_left(turn_enabled = true, player = false)
- turn_left if turn_enabled
- if passable?(@x, @y, 4)
- if player
- @y2 -= 0.125 if passable?(@x, @y+1, 4) == false and @y2 > @y
- @y2 += 0.125 if passable?(@x, @y-1, 4) == false and @y2 < @y
- multiplicateur = [(@move_speed - 4) * 2, 1].max
- @x2 -= 0.125 * multiplicateur
- else
- @x2 -= 1
- end
- @x = @x2.round
- increase_steps
- else
- if @x2 > @x
- @x2 -= 0.125
- else
- check_event_trigger_touch(@x-1, @y)
- end
- end
- end
- def move_right(turn_enabled = true, player = false)
- turn_right if turn_enabled
- if passable?(@x, @y, 6)
- if player
- @y2 -= 0.125 if passable?(@x, @y+1, 6) == false and @y2 > @y
- @y2 += 0.125 if passable?(@x, @y-1, 6) == false and @y2 < @y
- multiplicateur = [(@move_speed - 4) * 2, 1].max
- @x2 += 0.125 * multiplicateur
- else
- @x2 += 1
- end
- @x = @x2.round
- increase_steps
- else
- if @x2 < @x
- @x2 += 0.125
- else
- check_event_trigger_touch(@x+1, @y)
- end
- end
- end
- def move_up(turn_enabled = true, player = false)
- turn_up if turn_enabled
- if passable?(@x, @y, 8)
- if player
- @x2 -= 0.125 if passable?(@x+1, @y, 8) == false and @x2 > @x
- @x2 += 0.125 if passable?(@x-1, @y, 8) == false and @x2 < @x
- multiplicateur = [(@move_speed - 4) * 2, 1].max
- @y2 -= 0.125 * multiplicateur
- else
- @y2 -= 1
- end
- @y = @y2.round
- increase_steps
- else
- if @y2 > @y
- @y2 -= 0.125
- else
- check_event_trigger_touch(@x, @y-1)
- end
- end
- end
- def move_lower_left(turn_enabled = true, player = false)
- turn_lower_left if turn_enabled
- move_down(false, player)
- move_left(false, player)
- end
- def move_lower_right(turn_enabled = true, player = false)
- turn_lower_right if turn_enabled
- move_down(false, player)
- move_right(false, player)
- end
- def move_upper_left(turn_enabled = true, player = false)
- turn_upper_left if turn_enabled
- move_up(false, player)
- move_left(false, player)
- end
- def move_upper_right(turn_enabled = true, player = false)
- turn_upper_right if turn_enabled
- move_up(false, player)
- move_right(false, player)
- end
- def move_random
- case rand(8)
- when 0
- move_lower_left
- when 1
- move_down
- when 2
- move_lower_right
- when 3
- move_left
- when 4
- move_upper_left
- when 5
- move_right
- when 6
- move_upper_right
- when 7
- move_up
- end
- end
- def jump(x_plus, y_plus)
- if x_plus != 0 or y_plus != 0
- if x_plus.abs > y_plus.abs
- x_plus < 0 ? turn_left : turn_right
- else
- y_plus < 0 ? turn_up : turn_down
- end
- end
- loop do
- new_x = @x + x_plus
- new_y = @y + y_plus
- if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
- straighten
- @x += x_plus
- @x2 += x_plus
- @y += y_plus
- @y2 += y_plus
- distance = Math.sqrt(x_plus * x_plus + y_plus * y_plus).round
- @jump_peak = 10 + distance - @move_speed
- @jump_count = @jump_peak * 2
- @stop_count = 0
- return
- end
- x_plus -= 1 if x_plus > 0
- x_plus += 1 if x_plus < 0
- y_plus -= 1 if y_plus > 0
- y_plus += 1 if y_plus < 0
- end
- end
- def turn_lower_left
- unless @direction_fix
- @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
- @stop_count = 0
- end
- end
- def turn_lower_right
- unless @direction_fix
- @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
- @stop_count = 0
- end
- end
- def turn_upper_left
- unless @direction_fix
- @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
- @stop_count = 0
- end
- end
- def turn_upper_right
- unless @direction_fix
- @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
- @stop_count = 0
- end
- end
- end
- class Game_Player < Game_Character
- def update
- @actor = $game_party.actors[0]
- if @actor != nil
- actor = $game_party.actors[0]
- if actor.hp <= 0
- if XAS_BA::AUTOGAMEOVER == true
- $scene = Scene_Gameover.new rescue nil if self.collapse_done
- else
- $game_switches[XAS_BA::GAMEOVER_SWITCH_ID] = true
- $game_map.refresh
- end
- end
- end
- last_moving = moving?
