repo stringlengths 5 92 | file_url stringlengths 80 287 | file_path stringlengths 5 197 | content stringlengths 0 32.8k | language stringclasses 1
value | license stringclasses 7
values | commit_sha stringlengths 40 40 | retrieved_at stringdate 2026-01-04 15:37:27 2026-01-04 17:58:21 | truncated bool 2
classes |
|---|---|---|---|---|---|---|---|---|
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/test/commands/devices_command_spec.rb | test/commands/devices_command_spec.rb | require 'helper'
ADB_NO_DEVICES = <<-OUTPUT
* daemon not running. starting it now on port 5037 *
* daemon started successfully *
List of devices attached
OUTPUT
ADB_DEVICES = <<-OUTPUT
* daemon not running. starting it now on port 5037 *
* daemon started successfully *
List of devices attached
192.168.56.101:5555 device product:vbox86p model:Nexus_4___4_3___API_18___768x1280 device:vbox86p
005de387d71505d6 device usb:1D110000 product:occam model:Nexus_4 device:mako
emulator-5554 device
emulator-5556 offline
OUTPUT
class DevicesCommandSpec < CommandSpecBase
before do
@result = Object.new
AdbCommand.any_instance.expects(:execute).returns(@result)
end
describe "when no devices were found" do
before do
@result.stubs(:output).returns(ADB_NO_DEVICES)
end
it "returns an empty device list" do
command = silent DevicesCommand.new(@repl)
command.execute.must_equal []
end
end
describe "when devices were found" do
before do
@result.stubs(:output).returns(ADB_DEVICES)
end
it "returns the list of devices, bar those that are offline" do
command = silent DevicesCommand.new(@repl)
devices = command.execute
devices.map { |d| d.id }.must_equal [
"192.168.56.101:5555", "005de387d71505d6", "emulator-5554"
]
end
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/test/commands/command_spec_base.rb | test/commands/command_spec_base.rb | class Command
attr_reader :shell_capture
# capture system calls on all commands
def `(cmd)
capture_shell!(cmd)
end
def system(cmd)
capture_shell!(cmd)
end
private def capture_shell!(cmd)
@shell_capture = cmd
# make sure $? is set
Kernel::system("echo", "\\c")
"mock output"
end
end
class CommandSpecBase < MiniTest::Spec
before do
@repl = Replicant::REPL.new
end
def silent(command)
def command.output(s)
@output = s
end
def command.output_capture
@output
end
command
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/test/commands/command_spec.rb | test/commands/command_spec.rb | require 'helper'
class CommandSpec < CommandSpecBase
class TestCommand < Command
def run
output "this is a test"
end
end
describe "command loading" do
it "loads the EnvCommand when command is '?'" do
command = Command.load(@repl, "?")
command.must_be_instance_of EnvCommand
end
it "loads the ListCommand when command is '!'" do
command = Command.load(@repl, "!")
command.must_be_instance_of ListCommand
end
it "returns nil if !-command cannot be resolved" do
Command.load(@repl, "!unknown").must_be_nil
end
it "loads the AdbCommand for commands not starting in '!'" do
command = Command.load(@repl, "shell ps")
command.must_be_instance_of AdbCommand
end
describe "arguments" do
it "injects the arguments for loaded command objects" do
command = Command.load(@repl, "shell ps")
command.args.must_equal "shell ps"
end
end
end
describe "command listing" do
it "does not include the ListCommand" do
Command.all.map{|c|c.class}.wont_include(ListCommand)
end
it "does not include the AdbCommand" do
Command.all.map{|c|c.class}.wont_include(AdbCommand)
end
it "does not include the EnvCommand" do
Command.all.map{|c|c.class}.wont_include(EnvCommand)
end
end
describe "the command interface" do
before do
class ::TestCommand < Command; end
@command = silent ::TestCommand.new(@repl)
end
it "allows resolving the command name via type inspection" do
@command.name.must_equal "!test"
end
it "triggers the run method when calling 'execute'" do
@command.expects(:run).once
@command.execute
end
it "does not trigger the run method when arguments are invalid" do
@command.expects(:valid_args?).returns(false)
@command.expects(:run).never
@command.execute
end
end
describe "command options" do
it "can silence console output" do
command = TestCommand.new(@repl, nil, :silent => true)
lambda { command.execute }.must_be_silent
end
end
describe "arguments" do
it "strips argument whitespace when creating command instance" do
command = TestCommand.new(@repl, " ")
command.args.must_equal ""
end
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/test/commands/device_command_spec.rb | test/commands/device_command_spec.rb | require 'helper'
class DeviceCommandSpec < CommandSpecBase
describe "given a valid list of devices" do
before do
@device1 = Device.new("1", "emulator-5554", "Emulator 1")
@device2 = Device.new("2", "emulator-5556", "Emulator 2")
DevicesCommand.any_instance.stubs(:execute).returns([@device1, @device2])
AdbCommand.any_instance.stubs(:command).returns("echo 'stub!'")
end
it "can select a device by index" do
device = silent(DeviceCommand.new(@repl, "1")).execute
device.must_equal @device1
device = silent(DeviceCommand.new(@repl, "2")).execute
device.must_equal @device2
end
it "updates the repl with the selected device" do
device = silent(DeviceCommand.new(@repl, "1")).execute
@repl.default_device.must_equal @device1
end
it "can select a device by device id" do
device = silent(DeviceCommand.new(@repl, "emulator-5554")).execute
device.must_equal @device1
end
it "does not return or update anything if selected device doesn't exist" do
device = silent(DeviceCommand.new(@repl, "100")).execute
device.must_be_nil
@repl.default_device.must_be_nil
end
end
describe "given an empty list of devices" do
before do
DevicesCommand.any_instance.stubs(:execute).returns([])
AdbCommand.any_instance.stubs(:command).returns("echo 'stub!'")
end
it "does not return or update anything if selected device doesn't exist" do
device = silent(DeviceCommand.new(@repl, "emulator-bogus")).execute
device.must_be_nil
@repl.default_device.must_be_nil
end
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/test/commands/list_command_spec.rb | test/commands/list_command_spec.rb | require 'helper'
class ListCommandSpec < CommandSpecBase
describe "listing commands" do
it "prints a list of available commands" do
command = silent ListCommand.new(@repl)
command.execute
command.output_capture.must_match /^!\w+/
end
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/test/commands/package_command_spec.rb | test/commands/package_command_spec.rb | require 'helper'
class PackageCommandSpec < CommandSpecBase
describe "with valid arguments" do
it "accepts a package with one element" do
command = silent PackageCommand.new(@repl, "myapp")
command.execute
@repl.default_package.must_equal "myapp"
end
it "accepts a package with two elements" do
command = silent PackageCommand.new(@repl, "com.myapp")
command.execute
@repl.default_package.must_equal "com.myapp"
end
end
describe "with invalid arguments" do
it "refuses a package not starting with alphanumeric characters" do
command = silent PackageCommand.new(@repl, "%myapp")
command.expects(:run).never
command.execute
@repl.default_package.must_be_nil
end
it "refuses a package containing non-alphanumeric characters" do
command = silent PackageCommand.new(@repl, "myapp.some$thing")
command.expects(:run).never
command.execute
@repl.default_package.must_be_nil
end
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/test/commands/adb_command_spec.rb | test/commands/adb_command_spec.rb | require 'helper'
class AdbCommandSpec < CommandSpecBase
describe "a basic adb command" do
before do
@command = silent AdbCommand.new(@repl, "devices")
@result = @command.execute
end
it "sends the command to adb" do
@command.shell_capture.must_equal "adb devices 2>&1"
end
it "captures the process ID and exit code" do
@result.code.must_equal $?.exitstatus
@result.pid.must_equal $?.pid
end
it "prints its output to the REPL" do
@command = AdbCommand.new(@repl, "devices")
lambda { @command.execute }.must_output /mock output/
end
end
describe "with a default package set" do
before do
@repl.stubs(:default_package).returns("com.myapp")
end
it "does not set the default package if command is not package dependent" do
command = silent AdbCommand.new(@repl, "devices")
command.execute
command.shell_capture.must_equal "adb devices 2>&1"
end
it "adds the default package if command is package dependent" do
command = silent AdbCommand.new(@repl, "uninstall")
command.execute
command.shell_capture.must_equal "adb uninstall com.myapp 2>&1"
end
end
end
| ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant.rb | lib/replicant.rb | require 'active_support/core_ext/object/blank.rb'
require 'active_support/core_ext/string/filters.rb'
require 'active_support/core_ext/object/try.rb'
require 'replicant/version'
require 'replicant/styles'
require 'replicant/process_muncher'
require 'replicant/log_muncher'
require 'replicant/commands'
require 'replicant/device'
require 'replicant/repl'
| ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/process_muncher.rb | lib/replicant/process_muncher.rb | class ProcessMuncher
def initialize(repl)
@repl = repl
end
def process_table
result = AdbCommand.new(@repl, "shell ps", :silent => true).execute
if result.code > 0
@signal_exit = true
{}
else
processes = result.output
# Parses something like:
# u0_a27 1333 123 517564 18668 ffffffff b75a59eb S com.android.musicfx
processes.lines.map do |pid_line|
columns = pid_line.split
[columns[1], columns[-1]]
end.to_h
end
end
def find_pid
process_table.invert[@repl.default_package]
end
def scan_pid
@last_pid = nil
t = Thread.new do
begin
while @repl.default_package
pid = find_pid
t.exit if @signal_exit
pid_changed = (pid && pid != @last_pid) || (pid.nil? && @last_pid)
yield pid if block_given? && pid_changed
@last_pid = pid
sleep 2
end
rescue Exception => e
puts e.inspect
puts e.backtrace.join("\n")
raise e
end
end
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/styles.rb | lib/replicant/styles.rb | module Styles
CONSOLE_WIDTH = 70
STYLES = {
# foreground text
:black_fg => 30,
:red_fg => 31,
:green_fg => 32,
:yellow_fg => 33,
:blue_fg => 34,
:magenta_fg => 35,
:cyan_fg => 36,
:white_fg => 37,
# background
:black_bg => 40,
:red_bg => 41,
:green_bg => 42,
:yellow_bg => 43,
:blue_bg => 44,
:magenta_bg => 45,
:cyan_bg => 46,
:white_bg => 47,
# text styles
:bold => 1
}
REPL_OUT = [:green_fg, :bold]
def styled_text(text, *styles)
create_style(*styles) + text + if block_given? then yield else end_style end
end
def create_style(*styles)
"\e[#{STYLES.values_at(*styles).join(';')}m"
end
def end_style
"\e[0m"
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/version.rb | lib/replicant/version.rb | module Replicant
VERSION = "1.0.1"
end
| ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/repl.rb | lib/replicant/repl.rb | require 'find'
require 'rexml/document'
module Replicant
class REPL
Encoding.default_external = Encoding::UTF_8
Encoding.default_internal = Encoding::UTF_8
include Styles
# for auto-complete via rlwrap; should probably go in Rakefile at some point
ADB_COMMANDS = %w(devices connect disconnect push pull sync shell emu logcat
forward jdwp install uninstall bugreport backup restore help version
wait-for-device start-server kill-server get-state get-serialno get-devpath
status-window remount reboot reboot-bootloader root usb tcpip ppp)
attr_accessor :default_package
attr_accessor :default_device
def initialize
end
def run
# must be the first thing to execute, since it wraps the script
setup_rlwrap
show_greeting
if ARGV.any? { |arg| %w( -h --help -help help ).include?(arg) }
show_help
end
# try to detect a default package to work with from an AndroidManifest
# file somewhere close by
if manifest_path = detect_android_manifest_path
app_package = get_package_from_manifest(manifest_path)
PackageCommand.new(self, app_package).execute
end
# try to pre-select a device, if any
connected_devices = DevicesCommand.new(self, nil, :silent => true).execute
if connected_devices.any?
output "Found #{connected_devices.size} device(s)"
DeviceCommand.new(self, "1").execute
end
# reset terminal colors on exit
at_exit { puts end_style }
loop do
command_loop
end
end
def command_loop
print prompt
begin
command_line = $stdin.gets.chomp
rescue NoMethodError, Interrupt
exit
end
return if command_line.strip.empty?
command = Command.load(self, command_line)
if command
command.execute
puts styled_text("OK.", :white_fg, :bold)
else
output "No such command"
end
end
def output(msg)
puts styled_text(msg, *REPL_OUT)
end
def debug?
ARGV.include?('--debug')
end
private
def prompt
prompt = ENV['REPL_PROMPT'] || begin
pr = (default_device ? "#{default_device.short_name} " : "") << ">> "
styled_text(pr, :white_fg, :bold) { create_style(*REPL_OUT) }
end.lstrip
end
def show_greeting
style = create_style(:white_fg, :bold)
green = lambda { |text| styled_text(text, :green_fg) { style } }
logo = <<-logo
dP oo dP
88 88
88d888b. .d8888b. 88d888b. 88 dP .d8888b. .d8888b. 88d888b. d8888P
88' `88 88ooood8 88' `88 88 88 88' `"" 88' `88 88' `88 88
88 88. ... 88. .88 88 88 88. ... 88. .88 88 88 88
dP `88888P' 88Y888P' dP dP `88888P' `88888P8 dP dP dP
88
dP (c) 2013-2014 Matthias Kaeppler
logo
puts style + ("~" * Styles::CONSOLE_WIDTH)
puts " v" + Replicant::VERSION
puts green[logo]
puts ""
puts " Type '#{green['!']}' to see a list of commands, '#{green['?']}' for environment info."
puts " Commands not starting in '#{green['!']}' are sent to adb verbatim."
puts " Use #{green['Ctrl-D']} (i.e. EOF) to exit."
puts ("~" * Styles::CONSOLE_WIDTH) + end_style
end
def show_help
puts <<-help
Usage: replicant [options]
Options:
--help Display this message
--debug Display debug info
Bug reports, suggestions, updates:
http://github.com/mttkay/replicant/issues
help
exit
end
def setup_rlwrap
if !ENV['__REPL_WRAPPED'] && system("which rlwrap > /dev/null 2> /dev/null")
ENV['__REPL_WRAPPED'] = '0'
# set up auto-completion commands
completion_file = File.expand_path('~/.adb_completion')
File.open(completion_file, 'w') { |file| file.write(ADB_COMMANDS.join(' ')) }
# set up command history
if File.exists?(history_dir = File.expand_path(ENV['REPL_HISTORY_DIR'] || "~/"))
history_file = "#{history_dir}/.adb_history"
end
rlargs = "-c" # complete file names
rlargs << " --break-chars=" # we don't want to break any of the commands
rlargs << " -f #{completion_file}" if completion_file
rlargs << " -H #{history_file}" if history_file
exec "rlwrap #{rlargs} #$0 #{ARGV.join(' ')}"
end
end
# best effort function to detect the manifest path.
# checks for well known locations and falls back to a recursive search with
# a maximum depth of 2 directory levels
def detect_android_manifest_path
manifest_file = 'AndroidManifest.xml'
known_manifest_locations = %W(./#{manifest_file} ./src/main/#{manifest_file})
known_manifest_locations.find {|loc| File.exist?(loc)} || begin
Find.find('.') do |path|
Find.prune if path.start_with?('./.') || path.split('/').size > 3
if File.directory?(path)
manifest_file_path = known_manifest_locations.map {|known_location| "#{path}/#{known_location}"}.find {|loc| File.exist?(loc)}
return manifest_file_path if manifest_file_path and application_path?(path)
end
end
end
end
def application_path?(path)
if File.exists?("#{path}/project.properties") # old library project
return IO.readlines("#{path}/project.properties").none? { |l| l =~ /android.library=true/ }
elsif File.exists?("#{path}/build.gradle")
return IO.readlines("#{path}/build.gradle").any { |l| l =~ /com.android.application/ }
else
true
end
end
def get_package_from_manifest(manifest_path)
manifest = REXML::Document.new(File.new(manifest_path))
manifest.root.attributes['package']
end
end
end
| ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/commands.rb | lib/replicant/commands.rb | require_relative "commands/command"
require_relative "commands/adb_command"
require_relative "commands/clear_command"
require_relative "commands/device_command"
require_relative "commands/devices_command"
require_relative "commands/env_command"
require_relative "commands/list_command"
require_relative "commands/package_command"
require_relative "commands/reset_command"
require_relative "commands/restart_command"
| ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/device.rb | lib/replicant/device.rb | class Device
attr_reader :idx, :id, :name
def initialize(idx, id, name)
@idx = idx
@id = id
@name = name
end
def emulator?
@id.start_with?('emulator-')
end
def physical_device?
!emulator?
end
def short_name
"#{@name[0..4]}[#{@idx}]"
end
def to_s
"#{@id} [#{@name}]"
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/log_muncher.rb | lib/replicant/log_muncher.rb | class LogMuncher
include Styles
LOGFILE = "/tmp/replicant_device"
TIMESTAMP_PATTERN = /^\d{2}-\d{2}\s\d{2}:\d{2}:\d{2}\.\d{3}/
PROCESS_PATTERN = /(\w){1}\/(.*)\(\s*([0-9]+)\):\s/
attr_accessor :current_pid
def initialize(repl)
@repl = repl
@current_pid = nil
end
# Parses the device logs and reformats / recolors them
def munch_logs
logcat = "logcat -v time"
i = IO.popen(AdbCommand.new(@repl, logcat).command)
o = File.open(LOGFILE, 'wt')
yield o if block_given?
