#============================================================================== # ■ XP-RGSS-44-V3 サイドビュー戦闘[ActorData] by Claimh #------------------------------------------------------------------------------ # アクター用データベース。モーション制御に使用されます。 #============================================================================== class ActorData include SettingDefine #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(id) @id = id @level = $game_actors[@id].level end #-------------------------------------------------------------------------- # ● 攻撃移動(行き)パターン # AT_STRAIGHT : 直線攻撃 # AT_JUMP : ジャンプ攻撃 # AT_THROW : 投げる攻撃 #-------------------------------------------------------------------------- def at_go_pattern case @id when 1; return AT_STRAIGHT when 2; return AT_JUMP when 3; return AT_THROW when 4; return AT_THROW end return AT_STRAIGHT end #-------------------------------------------------------------------------- # ● 攻撃移動(戻り)パターン # AT_STRAIGHT : 直線攻撃 # AT_JUMP : ジャンプ攻撃 # AT_THROW : 投げる攻撃 #-------------------------------------------------------------------------- def at_back_pattern case @id when 1; return AT_STRAIGHT when 2; return AT_JUMP when 3; return AT_THROW when 4; return AT_THROW end return AT_STRAIGHT end #-------------------------------------------------------------------------- # ● 攻撃移動(行き)フレーム分割数 #-------------------------------------------------------------------------- def go_move_cnt case @id when 1; return 7 when 2; return 17 when 3; return 10 when 4; return 10 end return 1 end #-------------------------------------------------------------------------- # ● 攻撃移動(戻り)フレーム分割数 #-------------------------------------------------------------------------- def back_move_cnt case @id when 1; return 11 when 2; return 15 when 3; return 20 when 4; return 20 end return 1 end #-------------------------------------------------------------------------- # ● 攻撃移動: AT_JUMP時の高さ #-------------------------------------------------------------------------- def jump case @id when 1; return 20 when 2; return 20 when 3; return 0 when 4; return 0 end return 0 end #-------------------------------------------------------------------------- # ● 攻撃待ちフレーム数 #-------------------------------------------------------------------------- def atk_wait_cnt case @id when 1; return 0 when 2; return 0 when 3; return 0 when 4; return 0 end return 0 end #-------------------------------------------------------------------------- # ● 待機アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def stay_bitmap hue = 0 case @id when 1; filename = "act1_stay.png" when 2; filename = "act2_stay.png" when 3; filename = "act3_stay.png" when 4; filename = "act4_stay.png" else; p "can't find stay animation! ID:#{@id}" exit end return RPG::Cache.battler(filename, hue) end #-------------------------------------------------------------------------- # ● 待機アニメ分割数 #-------------------------------------------------------------------------- def stay_count case @id when 1; return 5 when 2; return 5 when 3; return 5 when 4; return 5 end return 1 end #-------------------------------------------------------------------------- # ● ダメージアニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def damage_bitmap hue = 0 case @id when 1; filename = "act1_damage.png" when 2; filename = "act2_damage.png" when 3; filename = "act3_damage.png" when 4; filename = "act4_damage.png" else; p "can't find damage animation! ID:#{@id}" exit end return RPG::Cache.battler(filename, hue) end #-------------------------------------------------------------------------- # ● ダメージアニメ分割数 #-------------------------------------------------------------------------- def damage_count case @id when 1; return 5 when 2; return 5 when 3; return 5 when 4; return 5 end return 1 end #-------------------------------------------------------------------------- # ● 攻撃アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def attack_bitmap hue = 0 case @id when 1; filename = "act1_attack.png" when 2; filename = "act2_attack.png" when 3; filename = "act3_attack.png" when 4; filename = "act4_attack.png" else; p "can't find attack animation! ID:#{@id}" exit end return RPG::Cache.battler(filename, hue) end #-------------------------------------------------------------------------- # ● 攻撃アニメ分割数 #-------------------------------------------------------------------------- def attack_count case @id when 1; return 5 when 2; return 5 when 3; return 7 when 4; return 6 end return 1 end #-------------------------------------------------------------------------- # ● 移動(行き)アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def go_bitmap hue = 0 case @id when 1; filename = "act1_go.png" when 2; filename = "act2_go.png" when 3; filename = "act3_throw.png" # 投げるもの when 4; filename = "act4_throw.png" # 投げるもの else; p "can't find go animation! ID:#{@id}" exit end return RPG::Cache.battler(filename, hue) end #-------------------------------------------------------------------------- # ● 移動(行き)アニメ分割数 #-------------------------------------------------------------------------- def go_count case @id when 1; return 7 when 2; return 7 when 3; return 6 when 4; return 6 end return 1 end #-------------------------------------------------------------------------- # ● 移動(戻り)アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def back_bitmap hue = 0 case @id when 1; filename = "act1_back.png" when 2; filename = "act2_back.png" when 3; filename = ""# 投げる時いらない when 4; filename = ""# 投げる時いらない else; p "can't find back