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing or
- $game_temp.dodge_time_real > 0
- if @actor != nil and actor.states.include?(XAS::CONFUSE_ID) == true
- end
- actor = $game_party.actors[0]
- if actor != nil and (actor.states.include?(XAS::SLEEP_ID) or
- actor.states.include?(XAS::STOP_ID) or
- actor.states.include?(XAS::MUTE_ID) or
- actor.states.include?(XAS::SEALATTACK_ID))
- $game_temp.xas_charge_time = 0
- $game_temp.xas_anime_loop2 = 0
- $game_temp.xas_anime_loop = 0
- $game_system.move_speed = 0
- @direction_fix = false
- end
- if Input.press?(XAS_COMMAND::DASH_BUTTON) and XAS::DASH_SYSTEM == true and
- $game_switches[XAS::CT_DISABLE_SWITCH] == false and
- $game_temp.xas_charge_time <= 5
- if $game_system.move_meter > XAS::DASH_ACTIVE_PERC
- if hero_dash_graphic?(actor)
- unless self.action != nil
- @character_name = actor.character_name + "_dash"
- end
- end
- @move_speed = XAS::DASH_SPEED + $game_system.move_speed
- else
- @move_speed = XAS::NORMAL_SPEED + $game_system.move_speed
- @character_name = actor.character_name
- end
- else
- @move_speed = XAS::NORMAL_SPEED + $game_system.move_speed
- if actor != nil
- @character_name = actor.character_name
- end
- end
- end
- last_x = @x
- last_y = @y
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing
- case Input.dir8
- when 1
- move_lower_left(true, true)
- when 2
- move_down(true, true)
- when 3
- move_lower_right(true, true)
- when 4
- move_left(true, true)
- when 6
- move_right(true, true)
- when 7
- move_upper_left(true, true)
- when 8
- move_up(true, true)
- when 9
- move_upper_right(true, true)
- end
- end
- last_moving = (last_x != @x or last_y != @y)
- last_real_x = @real_x
- last_real_y = @real_y
- super
- if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
- $game_map.scroll_down(@real_y - last_real_y)
- end
- if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
- $game_map.scroll_left(last_real_x - @real_x)
- end
- if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
- $game_map.scroll_right(@real_x - last_real_x)
- end
- if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
- $game_map.scroll_up(last_real_y - @real_y)
- end
- unless moving?
- if last_moving
- result = check_event_trigger_here([1,2])
- if result == false
- unless $DEBUG and Input.press?(Input::CTRL)
- if @encounter_count > 0
- @encounter_count -= 1
- end
- end
- end
- end
- if Input.trigger?(Input::C)
- check_event_trigger_here([0])
- check_event_trigger_there([0,1,2])
- end
- end
- end
- end
- ######################XAS######################################################
- ######################XAS######################################################
- ######################XAS######################################################
- ######################XAS######################################################
- ######################XAS######################################################
- class Game_Player
- alias mog_xaswep_update update
- def update
- mog_xaswep_update
- actor = $game_party.actors[0]
- if actor != nil
- weapon_id = actor.weapon_id
- weapon_tool_id = XAS_SKILL::WEP_ID_TOOL[weapon_id]
- $game_system.xas_action_slash_id = weapon_tool_id
- armor_id = actor.armor1_id
- armor_tool_id = XAS_SKILL::SHIELD_ID_TOOL[armor_id]
- $game_system.xas_action_shield_id = armor_tool_id
- acce_id = actor.armor4_id
- acce_tool_id = XAS_SKILL::ACCESSORY_REACTION_ID_TOOL[acce_id]
- $game_system.xas_action_acce_id = acce_tool_id
- end
- end
- end
- #===============================================================================