Thread.new do
begin
i.each_line do |line|
log_line(o, line)
end
rescue Exception => e
puts e.inspect
puts e.backtrace.join("\n")
raise e
end
end
end
private def log_line(o, line)
transform_line(line).each do |seg|
text = seg.first
styles = seg.last
o.print(create_style(*styles))
o.print(text)
o.print(end_style)
end
o.flush
end
private def transform_line(line)
segments = []
timestamp = line[TIMESTAMP_PATTERN]
if timestamp # found proper log line
process = PROCESS_PATTERN.match(line)
pid = process[3]
if @current_pid.nil? || @current_pid == pid
segments << [" #{timestamp} ", [:white_bg, :bold]]
# log level
level = process[1]
level_fg = case level
when "D" then :yellow_fg
when "E" then :red_fg
else :white_fg
end
segments << [" #{level} ", [:black_bg, :bold] << level_fg]
# log tag
tag = process[2].strip
segments << ["#{tag} ", [:black_bg, :cyan_fg, :bold]]
# log remaining line
remainder = [TIMESTAMP_PATTERN, PROCESS_PATTERN].reduce(line) { |l,r| l.gsub(r, '') }.strip
segments << [" #{remainder}\n", [:white_fg]]
elsif @repl.debug?
segments << [" #{timestamp} ", [:black_fg]]
segments << [" [muted]\n", [:black_fg]]
end
end
segments
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/commands/command.rb | lib/replicant/commands/command.rb | require 'stringio'
class Command
include Styles
def self.inherited(subclass)
@@subclasses ||= []
@@subclasses << subclass
end
def self.all
(@@subclasses - [AdbCommand, ListCommand, EnvCommand]).map do |clazz|
clazz.new(nil)
end
end
def self.load(repl, command_line)
if command_line == '!'
# load command that lists available commands
ListCommand.new(repl)
elsif command_line == '?'
EnvCommand.new(repl)
elsif command_line.start_with?('!')
# load custom command
command_parts = command_line[1..-1].split
command_name = command_parts.first
command_args = command_parts[1..-1].join(' ')
command_class = "#{command_name.capitalize}Command"
begin
clazz = Object.const_get(command_class)
clazz.new(repl, command_args)
rescue NameError => e
nil
end
else
# forward command to ADB
AdbCommand.new(repl, command_line.strip)
end
end
attr_reader :args
def initialize(repl, args = nil, options = {})
@repl = repl
@args = args.strip if args
@options = options
end
def name
"!#{self.class.name.gsub("Command", "").downcase}"
end
# subclasses override this to provide a description of their functionality
def description
"TODO: description missing"
end
# subclasses override this to provide a usage example
def usage
end
def execute
if valid_args?
run
else
output "Invalid arguments. Ex.: #{usage}"
end
end
private
def valid_args?
true
end
def output(message)
@repl.output(message) unless @options[:silent]
end
def putsd(message)
puts "[DEBUG] #{message}" if @repl.debug?
end
end
| ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/commands/list_command.rb | lib/replicant/commands/list_command.rb | class ListCommand < Command
def valid_args?
args.blank?
end
def description
"print a list of available commands"
end
def run
command_list = Command.all.sort_by {|c| c.name}.map do |command|
padding = 20 - command.name.length
desc = "#{command.name} #{' ' * padding} -- #{command.description}"
desc
end
output command_list.join("\n")
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/commands/adb_command.rb | lib/replicant/commands/adb_command.rb | class AdbCommand < Command
class Result
attr_accessor :pid, :code, :output
def to_s
"result: pid=#{pid} code=#{code} output=#{output}"
end
end
def run
Result.new.tap do |result|
cmd = "#{command}"
putsd cmd
if interactive?
system cmd
else
result.output = `#{cmd}`
output result.output
end
result.pid = $?.pid
result.code = $?.exitstatus
putsd "Command returned with exit status #{result.code}"
end
end
def command
adb = "adb"
adb << " -s #{@repl.default_device.id}" if @repl.default_device
adb << " #{args}"
adb << " #{@repl.default_package}" if @repl.default_package && package_dependent?
adb << " 2>&1" # redirect stderr to stdout so that we can silence it
adb
end
private
def interactive?
args == "shell" || args.start_with?("logcat")
end
def package_dependent?
["uninstall"].include?(args)
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/commands/restart_command.rb | lib/replicant/commands/restart_command.rb | class RestartCommand < Command
def description
"restart ADB"
end
def run
# Faster than kill-server, and also catches ADB instances launched by
# IntelliJ. Moreover, start-server after kill-server sometimes makes the
# server fail to start up unless you sleep for a second or so
`killall adb`
AdbCommand.new(@repl, "start-server").execute
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/commands/clear_command.rb | lib/replicant/commands/clear_command.rb | class ClearCommand < Command
def description
"clear application data"
end
# TODO: this is not a very good argument validator
def valid_args?
args.present? || @repl.default_package
end
def usage
"#{name} [com.example.package|<empty>(when default package is set)]"
end
def run
package = args.present? ? args : @repl.default_package
# Clear app data - cache, SharedPreferences, Databases
AdbCommand.new(@repl, "shell su -c \"rm -r /data/data/#{package}/*\"").execute
# Force application stop to recreate shared preferences, databases with new launch
AdbCommand.new(@repl, "shell am force-stop #{package}").execute
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/commands/devices_command.rb | lib/replicant/commands/devices_command.rb | class DevicesCommand < Command
def description
"print a list of connected devices"
end
def run
adb = AdbCommand.new(@repl, "devices -l", :silent => true)
device_lines = adb.execute.output.lines.to_a.reject do |line|
line.strip.empty? || line.include?("daemon") || line.include?("List of devices")
end
device_lines.reject! { |l| l =~ /offline/ }
device_ids = device_lines.map { |l| /([\S]+)\s+device/.match(l)[1] }
device_products = device_lines.map { |l| /product:([\S]+)/.match(l).try(:[], 1) }
device_names = device_lines.zip(device_ids).map do |l, id|
/model:([\S]+)/.match(l).try(:[], 1) || detect_device_name(id)
end
device_indices = (1..device_ids.size).to_a
devices = device_indices.zip(device_ids, device_names, device_products).map do |idx, id, name, product|
Device.new(idx, id, humanize_name(name, product))
end
output ""
output devices_string(devices)
output ""
devices
end
private
def detect_device_name(id)
if id.start_with?("emulator-")
"Android emulator"
else
"Unknown device"
end
end
def humanize_name(name_string, product)
if product == "vbox86p"
"Genymotion " + name_string.gsub(/___[\d_]+___/, "_")
else
name_string
end.gsub('_', ' ').squish
end
def devices_string(devices)
device_string = if devices.any?
padding = devices.map { |d| d.name.length }.max
devices.map { |d| "[#{d.idx}] #{d.name}#{' ' * (padding - d.name.length)} | #{d.id}" }.join("\n")
else
"No devices found"
end
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/commands/package_command.rb | lib/replicant/commands/package_command.rb | class PackageCommand < Command
def description
"set a default package to work with"
end
def usage
"#{name} com.mydomain.mypackage"
end
def valid_args?
args.present? && /^\w+(\.\w+)*$/ =~ args
end
def run
output "Setting default package to #{args.inspect}"
@repl.default_package = args
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/commands/reset_command.rb | lib/replicant/commands/reset_command.rb | class ResetCommand < Command
def description
"clear current device and package"
end
def valid_args?
args.blank?
end
def run
@repl.default_device = nil
@repl.default_package = nil
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/commands/device_command.rb | lib/replicant/commands/device_command.rb | class DeviceCommand < Command
@@threads = []
def initialize(repl, args = nil, options = {})
super
@process_muncher = ProcessMuncher.new(repl)
@log_muncher = LogMuncher.new(repl)
end
def description
"set a default device to work with"
end
def usage
"#{name} [<index>|<device_id>]"
end
def valid_args?
args.present? && /\S+/ =~ args
end
def run
default_device = if index? && (1..devices.size).include?(args.to_i)
# user selected by index
devices[args.to_i - 1]
else
# user selected by device ID
devices.detect { |d| d.id == args }
end
if default_device
@repl.default_device = default_device
output "Default device set to #{default_device.name}"
# kill any existing threads
putsd "Found #{@@threads.size} zombie threads, killing..." unless @@threads.empty?
@@threads.select! { |t| t.exit }
@@threads << @log_muncher.munch_logs do |logfile|
observe_pid_changes(logfile)
end
output "Logs are available at #{LogMuncher::LOGFILE}"
else
output "No such device"
end
default_device
end
private
def index?
/^\d+$/ =~ args
end
def devices
@devices ||= DevicesCommand.new(@repl, nil, :silent => true).execute
end
def observe_pid_changes(logfile)
@@threads << @process_muncher.scan_pid do |new_pid|
@log_muncher.current_pid = new_pid
if new_pid
log_state_change!(logfile, "#{@repl.default_package} (pid = #{new_pid})")
else
log_state_change!(logfile, "<all>")
end
end
end
def log_message!(o, message)
o.puts "*" * Styles::CONSOLE_WIDTH
o.puts " #{message}"
o.puts "*" * Styles::CONSOLE_WIDTH
o.flush
end
def log_state_change!(o, change)
msg = "Detected change in device or target package\n"
msg << "-" * Styles::CONSOLE_WIDTH
msg << "\n --> device = #{@repl.default_device.name}"
msg << "\n --> process = #{change}"
log_message!(o, msg)
end
end | ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
mttkay/replicant | https://github.com/mttkay/replicant/blob/9ff97d9f6909c2ceee95f30c60c4369c46a18569/lib/replicant/commands/env_command.rb | lib/replicant/commands/env_command.rb | class EnvCommand < Command
def valid_args?
args.blank?
end
def run
env = "Package: #{@repl.default_package || 'Not set'}\n"
env << "Device: "
device = @repl.default_device
env << if device
"#{device.name} (#{device.id})"
else
'Not set'
end
output env
end
end
| ruby | MIT | 9ff97d9f6909c2ceee95f30c60c4369c46a18569 | 2026-01-04T17:52:45.776762Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/db/migrate/0_create_amounts.rb | db/migrate/0_create_amounts.rb | # Copyright 2015-2021, Instacart
class CreateAmounts < ActiveRecord::Migration
def change
create_table :amounts do |t|
t.integer :amountable_id, null: false
t.string :amountable_type, null: false
t.string :name, null: false
t.timestamps
end
add_monetize :amounts, :value
add_index :amounts, [:amountable_id, :amountable_type]
ActiveRecord::Base.connection.execute("CLUSTER amounts USING index_amounts_on_amountable_id_and_amountable_type") if is_pg?
end
def is_pg?
ActiveRecord::Base.connection.instance_values["config"][:adapter].include?('postgresql')
end
end
| ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/spec/spec_helper.rb | spec/spec_helper.rb | # Copyright 2015-2021, Instacart
ENV['RAILS_ENV'] = 'test'
require 'rails'
require 'money-rails'
require 'active_record'
require 'activerecord-import'
require 'amountable'
Dir['./spec/support/**/*.rb'].sort.each { |f| require f }
MoneyRails::Hooks.init
require 'amountable/amount'
require 'database_cleaner'
require 'db-query-matchers'
Money.locale_backend = :i18n
Money.default_currency = "USD"
RSpec.configure do |config|
config.before(:suite) do
DatabaseCleaner.strategy = :transaction
DatabaseCleaner.clean_with(:truncation)
end
config.around(:each) do |example|
DatabaseCleaner.cleaning do
example.run
end
end
end
| ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/spec/support/database.rb | spec/support/database.rb | # Copyright 2015-2021, Instacart
require "activerecord-import/base"
db_name = ENV['DB'] || 'postgresql'
spec_dir = Pathname.new(File.dirname(__FILE__)) / '..'
database_yml = spec_dir.join('internal/config/database.yml')
fail "Please create #{database_yml} first to configure your database. Take a look at: #{database_yml}.sample" unless File.exist?(database_yml)
ActiveRecord::Migration.verbose = false
ActiveRecord.try(:default_timezone=, :utc) || ActiveRecord::Base.default_timezone = :utc
ActiveRecord::Base.configurations = YAML.load_file(database_yml)
ActiveRecord::Base.logger = Logger.new(File.join(__dir__, '../debug.log'))
ActiveRecord::Base.logger.level = ENV['CI'] ? ::Logger::ERROR : ::Logger::DEBUG
configs = ActiveRecord::Base.configurations
config = configs.try(:find_db_config, db_name) || configs[db_name]
begin
ActiveRecord::Base.establish_connection(db_name.to_sym)
ActiveRecord::Base.connection
rescue
case db_name
when /mysql/
ActiveRecord::Base.establish_connection(config.merge('database' => nil))
ActiveRecord::Base.connection.create_database(config['database'], {charset: 'utf8', collation: 'utf8_unicode_ci'})
when 'postgresql'
ActiveRecord::Base.establish_connection(config.merge('database' => 'postgres', 'schema_search_path' => 'public'))
ActiveRecord::Base.connection.create_database(config['database'], config.merge('encoding' => 'utf8'))
end
ActiveRecord::Base.establish_connection(config)
end
def jsonb_available?
true
end
require_relative '../internal/db/schema'
Dir[spec_dir.join('internal/app/models/*.rb')].each { |file| require_relative file }
| ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/spec/amountable/amount_spec.rb | spec/amountable/amount_spec.rb | # Copyright 2015-2021, Instacart
require 'spec_helper'
describe Amountable::Amount do
it 'should validate name presence' do
subject.tap do |amount|
expect(amount.valid?).to be false
expect(amount.errors[:name]).not_to be nil
end
end
it 'should validate name uniqueness' do
Amountable::Amount.new(name: 'test', amountable_id: 1, amountable_type: 'Amountable').tap do |amount|
expect(amount.valid?).to be true
amount.save
Amountable::Amount.new(name: 'test', amountable_id: 2, amountable_type: 'Amountable').tap do |other_amount|
expect(other_amount.valid?).to be true
other_amount.amountable_id = amount.amountable_id
expect(other_amount.valid?).to be false
expect(amount.errors[:name]).not_to be nil
end
end
end
it 'should have operations' do
expect(Amountable::Amount.new(value: Money.new(1)) + Amountable::Amount.new(value: Money.new(2))).to eq(Money.new(3))
expect(Amountable::Amount.new(value: Money.new(1)) + 0.02).to eq(Money.new(3))
expect(Amountable::Amount.new(value: Money.new(2)) - Amountable::Amount.new(value: Money.new(1))).to eq(Money.new(1))
expect(Amountable::Amount.new(value: Money.new(2)) - 0.01).to eq(Money.new(1))
expect(Amountable::Amount.new(value: Money.new(2)) * 3).to eq(Money.new(6))
expect(Amountable::Amount.new(value: Money.new(6)) / 3).to eq(Money.new(2))
expect(Amountable::Amount.new(value: Money.new(2)).to_money).to eq(Money.new(2))
end
it 'should not save if not persistable' do
expect { subject.new(persistable: false).save }.to raise_exception(StandardError)
end
end
| ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/spec/amountable/nil_amount_spec.rb | spec/amountable/nil_amount_spec.rb | # Copyright 2015-2021, Instacart
require 'spec_helper'
describe Amountable::NilAmount do
it 'should return 0' do
expect(subject.value).to eq(Money.zero)
end
it 'should have nil amountable' do
expect(subject.amountable).to be nil
end
it 'should have operations' do
expect(subject + Amountable::Amount.new(value: Money.new(2))).to eq(Money.new(2))
expect(subject + 0.02).to eq(Money.new(2))
expect(subject - Amountable::Amount.new(value: Money.new(1))).to eq(Money.new(-1))
expect(subject - 0.01).to eq(Money.new(-1))
expect(subject * 3).to eq(Money.zero)
expect(subject / 3).to eq(Money.zero)
expect(subject.to_money).to eq(Money.zero)
end
end
| ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/spec/amountable/amountable_spec.rb | spec/amountable/amountable_spec.rb | # Copyright 2015-2021, Instacart
require 'spec_helper'
describe Amountable do
context 'storage == :table' do
it 'should' do
order = Order.new
expect { order.save }.not_to change { Amountable::Amount.count }
%i(sub_total taxes total).each do |name|
expect(order.send(name)).to eq(Money.zero)
end
order.sub_total = Money.new(100)
expect(order.sub_total).to eq(Money.new(100))
expect(order.total).to eq(Money.new(100))
expect(order.all_amounts.size).to eq(1)
order.all_amounts.first.tap do |amount|
expect(amount.name).to eq('sub_total')
expect(amount.value).to eq(Money.new(100))
expect(amount.new_record?).to be true
expect { order.save }.to change { Amountable::Amount.count }.by(1)
expect(amount.persisted?).to be true
end
expect do
expect(order.update(sub_total: Money.new(200)))
end.not_to change { Amountable::Amount.count }
end
describe 'name=' do
let (:order) { Order.create }
it 'should not persist Money.zero' do
expect(order.sub_total = Money.zero).to eq(Money.zero)
expect { order.save }.not_to change { Amountable::Amount.count }
end
it 'should not persist Money.zero if using ActiveRecord persistence' do
expect { order.update(sub_total: Money.zero) }.not_to change { Amountable::Amount.count }
end
it 'should work with ActiveRecord#update' do
expect { order.update(sub_total: Money.new(1)) }.to change { Amountable::Amount.count }.by(1)
end
it 'should destroy Amount if exist and assigning Money.zero' do
order.update(sub_total: Money.new(1))
expect { order.sub_total = Money.zero }.to change { Amountable::Amount.count }.by(-1)
expect(order.amounts.empty?).to be true
end
end
it 'should insert amounts in bulk' do
order = Order.create
expect do
order.update(sub_total: Money.new(100), taxes: Money.new(200))
end.to make_database_queries(count: 1, manipulative: true)
end
end
if jsonb_available?
context 'storage == :jsonb' do
it 'should' do
subscription = Subscription.new
expect { subscription.save }.not_to change { Amountable::Amount.count }
expect(subscription.amounts).to eq(Set.new)
expect(subscription.attributes['amounts']).to be_nil
%i(sub_total taxes total).each do |name|
expect(subscription.send(name)).to eq(Money.zero)
end
subscription.sub_total = Money.new(100)
expect(subscription.sub_total).to eq(Money.new(100))
expect(subscription.attributes['amounts']).to eq({'amounts' => {'sub_total' => {'cents' => 100, 'currency' => 'USD'}}, 'sets' => {'total' => {'cents' => 100, 'currency' => 'USD'}}})
expect(subscription.total).to eq(Money.new(100))
expect(subscription.amounts.size).to eq(1)
subscription.amounts.first.tap do |amount|
expect(amount.name).to eq('sub_total')
expect(amount.value).to eq(Money.new(100))
expect(amount.new_record?).to be true
expect { subscription.save }.not_to change { Amountable::Amount.count }
expect(amount.persisted?).to be false
end
subscription.update(sub_total: Money.new(200))
expect(subscription.sub_total).to eq(Money.new(200))
expect(subscription.total).to eq(Money.new(200))
subscription.sub_total = Money.zero
expect(subscription.sub_total).to eq(Money.zero)
expect(subscription.total).to eq(Money.zero)
expect(subscription.attributes['amounts']).to eq({'amounts' => {}, 'sets' => {}})
end
end
end
end
| ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/spec/internal/app/models/subscription.rb | spec/internal/app/models/subscription.rb | # Copyright 2015-2021, Instacart
if jsonb_available?
