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#==============================================================================

# ** Game_Interpreter
#------------------------------------------------------------------------------
# An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# * Object Initialization
# depth : nest depth
# main : main flag
#--------------------------------------------------------------------------
def initialize(depth = 0, main = false)
@depth = depth
@main = main
if @depth > 100
print("Common event call has exceeded maximum limit.")
exit
end
clear
end
#--------------------------------------------------------------------------
# * Clear
#--------------------------------------------------------------------------
def clear
@map_id = 0 # Map ID when starting up
@original_event_id = 0 # Event ID when starting up
@event_id = 0 # Event ID
@list = nil # Execution content
@index = 0 # Index
@message_waiting = false # Waiting for message to end
@moving_character = nil # Moving character
@wait_count = 0 # Wait count
@child_interpreter = nil # Child interpreter
@branch = {} # Branch data
end
#--------------------------------------------------------------------------
# * Event Setup
# list : list of event commands
# event_id : event ID
#--------------------------------------------------------------------------
def setup(list, event_id = 0)
clear # Clear internal interpreter state
@map_id = $game_map.map_id # Memorize map ID
@original_event_id = event_id # Memorize event ID
@event_id = event_id # Memorize event ID
@list = list # Memorize execution contents
@index = 0 # Initialize index
cancel_menu_call # Cancel menu call
end
#--------------------------------------------------------------------------
# * Cancel Menu Call
# Handles the situation when a player is moving and the cancel button
# is pushed, starting an event in the state where a menu call was
# reserved.
#--------------------------------------------------------------------------
def cancel_menu_call
if @main and $game_temp.next_scene == "menu" and $game_temp.menu_beep
$game_temp.next_scene = nil
$game_temp.menu_beep = false
end
end
#--------------------------------------------------------------------------
# * Determine if Running
#--------------------------------------------------------------------------
def running?
return @list != nil
end
#--------------------------------------------------------------------------
# * Starting Event Setup
#--------------------------------------------------------------------------
def setup_starting_event
if $game_map.need_refresh # If necessary, refresh the map
$game_map.refresh
end
if $game_temp.common_event_id > 0 # Common event call reserved?
setup($data_common_events[$game_temp.common_event_id].list)
$game_temp.common_event_id = 0
return
end
for event in $game_map.events.values # Map event
if event.starting # If a starting event is found
event.clear_starting # Clear starting flag
setup(event.list, event.id) # Set up event
return
end
end
for event in $data_common_events.compact # Common event
if event.trigger == 1 and # If autorun and
$game_switches[event.switch_id] == true # condition switch is ON
setup(event.list) # Set up event
return
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
loop do
if $game_map.map_id != @map_id # Map is different?
@event_id = 0 # Make event ID 0
end
if @child_interpreter != nil # If child interpreter exists
@child_interpreter.update # Update child interpreter
if @child_interpreter.running? # If running
return # Return
else # After execution has finished
@child_interpreter = nil # Erase child interpreter
end
end
if @message_waiting # Waiting for message finish
return
end
if @moving_character != nil # Waiting for move to finish
if @moving_character.move_route_forcing
return
end
@moving_character = nil
end
if @wait_count > 0 # Waiting
@wait_count -= 1
return
end
if $game_troop.forcing_battler != nil # Forcing battle action
return
end
if $game_temp.next_scene != nil # Opening screens
return
end
if @list == nil # If content list is empty
setup_starting_event if @main # Set up starting event
return if @list == nil # Nothing was set up
end
return if execute_command == false # Execute event command
@index += 1 # Advance index
end
end
#--------------------------------------------------------------------------
# * Actor iterator (ID)
# param : If 1 or more, ID. If 0, all
#--------------------------------------------------------------------------
def iterate_actor_id(param)
if param == 0 # All
for actor in $game_party.members do yield actor end
else # One
actor = $game_actors[param]
yield actor unless actor == nil
end
end
#--------------------------------------------------------------------------
# * Actor iterator (index)
# param : If 0 or more, index. If -1, all.
#--------------------------------------------------------------------------
def iterate_actor_index(param)
if param == -1 # All
for actor in $game_party.members do yield actor end
else # One
actor = $game_party.members[param]
yield actor unless actor == nil
end
end
#--------------------------------------------------------------------------
# * Enemy iterator (index)
# param : If 0 or more, index. If -1, all.
#--------------------------------------------------------------------------
def iterate_enemy_index(param)
if param == -1 # All
for enemy in $game_troop.members do yield enemy end
else # One
enemy = $game_troop.members[param]