- # Game_Player
- #===============================================================================
- class Game_Player < Game_Character
- def character_real_name
- if @actor == nil
- return false
- end
- actor = $game_party.actors[0]
- @character_name = actor.character_name
- end
- def conf_move
- actor = $game_party.actors[0]
- if @actor == nil
- return false
- end
- if actor.states.include?(XAS::CONFUSE_ID)
- if Input.press?(Input::UP)
- turn_down
- elsif Input.press?(Input::DOWN)
- turn_up
- elsif Input.press?(Input::RIGHT)
- turn_left
- elsif Input.press?(Input::LEFT)
- turn_right
- end
- else
- if Input.press?(Input::UP)
- turn_up
- elsif Input.press?(Input::DOWN)
- turn_down
- elsif Input.press?(Input::RIGHT)
- turn_right
- elsif Input.press?(Input::LEFT)
- turn_left
- end
- end
- end
- def seal_text
- $game_player.battler.damage = XAS::SEALED_TEXT
- $game_player.battler.damage_pop = true
- $game_system.se_play(XAS::SEALED_SE)
- $game_temp.rendan_item = 0
- $game_temp.item_rendan = 0
- $game_temp.rendan_skill = 0
- $game_temp.skill_rendan = 0
- $game_temp.cast_skill_id = 0
- $game_temp.cast_time = 0
- $game_temp.cast_type = 0
- end
- #===============================================================================
- # XAS - Button SKILL
- #===============================================================================
- alias xrxs64_ya_update update
- def update
- xrxs64_ya_update
- actor = $game_party.actors[0]
- @actor = $game_party.actors[0]
- if @actor == nil
- return false
- end
- if $game_temp.rendan_skill > 0
- @direction_fix = true
- else
- @direction_fix = false
- end
- if Input.trigger?(XAS_COMMAND::SKILL_ACTION) and
- $game_switches[XAS_COMMAND::COMMAND_DISABLE_SWITCH] == false
- unless $game_system.map_interpreter.running? or
- $game_temp.message_window_showing or
- self.action != nil or self.knockbacking? or
- $game_temp.xas_charge_time >= 100 or
- $game_temp.cast_time > 0
- if actor.states.include?(XAS::SEALSKILL_ID) or
- actor.states.include?(XAS::MUTE_ID) or
- actor.states.include?(XAS::BERSERK_ID)
- seal_text
- return false
- end
- if $game_temp.rendan_skill > 0
- action_id = $game_temp.skill_rendan
- @direction_fix = true
- else
- action_id = $game_system.xas_skill_id
- @direction_fix = false
- end
- if XAS_SKILL::CAST_TIME.include?(action_id)
- self.shoot(action_id)
- $game_temp.cast_type = 1
- $game_player.animation_id = XAS_SKILL::DEFAULT_CAST_ANIMATION_ID
- return false
- end
- combo_attack = XAS_SKILL::COMBO_ATTACK[action_id]
- conf_move
- if XAS_SKILL::SLIDE_MOVE.include?(action_id)
- self.battler.hit_it = 1
- if combo_attack != nil or combo_attack == 0
- @direction_fix = true
- end
- if $game_player.direction == 2
- move_down
- elsif $game_player.direction == 4
- move_left
- elsif $game_player.direction == 6
- move_right
- elsif $game_player.direction == 8
- move_up
- end
- elsif XAS_SKILL::BACK_MOVE.include?(action_id)
- if combo_attack != nil or combo_attack == 0
- @direction_fix = true
- end
- move_backward
- end
- if XAS_SKILL::JUMP_MOVE.include?(action_id)
- jump(0,0)
- end
- character_real_name
- if combo_attack != nil or combo_attack == 0
- $game_temp.skill_rendan = combo_attack[0]
- $game_temp.rendan_skill = combo_attack[1]
- end
- $game_temp.rendan_item = 0
- $game_temp.item_rendan = 0
- $game_temp.rendan_attack = 0
- $game_temp.attack_rendan = 0
- self.shoot(action_id) if action_id != nil or action_id == 0
- cast_animation = XAS_SKILL::CAST_ANIMATION_ID[action_id]
- if cast_animation != nil or cast_animation == 0
