#============================================================================== # ■ XP-RGSS-44-V3 サイドビュー戦闘[EnemyData] by Claimh #------------------------------------------------------------------------------ # エネミー用データベース。モーション制御に使用されます。 #============================================================================== class EnemyData include SettingDefine #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(id) @id = id 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_STRAIGHT when 3; return AT_STRAIGHT when 4; return AT_STRAIGHT when 5; return AT_STRAIGHT when 6; return AT_THROW when 7; return AT_STRAIGHT when 8; return AT_STRAIGHT when 9; return AT_JUMP 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_STRAIGHT when 3; return AT_STRAIGHT when 4; return AT_STRAIGHT when 5; return AT_STRAIGHT when 6; return AT_THROW when 7; return AT_STRAIGHT when 8; return AT_STRAIGHT when 9; return AT_JUMP end return AT_STRAIGHT end #-------------------------------------------------------------------------- # ● 攻撃移動(行き)フレーム分割数(標準40) #-------------------------------------------------------------------------- def go_move_cnt case @id when 1; return 60 when 2; return 10 when 3; return 20 when 4; return 20 when 5; return 55 when 6; return 30 when 7; return 90 when 8; return 15 when 9; return 60 end return 1 end #-------------------------------------------------------------------------- # ● 攻撃移動(戻り)フレーム分割数(標準40) #-------------------------------------------------------------------------- def back_move_cnt case @id when 1; return 40 when 2; return 20 when 3; return 20 when 4; return 20 when 5; return 30 when 6; return 20 when 7; return 38 when 8; return 20 when 9; return 40 end return 1 end #-------------------------------------------------------------------------- # ● 攻撃移動: AT_JUMP時の高さ #-------------------------------------------------------------------------- def jump case @id when 9; return 20 end return 1 end #-------------------------------------------------------------------------- # ● 攻撃待ちフレーム数(標準5) #-------------------------------------------------------------------------- def atk_wait_cnt case @id when 1; return 15 when 2; return 3 when 3; return 10 when 4; return 0 when 5; return 15 when 6; return 10 when 7; return 13 when 8; return 0 when 9; return 15 end return 1 end #-------------------------------------------------------------------------- # ● 待機アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def stay_bitmap hue = 0 case @id when 1; filename = "ene1_stay.png" when 2; filename = "ene2_stay.png" when 3; filename = "ene3_stay.png" when 4; filename = "ene4_stay.png" when 5; filename = "ene5_stay.png" when 6; filename = "ene6_stay.png" when 7; filename = "ene7_stay.png" when 8; filename = "ene8_stay.png" when 9; filename = "ene9_stay.png" else; p "can't find stay animation! #{@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 4 when 2; return 4 when 3; return 4 when 4; return 5 when 5; return 6 when 6; return 5 when 7; return 4 when 8; return 5 when 9; 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 = "ene1_damage.png" when 2; filename = "ene2_damage.png" when 3; filename = "ene3_damage.png" when 4; filename = "ene4_damage.png" when 5; filename = "ene5_damage.png" when 6; filename = "ene6_damage.png" when 7; filename = "ene7_damage.png" when 8; filename = "ene8_damage.png" when 9; filename = "ene9_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 4 when 2; return 2 when 3; return 2 when 4; return 4 when 5; return 5 when 6; return 2 when 7; return 4 when 8; return 4 when 9; return 2 else; p "can't find damage count! ID:#{@id}" exit end return 1 end #-------------------------------------------------------------------------- # ● 攻撃アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def attack_bitmap hue = 0 case @id when 1; filename = "ene1_attack.png" when 2; filename = "ene2_attack.png" when 3; filename = "ene3_attack.png" when 4; filename = "ene4_attack.png" when 5; filename = "ene5_attack.png" when 6; filename = "ene6_attack.png" when 7; filename = "ene7_attack.png" when 8; filename = "ene8_attack.png" when 9; filename = "ene9_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 7 when 2; return 8 when 3; return 4 when 4; return 6 when 5; return 6 when 6; return 3 when 7; return 6 when 8; return 10 when 9; 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 = "ene1_go.png" when 2; filename = "ene2_go.png" when 3; filename = "ene3_go.png" when 4; filename = "ene4_go.png" when 5; filename = "ene5_go.png" when 6; filename = "ene6_throw.png"#投げるもの when 7; filename = "ene7_go.png" when 8; filename = "ene8_go.png" when 9; filename = "ene9_go.png" 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 