yield enemy unless enemy == nil
end
end
#--------------------------------------------------------------------------
# * Battler iterator (for entire troop, entire party)
# param1 : If 0, enemy. If 1, actor.
# param : If 0 or more, index. If -1, all.
#--------------------------------------------------------------------------
def iterate_battler(param1, param2)
if $game_temp.in_battle
if param1 == 0 # Enemy
iterate_enemy_index(param2) do |enemy| yield enemy end
else # Actor
iterate_actor_index(param2) do |enemy| yield enemy end
end
end
end
#--------------------------------------------------------------------------
# * Get Screen Command Target
#--------------------------------------------------------------------------
def screen
if $game_temp.in_battle
return $game_troop.screen
else
return $game_map.screen
end
end
#--------------------------------------------------------------------------
# * Event Command Execution
#--------------------------------------------------------------------------
def execute_command
if @index >= @list.size-1
command_end
return true
else
@params = @list[@index].parameters
@indent = @list[@index].indent
case @list[@index].code
when 101 # Show Text
return command_101
when 102 # Show Choices
return command_102
when 402 # When [**]
return command_402
when 403 # When Cancel
return command_403
when 103 # Input Number
return command_103
when 111 # Conditional Branch
return command_111
when 411 # Else
return command_411
when 112 # Loop
return command_112
when 413 # Repeat Above
return command_413
when 113 # Break Loop
return command_113
when 115 # Exit Event Processing
return command_115
when 117 # Call Common Event
return command_117
when 118 # Label
return command_118
when 119 # Jump to Label
return command_119
when 121 # Control Switches
return command_121
when 122 # Control Variables
return command_122
when 123 # Control Self Switch
return command_123
when 124 # Control Timer
return command_124
when 125 # Change Gold
return command_125
when 126 # Change Items
return command_126
when 127 # Change Weapons
return command_127
when 128 # Change Armor
return command_128
when 129 # Change Party Member
return command_129
when 132 # Change Battle BGM
return command_132
when 133 # Change Battle End ME
return command_133
when 134 # Change Save Access
return command_134
when 135 # Change Menu Access
return command_135
when 136 # Change Encounter
return command_136
when 201 # Transfer Player
return command_201
when 202 # Set Vehicle Location
return command_202
when 203 # Set Event Location
return command_203
when 204 # Scroll Map
return command_204
when 205 # Set Move Route
return command_205
when 206 # Get on/off Vehicle
return command_206
when 211 # Change Transparency
return command_211
when 212 # Show Animation
return command_212
when 213 # Show Balloon Icon
return command_213
when 214 # Erase Event
return command_214
when 221 # Fadeout Screen
return command_221
when 222 # Fadein Screen
return command_222
when 223 # Tint Screen
return command_223
when 224 # Flash Screen
return command_224
when 225 # Shake Screen
return command_225
when 230 # Wait
return command_230
when 231 # Show Picture
return command_231
when 232 # Move Picture
return command_232
when 233 # Rotate Picture
return command_233
when 234 # Tint Picture
return command_234
when 235 # Erase picture
return command_235
when 236 # Set Weather Effects
return command_236
when 241 # Play BGM
return command_241
when 242 # Fadeout BGM
return command_242
when 245 # Play BGS
return command_245
when 246 # Fadeout BGS
return command_246
when 249 # Play ME
return command_249
when 250 # Play SE
return command_250
when 251 # Stop SE
return command_251
when 301 # Battle Processing
return command_301
when 601 # If Win
return command_601
when 602 # If Escape
return command_602
when 603 # If Lose
return command_603
when 302 # Shop Processing
return command_302
when 303 # Name Input Processing
return command_303
when 311 # Change HP
return command_311
when 312 # Change MP
return command_312
when 313 # Change State
return command_313
when 314 # Recover All
return command_314
when 315 # Change EXP
return command_315
when 316 # Change Level
return command_316
when 317 # Change Parameters
return command_317
when 318 # Change Skills
return command_318
when 319 # Change Equipment
return command_319
when 320 # Change Name
return command_320
when 321 # Change Class
return command_321
when 322 # Change Actor Graphic
return command_322
when 323 # Change Vehicle Graphic
return command_323
when 331 # Change Enemy HP
return command_331
when 332 # Change Enemy MP
return command_332
when 333 # Change Enemy State
return command_333
when 334 # Enemy Recover All
return command_334
when 335 # Enemy Appear
return command_335
when 336 # Enemy Transform
return command_336
when 337 # Show Battle Animation
return command_337
when 339 # Force Action
return command_339
when 340 # Abort Battle
return command_340
when 351 # Open Menu Screen
return command_351
when 352 # Open Save Screen
return command_352
when 353 # Game Over
return command_353
when 354 # Return to Title Screen
return command_354
when 355 # Script
return command_355
else # Other
return true
end
end
end
#--------------------------------------------------------------------------
# * End Event
#--------------------------------------------------------------------------
def command_end
@list = nil # Clear execution content list
if @main and @event_id > 0 # If main map event
$game_map.events[@event_id].unlock # Clear event lock
end
end
#--------------------------------------------------------------------------
# * Command Skip
#--------------------------------------------------------------------------
def command_skip
while @list[@index+1].indent > @indent # Next indent is deeper
@index += 1 # Advance index
end
end
#--------------------------------------------------------------------------
# * Get Character
# param : if -1, player. If 0, this event. Otherwise, event ID.
#--------------------------------------------------------------------------