- $game_player.animation_id = cast_animation
- else
- $game_player.animation_id = XAS_SKILL::DEFAULT_CAST_ANIMATION_ID
- end
- end
- end
- end
- end
- #===============================================================================
- # XAS - Button Slash
- #===============================================================================
- class Game_Player < Game_Character
- alias xrxs64_cs_update update
- def update
- xrxs64_cs_update
- actor = $game_party.actors[0]
- @actor = $game_party.actors[0]
- if @actor == nil
- return false
- end
- if $game_temp.rendan_attack > 0
- @direction_fix = true
- else
- @direction_fix = false
- end
- if Input.trigger?(XAS_COMMAND::SLASH_ACTION) and
- $game_switches[XAS_COMMAND::COMMAND_DISABLE_SWITCH] == false
- unless self.action != nil or $game_system.map_interpreter.running? or
- $game_temp.message_window_showing or $game_map.starting? or
- self.knockbacking? or $game_temp.xas_charge_time >= 100 or
- $game_temp.cast_time > 0
- if actor.states.include?(XAS::SEALATTACK_ID) or
- actor.states.include?(XAS::MUTE_ID)
- seal_text
- return false
- end
- if $game_temp.rendan_attack > 0
- @direction_fix = true
- action_id = $game_temp.attack_rendan
- else
- action_id = $game_system.xas_action_slash_id
- @direction_fix = false
- end
- if XAS_SKILL::CAST_TIME.include?(action_id)
- self.shoot(action_id)
- $game_temp.cast_type = 2
- return false
- end
- combo_attack = XAS_SKILL::COMBO_ATTACK[action_id]
- conf_move
- if XAS_SKILL::JUMP_MOVE.include?(action_id)
- jump(0,0)
- end
- if XAS_SKILL::SLIDE_MOVE.include?(action_id)
- self.battler.hit_it = 1
- if combo_attack != nil or combo_attack == 0
- @direction_fix = true
- end
- if $game_player.direction == 2
- move_down
- elsif $game_player.direction == 4
- move_left
- elsif $game_player.direction == 6
- move_right
- elsif $game_player.direction == 8
- move_up
- end
- elsif XAS_SKILL::BACK_MOVE.include?(action_id)
- if combo_attack != nil or combo_attack == 0
- @direction_fix = true
- end
- move_backward
- end
- character_real_name
- if combo_attack != nil or combo_attack == 0
- $game_temp.attack_rendan = combo_attack[0]
- $game_temp.rendan_attack = combo_attack[1]
- end
- $game_temp.rendan_item = 0
- $game_temp.item_rendan = 0
- $game_temp.rendan_skill = 0
- $game_temp.skill_rendan = 0
- self.shoot(action_id) if action_id != nil or action_id == 0
- end
- end
- end
- end
- #===============================================================================
- # XAS - Button SHIELD
- #===============================================================================
- class Game_Player < Game_Character
- alias xrxs64_cs2_update update
- def update
- xrxs64_cs2_update
- actor = $game_party.actors[0]
- if actor == nil
- return false
- end
- if (Input.trigger?(XAS_COMMAND::SHIELD_ACTION) or
- Input.press?(XAS_COMMAND::SHIELD_ACTION)) and
- $game_switches[XAS_COMMAND::COMMAND_DISABLE_SWITCH] == false
- unless self.action != nil or $game_system.map_interpreter.running? or
- $game_temp.message_window_showing or $game_map.starting? or
- self.knockbacking? or $game_temp.xas_charge_time >= 100
- action_id = $game_system.xas_action_shield_id
- conf_move
- if XAS_SKILL::JUMP_MOVE.include?(action_id)
- jump(0,0)
- end
- if XAS_SKILL::SLIDE_MOVE.include?(action_id)
- self.battler.hit_it = 1
- if $game_player.direction == 2
- move_down
- elsif $game_player.direction == 4
- move_left
- elsif $game_player.direction == 6
- move_right
- elsif $game_player.direction == 8
- move_up
- end