class Subscription < ActiveRecord::Base
include Amountable
act_as_amountable storage: :jsonb
amount :sub_total, sets: [:total]
amount :taxes, sets: [:total]
end
end | ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/spec/internal/app/models/order.rb | spec/internal/app/models/order.rb | # Copyright 2015-2021, Instacart
class Order < ActiveRecord::Base
include Amountable
act_as_amountable
amount :sub_total, sets: [:total]
amount :taxes, sets: [:total]
end
| ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/spec/internal/db/schema.rb | spec/internal/db/schema.rb | # Copyright 2015-2021, Instacart
ActiveRecord::Schema.define do
create_table "amounts", force: :cascade do |t|
t.integer "amountable_id", null: false
t.string "amountable_type", null: false
t.datetime "created_at"
t.string "name", null: false
t.datetime "updated_at"
t.integer "value_cents", default: 0, null: false
t.string "value_currency", default: "USD", null: false
end
add_index "amounts", ["amountable_id", "amountable_type"], name: "index_amounts_on_amountable_id_and_amountable_type", using: :btree
create_table "orders", force: :cascade do |t|
t.datetime "created_at"
t.datetime "updated_at"
end
if jsonb_available?
create_table "subscriptions", force: :cascade do |t|
t.datetime "created_at"
t.datetime "updated_at"
t.jsonb "amounts"
end
end
end
| ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/lib/amountable.rb | lib/amountable.rb | # Copyright 2015-2021, Instacart
module Amountable
extend ActiveSupport::Autoload
autoload :Operations
autoload :Amount
autoload :VirtualAmount
autoload :NilAmount
autoload :VERSION
autoload :TableMethods
autoload :JsonbMethods
class InvalidAmountName < StandardError; end
class MissingColumn < StandardError; end
ALLOWED_STORAGE = %i(table json).freeze
def self.included(base)
base.extend Amountable::ActAsMethod
end
module InstanceMethods
def all_amounts
@all_amounts ||= amounts.to_set
end
def find_amount(name)
(@amounts_by_name ||= {})[name.to_sym] ||= amounts.to_set.find { |am| am.name == name.to_s }
end
def find_amounts(names)
amounts.to_set.select { |am| names.include?(am.name.to_sym) }
end
def validate_amount_names
amounts.each do |amount|
errors.add(:amounts, "#{amount.name} is not an allowed amount name.") unless self.class.allowed_amount_name?(amount.name)
end
end
def serializable_hash(opts = nil)
opts ||= {}
super(opts).tap do |base|
unless opts[:except].to_a.include?(:amounts)
amounts_json = (self.class.amount_names + self.class.amount_sets.keys).inject({}) do |mem, name|
mem.merge!(name.to_s => send(name).to_f) unless opts[:except].to_a.include?(name.to_sym)
mem
end
base.merge!(amounts_json)
end
end
end
end
module ActAsMethod
# Possible storage values: [:table, :jsonb]
def act_as_amountable(options = {})
self.extend Amountable::ClassMethod
class_attribute :amount_names
class_attribute :amount_sets
class_attribute :amounts_column_name
class_attribute :storage
self.amount_sets = Hash.new { |h, k| h[k] = Set.new }
self.amount_names = Set.new
self.amounts_column_name = 'amounts'
self.storage = (options[:storage] || :table).to_sym
case self.storage
when :table
has_many :amounts, class_name: 'Amountable::Amount', as: :amountable, dependent: :destroy, autosave: false
include Amountable::TableMethods
when :jsonb
self.amounts_column_name = options[:column].to_s if options[:column]
include Amountable::JsonbMethods
else
raise ArgumentError.new("Please specify a storage: #{ALLOWED_STORAGE}")
end
validate :validate_amount_names
include Amountable::InstanceMethods
end
end
module ClassMethod
def amount_set(set_name, component)
self.amount_sets[set_name.to_sym] << component.to_sym
define_method set_name do
get_set(set_name)
end
end
def amount(name, options = {})
(self.amount_names ||= Set.new) << name
define_method name do
(find_amount(name) || Amountable::NilAmount.new).value
end
define_method "#{name}=" do |value|
set_amount(name, value)
end
Array(options[:summable] || options[:summables] || options[:set] || options[:sets] || options[:amount_set] || options[:amount_sets]).each do |set|
amount_set(set, name)
end
end
def allowed_amount_name?(name)
self.amount_names.include?(name.to_sym)
end
def where(opts, *rest)
return super unless opts.is_a?(Hash)
if self.storage == :jsonb
where_json(opts, *rest)
else
super
end
end
ruby2_keywords :where if Module.private_method_defined?(:ruby2_keywords)
def where_json(opts, *rest)
values = []
query = opts.inject([]) do |mem, (column, value)|
column = column.to_sym
if column.in?(self.amount_names) || column.in?(self.amount_sets.keys)
mem << "#{self.pg_json_field_access(column, :cents)} = '%s'"
mem << "#{self.pg_json_field_access(column, :currency)} = '%s'"
values << value.to_money.fractional
values << value.to_money.currency.iso_code
opts.delete(column)
end
mem
end
query = [query.join(' AND ')] + values
where(query, *rest).where(opts, *rest)
end
ruby2_keywords :where_json if Module.private_method_defined?(:ruby2_keywords)
def pg_json_field_access(name, field = :cents)
name = name.to_sym
group = if name.in?(self.amount_names)
'amounts'
elsif name.in?(self.amount_sets.keys)
'sets'
end
"#{self.amounts_column_name}::json#>'{#{group},#{name},#{field}}'"
end
end
end
ActiveSupport.on_load(:active_record) do
include Amountable
end
| ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/lib/amountable/version.rb | lib/amountable/version.rb | # Copyright 2015-2021, Instacart
module Amountable
VERSION = '0.6.0'
end
| ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/lib/amountable/jsonb_methods.rb | lib/amountable/jsonb_methods.rb | # Copyright 2015-2021, Instacart
module Amountable
module JsonbMethods
extend ActiveSupport::Autoload
def amounts
@_amounts ||= attribute(amounts_column_name).to_h['amounts'].to_h.map do |name, amount|
Amountable::VirtualAmount.new(name: name, value_cents: amount['cents'], value_currency: amount['currency'], persistable: false, amountable: self)
end.to_set
end
def set_amount(name, value)
value = value.to_money
initialize_column
amounts_json = attribute(amounts_column_name)
amounts_json['amounts'] ||= {}
if value.zero?
amounts_json['amounts'].delete(name.to_s)
else
amounts_json['amounts'][name.to_s] = {'cents' => value.fractional, 'currency' => value.currency.iso_code}
end
set_json(amounts_json)
@_amounts = nil
@amounts_by_name = nil
refresh_sets
value
end
def refresh_sets
initialize_column
amounts_json = attribute(amounts_column_name)
amounts_json['sets'] = {}
amount_sets.each do |name, amount_names|
sum = find_amounts(amount_names).sum(Money.zero, &:value)
next if sum.zero?
amounts_json['sets'][name.to_s] = {'cents' => sum.fractional, 'currency' => sum.currency.iso_code}
end
set_json(amounts_json)
end
def get_set(name)
value = attribute(amounts_column_name).to_h['sets'].to_h[name.to_s].to_h
Money.new(value['cents'].to_i, value['currency'])
end
def set_json(json)
send("#{amounts_column_name}=", json)
end
def initialize_column
send("#{amounts_column_name}=", {}) if attribute(amounts_column_name).nil?
end
end
end
| ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/lib/amountable/operations.rb | lib/amountable/operations.rb | # Copyright 2015-2021, Instacart
module Amountable
module Operations
def +(other_value)
value + other_value.to_money
end
def -(other_value)
value - other_value.to_money
end
def *(multiplier)
value * multiplier
end
def /(divisor)
value / divisor
end
def to_money
value
end
end
end | ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/lib/amountable/table_methods.rb | lib/amountable/table_methods.rb | # Copyright 2015-2021, Instacart
module Amountable
module TableMethods
extend ActiveSupport::Autoload
def set_amount(name, value)
amount = find_amount(name) || amounts.build(name: name)
amount.value = value.to_money
if value.zero?
amounts.delete(amount)
all_amounts.delete(amount)
@amounts_by_name.delete(name)
amount.destroy if amount.persisted?
else
all_amounts << amount if amount.new_record?
(@amounts_by_name ||= {})[name.to_sym] = amount
end
amount.value
end
def save(**args)
ActiveRecord::Base.transaction do
save_amounts if super
end
end
def save!(**args)
ActiveRecord::Base.transaction do
save_amounts! if super
end
end
def save_amounts(bang: false)
amounts_to_insert = []
amounts.each do |amount|
if amount.new_record?
amount.amountable_id = self.id
amounts_to_insert << amount
else
bang ? amount.save! : amount.save
end
end
Amount.import(amounts_to_insert, timestamps: true, validate: false)
amounts_to_insert.each do |amount|
amount.instance_variable_set(:@new_record, false)
end
true
end
def save_amounts!; save_amounts(bang: true); end
def get_set(name)
find_amounts(self.amount_sets[name.to_sym]).sum(Money.zero, &:value)
end
end
end
| ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/lib/amountable/virtual_amount.rb | lib/amountable/virtual_amount.rb | # Copyright 2015-2021, Instacart
module Amountable
class VirtualAmount
include ActiveModel::Model
attr_accessor :amountable, :value_cents, :value_currency, :name, :persistable
include Amountable::Operations
validates :name, presence: true
def value
Money.new(value_cents, value_currency)
end
def value=(val)
self.value_cents = value.fractional
self.value_currency = value.currency.iso_code
end
def new_record?
true
end
def persisted?
false
end
def save
raise StandardError.new("Can't persist amount to database") if persistable == false
super
end
end
end | ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/lib/amountable/nil_amount.rb | lib/amountable/nil_amount.rb | # Copyright 2015-2021, Instacart
module Amountable
class NilAmount
include Amountable::Operations
def value; Money.zero; end
def amountable; nil; end
end
end | ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
instacart/amountable | https://github.com/instacart/amountable/blob/5e035e0dafb4bfdd0cc13385708bfe37be17d2a1/lib/amountable/amount.rb | lib/amountable/amount.rb | # Copyright 2015-2021, Instacart
module Amountable
class Amount < ActiveRecord::Base
include Amountable::Operations
belongs_to :amountable, polymorphic: true
monetize :value_cents, with_model_currency: :value_currency
validates :name, presence: true
validates :name, uniqueness: {scope: [:amountable_id, :amountable_type]}
attr_accessor :persistable
def save
raise StandardError.new("Can't persist amount to database") if persistable == false
super
end
end
end
| ruby | ISC | 5e035e0dafb4bfdd0cc13385708bfe37be17d2a1 | 2026-01-04T17:52:50.153955Z | false |
lukeredpath/simpleconfig | https://github.com/lukeredpath/simpleconfig/blob/397963648bc12be92cd887aedd82d3a901a9c7b8/test/simple_config_test.rb | test/simple_config_test.rb | require 'test_helper'
class SimpleConfigConfigTest < Test::Unit::TestCase
def setup
@config = SimpleConfig::Config.new
end
def test_dup_creates_deep_clone
new_config = cascaded_test_config.dup
new_config.configure do
group :test_group do
set :inner_key, 'new_foo'
end
set :test, 'new_test'
end
assert_equal 'test-setting', cascaded_test_config.test
assert_equal 'some other value', cascaded_test_config.test_group.inner_key
assert_equal 'new_test', new_config.test
assert_equal 'new_foo', new_config.test_group.inner_key
end
def test_should_be_able_to_set_config_values
@config.set(:var_one, 'hello world')
assert_equal 'hello world', @config.get(:var_one)
end
def test_should_be_able_to_access_settings_using_method_access
@config.set(:foo, 'bar')
assert_equal 'bar', @config.foo
end
def test_should_raise_NoMethodError_if_setting_does_not_exist_when_using_method_access
assert_raises(NoMethodError) { @config.some_non_existent_variable }
end
def test_should_return_nil_if_setting_does_not_exist_when_using_get
assert_nil @config.get(:some_non_existent_variable)
end
def test_unset_should_delete_config_values
@config.set(:foo, 'bar')
assert_equal('bar', @config.foo)
@config.unset(:foo)
assert_raises(NoMethodError) { @config.foo }
end
def test_unset_should_return_deleted_value
@config.set(:foo, 'bar')
assert_equal('bar', @config.unset(:foo))
end
def test_exists_should_return_whether_variable_isset
assert(!@config.exists?(:foo))
@config.set(:foo, 'bar')
assert(@config.exists?(:foo))
@config.unset(:foo)
assert(!@config.exists?(:foo))
end
def test_exists_should_consider_empty_values_as_set
[nil, 0, ''].each do |empty_value|
@config.set(:foo, empty_value)
assert_equal(empty_value, @config.get(:foo))
assert(@config.exists?(:foo))
end
end
def test_should_return_a_new_group_as_a_separate_config
group = @config.group(:test)
assert_instance_of(SimpleConfig::Config, group)
assert_not_equal @config, group
end
def test_should_return_an_existing_group
group = @config.group(:test)
assert_equal group, @config.group(:test)
end
def test_should_configure_group_with_supplied_block_when_given
group = @config.group(:test) do
set :group_var, 'value'
end
assert_equal 'value', group.group_var
end
def test_should_respond_to_methods_for_settings_and_groups
@config.group(:grp) { set :foo, 'bar' }
assert(@config.respond_to?(:grp))
assert(@config.grp.respond_to?(:foo))
end
def test_should_not_overwrite_existing_methods
object_id = @config.object_id
@config.set :object_id, 'object_id'
assert_equal object_id, @config.object_id
end
def test_should_load_and_parse_external_config_as_ruby_in_context_of_config_instance
File.stubs(:read).with('external_config.rb').returns(ruby_code = stub('ruby'))
@config.expects(:instance_eval).with(ruby_code, 'external_config.rb')
@config.load('external_config.rb')
end
def test_should_laod_and_parse_external_config_as_yaml_in_context_of_config_instance
parser = stub('YAMLParser')
SimpleConfig::YAMLParser.stubs(:parse_contents_of_file).with('external_config.yml').returns(parser)
parser.expects(:parse_into).with(@config)
@config.load('external_config.yml')
end
def test_should_load_and_parse_external_config_as_yaml_if_config_file_has_full_yaml_extension
parser = stub('YAMLParser')
SimpleConfig::YAMLParser.expects(:parse_contents_of_file).with('external_config.yaml').returns(parser)
parser.stubs(:parse_into)
@config.load('external_config.yaml')
end
def test_should_load_and_parse_external_config_if_file_exists_when_if_exists_is_true
File.stubs(:read).with('external_config.rb').returns(ruby_code = stub('ruby'))
@config.expects(:instance_eval).with(ruby_code, 'external_config.rb')
File.stubs(:exist?).with('external_config.rb').returns(true)
@config.load('external_config.rb', :if_exists? => true)
end
def test_should_not_load_and_parse_external_config_if_file_does_not_exist_when_if_exists_is_true
@config.expects(:instance_eval).never
File.stubs(:exist?).with('external_config.rb').returns(false)
@config.load('external_config.rb', :if_exists? => true)
end
def test_should_respond_to_to_hash
assert @config.respond_to? :to_hash
end
def test_should_create_hash_for_top_level
@config = cascaded_test_config
hash = {
:test => "test-setting",
:test_group => {
:inner_key => "some other value",
:object => {
:key1 => "value1"
}
}
}
assert_equal hash, @config.to_hash
end
def test_should_create_hash_for_second_level
@config = cascaded_test_config
hash = {
:inner_key => "some other value",
:object => {
:key1 => "value1"
}
}
assert_equal hash, @config.test_group.to_hash
end
def test_should_be_able_to_redefine_settings
@config = cascaded_test_config
@config.set(:test, "new-test-setting")
assert_equal "new-test-setting", @config.test
end
def test_config_merge_hash
config = SimpleConfig::Config.new
config.merge!(:example => {:foo => 'bar', :baz => 'qux'}, :test => 'foo')
assert_equal 'foo', config.test
assert_equal 'bar', config.example.foo
assert_equal 'qux', config.example.baz
end
def test_config_merge_hash_non_destructive
new_config = cascaded_test_config.merge(:test_group => {:inner_key => 'bar'}, :test => 'qux')
assert_equal 'test-setting', cascaded_test_config.test
assert_equal 'some other value', cascaded_test_config.test_group.inner_key
assert_equal 'qux', new_config.test
assert_equal 'bar', new_config.test_group.inner_key
end
private
def cascaded_test_config
SimpleConfig.for :simple_config_test do
set :test, "test-setting"
group :test_group do
set :inner_key, "some other value"
set :object, {
:key1 => "value1"
}
end
end
end
end
| ruby | MIT | 397963648bc12be92cd887aedd82d3a901a9c7b8 | 2026-01-04T17:52:54.553590Z | false |
lukeredpath/simpleconfig | https://github.com/lukeredpath/simpleconfig/blob/397963648bc12be92cd887aedd82d3a901a9c7b8/test/test_helper.rb | test/test_helper.rb | require 'rubygems'
require 'test/unit'
require 'mocha'
$:.unshift File.expand_path('../../lib', __FILE__)
require 'simple_config'
| ruby | MIT | 397963648bc12be92cd887aedd82d3a901a9c7b8 | 2026-01-04T17:52:54.553590Z | false |
lukeredpath/simpleconfig | https://github.com/lukeredpath/simpleconfig/blob/397963648bc12be92cd887aedd82d3a901a9c7b8/test/yaml_parser_test.rb | test/yaml_parser_test.rb | require 'test_helper'
class YAMLParserTest < Test::Unit::TestCase
include SimpleConfig
def setup
@config = Config.new
end
def test_parsing_of_a_single_variable
parser = YAMLParser.new({'foo' => 'bar'}.to_yaml)
parser.parse_into(@config)
assert_equal 'bar', @config.foo
end
def test_parsing_of_multiple_variables
parser = YAMLParser.new({'foo' => 'bar', 'baz' => 'qux'}.to_yaml)
parser.parse_into(@config)
assert_equal 'bar', @config.foo
assert_equal 'qux', @config.baz
end
def test_parsing_of_a_group_with_one_variable
parser = YAMLParser.new({'group1' => {'foo' => 'bar'}}.to_yaml)
parser.parse_into(@config)
assert_equal 'bar', @config.group1.foo
end
def test_parsing_of_a_group_with_two_variables
parser = YAMLParser.new({'group1' => {'foo' => 'bar', 'baz' => 'qux'}}.to_yaml)
parser.parse_into(@config)
assert_equal 'bar', @config.group1.foo
assert_equal 'qux', @config.group1.baz
end
def test_parsing_of_a_nested_group
parser = YAMLParser.new({'group1' => {'group2' => {'foo' => 'bar'}}}.to_yaml)
parser.parse_into(@config)
assert_equal 'bar', @config.group1.group2.foo
end
end
class YAMLParserFromContentsOfFile < Test::Unit::TestCase
include SimpleConfig
def test_should_initialize_new_parser_from_contents_of_given_file
File.stubs(:read).with('config.yml').returns(yaml_data = stub('yaml data'))
YAMLParser.expects(:new).with(yaml_data).returns(parser = stub('YAMLParser'))
assert_equal parser, YAMLParser.parse_contents_of_file('config.yml')
end
end
| ruby | MIT | 397963648bc12be92cd887aedd82d3a901a9c7b8 | 2026-01-04T17:52:54.553590Z | false |
lukeredpath/simpleconfig | https://github.com/lukeredpath/simpleconfig/blob/397963648bc12be92cd887aedd82d3a901a9c7b8/test/simple_config_functional_test.rb | test/simple_config_functional_test.rb | require 'test_helper'
require 'fileutils'
class SimpleConfigFunctionalTest < Test::Unit::TestCase
def test_simple_config_with_top_level_settings
config = SimpleConfig.for(:my_test) do
set :var_one, 'foo'
set :var_two, 'bar'
end
assert_equal 'foo', config.var_one
assert_equal 'bar', config.var_two
end
def test_config_with_groups
config = SimpleConfig.for(:my_test) do
group :test_group do
set :var_one, 'foo'
end
end
assert_equal 'foo', config.test_group.var_one
end
def test_config_with_top_level_settings_and_groups
config = SimpleConfig.for(:my_test) do
group :test_group do
set :var_one, 'foo'
end
set :var_two, 'bar'
end
assert_equal 'foo', config.test_group.var_one
assert_equal 'bar', config.var_two
end
def test_config_with_nested_groups
config = SimpleConfig.for(:my_test) do
group :test_group do
group :inner_group do
set :var_one, 'foo'
end
end
end
assert_equal 'foo', config.test_group.inner_group.var_one
end
def test_config_with_externally_loaded_ruby_config
sample_file = File.join(File.dirname(__FILE__), *%w[example.rb])
File.open(sample_file, "w") do |io|
io << %(
set :foo, 'bar'
)
end
config = SimpleConfig.for(:my_test) do
load sample_file
end
assert_equal 'bar', config.foo
FileUtils.rm_f(sample_file)
end
def test_config_with_externally_loaded_yaml_config
sample_file = File.join(File.dirname(__FILE__), *%w[example.yml])
File.open(sample_file, "w") do |io|
io << %(
example:
foo: bar
baz: qux
test: foo
)
end
config = SimpleConfig.for(:my_test) do
load sample_file
end
assert_equal 'foo', config.test
assert_equal 'bar', config.example.foo
assert_equal 'qux', config.example.baz
FileUtils.rm_f(sample_file)
end
def test_config_with_optional_external_config
assert_nothing_raised do
SimpleConfig.for(:my_test) do
load "non_existent_file", :if_exists? => true
end
end
end
end | ruby | MIT | 397963648bc12be92cd887aedd82d3a901a9c7b8 | 2026-01-04T17:52:54.553590Z | false |
lukeredpath/simpleconfig | https://github.com/lukeredpath/simpleconfig/blob/397963648bc12be92cd887aedd82d3a901a9c7b8/templates/configuration.rb | templates/configuration.rb | SimpleConfig.for :application do