def get_character(param)
case param
when -1 # Player
return $game_player
when 0 # This event
events = $game_map.events
return events == nil ? nil : events[@event_id]
else # Particular event
events = $game_map.events
return events == nil ? nil : events[param]
end
end
#--------------------------------------------------------------------------
# * Calculate Operated Value
# operation : operation (0: increase, 1: decrease)
# operand_type : operand type (0: invariable 1: variable)
# operand : operand (number or variable ID)
#--------------------------------------------------------------------------
def operate_value(operation, operand_type, operand)
if operand_type == 0
value = operand
else
value = $game_variables[operand]
end
if operation == 1
value = -value
end
return value
end
#--------------------------------------------------------------------------
# * Show Text
#--------------------------------------------------------------------------
def command_101
unless $game_message.busy
$game_message.face_name = @params[0]
$game_message.face_index = @params[1]
$game_message.background = @params[2]
$game_message.position = @params[3]
@index += 1
while @list[@index].code == 401 # Text data
$game_message.texts.push(@list[@index].parameters[0])
@index += 1
end
if @list[@index].code == 102 # Show choices
setup_choices(@list[@index].parameters)
elsif @list[@index].code == 103 # Number input processing
setup_num_input(@list[@index].parameters)
end
set_message_waiting # Set to message wait state
end
return false
end
#--------------------------------------------------------------------------
# * Set message wait flag and callback
#--------------------------------------------------------------------------
def set_message_waiting
@message_waiting = true
$game_message.main_proc = Proc.new { @message_waiting = false }
end
#--------------------------------------------------------------------------
# * Show Choices
#--------------------------------------------------------------------------
def command_102
unless $game_message.busy
setup_choices(@params) # Setup
set_message_waiting # Set to message wait state
end
return false
end
#--------------------------------------------------------------------------
# * Setup Choices
#--------------------------------------------------------------------------
def setup_choices(params)
if $game_message.texts.size <= 4 - params[0].size
$game_message.choice_start = $game_message.texts.size
$game_message.choice_max = params[0].size
for s in params[0]
$game_message.texts.push(s)
end
$game_message.choice_cancel_type = params[1]
$game_message.choice_proc = Proc.new { |n| @branch[@indent] = n }
@index += 1
end
end
#--------------------------------------------------------------------------
# * When [**]
#--------------------------------------------------------------------------
def command_402
if @branch[@indent] == @params[0] # If matching choice
@branch.delete(@indent) # Erase branching data
return true # Continue
else # If doesn't match condition
return command_skip # Command skip
end
end
#--------------------------------------------------------------------------
# * When Cancel
#--------------------------------------------------------------------------
def command_403
if @branch[@indent] == 4 # If canceling choice
@branch.delete(@indent) # Erase branching data
return true # Continue
else # If doesn't match condition
return command_skip # Command skip
end
end
#--------------------------------------------------------------------------
# * Input Number
#--------------------------------------------------------------------------
def command_103
unless $game_message.busy
setup_num_input(@params) # Setup
set_message_waiting # Set to message wait state
end
return false
end
#--------------------------------------------------------------------------
# * Number Input Setup
#--------------------------------------------------------------------------
def setup_num_input(params)
if $game_message.texts.size < 4
$game_message.num_input_variable_id = params[0]
$game_message.num_input_digits_max = params[1]
@index += 1
end
end
#--------------------------------------------------------------------------
# * Conditional Branch
#--------------------------------------------------------------------------
def command_111
result = false
case @params[0]
when 0 # Switch
result = ($game_switches[@params[1]] == (@params[2] == 0))
when 1 # Variable
value1 = $game_variables[@params[1]]
if @params[2] == 0
value2 = @params[3]
else
value2 = $game_variables[@params[3]]
end
case @params[4]
when 0 # value1 is equal to value2
result = (value1 == value2)
when 1 # value1 is greater than or equal to value2
result = (value1 >= value2)
when 2 # value1 is less than or equal to value2
result = (value1 <= value2)
when 3 # value1 is greater than value2
result = (value1 > value2)
when 4 # value1 is less than value2
result = (value1 < value2)
when 5 # value1 is not equal to value2
result = (value1 != value2)
end
when 2 # Self switch
if @original_event_id > 0
key = [@map_id, @original_event_id, @params[1]]
if @params[2] == 0
result = ($game_self_switches[key] == true)
else
result = ($game_self_switches[key] != true)
end
end
when 3 # Timer
if $game_system.timer_working
sec = $game_system.timer / Graphics.frame_rate
if @params[2] == 0
result = (sec >= @params[1])
else
result = (sec <= @params[1])
end
end
when 4 # Actor
actor = $game_actors[@params[1]]
if actor != nil
case @params[2]
when 0 # in party
result = ($game_party.members.include?(actor))
when 1 # name
result = (actor.name == @params[3])
when 2 # skill
result = (actor.skill_learn?($data_skills[@params[3]]))
when 3 # weapon
result = (actor.weapons.include?($data_weapons[@params[3]]))
when 4 # armor
result = (actor.armors.include?($data_armors[@params[3]]))
when 5 # state
result = (actor.state?(@params[3]))
end
end
when 5 # Enemy
enemy = $game_troop.members[@params[1]]
if enemy != nil
case @params[2]
when 0 # appear
result = (enemy.exist?)