- elsif XAS_SKILL::BACK_MOVE.include?(action_id)
- move_backward
- end
- character_real_name
- $game_temp.rendan_attack = 0
- $game_temp.attack_rendan = 0
- $game_temp.rendan_skill = 0
- $game_temp.skill_rendan = 0
- $game_temp.rendan_item = 0
- $game_temp.item_rendan = 0
- self.shoot(action_id) if action_id != nil or action_id == 0
- if $game_system.move_meter > XAS::DASH_ACTIVE_PERC
- $game_temp.shield_active = true
- else
- $game_temp.shield_active = false
- end
- end
- else
- $game_temp.shield_active = false
- end
- end
- end
- #===============================================================================
- # XAS - Button ITEM
- #===============================================================================
- class Game_Player < Game_Character
- alias xrxs64_cs3_update update
- def update
- xrxs64_cs3_update
- actor = $game_party.actors[0]
- if actor == nil
- return false
- end
- if $game_temp.rendan_item > 0
- @direction_fix = true
- else
- @direction_fix = false
- end
- if Input.trigger?(XAS_COMMAND::ITEM_ACTION)
- unless self.action != nil or $game_system.map_interpreter.running? or
- $game_temp.message_window_showing or $game_map.starting? or
- self.knockbacking? or $game_temp.xas_charge_time >= 100 or
- $game_temp.cast_time > 0
- if actor.states.include?(XAS::SEALITEM_ID) or
- actor.states.include?(XAS::MUTE_ID) or
- actor.states.include?(XAS::BERSERK_ID)
- seal_text
- return false
- end
- item_tool_id = XAS::XASITEM_ID[$game_system.xas_item_id]
- if $game_temp.rendan_item > 0
- action_id = $game_temp.item_rendan
- @direction_fix = true
- else
- action_id = item_tool_id
- @direction_fix = false
- end
- if XAS_SKILL::CAST_TIME.include?(action_id)
- self.shoot(action_id)
- $game_temp.cast_type = 3
- return false
- end
- combo_attack = XAS_SKILL::COMBO_ATTACK[action_id]
- conf_move
- if XAS_SKILL::SLIDE_MOVE.include?(action_id)
- self.battler.hit_it = 1
- if combo_attack != nil or combo_attack == 0
- @direction_fix = true
- end
- if $game_player.direction == 2
- move_down
- elsif $game_player.direction == 4
- move_left
- elsif $game_player.direction == 6
- move_right
- elsif $game_player.direction == 8
- move_up
- end
- elsif XAS_SKILL::BACK_MOVE.include?(action_id)
- if combo_attack != nil or combo_attack == 0
- @direction_fix = true
- end
- move_backward
- end
- if XAS_SKILL::JUMP_MOVE.include?(action_id)
- jump(0,0)
- end
- character_real_name
- if combo_attack != nil or combo_attack == 0
- $game_temp.item_rendan = combo_attack[0]
- $game_temp.rendan_item = combo_attack[1]
- end
- $game_temp.rendan_attack = 0
- $game_temp.attack_rendan = 0
- $game_temp.rendan_skill = 0
- $game_temp.skill_rendan = 0
- self.shoot(action_id) if action_id != nil or action_id == 0
- end
- end
- end
- end
- #===============================================================================
- # XAS - Button Reaction
- #===============================================================================
- class Game_Player < Game_Character
- alias xrxs64_reaction_update update
- def update
- xrxs64_reaction_update
- actor = $game_party.actors[0]
- if actor == nil
- return false
- end
- if actor != nil and (actor.states.include?(XAS::SLEEP_ID) or
- actor.states.include?(XAS::STOP_ID) or
- actor.states.include?(XAS::MUTE_ID))
- $game_temp.counter_time = 0
- $game_temp.counter = false
- end
- if Input.trigger?(XAS_COMMAND::REACTION_BUTTON) and
- $game_switches[XAS_COMMAND::COMMAND_DISABLE_SWITCH] == false and
- actor.hp > 0 and $game_temp.counter_time > 0 and
- $game_temp.counter == true and self.knockbacking?