animation! ID:#{@id}" exit end return RPG::Cache.battler(filename, hue) end #-------------------------------------------------------------------------- # ● 移動(戻り)アニメ分割数 #-------------------------------------------------------------------------- def back_count case @id when 1; return 11 when 2; return 10 when 3; return 6 when 4; return 6 end return 1 end #-------------------------------------------------------------------------- # ● 魔法アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def magic_bitmap(skill_id) hue = 0 case @id when 1 case skill_id # スキルごとのグラフィック変更 when 57; filename = "act1_attack.png" else; filename = "act1_magic.png" end when 2; filename = "act2_magic.png" when 3; filename = "act3_magic.png" when 4; filename = "act4_magic.png" else p "can't find magic animation! ID:#{@id}" exit end return RPG::Cache.battler(filename, hue) end #-------------------------------------------------------------------------- # ● 魔法アニメ分割数 #-------------------------------------------------------------------------- def magic_count(skill_id) case @id when 1 case skill_id # スキルごとのグラフィック変更 when 57; return 6 else; return 6 end when 2; return 13 when 3; return 13 when 4; return 3 end return 1 end #-------------------------------------------------------------------------- # ● 近接/ジャンプ魔法 移動(行き)アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def magic_go_bitmap(skill_id) hue = 0 case @id when 1; filename = "act1_go.png" when 2; filename = "act2_go.png" when 3; filename = "" when 4; filename = "" else; p "can't find go animation! ID:#{@id}" exit end return RPG::Cache.battler(filename, hue) end #-------------------------------------------------------------------------- # ● 近接/ジャンプ魔法 移動(行き)アニメ分割数 #-------------------------------------------------------------------------- def magic_go_count(skill_id) case @id when 1; return 11 when 2; return 10 when 3; return 4 when 4; return 6 end return 1 end #-------------------------------------------------------------------------- # ● 近接/ジャンプ魔法 移動(戻り)アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def magic_back_bitmap(skill_id) hue = 0 case @id when 1; filename = "act1_back.png" when 2; filename = "act2_back.png" when 3; filename = "" when 4; filename = "" else; p "can't find back animation! ID:#{@id}" exit end return RPG::Cache.battler(filename, hue) end #-------------------------------------------------------------------------- # ● 近接/ジャンプ魔法 移動(戻り)アニメ分割数 #-------------------------------------------------------------------------- def magic_back_count(skill_id) case @id when 1; return 11 when 2; return 10 when 3; return 1 when 4; return 4 end return 1 end #-------------------------------------------------------------------------- # ● アイテム使用アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def item_bitmap hue = 0 case @id when 1; filename = "act1_item.png" when 2; filename = "act2_item.png" when 3; filename = "act3_item.png" when 4; filename = "act4_item.png" else; p "can't find item animation! ID:#{@id}" exit end return RPG::Cache.battler(filename, hue) end #-------------------------------------------------------------------------- # ● アイテム使用アニメ分割数 #-------------------------------------------------------------------------- def item_count case @id when 1; return 7 when 2; return 5 when 3; return 5 when 4; return 4 end return 1 end #-------------------------------------------------------------------------- # ● 回復アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def recover_bitmap hue = 0 case @id when 1; filename = "act1_stay.png" when 2; filename = "act2_stay.png" when 3; filename = "act3_stay.png" when 4; filename = "act4_stay.png" else; p "can't find recover animation! ID:#{@id}" exit end return RPG::Cache.battler(filename, hue) end #-------------------------------------------------------------------------- # ● 回復アニメ分割数 #-------------------------------------------------------------------------- def recover_count case @id when 1; return 7 when 2; return 5 when 3; return 5 when 4; return 5 end return 1 end #-------------------------------------------------------------------------- # ● 戦闘不能グラフィック [Graphics/Battlers] #-------------------------------------------------------------------------- def dead_bitmap hue = 0 case @id when 1; filename = "act1_dead.png" when 2; filename = "act2_dead.png" when 3; filename = "act3_dead.png" when 4; filename = "act4_dead.png" else;p "can't find dead animation! ID:#{@id}" exit end return RPG::Cache.battler(filename, hue) end #-------------------------------------------------------------------------- # ● 戦闘不能グラフィック分割数 #-------------------------------------------------------------------------- def dead_count case @id when 1; return 1 when 2; return 1 when 3; return 1 when 4; return 1 end return 1 end #-------------------------------------------------------------------------- # ● 勝利グラフィック [Graphics/Battlers] #-------------------------------------------------------------------------- def win_bitmap hue = 0 case @id when 1; filename = "act1_win.png" when 2; filename = "act2_win.png" when 3; filename = "act3_win.png" when 4; filename = "act4_win.png" else;p "can't find win animation! ID:#{@id}" exit end return RPG::Cache.battler(filename, hue) end #-------------------------------------------------------------------------- # ● 勝利グラフィック分割数 #-------------------------------------------------------------------------- def win_count case @id when 1; return 5 when 2; return 5 when 3; return 7 when 4; return 6 end return 1 end end