when 1 # state
result = (enemy.state?(@params[3]))
end
end
when 6 # Character
character = get_character(@params[1])
if character != nil
result = (character.direction == @params[2])
end
when 7 # Gold
if @params[2] == 0
result = ($game_party.gold >= @params[1])
else
result = ($game_party.gold <= @params[1])
end
when 8 # Item
result = $game_party.has_item?($data_items[@params[1]])
when 9 # Weapon
result = $game_party.has_item?($data_weapons[@params[1]], @params[2])
when 10 # Armor
result = $game_party.has_item?($data_armors[@params[1]], @params[2])
when 11 # Button
result = Input.press?(@params[1])
when 12 # Script
result = eval(@params[1])
when 13 # Vehicle
result = ($game_player.vehicle_type == @params[1])
end
@branch[@indent] = result # Store determination results in hash
if @branch[@indent] == true
@branch.delete(@indent)
return true
end
return command_skip
end
#--------------------------------------------------------------------------
# * Else
#--------------------------------------------------------------------------
def command_411
if @branch[@indent] == false
@branch.delete(@indent)
return true
end
return command_skip
end
#--------------------------------------------------------------------------
# * Loop
#--------------------------------------------------------------------------
def command_112
return true
end
#--------------------------------------------------------------------------
# * Repeat Above
#--------------------------------------------------------------------------
def command_413
begin
@index -= 1
end until @list[@index].indent == @indent
return true
end
#--------------------------------------------------------------------------
# * Break Loop
#--------------------------------------------------------------------------
def command_113
loop do
@index += 1
if @index >= @list.size-1
return true
end
if @list[@index].code == 413 and # Command [Repeat Above]
@list[@index].indent < @indent # Indent is shallow
return true
end
end
end
#--------------------------------------------------------------------------
# * Exit Event Processing
#--------------------------------------------------------------------------
def command_115
command_end
return true
end
#--------------------------------------------------------------------------
# * Call Common Event
#--------------------------------------------------------------------------
def command_117
common_event = $data_common_events[@params[0]]
if common_event != nil
@child_interpreter = Game_Interpreter.new(@depth + 1)
@child_interpreter.setup(common_event.list, @event_id)
end
return true
end
#--------------------------------------------------------------------------
# * Label
#--------------------------------------------------------------------------
def command_118
return true
end
#--------------------------------------------------------------------------
# * Jump to Label
#--------------------------------------------------------------------------
def command_119
label_name = @params[0]
for i in 0...@list.size
if @list[i].code == 118 and @list[i].parameters[0] == label_name
@index = i
return true
end
end
return true
end
#--------------------------------------------------------------------------
# * Control Switches
#--------------------------------------------------------------------------
def command_121
for i in @params[0] .. @params[1] # Batch control
$game_switches[i] = (@params[2] == 0)
end
$game_map.need_refresh = true
return true
end
#--------------------------------------------------------------------------
# * Control Variables
#--------------------------------------------------------------------------
def command_122
value = 0
case @params[3] # Operand
when 0 # Constant
value = @params[4]
when 1 # Variable
value = $game_variables[@params[4]]
when 2 # Random
value = @params[4] + rand(@params[5] - @params[4] + 1)
when 3 # Item
value = $game_party.item_number($data_items[@params[4]])
when 4 # Actor
actor = $game_actors[@params[4]]
if actor != nil
case @params[5]
when 0 # Level
value = actor.level
when 1 # Experience
value = actor.exp
when 2 # HP
value = actor.hp
when 3 # MP
value = actor.mp
when 4 # Maximum HP
value = actor.maxhp
when 5 # Maximum MP
value = actor.maxmp
when 6 # Attack
value = actor.atk
when 7 # Defense
value = actor.def
when 8 # Spirit
value = actor.spi
when 9 # Agility
value = actor.agi
end
end
when 5 # Enemy
enemy = $game_troop.members[@params[4]]
if enemy != nil
case @params[5]
when 0 # HP
value = enemy.hp
when 1 # MP
value = enemy.mp
when 2 # Maximum HP
value = enemy.maxhp
when 3 # Maximum MP
value = enemy.maxmp
when 4 # Attack
value = enemy.atk
when 5 # Defense
value = enemy.def
when 6 # Spirit
value = enemy.spi
when 7 # Agility
value = enemy.agi
end
end
when 6 # Character
character = get_character(@params[4])
if character != nil
case @params[5]
when 0 # x-coordinate
value = character.x
when 1 # y-coordinate
value = character.y
when 2 # direction
value = character.direction
when 3 # screen x-coordinate
value = character.screen_x
when 4 # screen y-coordinate
value = character.screen_y
end
end
when 7 # Other
case @params[4]
when 0 # map ID
value = $game_map.map_id
when 1 # number of party members
value = $game_party.members.size
when 2 # gold
value = $game_party.gold
when 3 # steps
value = $game_party.steps
when 4 # play time
value = Graphics.frame_count / Graphics.frame_rate
when 5 # timer
value = $game_system.timer / Graphics.frame_rate
when 6 # save count
value = $game_system.save_count
end
end
for i in @params[0] .. @params[1] # Batch control
case @params[2] # Operation
when 0 # Set
$game_variables[i] = value
when 1 # Add
$game_variables[i] += value
when 2 # Sub
$game_variables[i] -= value
when 3 # Mul
$game_variables[i] *= value
when 4 # Div
$game_variables[i] /= value if value != 0
when 5 # Mod
$game_variables[i] %= value if value != 0
end
if $game_variables[i] > 99999999 # Maximum limit check
$game_variables[i] = 99999999
end
if $game_variables[i] < -99999999 # Minimum limit check
$game_variables[i] = -99999999
end
end
$game_map.need_refresh = true
return true
end
#--------------------------------------------------------------------------