- unless self.action != nil or $game_system.map_interpreter.running? or
- $game_temp.message_window_showing or $game_map.starting? or
- $game_temp.xas_charge_time >= 100
- if actor.states.include?(XAS::MUTE_ID)
- seal_text
- return false
- end
- action_id = $game_system.xas_action_acce_id
- if XAS_SKILL::CAST_TIME.include?(action_id)
- self.shoot(action_id)
- $game_temp.cast_type = 0
- return false
- end
- conf_move
- if XAS_SKILL::SLIDE_MOVE.include?(action_id)
- self.battler.hit_it = 1
- if $game_player.direction == 2
- move_down
- elsif $game_player.direction == 4
- move_left
- elsif $game_player.direction == 6
- move_right
- elsif $game_player.direction == 8
- move_up
- end
- elsif XAS_SKILL::BACK_MOVE.include?(action_id)
- move_backward
- end
- if XAS_SKILL::JUMP_MOVE.include?(action_id)
- jump(0,0)
- end
- if action_id != nil or action_id == 0
- character_real_name
- $game_temp.rendan_item = 0
- $game_temp.item_rendan = 0
- $game_temp.rendan_skill = 0
- $game_temp.skill_rendan = 0
- $game_player.animation_id = XAS_SKILL::REACTION_ANIME
- $game_screen.start_flash(Color.new(255, 155, 55, 255),10)
- @knock_back_duration = 0
- $game_temp.counter_time = 0
- $game_temp.counter = false
- self.shoot(action_id)
- end
- end
- end
- end
- end
- #===============================================================================
- # XAS - SHIELD DIRECTION
- #===============================================================================
- class Game_Player < Game_Character
- alias xas_shield_update update
- def update
- xas_shield_update
- actor = $game_party.actors[0]
- if actor == nil
- return false
- end
- unless $game_system.map_interpreter.running? or
- $game_temp.message_window_showing or
- $game_map.starting? or self.knockbacking? or
- $game_temp.xas_charge_time >= 100
- if self.action.id == $game_system.xas_action_shield_id
- conf_move
- end
- end
- end
- end
- #===============================================================================
- # XAS - DODGE
- #===============================================================================
- class Game_Player < Game_Character
- alias xrxs64_dodge_update update
- def update
- xrxs64_dodge_update
- actor = $game_party.actors[0]
- if actor == nil
- return false
- end
- unless $game_system.map_interpreter.running? or
- $game_temp.message_window_showing or
- $game_map.starting? or self.knockbacking?
- if jumping?
- @anime_count += 1.5
- end
- end
- if Input.trigger?(XAS_COMMAND::DASH_BUTTON) and
- $game_switches[XAS_COMMAND::COMMAND_DISABLE_SWITCH] == false and
- $game_temp.dodge_time > 0 and $game_temp.dodge == true
- unless $game_system.map_interpreter.running? or
- $game_temp.message_window_showing or $game_map.starting? or
- self.knockbacking? or $game_temp.xas_charge_time >= 100 or
- jumping?
- jump(0,0)
- $game_temp.dodge_time_real = 15
- move_backward
- $game_temp.dodge = false
- $game_temp.dodge_time = 0
- $game_temp.rendan_attack = 0
- $game_temp.attack_rendan = 0
- $game_temp.rendan_skill = 0
- $game_temp.skill_rendan = 0
- $game_temp.rendan_item = 0
- $game_temp.item_rendan = 0
- end
- end
- if Input.trigger?(XAS_COMMAND::DASH_BUTTON) and XAS::DODGE_SYSTEM == true and
- $game_switches[XAS::CT_DISABLE_SWITCH] == false and
- $game_temp.xas_charge_time <= 5
- $game_temp.dodge_time = 15
- $game_temp.dodge = true
- end
- end
- end
- #===============================================================================