# Set here your global configuration.
# All settings can be overwritten later per-environment.
load File.join(Rails.root.to_s, "config", "settings", "application.rb"), :if_exists? => true
# Per Environment settings.
# At startup only the file matching current environment will be loaded.
# Settings stored here will overwrite settings with the same name stored in application.rb
load File.join(Rails.root.to_s, "config", "settings", "#{Rails.env}.rb"), :if_exists? => true
# Local settings. It is designed as a place for you to override variables
# specific to your own development environment.
# Make sure your version control system ignores this file otherwise
# you risk checking in a file that will override values in production
load File.join(Rails.root.to_s, "config", "settings", "local.rb"), :if_exists? => true
end
| ruby | MIT | 397963648bc12be92cd887aedd82d3a901a9c7b8 | 2026-01-04T17:52:54.553590Z | false |
lukeredpath/simpleconfig | https://github.com/lukeredpath/simpleconfig/blob/397963648bc12be92cd887aedd82d3a901a9c7b8/lib/simple_config.rb | lib/simple_config.rb | require 'simple_config/version'
require 'simple_config/railtie' if defined?(Rails)
module SimpleConfig
class << self
def for(config_name, &block)
default_manager.for(config_name, &block)
end
def default_manager
@default_manager ||= Manager.new
end
end
class Manager
def initialize
@configs = {}
end
def for(config_name, &block)
config = (@configs[config_name] ||= Config.new)
config.configure(&block) if block_given?
config
end
end
class Config
def initialize
@groups = {}
@settings = {}
end
def dup
self.class.new.tap do |duplicate|
duplicate.merge!(to_hash)
end
end
def configure(&block)
instance_eval(&block)
end
def group(name, &block)
group = (@groups[name] ||= Config.new)
group.configure(&block) if block_given?
define_accessor(name) { group }
group
end
def set(key, value)
unset(key) if set?(key)
define_accessor(key) { value }
@settings[key] = value
end
def get(key)
@settings[key]
end
# Unsets any variable with given +key+
# and returns variable value if it exists, nil otherwise.
# Any successive call to exists? :key will return false.
#
# exists? :bar # => false
#
# set :bar, 'foo'
# exists? :bar # => true
#
# unset :bar # => 'foo'
# exists? :bar # => false
#
# @param [Symbol] The key to unset.
# @return The current value for +:key+.
def unset(key)
singleton_class.send(:remove_method, key)
@settings.delete(key)
end
# Returns whether a variable with given +key+ is set.
#
# Please note that this method doesn't care about variable value.
# A nil variable is considered as set.
#
# exists? :bar # => false
#
# set :bar, 'foo'
# exists? :bar # => true
#
# set :bar, nil
# exists? :bar # => true
#
# Use unset to completely remove a variable from the collection.
#
# set :bar, 'foo'
# exists? :bar # => true
#
# unset :bar
# exists? :bar # => false
#
# @param [Symbol] The key to check.
# @return [Boolean] True if the key is set.
def exists?(key)
@settings.key?(key)
end
def set?(key)
@settings.key?(key)
end
def to_hash
hash = @settings.dup
@groups.each do |key,group|
hash[key] = group.to_hash
end
hash
end
def merge!(hash)
hash.each do |key, value|
if value.is_a?(Hash)
group(key.to_sym).merge!(value)
else
set(key.to_sym, value)
end
end
self
end
def merge(hash)
dup.merge!(hash)
end
def load(external_config_file, options={})
options = {:if_exists? => false}.merge(options)
if options[:if_exists?]
return unless File.exist?(external_config_file)
end
case File.extname(external_config_file)
when /rb/
instance_eval(File.read(external_config_file), external_config_file.to_s)
when /yml|yaml/
YAMLParser.parse_contents_of_file(external_config_file).parse_into(self)
end
end
private
def define_accessor(name, &block)
singleton_class.class_eval { define_method(name, &block) } if !respond_to?(name) || exists?(name)
end
def singleton_class
class << self
self
end
end
end
class YAMLParser
def initialize(raw_yaml_data)
require 'yaml'
@data = YAML.load(raw_yaml_data)
end
def self.parse_contents_of_file(yaml_file)
new(File.read(yaml_file))
end
def parse_into(config)
config.merge!(@data)
end
end
end
| ruby | MIT | 397963648bc12be92cd887aedd82d3a901a9c7b8 | 2026-01-04T17:52:54.553590Z | false |
lukeredpath/simpleconfig | https://github.com/lukeredpath/simpleconfig/blob/397963648bc12be92cd887aedd82d3a901a9c7b8/lib/simpleconfig.rb | lib/simpleconfig.rb | require 'simple_config' | ruby | MIT | 397963648bc12be92cd887aedd82d3a901a9c7b8 | 2026-01-04T17:52:54.553590Z | false |
lukeredpath/simpleconfig | https://github.com/lukeredpath/simpleconfig/blob/397963648bc12be92cd887aedd82d3a901a9c7b8/lib/simple_config/version.rb | lib/simple_config/version.rb | module SimpleConfig
module Version
MAJOR = 2
MINOR = 0
PATCH = 1
BUILD = nil
STRING = [MAJOR, MINOR, PATCH, BUILD].compact.join(".")
end
VERSION = Version::STRING
end
| ruby | MIT | 397963648bc12be92cd887aedd82d3a901a9c7b8 | 2026-01-04T17:52:54.553590Z | false |
lukeredpath/simpleconfig | https://github.com/lukeredpath/simpleconfig/blob/397963648bc12be92cd887aedd82d3a901a9c7b8/lib/simple_config/railtie.rb | lib/simple_config/railtie.rb | require 'simple_config'
require 'rails'
module SimpleConfig
class Railtie < ::Rails::Railtie
rake_tasks do
namespace :simpleconfig do
desc "Initialize SimpleConfig configurations."
task :setup do
abort("Already found config/settings. Have you already run this task?.") if File.exist?("config/settings")
mkdir("config/settings")
mkdir("config/initializers") unless File.exist?("config/initializers")
environments = Dir["config/environments/*.rb"].map { |f| File.basename(f, ".rb") }
environments << "application"
environments.each { |env| touch("config/settings/#{env}.rb") }
cp(
File.expand_path("../../../templates/configuration.rb", __FILE__),
"config/initializers/configuration.rb"
)
end
end
end
end
end
| ruby | MIT | 397963648bc12be92cd887aedd82d3a901a9c7b8 | 2026-01-04T17:52:54.553590Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/init.rb | init.rb | Dir[File.join(File.expand_path("../vendor", __FILE__), "*")].each do |vendor|
$:.unshift File.join(vendor, "lib")
end
require "push/heroku/cisaurus/cisaurus"
require "push/heroku/command/push" | ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/progress/spec/progress_spec.rb | vendor/progress/spec/progress_spec.rb | require File.dirname(__FILE__) + '/spec_helper.rb'
describe Progress do
let(:count){ 165 }
before :each do
@io = StringIO.new
Progress.instance_variable_set(:@io, @io)
def Progress.time_to_print?; true; end
end
def io_pop
@io.seek(0)
s = @io.read
@io.truncate(0)
@io.seek(0)
s
end
def io_pop_no_eta
io_pop.sub(/ \(ETA: \d+.\)$/, '')
end
def verify_output_before_step(i, count)
io_pop.should =~ /#{Regexp.quote(i == 0 ? '......' : '%5.1f' % (i / count.to_f * 100.0))}/
end
def verify_output_after_stop
io_pop.should =~ /100\.0.*\n$/
end
describe 'direct usage' do
describe 'procedural' do
it "should show valid output when called as Progress.start" do
Progress.start('Test', count)
count.times do |i|
verify_output_before_step(i, count)
Progress.step
end
Progress.stop
verify_output_after_stop
end
it "should show valid output when called as Progress" do
Progress('Test', count)
count.times do |i|
verify_output_before_step(i, count)
Progress.step
end
Progress.stop
verify_output_after_stop
end
it "should show valid output when called without title" do
Progress(count)
count.times do |i|
verify_output_before_step(i, count)
Progress.step
end
Progress.stop
verify_output_after_stop
end
end
describe 'block' do
it "should show valid output when called as Progress.start" do
Progress.start('Test', count) do
count.times do |i|
verify_output_before_step(i, count)
Progress.step
end
end
verify_output_after_stop
end
it "should show valid output when called as Progress" do
Progress('Test', count) do
count.times do |i|
verify_output_before_step(i, count)
Progress.step
end
end
verify_output_after_stop
end
it "should show valid output when called without title" do
Progress(count) do
count.times do |i|
verify_output_before_step(i, count)
Progress.step
end
end
verify_output_after_stop
end
end
end
describe 'integrity' do
it "should not raise errors on extra Progress.stop" do
proc{
10.times_with_progress('10') do
Progress.start 'simple' do
Progress.start 'procedural'
Progress.stop
Progress.stop
end
Progress.stop
end
Progress.stop
}.should_not raise_error
end
it "should return result from block" do
Progress.start('Test') do
'qwerty'
end.should == 'qwerty'
end
it "should return result from step" do
Progress.start do
Progress.step{ 'qwerty' }.should == 'qwerty'
end
end
it "should return result from set" do
Progress.start do
Progress.set(1){ 'qwerty' }.should == 'qwerty'
end
end
it "should return result from nested block" do
[1, 2, 3].with_progress('a').map do |a|
[1, 2, 3].with_progress('b').map do |b|
a * b
end
end.should == [[1, 2, 3], [2, 4, 6], [3, 6, 9]]
end
it "should kill progress on cycle break" do
2.times do
catch(:lalala) do
2.times_with_progress('A') do |a|
io_pop.should == "A: ......\n"
2.times_with_progress('B') do |b|
io_pop.should == "A: ...... > B: ......\n"
throw(:lalala)
end
end
end
io_pop.should == "A: ......\n\n"
end
end
[[2, 200], [20, 20], [200, 2]].each do |_a, _b|
it "should allow enclosed progress [#{_a}, #{_b}]" do
_a.times_with_progress('A') do |a|
io_pop_no_eta.should == "A: #{a == 0 ? '......' : '%5.1f%%'}\n" % [a / _a.to_f * 100.0]
_b.times_with_progress('B') do |b|
io_pop_no_eta.should == "A: #{a == 0 && b == 0 ? '......' : '%5.1f%%'} > B: #{b == 0 ? '......' : '%5.1f%%'}\n" % [(a + b / _b.to_f) / _a.to_f * 100.0, b / _b.to_f * 100.0]
end
io_pop_no_eta.should == "A: %5.1f%% > B: 100.0%%\n" % [(a + 1) / _a.to_f * 100.0]
end
io_pop.should == "A: 100.0%\nA: 100.0%\n\n"
end
it "should not overlap outer progress if inner exceeds [#{_a}, #{_b}]" do
_a.times_with_progress('A') do |a|
io_pop_no_eta.should == "A: #{a == 0 ? '......' : '%5.1f%%'}\n" % [a / _a.to_f * 100.0]
Progress.start('B', _b) do
(_b * 2).times do |b|
io_pop_no_eta.should == "A: #{a == 0 && b == 0 ? '......' : '%5.1f%%'} > B: #{b == 0 ? '......' : '%5.1f%%'}\n" % [(a + [b / _b.to_f, 1].min) / _a.to_f * 100.0, b / _b.to_f * 100.0]
Progress.step
end
end
io_pop_no_eta.should == "A: %5.1f%% > B: 200.0%%\n" % [(a + 1) / _a.to_f * 100.0]
end
io_pop.should == "A: 100.0%\nA: 100.0%\n\n"
end
it "should allow step with block to validly count custom progresses [#{_a}, #{_b}]" do
a_step = 99
Progress.start('A', _a * 100) do
io_pop_no_eta.should == "A: ......\n"
_a.times do |a|
Progress.step(a_step) do
_b.times_with_progress('B') do |b|
io_pop_no_eta.should == "A: #{a == 0 && b == 0 ? '......' : '%5.1f%%'} > B: #{b == 0 ? '......' : '%5.1f%%'}\n" % [(a * a_step + b / _b.to_f * a_step) / (_a * 100).to_f * 100.0, b / _b.to_f * 100.0]
end
io_pop_no_eta.should == "A: %5.1f%% > B: 100.0%\n" % [(a + 1) * a_step.to_f / (100.0 * _a.to_f) * 100.0]
end
io_pop_no_eta.should == "A: %5.1f%%\n" % [(a + 1) * a_step.to_f / (100.0 * _a.to_f) * 100.0]
end
Progress.step _a
end
io_pop.should == "A: 100.0%\nA: 100.0%\n\n"
end
end
end
describe Enumerable do
before :each do
@a = 0...1000
end
describe 'with_progress' do
it "should not break each" do
with, without = [], []
@a.with_progress.each{ |n| with << n }
@a.each{ |n| without << n }
with.should == without
end
it "should not break find" do
@a.with_progress('Hello').find{ |n| n == 100 }.should == @a.find{ |n| n == 100 }
@a.with_progress('Hello').find{ |n| n == 10000 }.should == @a.find{ |n| n == 10000 }
default = proc{ 'default' }
@a.with_progress('Hello').find(default){ |n| n == 10000 }.should == @a.find(default){ |n| n == 10000 }
end
it "should not break map" do
@a.with_progress('Hello').map{ |n| n * n }.should == @a.map{ |n| n * n }
end
it "should not break grep" do
@a.with_progress('Hello').grep(100).should == @a.grep(100)
end
it "should not break each_cons" do
without_progress = []
@a.each_cons(3){ |values| without_progress << values }
with_progress = []
@a.with_progress('Hello').each_cons(3){ |values| with_progress << values }
without_progress.should == with_progress
end
describe "with_progress.with_progress" do
it "should not change existing instance" do
wp = @a.with_progress('hello')
proc{ wp.with_progress('world') }.should_not change(wp, :title)
end
it "should create new instance with different title when called on WithProgress" do
wp = @a.with_progress('hello')
wp_wp = wp.with_progress('world')
wp.title.should == 'hello'
wp_wp.title.should == 'world'
wp_wp.should_not == wp
wp_wp.enumerable.should == wp.enumerable
end
end
describe "calls to each" do
class CallsToEach
include Enumerable
COUNT = 100
end
def init_calls_to_each
@enum = CallsToEach.new
@objects = 10.times.to_a
@enum.should_receive(:each).once{ |&block|
@objects.each(&block)
}
end
it "should call each only one time for object with length" do
init_calls_to_each
@enum.should_receive(:length).and_return(10)
got = []
@enum.with_progress.each{ |o| got << o }.should == @enum
got.should == @objects
end
it "should call each only one time for object without length" do
init_calls_to_each
got = []
@enum.with_progress.each{ |o| got << o }.should == @enum
got.should == @objects
end
it "should call each only one time for String" do
@objects = ('a'..'z').map{ |c| "#{c}\n" }
str = @objects.join('')
str.should_not_receive(:length)
str.should_receive(:each).once{ |&block|
@objects.each(&block)
}
got = []
str.with_progress.each{ |o| got << o }.should == str
got.should == @objects
end
end
end
end
describe Integer do
describe 'with times_with_progress' do
it "should not break times" do
ii = 0
count.times_with_progress('Test') do |i|
i.should == ii
ii += 1
end
end
it "should show valid output for each_with_progress" do
count.times_with_progress('Test') do |i|
verify_output_before_step(i, count)
end
verify_output_after_stop
end
it "should show valid output for each_with_progress without title" do
count.times_with_progress do |i|
verify_output_before_step(i, count)
end
verify_output_after_stop
end
end
end
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/progress/spec/spec_helper.rb | vendor/progress/spec/spec_helper.rb | $:.unshift File.join(File.dirname(__FILE__), '..', 'lib')
require 'rspec'
require 'progress'
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/progress/lib/progress.rb | vendor/progress/lib/progress.rb | require 'singleton'
require 'thread'
# ==== Procedural example
# Progress.start('Test', 1000)
# 1000.times do
# Progress.step do
# # do something
# end
# end
# Progress.stop
# ==== Block example
# Progress.start('Test', 1000) do
# 1000.times do
# Progress.step do
# # do something
# end
# end
# end
# ==== Step must not always be one
# symbols = []
# Progress.start('Input 100 symbols', 100) do
# while symbols.length < 100
# input = gets.scan(/\S/)
# symbols += input
# Progress.step input.length
# end
# end
# ==== Enclosed block example
# [1, 2, 3].each_with_progress('1 2 3') do |one_of_1_2_3|
# 10.times_with_progress('10') do |one_of_10|
# sleep(0.001)
# end
# end
class Progress
include Singleton
attr_accessor :title, :current, :total, :note
attr_reader :current_step
def initialize(title, total)
if title.is_a?(Numeric) && total.nil?