# * Control Self Switch
#--------------------------------------------------------------------------
def command_123
if @original_event_id > 0
key = [@map_id, @original_event_id, @params[0]]
$game_self_switches[key] = (@params[1] == 0)
end
$game_map.need_refresh = true
return true
end
#--------------------------------------------------------------------------
# * Control Timer
#--------------------------------------------------------------------------
def command_124
if @params[0] == 0 # Start
$game_system.timer = @params[1] * Graphics.frame_rate
$game_system.timer_working = true
end
if @params[0] == 1 # Stop
$game_system.timer_working = false
end
return true
end
#--------------------------------------------------------------------------
# * Change Gold
#--------------------------------------------------------------------------
def command_125
value = operate_value(@params[0], @params[1], @params[2])
$game_party.gain_gold(value)
return true
end
#--------------------------------------------------------------------------
# * Change Items
#--------------------------------------------------------------------------
def command_126
value = operate_value(@params[1], @params[2], @params[3])
$game_party.gain_item($data_items[@params[0]], value)
$game_map.need_refresh = true
return true
end
#--------------------------------------------------------------------------
# * Change Weapons
#--------------------------------------------------------------------------
def command_127
value = operate_value(@params[1], @params[2], @params[3])
$game_party.gain_item($data_weapons[@params[0]], value, @params[4])
return true
end
#--------------------------------------------------------------------------
# * Change Armor
#--------------------------------------------------------------------------
def command_128
value = operate_value(@params[1], @params[2], @params[3])
$game_party.gain_item($data_armors[@params[0]], value, @params[4])
return true
end
#--------------------------------------------------------------------------
# * Change Party Member
#--------------------------------------------------------------------------
def command_129
actor = $game_actors[@params[0]]
if actor != nil
if @params[1] == 0 # Add
if @params[2] == 1 # Initialize
$game_actors[@params[0]].setup(@params[0])
end
$game_party.add_actor(@params[0])
else # Remove
$game_party.remove_actor(@params[0])
end
$game_map.need_refresh = true
end
return true
end
#--------------------------------------------------------------------------
# * Change Battle BGM
#--------------------------------------------------------------------------
def command_132
$game_system.battle_bgm = @params[0]
return true
end
#--------------------------------------------------------------------------
# * Change Battle End ME
#--------------------------------------------------------------------------
def command_133
$game_system.battle_end_me = @params[0]
return true
end
#--------------------------------------------------------------------------
# * Change Save Access
#--------------------------------------------------------------------------
def command_134
$game_system.save_disabled = (@params[0] == 0)
return true
end
#--------------------------------------------------------------------------
# * Change Menu Access
#--------------------------------------------------------------------------
def command_135
$game_system.menu_disabled = (@params[0] == 0)
return true
end
#--------------------------------------------------------------------------
# * Change Encounter
#--------------------------------------------------------------------------
def command_136
$game_system.encounter_disabled = (@params[0] == 0)
$game_player.make_encounter_count
return true
end
#--------------------------------------------------------------------------
# * Transfer Player
#--------------------------------------------------------------------------
def command_201
return true if $game_temp.in_battle
if $game_player.transfer? or # Transferring Player
$game_message.visible # Displaying a message
return false
end
if @params[0] == 0 # Direct designation
map_id = @params[1]
x = @params[2]
y = @params[3]
direction = @params[4]
else # Designation with variables
map_id = $game_variables[@params[1]]
x = $game_variables[@params[2]]
y = $game_variables[@params[3]]
direction = @params[4]
end
$game_player.reserve_transfer(map_id, x, y, direction)
@index += 1
return false
end
#--------------------------------------------------------------------------
# * Set Vehicle Location
#--------------------------------------------------------------------------
def command_202
if @params[1] == 0 # Direct designation
map_id = @params[2]
x = @params[3]
y = @params[4]
else # Designation with variables
map_id = $game_variables[@params[2]]
x = $game_variables[@params[3]]
y = $game_variables[@params[4]]
end
if @params[0] == 0 # Boat
$game_map.boat.set_location(map_id, x, y)
elsif @params[0] == 1 # Ship
$game_map.ship.set_location(map_id, x, y)
else # Airship
$game_map.airship.set_location(map_id, x, y)
end
return true
end
#--------------------------------------------------------------------------
# * Set Event Location
#--------------------------------------------------------------------------
def command_203
character = get_character(@params[0])
if character != nil
if @params[1] == 0 # Direct designation
character.moveto(@params[2], @params[3])
elsif @params[1] == 1 # Designation with variables
new_x = $game_variables[@params[2]]
new_y = $game_variables[@params[3]]
character.moveto(new_x, new_y)
else # Exchange with another event
old_x = character.x
old_y = character.y
character2 = get_character(@params[2])
if character2 != nil
character.moveto(character2.x, character2.y)
character2.moveto(old_x, old_y)
end
end
case @params[4] # Direction
when 8 # Up
character.turn_up
when 6 # Right
character.turn_right
when 2 # Down
character.turn_down
when 4 # Left
character.turn_left
end
end
return true
end
#--------------------------------------------------------------------------
# * Scroll Map
#--------------------------------------------------------------------------
def command_204
return true if $game_temp.in_battle
return false if $game_map.scrolling?