- # XAS - CAST TIME
- #===============================================================================
- class Game_Player < Game_Character
- alias xrxs64_ctime_update update
- def update
- xrxs64_ctime_update
- actor = $game_party.actors[0]
- if actor == nil
- return false
- end
- if $game_temp.cast_time <= 0 and $game_temp.cast_skill_id != 0
- unless self.action != nil or $game_system.map_interpreter.running? or
- $game_temp.message_window_showing or $game_map.starting? or
- self.knockbacking? or $game_temp.xas_charge_time >= 100
- action_id = $game_temp.cast_skill_id
- if $game_temp.cast_type == 0 and
- actor.states.include?(XAS::MUTE_ID)
- seal_text
- return false
- elsif $game_temp.cast_type == 1 and
- (actor.states.include?(XAS::MUTE_ID)or
- actor.states.include?(XAS::SEALSKILL_ID) or
- actor.states.include?(XAS::BERSERK_ID))
- seal_text
- return false
- elsif $game_temp.cast_type == 2 and
- (actor.states.include?(XAS::MUTE_ID)or
- actor.states.include?(XAS::SEALATTACK_ID))
- sel_text
- return false
- elsif $game_temp.cast_type == 3 and
- (actor.states.include?(XAS::MUTE_ID)or
- actor.states.include?(XAS::SEALITEM_ID))
- seal_text
- return false
- end
- conf_move
- if XAS_SKILL::JUMP_MOVE.include?(action_id)
- jump(0,0)
- end
- if XAS_SKILL::SLIDE_MOVE.include?(action_id)
- self.battler.hit_it = 1
- if $game_player.direction == 2
- move_down
- elsif $game_player.direction == 4
- move_left
- elsif $game_player.direction == 6
- move_right
- elsif $game_player.direction == 8
- move_up
- end
- elsif XAS_SKILL::BACK_MOVE.include?(action_id)
- move_backward
- end
- character_real_name
- self.shoot(action_id)
- $game_temp.rendan_item = 0
- $game_temp.item_rendan = 0
- $game_temp.rendan_skill = 0
- $game_temp.skill_rendan = 0
- $game_temp.cast_skill_id = 0
- $game_temp.cast_time = 0
- $game_temp.cast_type = 0
- end
- end
- end
- end
- ###############
- # Game_Player #
- ###############
- class Game_Player < Game_Character
- include MOG
- def hero_charge_graphic?(actor)
- actor = $game_party.actors[0]
- wp_id = actor.weapon_id
- wp_tool_id = WEP_CHARGE_ID[wp_id]
- wp_tool_time = WEP_CHARGE_TIME[wp_id]
- if wp_tool_id != nil
- @self_motion = Database_Bullet::SELF_MOTIONS[wp_tool_id]
- RPG::Cache.character(actor.character_name + @self_motion.to_s + "_Charge", actor.character_hue) rescue return false
- end
- end
- alias mog_xas05_update update
- def update
- mog_xas05_update
- actor = $game_party.actors[0]
- if actor == nil
- return false
- end
- wp_id = actor.weapon_id
- wp_tool_id = WEP_CHARGE_ID[wp_id]
- wp_tool_time = WEP_CHARGE_TIME[wp_id]
- if Input.press?(Input::B) or Input.trigger?(Input::B)
- $game_temp.xas_charge_time = 0
- $game_temp.xas_anime_loop = 0
- $game_temp.xas_anime_loop2 = 0
- end
- unless $game_system.map_interpreter.running? or
- $game_temp.message_window_showing or $game_map.starting? or
- self.action != nil or self.knockbacking? or
- (actor.states.include?(XAS::SLEEP_ID) or
- actor.states.include?(XAS::STOP_ID) or
- actor.states.include?(XAS::SEALATTACK_ID) or
- actor.states.include?(XAS::MUTE_ID)or
- actor.states.include?(XAS::BERSERK_ID)) or
- $game_temp.cast_time > 0
- if Input.press?(XAS_COMMAND::SKILL_CHARGE) and wp_tool_id != nil and
- $game_switches[XAS_COMMAND::COMMAND_DISABLE_SWITCH] == false
- @self_motion = Database_Bullet::SELF_MOTIONS[wp_tool_id]
- if hero_charge_graphic?(actor) and
- $game_temp.xas_charge_time > 10