title, total = nil, title
elsif total.nil?
total = 1
end
@title = title
@current = 0.0
@total = total == 0.0 ? 1.0 : Float(total)
end
def step_if_blank
if current == 0.0 && total == 1.0
self.current = 1.0
end
end
def to_f(inner)
inner = [inner, 1.0].min
if current_step
inner *= current_step
end
(current + inner) / total
end
def step(steps)
@current_step = steps
yield
ensure
@current_step = nil
end
class << self
# start progress indication
def start(title = nil, total = nil)
if levels.empty?
@started_at = Time.now
@eta = nil
@semaphore = Mutex.new
start_beeper
end
levels << new(title, total)
print_message true
if block_given?
begin
yield
ensure
stop
end
end
end
# step current progress by `num / den`
def step(num = 1, den = 1, &block)
if levels.last
set(levels.last.current + Float(num) / den, &block)
elsif block
block.call
end
end
# set current progress to `value`
def set(value, &block)
if levels.last
ret = if block
levels.last.step(value - levels.last.current, &block)
end
if levels.last
levels.last.current = Float(value)
end
print_message
self.note = nil
ret
elsif block
block.call
end
end
# stop progress
def stop
if levels.last
if levels.last.step_if_blank || levels.length == 1
print_message true
set_title nil
end
levels.pop
if levels.empty?
stop_beeper
io.puts
end
end
end
# check in block of showing progress
def running?
!levels.empty?
end
# set note
def note=(s)
if levels.last
levels.last.note = s
end
end
# output progress as lines (not trying to stay on line)
# Progress.lines = true
attr_writer :lines
# force highlight
# Progress.highlight = true
attr_writer :highlight
private
def levels
@levels ||= []
end
def io
@io || $stderr
end
def io_tty?
io.tty? || ENV['PROGRESS_TTY']
end
def lines?
@lines.nil? ? !io_tty? : @lines
end
def highlight?
@highlight.nil? ? io_tty? : @highlight
end
def time_to_print?
if !@previous || @previous < Time.now - 0.3
@previous = Time.now
true
end
end
def eta(completed)
now = Time.now
if now > @started_at && completed > 0
current_eta = @started_at + (now - @started_at) / completed
@eta = @eta ? @eta + (current_eta - @eta) * (1 + completed) * 0.5 : current_eta
seconds = @eta - now
if seconds > 0
left = case seconds
when 0...60
'%.0fs' % seconds
when 60...3600
'%.1fm' % (seconds / 60)
when 3600...86400
'%.1fh' % (seconds / 3600)
else
'%.1fd' % (seconds / 86400)
end
eta_string = " (ETA: #{left})"
end
end
end
def set_title(title)
if io_tty?
io.print "\e]0;#{title}\a"
end
end
def lock(force)
if force ? @semaphore.lock : @semaphore.try_lock
begin
yield
ensure
@semaphore.unlock
end
end
end
def start_beeper
@beeper = Thread.new do
loop do
sleep 10
print_message unless Thread.current[:skip]
end
end
end
def stop_beeper
@beeper.kill
@beeper = nil
end
def restart_beeper
if @beeper
@beeper[:skip] = true
@beeper.run
@beeper[:skip] = false
end
end
def print_message(force = false)
lock force do
restart_beeper
if force || time_to_print?
inner = 0
parts, parts_cl = [], []
levels.reverse.each do |level|
inner = current = level.to_f(inner)
value = current.zero? ? '......' : "#{'%5.1f' % (current * 100.0)}%"
title = level.title ? "#{level.title}: " : nil
if !highlight? || value == '100.0%'
parts << "#{title}#{value}"
else
parts << "#{title}\e[1m#{value}\e[0m"
end
parts_cl << "#{title}#{value}"
end
eta_string = eta(inner)
message = "#{parts.reverse * ' > '}#{eta_string}"
message_cl = "#{parts_cl.reverse * ' > '}#{eta_string}"
if note = levels.last && levels.last.note
message << " - #{note}"
message_cl << " - #{note}"
end
if lines?
io.puts message
else
io << message << "\e[K\r"
end
set_title message_cl
end
end
end
end
end
require 'progress/enumerable'
require 'progress/integer'
require 'progress/active_record'
module Kernel
def Progress(title = nil, total = nil, &block)
Progress.start(title, total, &block)
end
private :Progress
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/progress/lib/progress/active_record.rb | vendor/progress/lib/progress/active_record.rb | require 'progress'
if defined?(ActiveRecord::Base)
module ActiveRecord
module BatchesWithProgress
# run `find_each` with progress
def find_each_with_progress(options = {})
Progress.start(name.tableize, count(options)) do
find_each do |model|
Progress.step do
yield model
end
end
end
end
# run `find_in_batches` with progress
def find_in_batches_with_progress(options = {})
Progress.start(name.tableize, count(options)) do
find_in_batches do |batch|
Progress.step batch.length do
yield batch
end
end
end
end
end
class Base
extend BatchesWithProgress
end
end
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/progress/lib/progress/with_progress.rb | vendor/progress/lib/progress/with_progress.rb | require 'progress'
class Progress
class WithProgress
include Enumerable
attr_reader :enumerable, :title
# initialize with object responding to each, title and optional length
# if block is provided, it is passed to each
def initialize(enumerable, title, length = nil, &block)
@enumerable, @title, @length = enumerable, title, length
each(&block) if block
end
# each object with progress
def each
enumerable, length = case
when @length
[@enumerable, @length]
when !@enumerable.respond_to?(:length) || @enumerable.is_a?(String) || (defined?(StringIO) && @enumerable.is_a?(StringIO)) || (defined?(TempFile) && @enumerable.is_a?(TempFile))
elements = @enumerable.each.to_a
[elements, elements.length]
else
[@enumerable, @enumerable.length]
end
Progress.start(@title, length) do
enumerable.each do |object|
Progress.step do
yield object
end
end
@enumerable
end
end
# returns self but changes title
def with_progress(title = nil, length = nil, &block)
self.class.new(@enumerable, title, length || @length, &block)
end
end
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/progress/lib/progress/enumerable.rb | vendor/progress/lib/progress/enumerable.rb | require 'enumerator'
require 'progress/with_progress'
module Enumerable
# run any Enumerable method with progress
# methods which don't necessarily go through all items (like find, any? or all?) will not show 100%
# ==== Example
# [1, 2, 3].with_progress('Numbers').each do |number|
# # code
# end
#
# [1, 2, 3].with_progress('Numbers').each_cons(2) do |numbers|
# # code
# end
#
# (0...100).with_progress('Numbers').select do |numbers|
# # code
# end
#
# (0...100).with_progress('Numbers').all? do |numbers|
# # code
# end
def with_progress(title = nil, length = nil, &block)
Progress::WithProgress.new(self, title, length, &block)
end
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/progress/lib/progress/integer.rb | vendor/progress/lib/progress/integer.rb | require 'progress'
class Integer
# run `times` with progress
# 100.times_with_progress('Numbers') do |number|
# # code
# end
def times_with_progress(title = nil)
Progress.start(title, self) do
times do |i|
Progress.step do
yield i
end
end
end
end
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/anvil/lib/anvil.rb | vendor/anvil/lib/anvil.rb | require "anvil/version"
module Anvil
def self.agent
@@agent ||= "anvil-cli/#{Anvil::VERSION}"
end
def self.append_agent(str)
@@agent = self.agent + " " + str
end
def self.headers
@headers ||= {}
end
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/anvil/lib/anvil/version.rb | vendor/anvil/lib/anvil/version.rb | module Anvil
VERSION = "0.16.0"
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/anvil/lib/anvil/manifest.rb | vendor/anvil/lib/anvil/manifest.rb | require "anvil/builder"
require "anvil/helpers"
require "net/http"
require "net/https"
require "pathname"
require "rest_client"
require "find"
class Anvil::Manifest
include Anvil::Helpers
PUSH_THREAD_COUNT = 40
attr_reader :cache_url
attr_reader :dir
attr_reader :manifest
def initialize(dir=nil, options={})
@dir = dir
@ignore = options[:ignore] || []
@manifest = @dir ? directory_manifest(@dir, :ignore => @ignore) : {}
@cache_url = options[:cache]
end
def build(options={})
uri = URI.parse("#{anvil_host}/manifest/build")
if uri.scheme == "https"
proxy = https_proxy
else
proxy = http_proxy
end
if proxy
proxy_uri = URI.parse(proxy)
http = Net::HTTP.new(uri.host, uri.port, proxy_uri.host, proxy_uri.port, proxy_uri.user, proxy_uri.password)
else
http = Net::HTTP.new(uri.host, uri.port)
end
if uri.scheme == "https"
http.use_ssl = true
http.verify_mode = OpenSSL::SSL::VERIFY_NONE
end
if uri.scheme == "https"
http.use_ssl = true
http.verify_mode = OpenSSL::SSL::VERIFY_NONE
end
req = Net::HTTP::Post.new uri.request_uri
env = options[:env] || {}
req.initialize_http_header "User-Agent" => Anvil.agent
req["User-Agent"] = Anvil.agent
Anvil.headers.each do |name, val|
next if name.to_s.strip == ""
req[name] = val.to_s
end
req.set_form_data({
"buildpack" => options[:buildpack],
"cache" => @cache_url,
"env" => json_encode(options[:env] || {}),
"keepalive" => "1",
"manifest" => self.to_json,
"type" => options[:type]
})
slug_url = nil
http.request(req) do |res|
slug_url = res["x-slug-url"]
@cache_url = res["x-cache-url"]
begin
res.read_body do |chunk|
yield chunk.gsub("\000\000\000", "")
end
rescue EOFError
puts
raise Anvil::Builder::BuildError, "terminated unexpectedly"
end
code = if res["x-exit-code"].nil?
manifest_id = Array(res["x-manifest-id"]).first
Integer(String.new(anvil["/exit/#{manifest_id}"].get.to_s))
else
res["x-exit-code"].first.to_i
end
raise Anvil::Builder::BuildError, "exited #{code}" unless code.zero?
end
slug_url
end
def save
res = anvil["/manifest"].post(:manifest => self.to_json)
res.headers[:location]
end
def manifest_by_hash(manifest)
manifest.inject({}) do |ax, (name, file)|
ax.update file["hash"] => file.merge("name" => name)
end
end
def missing
mbh = manifest_by_hash(@manifest)
json_decode(anvil["/manifest/diff"].post(:manifest => self.to_json).to_s).inject({}) do |ax, hash|
ax.update hash => mbh[hash]
end
end
def upload(missing, &blk)
upload_hashes missing, &blk
missing.length
end
def to_json
json_encode(@manifest)
end
def add(filename)
@manifest[filename] = file_manifest(filename)
end
private
def anvil
RestClient.proxy = ENV["HTTP_PROXY"]
@anvil ||= RestClient::Resource.new(anvil_host, :headers => anvil_headers)
end
def anvil_headers
{ "User-Agent" => Anvil.agent }
end
def anvil_host
ENV["ANVIL_HOST"] || "https://api.anvilworks.org"
end
def directory_manifest(dir, options={})
root = Pathname.new(dir)
ignore = (options[:ignore] || []) + [".anvil", ".git"]
if File.exists?("#{dir}/.slugignore")
File.read("#{dir}/.slugignore").split("\n").each do |match|
Dir["#{dir}/**/#{match}"].each do |ignored_file|
ignore.push Pathname.new(ignored_file).relative_path_from(root).to_s
end
end
end
manifest = {}
Find.find(dir) do |path|
relative = Pathname.new(path).relative_path_from(root).to_s
if File.directory?(path)
Find.prune if ignore.include?(relative) || ignore.include?(relative + "/")
next
end
next if ignore.include?(relative)
next if %w( . .. ).include?(File.basename(path))
next if File.pipe?(path)
next if path =~ /\.swp$/
next unless path =~ /^[A-Za-z0-9\-\_\.\/\:\@]*$/
manifest[relative] = file_manifest(path)
end
manifest
end
def file_manifest(file)
stat = File.stat(file)
manifest = {
"mtime" => stat.mtime.to_i,
"mode" => "%o" % stat.mode,
"size" => stat.size.to_s
}
if File.symlink?(file)
manifest["link"] = File.readlink(file)
else
manifest["hash"] = calculate_hash(file)
end
manifest
end
def calculate_hash(filename)
Digest::SHA2.hexdigest(File.open(filename, "rb").read)
end
def upload_file(filename, hash=nil)
hash ||= calculate_hash(filename)
anvil["/file/#{hash}"].post :data => File.new(filename, "rb")
hash
rescue RestClient::Forbidden => ex
error "error uploading #{filename}: #{ex.http_body}"
end
def upload_hashes(hashes, &blk)
mbh = manifest_by_hash(@manifest)
filenames_by_hash = @manifest.inject({}) do |ax, (name, file_manifest)|
ax.update file_manifest["hash"] => File.join(@dir.to_s, name)
end
bucket_hashes = hashes.inject({}) do |ax, hash|
index = hash.hash % PUSH_THREAD_COUNT
ax[index] ||= []
ax[index] << hash
ax
end
threads = bucket_hashes.values.map do |hashes|
Thread.new do
hashes.each do |hash|
upload_file filenames_by_hash[hash], hash
blk.call mbh[hash]
end
end
end
threads.each(&:join)
end
def http_proxy
proxy = ENV['HTTP_PROXY'] || ENV['http_proxy']
if proxy && !proxy.empty?
unless /^[^:]+:\/\// =~ proxy
proxy = "http://" + proxy
end
proxy
else
nil
end
end
def https_proxy
proxy = ENV['HTTPS_PROXY'] || ENV['https_proxy'] || ENV["HTTP_PROXY"] || ENV["http_proxy"]
if proxy && !proxy.empty?