$game_map.start_scroll(@params[0], @params[1], @params[2])
return true
end
#--------------------------------------------------------------------------
# * Set Move Route
#--------------------------------------------------------------------------
def command_205
if $game_map.need_refresh
$game_map.refresh
end
character = get_character(@params[0])
if character != nil
character.force_move_route(@params[1])
@moving_character = character if @params[1].wait
end
return true
end
#--------------------------------------------------------------------------
# * Get on/off Vehicle
#--------------------------------------------------------------------------
def command_206
$game_player.get_on_off_vehicle
return true
end
#--------------------------------------------------------------------------
# * Change Transparency
#--------------------------------------------------------------------------
def command_211
$game_player.transparent = (@params[0] == 0)
return true
end
#--------------------------------------------------------------------------
# * Show Animation
#--------------------------------------------------------------------------
def command_212
character = get_character(@params[0])
if character != nil
character.animation_id = @params[1]
end
return true
end
#--------------------------------------------------------------------------
# * Show Balloon Icon
#--------------------------------------------------------------------------
def command_213
character = get_character(@params[0])
if character != nil
character.balloon_id = @params[1]
end
return true
end
#--------------------------------------------------------------------------
# * Erase Event
#--------------------------------------------------------------------------
def command_214
if @event_id > 0
$game_map.events[@event_id].erase
end
@index += 1
return false
end
#--------------------------------------------------------------------------
# * Fadeout Screen
#--------------------------------------------------------------------------
def command_221
if $game_message.visible
return false
else
screen.start_fadeout(30)
@wait_count = 30
return true
end
end
#--------------------------------------------------------------------------
# * Fadein Screen
#--------------------------------------------------------------------------
def command_222
if $game_message.visible
return false
else
screen.start_fadein(30)
@wait_count = 30
return true
end
end
#--------------------------------------------------------------------------
# * Tint Screen
#--------------------------------------------------------------------------
def command_223
screen.start_tone_change(@params[0], @params[1])
@wait_count = @params[1] if @params[2]
return true
end
#--------------------------------------------------------------------------
# * Screen Flash
#--------------------------------------------------------------------------
def command_224
screen.start_flash(@params[0], @params[1])
@wait_count = @params[1] if @params[2]
return true
end
#--------------------------------------------------------------------------
# * Screen Shake
#--------------------------------------------------------------------------
def command_225
screen.start_shake(@params[0], @params[1], @params[2])
@wait_count = @params[2] if @params[3]
return true
end
#--------------------------------------------------------------------------
# * Wait
#--------------------------------------------------------------------------
def command_230
@wait_count = @params[0]
return true
end
#--------------------------------------------------------------------------
# * Show Picture
#--------------------------------------------------------------------------
def command_231
if @params[3] == 0 # Direct designation
x = @params[4]
y = @params[5]
else # Designation with variables
x = $game_variables[@params[4]]
y = $game_variables[@params[5]]
end
screen.pictures[@params[0]].show(@params[1], @params[2],
x, y, @params[6], @params[7], @params[8], @params[9])
return true
end
#--------------------------------------------------------------------------
# * Move Picture
#--------------------------------------------------------------------------
def command_232
if @params[3] == 0 # Direct designation
x = @params[4]
y = @params[5]
else # Designation with variables
x = $game_variables[@params[4]]
y = $game_variables[@params[5]]
end
screen.pictures[@params[0]].move(@params[2], x, y, @params[6],
@params[7], @params[8], @params[9], @params[10])
@wait_count = @params[10] if @params[11]
return true
end
#--------------------------------------------------------------------------
# * Rotate Picture
#--------------------------------------------------------------------------
def command_233
screen.pictures[@params[0]].rotate(@params[1])
return true
end
#--------------------------------------------------------------------------
# * Tint Picture
#--------------------------------------------------------------------------
def command_234
screen.pictures[@params[0]].start_tone_change(@params[1], @params[2])
@wait_count = @params[2] if @params[3]
return true
end
#--------------------------------------------------------------------------
# * Erase Picture
#--------------------------------------------------------------------------
def command_235
screen.pictures[@params[0]].erase
return true
end
#--------------------------------------------------------------------------
# * Set Weather Effects
#--------------------------------------------------------------------------
def command_236
return true if $game_temp.in_battle
screen.weather(@params[0], @params[1], @params[2])
@wait_count = @params[2] if @params[3]
return true
end
#--------------------------------------------------------------------------
# * Play BGM
#--------------------------------------------------------------------------
def command_241
@params[0].play
return true
end
#--------------------------------------------------------------------------
# * Fadeout BGM
#--------------------------------------------------------------------------
def command_242
RPG::BGM.fade(@params[0] * 1000)
return true
end
#--------------------------------------------------------------------------
# * Play BGS
#--------------------------------------------------------------------------
def command_245
@params[0].play
return true
end
#--------------------------------------------------------------------------