- @character_name = actor.character_name + @self_motion.to_s + "_Charge"
- end
- if MOG::FIXED_DIRECTION_SKILL.include?(wp_tool_id)
- @direction_fix = true
- $game_system.move_speed = -1
- else
- $game_system.move_speed = 0
- end
- if wp_tool_time != nil
- $game_temp.xas_charge_time += wp_tool_time if $game_temp.xas_charge_time < 100
- $game_temp.xas_anime_loop += wp_tool_time
- $game_temp.xas_anime_loop2 += wp_tool_time
- else
- $game_temp.xas_charge_time += DEFAULT_CHARGE_TIME if $game_temp.xas_charge_time < 100
- $game_temp.xas_anime_loop += DEFAULT_CHARGE_TIME
- $game_temp.xas_anime_loop2 += DEFAULT_CHARGE_TIME
- end
- if wp_tool_time != nil
- loop = 40 * wp_tool_time
- else
- loop = 40 * DEFAULT_CHARGE_TIME
- end
- if $game_temp.xas_anime_loop > loop
- if $game_temp.xas_anime_loop2 >= 100
- $game_player.animation_id = XAS_FULL_ANIME
- else
- $game_player.animation_id = XAS_CHARGE_ANIME
- end
- $game_temp.xas_anime_loop = 0
- end
- else
- $game_temp.xas_charge_time = 0 if $game_temp.xas_charge_time < 100
- $game_temp.xas_anime_loop2 = 0
- $game_temp.xas_anime_loop = 0
- $game_system.move_speed = 0
- @direction_fix = false
- end
- end
- if $game_temp.xas_charge_time >= 100 and not Input.press?(XAS_COMMAND::SKILL_CHARGE)
- unless self.action != nil or $game_system.map_interpreter.running? or
- $game_temp.message_window_showing or $game_map.starting? or
- self.knockbacking?
- action_id = wp_tool_id if wp_tool_id != nil
- character_real_name
- unless actor.states.include?(XAS::MUTE_ID) or
- actor.states.include?(XAS::SEALATTACK_ID) or
- actor.states.include?(XAS::BERSERK_ID)
- unless action_id == nil or action_id == 0
- skill_id = action_id
- skill = skill_id == nil ? nil : $data_skills[skill_id]
- sp_cost = skill.sp_cost
- if XAS_SKILL::CT_COST.include?(skill_id) and
- $game_system.move_meter < sp_cost
- $game_system.se_play(XAS_SKILL::NO_CT_SE)
- $game_temp.rendan_attack = 0
- $game_temp.attack_rendan = 0
- $game_temp.rendan_item = 0
- $game_temp.item_rendan = 0
- $game_temp.rendan_skill = 0
- $game_temp.skill_rendan = 0
- $game_temp.xas_charge_time = 0
- $game_temp.xas_anime_loop = 0
- @direction_fix = false
- $game_system.move_speed = 0
- @character_name = actor.character_name
- return
- elsif actor.sp < sp_cost and not
- XAS_SKILL::CT_COST.include?(skill_id)
- $game_system.se_play(XAS_SKILL::NO_CT_SE)
- $game_temp.rendan_attack = 0
- $game_temp.attack_rendan = 0
- $game_temp.rendan_item = 0
- $game_temp.item_rendan = 0
- $game_temp.rendan_skill = 0
- $game_temp.skill_rendan = 0
- $game_temp.xas_charge_time = 0
- $game_temp.xas_anime_loop = 0
- @direction_fix = false
- $game_system.move_speed = 0
- @character_name = actor.character_name
- return
- end
- end
- if XAS_SKILL::SLIDE_MOVE.include?(action_id)
- if $game_player.direction == 2
- move_down
- elsif $game_player.direction == 4
- move_left
- elsif $game_player.direction == 6
- move_right
- elsif $game_player.direction == 8
- move_up
- end
- end
- if XAS_SKILL::JUMP_MOVE.include?(action_id)
- jump(0,0)
- end
- self.shoot(action_id) if action_id != nil
- else
- $game_player.battler.damage = XAS::SEALED_TEXT
- $game_player.battler.damage_pop = true
- $game_system.se_play(XAS::SEALED_SE)
- end
- $game_temp.xas_charge_time = 0
- $game_temp.xas_anime_loop = 0
- @direction_fix = false
- $game_system.move_speed = 0
- @character_name = actor.character_name
- end
- end
- end
- end






Thank you so much. * hugs *