unless /^[^:]+:\/\// =~ proxy
proxy = "https://" + proxy
end
proxy
else
nil
end
end
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/anvil/lib/anvil/helpers.rb | vendor/anvil/lib/anvil/helpers.rb | require "anvil"
require "anvil/okjson"
module Anvil::Helpers
def json_encode(obj)
Anvil::OkJson.encode(obj)
end
def json_decode(str)
Anvil::OkJson.decode(str)
end
def anvil_metadata_dir(root)
dir = File.join(root, ".anvil")
FileUtils.mkdir_p(dir)
dir
end
def is_url?(string)
URI.parse(string).scheme rescue nil
end
def read_anvil_metadata(root, name)
return nil if is_url?(root)
File.open(File.join(anvil_metadata_dir(root), name)).read.chomp rescue nil
end
def write_anvil_metadata(root, name, data)
return if is_url?(root)
File.open(File.join(anvil_metadata_dir(root), name), "w") do |file|
file.puts data
end
end
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/anvil/lib/anvil/cli.rb | vendor/anvil/lib/anvil/cli.rb | require "anvil"
require "anvil/builder"
require "anvil/engine"
require "anvil/manifest"
require "anvil/version"
require "progress"
require "thor"
require "uri"
class Anvil::CLI < Thor
map ["-v", "--version"] => :version
desc "build [SOURCE]", "Build an application"
method_option :buildpack, :type => :string, :aliases => "-b", :desc => "Use a specific buildpack"
method_option :pipeline, :type => :boolean, :aliases => "-p", :desc => "Pipe build output to stderr and put the slug url on stdout"
method_option :type, :type => :string, :aliases => "-t", :desc => "Build a specific slug type (tgz, deb)"
def build(source=nil)
Anvil::Engine.build(source, options)
rescue Anvil::Builder::BuildError => ex
error "Build Error: #{ex.message}"
end
desc "version", "Display Anvil version"
def version
Anvil::Engine.version
end
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/anvil/lib/anvil/builder.rb | vendor/anvil/lib/anvil/builder.rb | require "anvil"
require "anvil/helpers"
require "net/http"
require "net/https"
require "rest_client"
class Anvil::Builder
include Anvil::Helpers
class BuildError < StandardError; end
attr_reader :source
def initialize(source)
@source = source
end
def build(options={})
uri = URI.parse("#{anvil_host}/build")
if uri.scheme == "https"
proxy = https_proxy
else
proxy = http_proxy
end
if proxy
proxy_uri = URI.parse(proxy)
http = Net::HTTP.new(uri.host, uri.port, proxy_uri.host, proxy_uri.port, proxy_uri.user, proxy_uri.password)
else
http = Net::HTTP.new(uri.host, uri.port)
end
if uri.scheme == "https"
http.use_ssl = true
http.verify_mode = OpenSSL::SSL::VERIFY_NONE
end
req = Net::HTTP::Post.new uri.request_uri
req.initialize_http_header "User-Agent" => Anvil.agent
Anvil.headers.each do |name, val|
next if name.to_s.strip == ""
req.initialize_http_header name => val.to_s
end
req.set_form_data({
"buildpack" => options[:buildpack],
"cache" => options[:cache],
"env" => json_encode(options[:env] || {}),
"source" => source,
"type" => options[:type]
})
slug_url = nil
http.request(req) do |res|
slug_url = res["x-slug-url"]
begin
res.read_body do |chunk|
yield chunk
end
rescue EOFError
puts
raise BuildError, "terminated unexpectedly"
end
manifest_id = [res["x-manifest-id"]].flatten.first
code = Integer(String.new(anvil["/exit/#{manifest_id}"].get.to_s))
raise BuildError, "exited #{code}" unless code.zero?
end
slug_url
end
private
def anvil
@anvil ||= RestClient::Resource.new(anvil_host, :headers => anvil_headers)
end
def anvil_headers
{ "User-Agent" => Anvil.agent }
end
def anvil_host
ENV["ANVIL_HOST"] || "https://api.anvilworks.org"
end
def http_proxy
proxy = ENV['HTTP_PROXY'] || ENV['http_proxy']
if proxy && !proxy.empty?
unless /^[^:]+:\/\// =~ proxy
proxy = "http://" + proxy
end
proxy
else
nil
end
end
def https_proxy
proxy = ENV['HTTPS_PROXY'] || ENV['https_proxy'] || ENV["HTTP_PROXY"] || ENV["http_proxy"]
if proxy && !proxy.empty?
unless /^[^:]+:\/\// =~ proxy
proxy = "https://" + proxy
end
proxy
else
nil
end
end
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/anvil/lib/anvil/engine.rb | vendor/anvil/lib/anvil/engine.rb | require "anvil"
require "anvil/builder"
require "anvil/helpers"
require "anvil/manifest"
require "anvil/version"
require "progress"
require "thread"
require "uri"
class Anvil::Engine
extend Anvil::Helpers
def self.build(source, options={})
if options[:pipeline]
old_stdout = $stdout.dup
$stdout = $stderr
end
source ||= "."
buildpack = options[:buildpack] || read_anvil_metadata(source, "buildpack")
build_options = {
:buildpack => prepare_buildpack(buildpack),
:type => options[:type] || "tgz"
}
builder = if is_url?(source)
Anvil::Builder.new(source)
else
manifest = Anvil::Manifest.new(File.expand_path(source),
:cache => read_anvil_metadata(source, "cache"),
:ignore => options[:ignore])
upload_missing manifest
manifest
end
slug_url = builder.build(build_options) do |chunk|
print chunk
end
unless is_url?(source)
write_anvil_metadata source, "buildpack", buildpack
write_anvil_metadata source, "cache", manifest.cache_url
end
old_stdout.puts slug_url if options[:pipeline]
slug_url
end
def self.version
puts Anvil::VERSION
end
def self.prepare_buildpack(buildpack)
buildpack = buildpack.to_s
if buildpack == ""
buildpack
elsif is_url?(buildpack)
buildpack
elsif buildpack =~ /\A\w+\/\w+\Z/
"http://codon-buildpacks.s3.amazonaws.com/buildpacks/#{buildpack}.tgz"
elsif File.exists?(buildpack) && File.directory?(buildpack)
manifest = Anvil::Manifest.new(buildpack)
upload_missing manifest, "buildpack"
manifest.save
else
raise Anvil::Builder::BuildError.new("unrecognized buildpack specification: #{buildpack}")
end
end
def self.upload_missing(manifest, title="app")
print "Checking for #{title} files to sync... "
missing = manifest.missing
puts "done, #{missing.length} files needed"
return if missing.length.zero?
queue = Queue.new
total_size = missing.map { |hash, file| file["size"].to_i }.inject(&:+)
display = Thread.new do
Progress.start "Uploading", total_size
while (msg = queue.pop).first != :done
case msg.first
when :step then Progress.step msg.last.to_i
end
end
Progress.stop
end
if missing.length > 0
manifest.upload(missing.keys) do |file|
queue << [:step, file["size"].to_i]
end
queue << [:done, nil]
end
display.join
end
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/vendor/anvil/lib/anvil/okjson.rb | vendor/anvil/lib/anvil/okjson.rb | # encoding: UTF-8
#
# Copyright 2011, 2012 Keith Rarick
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
# See https://github.com/kr/okjson for updates.
require 'stringio'
# Some parts adapted from
# http://golang.org/src/pkg/json/decode.go and
# http://golang.org/src/pkg/utf8/utf8.go
module Anvil
module OkJson
extend self
# Decodes a json document in string s and
# returns the corresponding ruby value.
# String s must be valid UTF-8. If you have
# a string in some other encoding, convert
# it first.
#
# String values in the resulting structure
# will be UTF-8.
def decode(s)
ts = lex(s)
v, ts = textparse(ts)
if ts.length > 0
raise Error, 'trailing garbage'
end
v
end
# Parses a "json text" in the sense of RFC 4627.
# Returns the parsed value and any trailing tokens.
# Note: this is almost the same as valparse,
# except that it does not accept atomic values.
def textparse(ts)
if ts.length < 0
raise Error, 'empty'
end
typ, _, val = ts[0]
case typ
when '{' then objparse(ts)
when '[' then arrparse(ts)
else
raise Error, "unexpected #{val.inspect}"
end
end
# Parses a "value" in the sense of RFC 4627.
# Returns the parsed value and any trailing tokens.
def valparse(ts)
if ts.length < 0
raise Error, 'empty'
end
typ, _, val = ts[0]
case typ
when '{' then objparse(ts)
when '[' then arrparse(ts)
when :val,:str then [val, ts[1..-1]]
else
raise Error, "unexpected #{val.inspect}"
end
end
# Parses an "object" in the sense of RFC 4627.
# Returns the parsed value and any trailing tokens.
def objparse(ts)
ts = eat('{', ts)
obj = {}
if ts[0][0] == '}'
return obj, ts[1..-1]
end
k, v, ts = pairparse(ts)
obj[k] = v
if ts[0][0] == '}'
return obj, ts[1..-1]
end
loop do
ts = eat(',', ts)
k, v, ts = pairparse(ts)
obj[k] = v
if ts[0][0] == '}'
return obj, ts[1..-1]
end
end
end
# Parses a "member" in the sense of RFC 4627.
# Returns the parsed values and any trailing tokens.
def pairparse(ts)
(typ, _, k), ts = ts[0], ts[1..-1]
if typ != :str
raise Error, "unexpected #{k.inspect}"
end
ts = eat(':', ts)
v, ts = valparse(ts)
[k, v, ts]
end
# Parses an "array" in the sense of RFC 4627.
# Returns the parsed value and any trailing tokens.
def arrparse(ts)
ts = eat('[', ts)
arr = []
if ts[0][0] == ']'
return arr, ts[1..-1]
end
v, ts = valparse(ts)
arr << v
if ts[0][0] == ']'
return arr, ts[1..-1]
end
loop do
ts = eat(',', ts)
v, ts = valparse(ts)
arr << v
if ts[0][0] == ']'
return arr, ts[1..-1]
end
end
end
def eat(typ, ts)
if ts[0][0] != typ
raise Error, "expected #{typ} (got #{ts[0].inspect})"
end
ts[1..-1]
end
# Scans s and returns a list of json tokens,
# excluding white space (as defined in RFC 4627).
def lex(s)
ts = []
while s.length > 0
typ, lexeme, val = tok(s)
if typ == nil
raise Error, "invalid character at #{s[0,10].inspect}"
end
if typ != :space
ts << [typ, lexeme, val]
end
s = s[lexeme.length..-1]
end
ts
end
# Scans the first token in s and
# returns a 3-element list, or nil
# if s does not begin with a valid token.
#
# The first list element is one of
# '{', '}', ':', ',', '[', ']',
# :val, :str, and :space.
#
# The second element is the lexeme.
#
# The third element is the value of the
# token for :val and :str, otherwise
# it is the lexeme.
def tok(s)
case s[0]
when ?{ then ['{', s[0,1], s[0,1]]
when ?} then ['}', s[0,1], s[0,1]]
when ?: then [':', s[0,1], s[0,1]]
when ?, then [',', s[0,1], s[0,1]]
when ?[ then ['[', s[0,1], s[0,1]]
when ?] then [']', s[0,1], s[0,1]]
when ?n then nulltok(s)
when ?t then truetok(s)
when ?f then falsetok(s)
when ?" then strtok(s)
when Spc then [:space, s[0,1], s[0,1]]
when ?\t then [:space, s[0,1], s[0,1]]
when ?\n then [:space, s[0,1], s[0,1]]
when ?\r then [:space, s[0,1], s[0,1]]
else numtok(s)
end
end
def nulltok(s); s[0,4] == 'null' ? [:val, 'null', nil] : [] end
def truetok(s); s[0,4] == 'true' ? [:val, 'true', true] : [] end
def falsetok(s); s[0,5] == 'false' ? [:val, 'false', false] : [] end
def numtok(s)
m = /-?([1-9][0-9]+|[0-9])([.][0-9]+)?([eE][+-]?[0-9]+)?/.match(s)
if m && m.begin(0) == 0
if m[3] && !m[2]
[:val, m[0], Integer(m[1])*(10**Integer(m[3][1..-1]))]
elsif m[2]
[:val, m[0], Float(m[0])]
else
[:val, m[0], Integer(m[0])]
end
else
[]
end
end
def strtok(s)
m = /"([^"\\]|\\["\/\\bfnrt]|\\u[0-9a-fA-F]{4})*"/.match(s)
if ! m
raise Error, "invalid string literal at #{abbrev(s)}"
end
[:str, m[0], unquote(m[0])]
end
def abbrev(s)
t = s[0,10]
p = t['`']
t = t[0,p] if p
t = t + '...' if t.length < s.length
'`' + t + '`'
end
# Converts a quoted json string literal q into a UTF-8-encoded string.
# The rules are different than for Ruby, so we cannot use eval.
# Unquote will raise an error if q contains control characters.
def unquote(q)
q = q[1...-1]
a = q.dup # allocate a big enough string
rubydoesenc = false
# In ruby >= 1.9, a[w] is a codepoint, not a byte.
if a.class.method_defined?(:force_encoding)
a.force_encoding('UTF-8')
rubydoesenc = true
end
r, w = 0, 0
while r < q.length
c = q[r]
case true
when c == ?\\
r += 1
if r >= q.length
raise Error, "string literal ends with a \"\\\": \"#{q}\""
end
case q[r]
when ?",?\\,?/,?'
a[w] = q[r]
r += 1
w += 1
when ?b,?f,?n,?r,?t
a[w] = Unesc[q[r]]
r += 1
w += 1
when ?u
r += 1
uchar = begin
hexdec4(q[r,4])
rescue RuntimeError => e
raise Error, "invalid escape sequence \\u#{q[r,4]}: #{e}"
end
r += 4
if surrogate? uchar
if q.length >= r+6
uchar1 = hexdec4(q[r+2,4])
uchar = subst(uchar, uchar1)
if uchar != Ucharerr
# A valid pair; consume.
r += 6
end
end
end
if rubydoesenc
a[w] = '' << uchar
w += 1
else
w += ucharenc(a, w, uchar)
end
else
raise Error, "invalid escape char #{q[r]} in \"#{q}\""
end
when c == ?", c < Spc
raise Error, "invalid character in string literal \"#{q}\""
else
# Copy anything else byte-for-byte.
# Valid UTF-8 will remain valid UTF-8.
# Invalid UTF-8 will remain invalid UTF-8.
# In ruby >= 1.9, c is a codepoint, not a byte,
# in which case this is still what we want.
a[w] = c
r += 1
w += 1
end
end
a[0,w]
end
# Encodes unicode character u as UTF-8
# bytes in string a at position i.
# Returns the number of bytes written.
def ucharenc(a, i, u)
case true
when u <= Uchar1max
a[i] = (u & 0xff).chr
1
when u <= Uchar2max
a[i+0] = (Utag2 | ((u>>6)&0xff)).chr
a[i+1] = (Utagx | (u&Umaskx)).chr
2
when u <= Uchar3max
a[i+0] = (Utag3 | ((u>>12)&0xff)).chr
a[i+1] = (Utagx | ((u>>6)&Umaskx)).chr
a[i+2] = (Utagx | (u&Umaskx)).chr
3
else
a[i+0] = (Utag4 | ((u>>18)&0xff)).chr
a[i+1] = (Utagx | ((u>>12)&Umaskx)).chr
a[i+2] = (Utagx | ((u>>6)&Umaskx)).chr
a[i+3] = (Utagx | (u&Umaskx)).chr
4
end
end
def hexdec4(s)
if s.length != 4
raise Error, 'short'
end
(nibble(s[0])<<12) | (nibble(s[1])<<8) | (nibble(s[2])<<4) | nibble(s[3])
end
def subst(u1, u2)
if Usurr1 <= u1 && u1 < Usurr2 && Usurr2 <= u2 && u2 < Usurr3
return ((u1-Usurr1)<<10) | (u2-Usurr2) + Usurrself
end
return Ucharerr
end
def surrogate?(u)
Usurr1 <= u && u < Usurr3
end
def nibble(c)
case true
when ?0 <= c && c <= ?9 then c.ord - ?0.ord
when ?a <= c && c <= ?z then c.ord - ?a.ord + 10
when ?A <= c && c <= ?Z then c.ord - ?A.ord + 10
else
raise Error, "invalid hex code #{c}"
end
end
# Encodes x into a json text. It may contain only
# Array, Hash, String, Numeric, true, false, nil.
# (Note, this list excludes Symbol.)
# X itself must be an Array or a Hash.
# No other value can be encoded, and an error will
# be raised if x contains any other value, such as
# Nan, Infinity, Symbol, and Proc, or if a Hash key
# is not a String.
# Strings contained in x must be valid UTF-8.
def encode(x)
case x
when Hash then objenc(x)
when Array then arrenc(x)
else
raise Error, 'root value must be an Array or a Hash'
end
end
def valenc(x)
case x
when Hash then objenc(x)
when Array then arrenc(x)
when String then strenc(x)
when Numeric then numenc(x)
when true then "true"
when false then "false"
when nil then "null"
else
raise Error, "cannot encode #{x.class}: #{x.inspect}"
end
end
def objenc(x)
'{' + x.map{|k,v| keyenc(k) + ':' + valenc(v)}.join(',') + '}'
end
def arrenc(a)
'[' + a.map{|x| valenc(x)}.join(',') + ']'
end
def keyenc(k)
case k
when String then strenc(k)
else
raise Error, "Hash key is not a string: #{k.inspect}"
end
end
def strenc(s)
t = StringIO.new
t.putc(?")
r = 0
# In ruby >= 1.9, s[r] is a codepoint, not a byte.
rubydoesenc = s.class.method_defined?(:encoding)
while r < s.length
case s[r]
when ?" then t.print('\\"')
when ?\\ then t.print('\\\\')
when ?\b then t.print('\\b')
when ?\f then t.print('\\f')
when ?\n then t.print('\\n')
when ?\r then t.print('\\r')
when ?\t then t.print('\\t')
else
c = s[r]
case true
when rubydoesenc
begin
c.ord # will raise an error if c is invalid UTF-8
t.write(c)
rescue
t.write(Ustrerr)
end
when Spc <= c && c <= ?~
t.putc(c)
else
n = ucharcopy(t, s, r) # ensure valid UTF-8 output
r += n - 1 # r is incremented below
end
end
r += 1
end
t.putc(?")
t.string
end
def numenc(x)
if ((x.nan? || x.infinite?) rescue false)
raise Error, "Numeric cannot be represented: #{x}"
end
"#{x}"
end
# Copies the valid UTF-8 bytes of a single character
# from string s at position i to I/O object t, and
# returns the number of bytes copied.
# If no valid UTF-8 char exists at position i,
# ucharcopy writes Ustrerr and returns 1.
def ucharcopy(t, s, i)
n = s.length - i
raise Utf8Error if n < 1
c0 = s[i].ord
# 1-byte, 7-bit sequence?
if c0 < Utagx
t.putc(c0)
return 1
end
raise Utf8Error if c0 < Utag2 # unexpected continuation byte?