# * Fadeout BGS
#--------------------------------------------------------------------------
def command_246
RPG::BGS.fade(@params[0] * 1000)
return true
end
#--------------------------------------------------------------------------
# * Play ME
#--------------------------------------------------------------------------
def command_249
@params[0].play
return true
end
#--------------------------------------------------------------------------
# * Play SE
#--------------------------------------------------------------------------
def command_250
@params[0].play
return true
end
#--------------------------------------------------------------------------
# * Stop SE
#--------------------------------------------------------------------------
def command_251
RPG::SE.stop
return true
end
#--------------------------------------------------------------------------
# * Battle Processing
#--------------------------------------------------------------------------
def command_301
return true if $game_temp.in_battle
if @params[0] == 0 # Direct designation
troop_id = @params[1]
else # Designation with variables
troop_id = $game_variables[@params[1]]
end
if $data_troops[troop_id] != nil
$game_troop.setup(troop_id)
$game_troop.can_escape = @params[2]
$game_troop.can_lose = @params[3]
$game_temp.battle_proc = Proc.new { |n| @branch[@indent] = n }
$game_temp.next_scene = "battle"
end
@index += 1
return false
end
#--------------------------------------------------------------------------
# * If Win
#--------------------------------------------------------------------------
def command_601
if @branch[@indent] == 0
@branch.delete(@indent)
return true
end
return command_skip
end
#--------------------------------------------------------------------------
# * If Escape
#--------------------------------------------------------------------------
def command_602
if @branch[@indent] == 1
@branch.delete(@indent)
return true
end
return command_skip
end
#--------------------------------------------------------------------------
# * If Lose
#--------------------------------------------------------------------------
def command_603
if @branch[@indent] == 2
@branch.delete(@indent)
return true
end
return command_skip
end
#--------------------------------------------------------------------------
# * Shop Processing
#--------------------------------------------------------------------------
def command_302
$game_temp.next_scene = "shop"
$game_temp.shop_goods = [@params]
$game_temp.shop_purchase_only = @params[2]
loop do
@index += 1
if @list[@index].code == 605 # Shop second line or after
$game_temp.shop_goods.push(@list[@index].parameters)
else
return false
end
end
end
#--------------------------------------------------------------------------
# * Name Input Processing
#--------------------------------------------------------------------------
def command_303
if $data_actors[@params[0]] != nil
$game_temp.next_scene = "name"
$game_temp.name_actor_id = @params[0]
$game_temp.name_max_char = @params[1]
end
@index += 1
return false
end
#--------------------------------------------------------------------------
# * Change HP
#--------------------------------------------------------------------------
def command_311
value = operate_value(@params[1], @params[2], @params[3])
iterate_actor_id(@params[0]) do |actor|
next if actor.dead?
if @params[4] == false and actor.hp + value <= 0
actor.hp = 1 # If incapacitation is not allowed, make 1
else
actor.hp += value
end
actor.perform_collapse
end
if $game_party.all_dead?
$game_temp.next_scene = "gameover"
end
return true
end
#--------------------------------------------------------------------------
# * Change MP
#--------------------------------------------------------------------------
def command_312
value = operate_value(@params[1], @params[2], @params[3])
iterate_actor_id(@params[0]) do |actor|
actor.mp += value
end
return true
end
#--------------------------------------------------------------------------
# * Change State
#--------------------------------------------------------------------------
def command_313
iterate_actor_id(@params[0]) do |actor|
if @params[1] == 0
actor.add_state(@params[2])
actor.perform_collapse
else
actor.remove_state(@params[2])
end
end
return true
end
#--------------------------------------------------------------------------
# * Recover All
#--------------------------------------------------------------------------
def command_314
iterate_actor_id(@params[0]) do |actor|
actor.recover_all
end
return true
end
#--------------------------------------------------------------------------
# * Change EXP
#--------------------------------------------------------------------------
def command_315
value = operate_value(@params[1], @params[2], @params[3])
iterate_actor_id(@params[0]) do |actor|
actor.change_exp(actor.exp + value, @params[4])
end
return true
end
#--------------------------------------------------------------------------
# * Change Level
#--------------------------------------------------------------------------
def command_316
value = operate_value(@params[1], @params[2], @params[3])
iterate_actor_id(@params[0]) do |actor|
actor.change_level(actor.level + value, @params[4])
end
return true
end
#--------------------------------------------------------------------------
# * Change Parameters
#--------------------------------------------------------------------------
def command_317
value = operate_value(@params[2], @params[3], @params[4])
actor = $game_actors[@params[0]]
if actor != nil
case @params[1]
when 0 # Maximum HP
actor.maxhp += value
when 1 # Maximum MP
actor.maxmp += value
when 2 # Attack
actor.atk += value
when 3 # Defense
actor.def += value
when 4 # Spirit
actor.spi += value
when 5 # Agility
actor.agi += value
end
end
return true
end
#--------------------------------------------------------------------------
# * Change Skills
#--------------------------------------------------------------------------
def command_318
actor = $game_actors[@params[0]]
if actor != nil
if @params[1] == 0
actor.learn_skill(@params[2])
else
actor.forget_skill(@params[2])
end
end
return true
end
#--------------------------------------------------------------------------
# * Change Equipment
#--------------------------------------------------------------------------
def command_319
actor = $game_actors[@params[0]]
if actor != nil
actor.change_equip_by_id(@params[1], @params[2])