8 when 2; return 4 when 3; return 6 when 4; return 5 when 5; return 5 when 6; return 1#投げる時不要 when 7; return 6 when 8; return 18 when 9; 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 = "ene1_back.png" when 2; filename = "ene2_back.png" when 3; filename = "ene3_back.png" when 4; filename = "ene4_back.png" when 5; filename = "ene5_back.png" when 6; filename = "ene6_back.png"#投げる時不要 when 7; filename = "ene7_back.png" when 8; filename = "ene8_back.png" when 9; filename = "ene8_back.png" 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 8 when 2; return 4 when 3; return 6 when 4; return 4 when 5; return 5 when 6; return 1#投げる時不要 when 7; return 5 when 8; return 24 when 9; return 4 end return 1 end #-------------------------------------------------------------------------- # ● 魔法アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def magic_bitmap(skill_id) hue = 0 case @id when 1; filename = "ene1_magic.png" when 2; filename = "ene2_magic.png" when 3; filename = "ene3_magic.png" when 4; filename = "ene4_magic.png" when 5; filename = "ene5_magic.png" when 6; filename = "ene6_magic.png" when 7; filename = "ene7_magic.png" when 8; filename = "ene8_magic.png" when 9; filename = "ene9_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; return 7 when 2; return 8 when 3; return 4 when 4; return 6 when 5; return 6 when 6; return 3 when 7; return 6 when 8; return 20 when 9; return 3 end return 1 end #-------------------------------------------------------------------------- # ● 近接魔法 移動(行き)アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def magic_go_bitmap(skill_id) hue = 0 case @id when 1; filename = "ene1_go.png" when 2; filename = "ene2_go.png" when 3; filename = "ene3_go.png" when 4; filename = "ene4_go.png" when 5; filename = "ene5_go.png" when 6; filename = "ene6_go.png" when 7; filename = "ene7_go.png" when 8; filename = "ene8_go.png" when 9; filename = "ene9_go.png" else; p "can't find go animation! ID:#{@id}" exit end return RPG::Cache.battler(filename, hue) end #-------------------------------------------------------------------------- # ● 近接魔法 移動(行き)アニメ分割数 #-------------------------------------------------------------------------- def magic_go_count(skill_id) case @id when 1; return 8 when 2; return 4 when 3; return 6 when 4; return 5 when 5; return 5 when 6; return 1 when 7; return 6 when 8; return 18 when 9; return 6 end return 1 end #-------------------------------------------------------------------------- # ● 近接魔法 移動(戻り)アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def magic_back_bitmap(skill_id) hue = 0 case @id when 1; filename = "ene1_back.png" when 2; filename = "ene2_back.png" when 3; filename = "ene3_back.png" when 4; filename = "ene4_back.png" when 5; filename = "ene5_back.png" when 6; filename = "ene6_back.png" when 7; filename = "ene7_back.png" when 8; filename = "ene8_back.png" when 9; filename = "ene8_back.png" else; p "can't find back animation! ID:#{@id}" exit end return RPG::Cache.battler(filename, hue) end #-------------------------------------------------------------------------- # ● 近接魔法 移動(戻り)アニメ分割数 #-------------------------------------------------------------------------- def magic_back_count(skill_id) case @id when 1; return 8 when 2; return 4 when 3; return 6 when 4; return 4 when 5; return 5 when 6; return 1 when 7; return 5 when 8; return 24 when 9; 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 = "ene1_stay.png" when 2; filename = "ene2_stay.png" when 3; filename = "ene3_stay.png" when 4; filename = "ene4_stay.png" when 5; filename = "ene5_stay.png" when 6; filename = "ene6_stay.png" when 7; filename = "ene7_stay.png" when 8; filename = "ene8_stay.png" when 9; filename = "ene9_stay.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 4 when 2; return 4 when 3; return 4 when 4; return 5 when 5; return 6 when 6; return 5 when 7; return 4 when 8; return 5 when 9; return 5 end return 1 end #-------------------------------------------------------------------------- # ● 回復アニメfile [Graphics/Battlers] #-------------------------------------------------------------------------- def recover_bitmap hue = 0 case @id when 1; filename = "ene1_stay.png" when 2; filename = "ene2_stay.png" when 3; filename = "ene3_stay.png" when 4; filename = "ene4_stay.png" when 5; filename = "ene5_stay.png" when 6; filename = "ene6_stay.png" when 7; filename = "ene7_stay.png" when 8; filename = "ene8_stay.png" when 9; filename = "ene9_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 4 when 2; return 4 when 3; return 4 when 4; return 5 when 5; return 6 when 6; return 5 when 7; return 4 when 8; return 5 when 9; return 5 end return 1 end end