raise Utf8Error if n < 2 # need continuation byte
c1 = s[i+1].ord
raise Utf8Error if c1 < Utagx || Utag2 <= c1
# 2-byte, 11-bit sequence?
if c0 < Utag3
raise Utf8Error if ((c0&Umask2)<<6 | (c1&Umaskx)) <= Uchar1max
t.putc(c0)
t.putc(c1)
return 2
end
# need second continuation byte
raise Utf8Error if n < 3
c2 = s[i+2].ord
raise Utf8Error if c2 < Utagx || Utag2 <= c2
# 3-byte, 16-bit sequence?
if c0 < Utag4
u = (c0&Umask3)<<12 | (c1&Umaskx)<<6 | (c2&Umaskx)
raise Utf8Error if u <= Uchar2max
t.putc(c0)
t.putc(c1)
t.putc(c2)
return 3
end
# need third continuation byte
raise Utf8Error if n < 4
c3 = s[i+3].ord
raise Utf8Error if c3 < Utagx || Utag2 <= c3
# 4-byte, 21-bit sequence?
if c0 < Utag5
u = (c0&Umask4)<<18 | (c1&Umaskx)<<12 | (c2&Umaskx)<<6 | (c3&Umaskx)
raise Utf8Error if u <= Uchar3max
t.putc(c0)
t.putc(c1)
t.putc(c2)
t.putc(c3)
return 4
end
raise Utf8Error
rescue Utf8Error
t.write(Ustrerr)
return 1
end
class Utf8Error < ::StandardError
end
class Error < ::StandardError
end
Utagx = 0x80 # 1000 0000
Utag2 = 0xc0 # 1100 0000
Utag3 = 0xe0 # 1110 0000
Utag4 = 0xf0 # 1111 0000
Utag5 = 0xF8 # 1111 1000
Umaskx = 0x3f # 0011 1111
Umask2 = 0x1f # 0001 1111
Umask3 = 0x0f # 0000 1111
Umask4 = 0x07 # 0000 0111
Uchar1max = (1<<7) - 1
Uchar2max = (1<<11) - 1
Uchar3max = (1<<16) - 1
Ucharerr = 0xFFFD # unicode "replacement char"
Ustrerr = "\xef\xbf\xbd" # unicode "replacement char"
Usurrself = 0x10000
Usurr1 = 0xd800
Usurr2 = 0xdc00
Usurr3 = 0xe000
Spc = ' '[0]
Unesc = {?b=>?\b, ?f=>?\f, ?n=>?\n, ?r=>?\r, ?t=>?\t}
end
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/lib/push/heroku/command/push.rb | lib/push/heroku/command/push.rb | require "anvil"
require "anvil/engine"
require "cgi"
require "digest/sha2"
require "heroku/command/base"
require "net/https"
require "pathname"
require "progress"
require "tmpdir"
require "uri"
# deploy code
#
class Heroku::Command::Push < Heroku::Command::Base
# push [SOURCE]
#
# deploy code to heroku
#
# if SOURCE is a local directory, the contents of the directory will be built
# if SOURCE is a git URL, the contents of the repo will be built
# if SOURCE is a tarball URL, the contents of the tarball will be built
#
# SOURCE will default to "."
#
# -b, --buildpack URL # use a custom buildpack
#
def index
source = shift_argument || "."
validate_arguments!
release_to = app # validate that we have an app
user = api.post_login("", Heroku::Auth.password).body["email"]
Anvil.append_agent "(heroku-push)"
Anvil.headers["X-Heroku-User"] = user
Anvil.headers["X-Heroku-App"] = release_to
slug_url = Anvil::Engine.build source,
:buildpack => options[:buildpack],
:ignore => process_gitignore(source)
action("Releasing to #{app}") do
cisaurus = Cisaurus.new(Heroku::Auth.password)
release = cisaurus.release(app, "Pushed by #{user}", slug_url) {
print "."
$stdout.flush
}
status release["release"]
end
rescue Anvil::Builder::BuildError => ex
puts "ERROR: Build failed, #{ex.message}"
exit 1
end
private
def is_url?(string)
URI.parse(string).scheme rescue nil
end
def prepare_buildpack(buildpack)
if buildpack == ""
buildpack
elsif is_url?(buildpack)
buildpack
elsif buildpack =~ /\A\w+\/\w+\Z/
"http://buildkits-dev.s3.amazonaws.com/buildpacks/#{buildpack}.tgz"
elsif File.exists?(buildpack) && File.directory?(buildpack)
print "Uploading buildpack... "
manifest = Anvil::Manifest.new(buildpack)
manifest.upload
manifest.save
puts "done"
else
error "unrecognized buildpack specification: #{buildpack}"
end
end
def process_gitignore(source)
return [] if is_url?(source)
return [] unless File.exists?("#{source}/.git")
Dir.chdir(source) do
%x{ git ls-files --others -i --exclude-standard }.split("\n")
end
end
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
ddollar/heroku-push | https://github.com/ddollar/heroku-push/blob/969cfedfaa28ee3774c4d6ff8528992eae597770/lib/push/heroku/cisaurus/cisaurus.rb | lib/push/heroku/cisaurus/cisaurus.rb | require "json"
class Cisaurus
CISAURUS_CLIENT_VERSION = "0.7-ALPHA"
CISAURUS_HOST = ENV['CISAURUS_HOST'] || "cisaurus.heroku.com"
def initialize(api_key, host = CISAURUS_HOST, api_version = "v1")
protocol = (host.start_with? "localhost") ? "http" : "https"
RestClient.proxy = case protocol
when "http"
http_proxy
when "https"
https_proxy
end
@base_url = "#{protocol}://:#{api_key}@#{host}"
@ver_url = "#{@base_url}/#{api_version}"
end
def downstreams(app, depth=nil)
JSON.parse RestClient.get pipeline_resource(app, "downstreams"), options(params :depth => depth)
end
def addDownstream(app, ds)
RestClient.post pipeline_resource(app, "downstreams", ds), "", options
end
def removeDownstream(app, ds)
RestClient.delete pipeline_resource(app, "downstreams", ds), options
end
def diff(app)
JSON.parse RestClient.get pipeline_resource(app, "diff"), options
end
def promote(app, interval = 2)
response = RestClient.post pipeline_resource(app, "promote"), "", options
while response.code == 202
response = RestClient.get @base_url + response.headers[:location], options
sleep(interval)
yield
end
JSON.parse response
end
def release(app, description, slug_url, interval = 2)
payload = {:description => description, :slug_url => slug_url}
extras = {:content_type => :json, :accept => :json}
response = RestClient.post app_resource(app, "release"), JSON.generate(payload), options(extras)
while response.code == 202
response = RestClient.get @base_url + response.headers[:location], options(extras)
sleep(interval)
yield
end
JSON.parse response
end
private
def app_resource(app, *extras)
"#{@ver_url}/" + extras.unshift("apps/#{app}").join("/")
end
def http_proxy
proxy = ENV['HTTP_PROXY'] || ENV['http_proxy']
if proxy && !proxy.empty?
unless /^[^:]+:\/\// =~ proxy
proxy = "http://" + proxy
end
proxy
else
nil
end
end
def https_proxy
proxy = ENV['HTTPS_PROXY'] || ENV['https_proxy'] || ENV["HTTP_PROXY"] || ENV["http_proxy"]
if proxy && !proxy.empty?
unless /^[^:]+:\/\// =~ proxy
proxy = "https://" + proxy
end
proxy
else
nil
end
end
def pipeline_resource(app, *extras)
app_resource(app, extras.unshift("pipeline").join("/"))
end
def params(tuples = {})
{ :params => tuples.reject { |k,v| k.nil? || v.nil? } }
end
def options(extras = {})
{
'User-Agent' => "heroku-push-cli/#{CISAURUS_CLIENT_VERSION}",
'X-Ruby-Version' => RUBY_VERSION,
'X-Ruby-Platform' => RUBY_PLATFORM,
'X-Heroku-Host' => ENV['HEROKU_HOST'] || 'heroku.com'
}.merge(extras)
end
end
| ruby | MIT | 969cfedfaa28ee3774c4d6ff8528992eae597770 | 2026-01-04T17:52:56.257680Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/yem__party_influenced_music_ported_to_ace_by_adon237.rb | yem__party_influenced_music_ported_to_ace_by_adon237.rb | #===============================================================================
#
# Yanfly Engine Melody - Party Influenced Music
# Last Date Updated: 2010.06.24
# Level: Normal
# Ported to Ace by Adon237
# No matter how good an RPG's battle music is, players are going to get sick and
# tired of listening to it for the zillionth time. This script won't rid RPG's
# of that problem, but will hopefully stall the process by playing randomized
# music dependent on who the player has in the active party at the start of any
# normal battle.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 2010.06.24 - Started Script and Finished.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
#
# To use this script, modify the module down below to create the arrays of
# music themes used by each actor. Depending on who is present in the battle,
# a random piece of music will play gathered from the music pool.
#
# To force a theme to play, just set the battle theme to something else other
# than the default battle theme. It will always choose the selected theme over
# the random themes. Once the battle theme is changed back to the default battle
# theme, then random battle themes will trigger once again.
#
#===============================================================================
$imported = {} if $imported == nil
$imported["PartyInfluencedMusic"] = true
module YEM
module BATTLE_THEMES
# This hash adjusts the random battle themes that may be played depending
# on whether or not the party member is present in the battle when the music
# loads up. Each array contains possible themes that may play for battle.
# Actor 0 is the common pool. Inside of that array contains all of the
# battle themes that can bebe played regardless of who's in the party.
ACTOR_MUSIC ={ # ActorID 0 must exist.
# ActorID => [BGM, BGM, BGM]
0 => [RPG::BGM.new("Battle1", 100, 100)
], # End Common
1 => [RPG::BGM.new("Battle2", 100, 100)
], # End Actor1
2 => [RPG::BGM.new("Town3", 100, 100)
], # End Actor2
3 => [RPG::BGM.new("Dungeon4", 100, 100)
], # End Actor3
} # Do not remove this.
end # BATTLE_THEMES
end # YEM
#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================
#===============================================================================
# Game_System
#===============================================================================
class Game_System
#--------------------------------------------------------------------------
# overwrite method: battle_bgm
#--------------------------------------------------------------------------
def battle_bgm
return @battle_bgm if @battle_bgm != nil
former_in_battle = $game_party.in_battle
$game_party.in_battle == true
music_list = YEM::BATTLE_THEMES::ACTOR_MUSIC[0]
for member in $game_party.battle_members
next unless YEM::BATTLE_THEMES::ACTOR_MUSIC.include?(member.id)
result = YEM::BATTLE_THEMES::ACTOR_MUSIC[member.id]
if result.is_a?(Array)
music_list |= result
elsif result.is_a?(RPG::BGM)
music_list.push(result)
end
end
$game_party.in_battle == former_in_battle
return music_list[rand(music_list.size)]
end
#--------------------------------------------------------------------------
# overwrite method: battle_bgm=
#--------------------------------------------------------------------------
def battle_bgm=(battle_bgm)
@battle_bgm = battle_bgm
@battle_bgm = nil if @battle_bgm == $data_system.battle_bgm
end
end # Game_System
#===============================================================================
#
# END OF FILE
#
#=============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Instant_Cast.rb | Instant_Cast.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Instant Cast v1.03
# -- Last Updated: 2012.07.17
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-InstantCast"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.07.17 - Instant doesn't take up a turn if a characterh as additional
# actions/can attack twice.
# 2012.01.12 - Anti-crash methods implemented.
# 2011.12.26 - Bug Fixed: If actor gets stunned while doing an instant cast,
# the actor will not be reselected.
# 2011.12.21 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# From the VX Yanfly Engines, instant cast properties have been a staple skill
# and item property. Instant cast makes a return in RPG Maker VX Ace. There's
# a few changes made with instant casts.
#
# 1) For actors with multiple actions, instants will only occur if the first
# action is an instant. If the first action is not an instant the follow-up
# actions contain an instant, the instant will be treated as normal.
#
# 2) Any actions added on by instants will automatically trigger immediately
# after the instant finishes and will be treated as instants. This includes
# Active Chain Skills triggering from an instant.
#
# 3) If an enemy uses an instant, the enemy will gain an additional skill to
# use after using the said instant. This will apply whenever an enemy uses
# an instant skill, even if it was after the enemy's first action.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/‘fÞ but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skills notebox in the database.
# -----------------------------------------------------------------------------
# <instant>
# Causes the action to be an instant action. If an instant action is selected
# first, then the action will be performed before the battle phase starts. If
# placed behind a non-instant action, the would-be instant action will be
# considered a normal action. If an enemy uses an instant action, no matter if
# it was used first or after, the enemy gains an additional action.
#
# -----------------------------------------------------------------------------
# Item Notetags - These notetags go in the items notebox in the database.
# -----------------------------------------------------------------------------
# <instant>
# Causes the action to be an instant action. If an instant action is selected
# first, then the action will be performed before the battle phase starts. If
# placed behind a non-instant action, the would-be instant action will be
# considered a normal action. If an enemy uses an instant action, no matter if
# it was used first or after, the enemy gains an additional action.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script is compatible with Yanfly Engine Ace - Ace Battle Engine v1.00+.
# Place this script under Ace Battle Engine in the script listing
#
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module USABLEITEM
INSTANT = /<(?:INSTANT|instant)>/i
end # USABLEITEM
end # REGEXP
end # YEA
#==============================================================================
# ¡ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_instant load_database; end
def self.load_database
load_database_instant
load_notetags_instant
end
#--------------------------------------------------------------------------
# new method: load_notetags_instant
#--------------------------------------------------------------------------
def self.load_notetags_instant
groups = [$data_skills, $data_items]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_instant
end
end
end
end # DataManager
#==============================================================================
# ¡ RPG::UsableItem
#==============================================================================
class RPG::UsableItem < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :instant
#--------------------------------------------------------------------------
# common cache: load_notetags_instant
#--------------------------------------------------------------------------
def load_notetags_instant
@instant = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::USABLEITEM::INSTANT
@instant = true
#---
end
} # self.note.split
#---
end
end # RPG::UsableItem
#==============================================================================
# ¡ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# new method: check_instant_action
#--------------------------------------------------------------------------
def check_instant_action
@backup_actions_instant = []
@actions.each { |action|
next unless action
if action.item.nil?
@backup_actions_instant.push(action.dup)
next
end
unless action.item.instant
@backup_actions_instant.push(action.dup)
action.clear
end
}
end
#--------------------------------------------------------------------------
# new method: restore_instant_action
#--------------------------------------------------------------------------
def restore_instant_action
@backup_actions_instant.each_index { |i|
@actions[i] = @backup_actions_instant[i]
}
@backup_actions_instant.clear
i = 0
@actions.each { |action| if action.item.nil?; break; end; i += 1 }
@action_input_index = i
end
end # Game_Actor
#==============================================================================
# ¡ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# new method: add_extra_action
#--------------------------------------------------------------------------
def add_extra_action
action_list = enemy.actions.select {|a| action_valid?(a) }
return if action_list.empty?
rating_max = action_list.collect {|a| a.rating }.max
rating_zero = rating_max - 3
action_list.reject! {|a| a.rating <= rating_zero }
action = Game_Action.new(self)
action.set_enemy_action(select_enemy_action(action_list, rating_zero))
@actions.push(action)
end
end # Game_Enemy
#==============================================================================
# ¡ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias method: next_command
#--------------------------------------------------------------------------
alias scene_battle_next_command_instant next_command
def next_command
if instant_action?
perform_instant_action
else
scene_battle_next_command_instant
end
end
#--------------------------------------------------------------------------
# new method: instant_action?
#--------------------------------------------------------------------------
def instant_action?
return false if BattleManager.actor.nil?
return false if BattleManager.actor.input.nil?
action = BattleManager.actor.input.item
return false if action.nil?
return action.instant
end
#--------------------------------------------------------------------------
# new method: perform_instant_action
#--------------------------------------------------------------------------
def perform_instant_action
hide_instant_action_windows
@subject = BattleManager.actor
@subject.check_instant_action
execute_action if @subject.current_action.valid?
process_event
loop do
@subject.remove_current_action
break if $game_troop.all_dead?
break unless @subject.current_action
@subject.current_action.prepare
execute_action if @subject.current_action.valid?
end
process_action_end
@subject.make_actions
@subject.restore_instant_action
@subject = nil
show_instant_action_windows
end
#--------------------------------------------------------------------------
# new method: hide_instant_action_windows
#--------------------------------------------------------------------------
def hide_instant_action_windows
if $imported["YEA-BattleEngine"]
@info_viewport.visible = true
@status_aid_window.hide
@status_window.show
@actor_command_window.show
end
end
#--------------------------------------------------------------------------
# new method: show_instant_action_windows
#--------------------------------------------------------------------------
def show_instant_action_windows
if $imported["YEA-BattleEngine"]
@info_viewport.visible = true
end
start_actor_command_selection
status_redraw_target(BattleManager.actor)
next_command unless BattleManager.actor.inputable?
end
#--------------------------------------------------------------------------
# new method: status_redraw_target
#--------------------------------------------------------------------------
def status_redraw_target(target)
return unless target.actor?
@status_window.draw_item($game_party.battle_members.index(target))
end
#--------------------------------------------------------------------------
# alias method: execute_action
#--------------------------------------------------------------------------
alias scene_battle_execute_action_instant execute_action
def execute_action
scene_battle_execute_action_instant
enemy_add_actions
end
#--------------------------------------------------------------------------
# new method: enemy_add_actions
#--------------------------------------------------------------------------
def enemy_add_actions
return if @subject.actor?
return if @subject.current_action.nil?
return if @subject.current_action.item.nil?
return unless @subject.current_action.item.instant
@subject.add_extra_action
end
end # Scene_Battle
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Move_Restrict_Region.rb | Move_Restrict_Region.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Move Restrict Region v1.03
# -- Last Updated: 2012.01.03
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-MoveRestrictRegion"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.23.08 - Added Feature: <all restrict: x>
# 2012.01.03 - Added Feature: <all restrict: x>
# 2011.12.26 - Bug Fixed: Player Restricted Regions.
# 2011.12.15 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Not everybody wants NPC's to travel all over the place. With this script, you
# can set NPC's to be unable to move pass tiles marked by a specified Region.
# Simply draw out the area you want to enclose NPC's in on and they'll be
# unable to move past it unless they have Through on. Likewise, there are
# regions that you can prevent the player from moving onto, too!
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Map Notetags - These notetags go in the map notebox in a map's properties.