end
return true
end
#--------------------------------------------------------------------------
# * Change Name
#--------------------------------------------------------------------------
def command_320
actor = $game_actors[@params[0]]
if actor != nil
actor.name = @params[1]
end
return true
end
#--------------------------------------------------------------------------
# * Change Class
#--------------------------------------------------------------------------
def command_321
actor = $game_actors[@params[0]]
if actor != nil and $data_classes[@params[1]] != nil
actor.class_id = @params[1]
end
return true
end
#--------------------------------------------------------------------------
# * Change Actor Graphic
#--------------------------------------------------------------------------
def command_322
actor = $game_actors[@params[0]]
if actor != nil
actor.set_graphic(@params[1], @params[2], @params[3], @params[4])
end
$game_player.refresh
return true
end
#--------------------------------------------------------------------------
# * Change Vehicle Graphic
#--------------------------------------------------------------------------
def command_323
if @params[0] == 0 # Boat
$game_map.boat.set_graphic(@params[1], @params[2])
elsif @params[0] == 1 # Ship
$game_map.ship.set_graphic(@params[1], @params[2])
else # Airship
$game_map.airship.set_graphic(@params[1], @params[2])
end
return true
end
#--------------------------------------------------------------------------
# * Change Enemy HP
#--------------------------------------------------------------------------
def command_331
value = operate_value(@params[1], @params[2], @params[3])
iterate_enemy_index(@params[0]) do |enemy|
if enemy.hp > 0
if @params[4] == false and enemy.hp + value <= 0
enemy.hp = 1 # If incapacitation is not allowed, make 1
else
enemy.hp += value
end
enemy.perform_collapse
end
end
return true
end
#--------------------------------------------------------------------------
# * Change Enemy MP
#--------------------------------------------------------------------------
def command_332
value = operate_value(@params[1], @params[2], @params[3])
iterate_enemy_index(@params[0]) do |enemy|
enemy.mp += value
end
return true
end
#--------------------------------------------------------------------------
# * Change Enemy State
#--------------------------------------------------------------------------
def command_333
iterate_enemy_index(@params[0]) do |enemy|
if @params[2] == 1 # If change of incapacitation
enemy.immortal = false # Clear immortal flag
end
if @params[1] == 0
enemy.add_state(@params[2])
enemy.perform_collapse
else
enemy.remove_state(@params[2])
end
end
return true
end
#--------------------------------------------------------------------------
# * Enemy Recover All
#--------------------------------------------------------------------------
def command_334
iterate_enemy_index(@params[0]) do |enemy|
enemy.recover_all
end
return true
end
#--------------------------------------------------------------------------
# * Enemy Appear
#--------------------------------------------------------------------------
def command_335
enemy = $game_troop.members[@params[0]]
if enemy != nil and enemy.hidden
enemy.hidden = false
$game_troop.make_unique_names
end
return true
end
#--------------------------------------------------------------------------
# * Enemy Transform
#--------------------------------------------------------------------------
def command_336
enemy = $game_troop.members[@params[0]]
if enemy != nil
enemy.transform(@params[1])
$game_troop.make_unique_names
end
return true
end
#--------------------------------------------------------------------------
# * Show Battle Animation
#--------------------------------------------------------------------------
def command_337
iterate_battler(0, @params[0]) do |battler|
next unless battler.exist?
battler.animation_id = @params[1]
end
return true
end
#--------------------------------------------------------------------------
# * Force Action
#--------------------------------------------------------------------------
def command_339
iterate_battler(@params[0], @params[1]) do |battler|
next unless battler.exist?
battler.action.kind = @params[2]
if battler.action.kind == 0
battler.action.basic = @params[3]
else
battler.action.skill_id = @params[3]
end
if @params[4] == -2 # Last target
battler.action.decide_last_target
elsif @params[4] == -1 # Random
battler.action.decide_random_target
elsif @params[4] >= 0 # Index designation
battler.action.target_index = @params[4]
end
battler.action.forcing = true
$game_troop.forcing_battler = battler
@index += 1
return false
end
return true
end
#--------------------------------------------------------------------------
# * Abort Battle
#--------------------------------------------------------------------------
def command_340
$game_temp.next_scene = "map"
@index += 1
return false
end
#--------------------------------------------------------------------------
# * Open Menu Screen
#--------------------------------------------------------------------------
def command_351
$game_temp.next_scene = "menu"
$game_temp.menu_beep = false
@index += 1
return false
end
#--------------------------------------------------------------------------
# * Open Save Screen
#--------------------------------------------------------------------------
def command_352
$game_temp.next_scene = "save"
@index += 1
return false
end
#--------------------------------------------------------------------------
# * Game Over
#--------------------------------------------------------------------------
def command_353
$game_temp.next_scene = "gameover"
return false
end
#--------------------------------------------------------------------------
# * Return to Title Screen
#--------------------------------------------------------------------------
def command_354
$game_temp.next_scene = "title"
return false
end
#--------------------------------------------------------------------------
# * Script
#--------------------------------------------------------------------------
def command_355
script = @list[@index].parameters[0] + "\n"
loop do
if @list[@index+1].code == 655 # Second line of script and after
script += @list[@index+1].parameters[0] + "\n"
else
break
end
@index += 1
end
eval(script)
return true
end
end

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