# -----------------------------------------------------------------------------
# <all restrict: x>
# <all restrict: x, x>
# Players and NPC's on the map will be unable to move past region x even if
# they have the "through" flag set. The only thing that can go past is if the
# player is using the debug through flag. Draw out the area you want to close
# the player and NPC's in with the regions and both will be unable to move onto
# any of those tiles marked by region x. If you want to have more regions
# restrict NPC's, insert multiples of this tag.
#
# <npc restrict: x>
# <npc restrict: x, x>
# NPC's on that map will be unable to move past regions x unless they have a
# "Through" flag on. Draw out the area you want to close NPC's in with the
# regions and the NPC's will be unable to move onto any of those tiles marked
# by region x. If you want to have more regions restrict NPC's, insert
# multiples of this tag.
#
# <player restrict: x>
# <player restrict: x, x>
# Players will not be able to move on tiles marked by region x unless the
# player has a "Through" flag on. Draw out the area you want to close the
# player in with the regions and the player will be unable to move past any of
# those tiles marked by region x. If you want to have more regions restrict the
# player, insert multiples of this tag.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module MOVE_RESTRICT
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Default Completely Restricted Regions -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# If you want there to always be a region ID that will forbid both the
# player and NPC's from passing through, insert that region ID into the
# array below. This effect will completely block out both players and NPC's
# even if they have the "through" flag. However, it does not block the
# debug_through flag for players.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DEFAULT_ALL = [61]
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Default Player Restricted Regions -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# If you want there to always be a region ID that will forbid the player
# from passing through, insert that region ID into the array below.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DEFAULT_PLAYER = [62]
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Default NPC Restricted Regions -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# If you want there to always be a region ID that will forbid NPC's from
# passing through, insert that region ID into the array below.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DEFAULT_NPC = [63]
end # MOVE_RESTRICT
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module MAP
ALL_RESTRICT =
/<(?:ALL_RESTRICT|all restrict):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
NPC_RESTRICT =
/<(?:NPC_RESTRICT|npc restrict):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
PLAYER_RESTRICT =
/<(?:PLAYER_RESTRICT|player restrict):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
end # MAP
end # REGEXP
end # YEA
#==============================================================================
# ■ RPG::Map
#==============================================================================
class RPG::Map
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :all_restrict_regions
attr_accessor :npc_restrict_regions
attr_accessor :player_restrict_regions
#--------------------------------------------------------------------------
# common cache: load_notetags_mrr
#--------------------------------------------------------------------------
def load_notetags_mrr
@all_restrict_regions = YEA::MOVE_RESTRICT::DEFAULT_ALL.clone
@npc_restrict_regions = YEA::MOVE_RESTRICT::DEFAULT_NPC.clone
@player_restrict_regions = YEA::MOVE_RESTRICT::DEFAULT_PLAYER.clone
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::MAP::ALL_RESTRICT
$1.scan(/\d+/).each { |num|
@all_restrict_regions.push(num.to_i) if num.to_i > 0 }
when YEA::REGEXP::MAP::NPC_RESTRICT
$1.scan(/\d+/).each { |num|
@npc_restrict_regions.push(num.to_i) if num.to_i > 0 }
when YEA::REGEXP::MAP::PLAYER_RESTRICT
$1.scan(/\d+/).each { |num|
@player_restrict_regions.push(num.to_i) if num.to_i > 0 }
#---
end
} # self.note.split
#---
end
end # RPG::Map
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# alias method: setup
#--------------------------------------------------------------------------
alias game_map_setup_mrr setup
def setup(map_id)
game_map_setup_mrr(map_id)
@map.load_notetags_mrr
end
#--------------------------------------------------------------------------
# new method: all_restrict_regions
#--------------------------------------------------------------------------
def all_restrict_regions
return @map.all_restrict_regions
end
#--------------------------------------------------------------------------
# new method: npc_restrict_regions
#--------------------------------------------------------------------------
def npc_restrict_regions
return @map.npc_restrict_regions
end
#--------------------------------------------------------------------------
# new method: player_restrict_regions
#--------------------------------------------------------------------------
def player_restrict_regions
return @map.player_restrict_regions
end
end # Game_Map
#==============================================================================
# ■ Game_CharacterBase
#==============================================================================
class Game_CharacterBase
#--------------------------------------------------------------------------
# alias method: passable?
#--------------------------------------------------------------------------
alias game_characterbase_passable_mrr passable?
def passable?(x, y, d)
return false if npc_region_forbid?(x, y, d)
return false if player_region_forbid?(x, y, d)
return game_characterbase_passable_mrr(x, y, d)
end
#--------------------------------------------------------------------------
# new method: npc_forbid?
#--------------------------------------------------------------------------
def npc_region_forbid?(x, y, d)
return false unless self.is_a?(Game_Event)
region = 0
case d
when 1; region = $game_map.region_id(x-1, y+1)
when 2; region = $game_map.region_id(x+0, y+1)
when 3; region = $game_map.region_id(x+1, y+1)
when 4; region = $game_map.region_id(x-1, y+0)
when 5; region = $game_map.region_id(x+0, y+0)
when 6; region = $game_map.region_id(x+1, y+0)
when 7; region = $game_map.region_id(x-1, y-1)
when 8; region = $game_map.region_id(x+0, y-1)
when 9; region = $game_map.region_id(x+1, y-1)
end
return true if $game_map.all_restrict_regions.include?(region)
return false if @through
return $game_map.npc_restrict_regions.include?(region)
end
#--------------------------------------------------------------------------
# new method: player_region_forbid?
#--------------------------------------------------------------------------
def player_region_forbid?(x, y, d)
return false unless self.is_a?(Game_Player)
return false if debug_through?
region = 0
case d
when 1; region = $game_map.region_id(x-1, y+1)
when 2; region = $game_map.region_id(x+0, y+1)
when 3; region = $game_map.region_id(x+1, y+1)
when 4; region = $game_map.region_id(x-1, y+0)
when 5; region = $game_map.region_id(x+0, y+0)
when 6; region = $game_map.region_id(x+1, y+0)
when 7; region = $game_map.region_id(x-1, y-1)
when 8; region = $game_map.region_id(x+0, y-1)
when 9; region = $game_map.region_id(x+1, y-1)
end
return true if $game_map.all_restrict_regions.include?(region)
return false if @through
return $game_map.player_restrict_regions.include?(region)
end
end # Game_CharacterBase
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Class_System.rb | Class_System.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Class System v1.10
# -- Last Updated: 2012.01.29
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-ClassSystem"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.08.06 - Leveling issue if class level exceeds actor level.
# 2012.01.29 - Visual Bug: Disabled classes now have faded icons.
# 2012.01.08 - Compatibility Update: Learn Skill Engine
# 2012.01.05 - Bug Fixed: Equipment no longer gets duplicated.
# 2012.01.04 - Update: Autobattle will no longer use skills not available to
# that class for specific actors.
# 2012.01.02 - Efficiency Update.
# 2011.12.26 - Added custom command functionality.
# 2011.12.23 - Compatibility Update: Class Specifics.
# 2011.12.22 - Compatibility Update: Ace Menu Engine.
# 2011.12.20 - Compatibility Update: Class Unlock Level.
# 2011.12.19 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script adds the ability for your player to freely change the classes of
# actors outside of battle from a menu. When changing classes, this script
# gives the option for the developer to choose whether or not classes have
# their own levels (causing the actor's level to reset back to the class's
# level) or to maintain the current level. In addition to providing the ability
# to change classes, equipping a subclass is also doable, and the mechanics of
# having a subclass can also be defined within this script.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <unlocked classes: x>
# <unlocked classes: x, x>
# This will set the default classes as unlocked for the actor. This does not
# override the default classes unlocked in the module, but instead, adds on
# to the number of unlocked classes.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <icon: x>
# Sets the icon representing the class to x.
#
# <help description>
# string
# string
# </help description>
# Sets the text used for the help window in the class scene. Multiple lines in
# the notebox will be strung together. Use | for a line break.
#
# -----------------------------------------------------------------------------
# Script Calls - These commands are used with script calls.
# -----------------------------------------------------------------------------
# $game_actors[x].unlock_class(y)
# This allows actor x to unlock class y, making it available for switching in
# and out in the Class scene.
#
# $game_actors[x].remove_class(y)
# This causes actor x to remove class y from being able to switch to and from.
# If the actor is currently class y, the class will not be removed. If the
# actor's current subclass is y, the subclass will be unequipped.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module CLASS_SYSTEM
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Class Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These are the general settings regarding the whole script. They control
# various rules and regulations that this script undergoes. These settings
# will also determine what a subclass can do for a player.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CLASS_MENU_TEXT = "Class" # Text that appears in the Main Menu.
MAINTAIN_LEVELS = false # Maintain through all classes. Default: false.
DEFAULT_UNLOCKS = [ 1, 11, 21, 31] # Classes unlocked by default.
# The display between a primary class and a subclass when written in a
# window will appear as such.
SUBCLASS_TEXT = "%s/%s"
# This adjusts the stat rate inheritance for an actor if an actor has a
# subclass equipped. If you want to disable this, set the rate to 0.0.
SUBCLASS_STAT_RATE = 0.20
# This adds subclass skill types to the available skill types usable.
SUBCLASS_SKILL_TYPES = true
# This adds subclass weapons to equippable weapon types.
SUBCLASS_WEAPON_TYPES = true
# This adds subclass weapons to equippable armour types.
SUBCLASS_ARMOUR_TYPES = true
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Class Scene Commands -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust how the class scene appears. Here, you can adjust
# the command list and the order at which items appear. These are mostly
# visual settings. Adjust them as you see fit.
#
# -------------------------------------------------------------------------
# :command Description
# -------------------------------------------------------------------------
# :primary Allows the player to change the primary class.
# :subclass Allows the player to change the subclass.
#
# :learn_skill Requires YEA - Learn Skill Engine
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMMANDS =[ # The order at which the menu items are shown.
# [ :command, "Display"],
[ :primary, "Primary"],
[:subclass, "Subclass"],
[:learn_skill, "Custom"],
# [ :custom1, "Custom1"],
# [ :custom2, "Custom2"],
] # Do not remove this.
#--------------------------------------------------------------------------
# - Status Class Commands -
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# For those who use scripts to that may produce unique effects for the
# class menu, use this hash to manage the custom commands for the Class
# Command Window. You can disable certain commands or prevent them from
# appearing by using switches. If you don't wish to bind them to a switch,
# set the proper switch to 0 for it to have no impact.
#--------------------------------------------------------------------------
CUSTOM_CLASS_COMMANDS ={
# :command => [EnableSwitch, ShowSwitch, Handler Method,
:custom1 => [ 0, 0, :command_name1],
:custom2 => [ 0, 0, :command_name2],
} # Do not remove this.
# These settings adjust the colour displays for classes.
CURRENT_CLASS_COLOUR = 17 # "Window" colour used for current class.
SUBCLASS_COLOUR = 4 # "Window" colour used for subclass.
# This adjusts the display for class levels if MAINTAIN_LEVELS is false.
CLASS_LEVEL = "LV%s" # Text display for level.
LEVEL_FONT_SIZE = 16 # Font size used for level.
# This array sets the order of how classes are ordered in the class listing
# window. Any class ID's unlisted will not be shown.
CLASS_ORDER = [41..999, 1..40]
# This adjusts the font size for the Parameters window.
PARAM_FONT_SIZE = 20
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Switch Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These are the switches that govern whether or not certain menu items will
# appear and/or will be enabled. By binding them to a Switch, you can just
# set the Switch ON/OFF to show/hide or enable/disable a menu command. If
# you do not wish to use this feature, set these commands to 0.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SWITCH_SHOW_CLASS = 0 # Switch that shows Class in Main Menu.
SWITCH_ENABLE_CLASS = 0 # Switch that enables Class in Main Menu.
SWITCH_SHOW_PRIMARY = 0 # Switch that shows Subclass in Class Menu.
SWITCH_ENABLE_PRIMARY = 0 # Switch that enables Subclass in Class Menu.
SWITCH_SHOW_SUBCLASS = 0 # Switch that shows Subclass in Class Menu.
SWITCH_ENABLE_SUBCLASS = 0 # Switch that enables Subclass in Class Menu.
end # CLASS_SYSTEM
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module CLASS_SYSTEM
module_function
#--------------------------------------------------------------------------
# convert_integer_array
#--------------------------------------------------------------------------
def convert_integer_array(array)
result = []
array.each { |i|
case i
when Range; result |= i.to_a
when Integer; result |= [i]
end }
return result
end
#--------------------------------------------------------------------------
# converted_contants
#--------------------------------------------------------------------------
DEFAULT_UNLOCKS = convert_integer_array(DEFAULT_UNLOCKS)
CLASS_ORDER = convert_integer_array(CLASS_ORDER)
end # CLASS_SYSTEM
module REGEXP
module ACTOR
UNLOCKED_CLASSES =
/<(?:UNLOCKED_CLASSES|unlocked classes):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
end # ACTOR
module CLASS
ICON_INDEX = /<(?:ICON_INDEX|icon index|icon):[ ](\d+)>/i
HELP_DESCRIPTION_ON = /<(?:HELP_DESCRIPTION|help description)>/i
HELP_DESCRIPTION_OFF = /<\/(?:HELP_DESCRIPTION|help description)>/i
end # CLASS
end # REGEXP
end # YEA
#==============================================================================
# ■ Switch
#==============================================================================
module Switch
#--------------------------------------------------------------------------
# self.class_show
#--------------------------------------------------------------------------
def self.class_show
return true if YEA::CLASS_SYSTEM::SWITCH_SHOW_CLASS <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_SHOW_CLASS]
end
#--------------------------------------------------------------------------
# self.class_enable
#--------------------------------------------------------------------------
def self.class_enable
return true if YEA::CLASS_SYSTEM::SWITCH_ENABLE_CLASS <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_ENABLE_CLASS]
end
#--------------------------------------------------------------------------
# self.primary_show
#--------------------------------------------------------------------------
def self.primary_show
return true if YEA::CLASS_SYSTEM::SWITCH_SHOW_PRIMARY <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_SHOW_PRIMARY]
end
#--------------------------------------------------------------------------
# self.primary_enable
#--------------------------------------------------------------------------
def self.primary_enable
return true if YEA::CLASS_SYSTEM::SWITCH_ENABLE_PRIMARY <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_ENABLE_PRIMARY]
end
#--------------------------------------------------------------------------
# self.subclass_show
#--------------------------------------------------------------------------
def self.subclass_show
return true if YEA::CLASS_SYSTEM::SWITCH_SHOW_SUBCLASS <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_SHOW_SUBCLASS]
end
#--------------------------------------------------------------------------
# self.subclass_enable
#--------------------------------------------------------------------------
def self.subclass_enable
return true if YEA::CLASS_SYSTEM::SWITCH_ENABLE_SUBCLASS <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_ENABLE_SUBCLASS]
end
end # Switch
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_cs load_database; end
def self.load_database
load_database_cs
load_notetags_cs
end
#--------------------------------------------------------------------------
# new method: load_notetags_cs
#--------------------------------------------------------------------------
def self.load_notetags_cs
groups = [$data_actors, $data_classes]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_cs
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::Actor
#==============================================================================
class RPG::Actor < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :unlocked_classes
#--------------------------------------------------------------------------
# common cache: load_notetags_cs
#--------------------------------------------------------------------------
def load_notetags_cs
@unlocked_classes = []
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::ACTOR::UNLOCKED_CLASSES
$1.scan(/\d+/).each { |num|
@unlocked_classes.push(num.to_i) if num.to_i > 0 }
#---
end
} # self.note.split
#---
end
end # RPG::Actor
#==============================================================================
# ■ RPG::Class
#==============================================================================
class RPG::Class < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :icon_index
#--------------------------------------------------------------------------
# common cache: load_notetags_cs
#--------------------------------------------------------------------------
def load_notetags_cs
@icon_index = 0
@help_description_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::CLASS::ICON_INDEX
@icon_index = $1.to_i
#---
when YEA::REGEXP::CLASS::HELP_DESCRIPTION_ON
@help_description_on = true
when YEA::REGEXP::CLASS::HELP_DESCRIPTION_OFF
@help_description_on = false
#---
else
@description += line.to_s if @help_description_on
end
} # self.note.split
#---
@description.gsub!(/[|]/i) { "\n" }
end
end # RPG::Class
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :scene_class_index
attr_accessor :scene_class_oy
end # Game_Temp
#==============================================================================
# ■ Game_Action
#==============================================================================
class Game_Action
#--------------------------------------------------------------------------
# alias method: valid?
#--------------------------------------------------------------------------
alias game_action_valid_cs valid?
def valid?
return false if check_auto_battle_class
return game_action_valid_cs
end
#--------------------------------------------------------------------------
# new method: check_auto_battle_class
#--------------------------------------------------------------------------
def check_auto_battle_class
return false unless subject.actor?
return false unless subject.auto_battle?
return false if item.nil?
return false if subject.added_skill_types.include?(item.stype_id)
return false if item.id == subject.attack_skill_id
return true
end
end # Game_Action
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :temp_flag
#--------------------------------------------------------------------------
# alias method: added_skill_types
#--------------------------------------------------------------------------
alias game_battlerbase_added_skill_types_cs added_skill_types
def added_skill_types
result = game_battlerbase_added_skill_types_cs
result |= subclass_skill_types
return result
end
#--------------------------------------------------------------------------
# new method: subclass_skill_types
#--------------------------------------------------------------------------
def subclass_skill_types; return []; end
#--------------------------------------------------------------------------
# alias method: equip_wtype_ok?
#--------------------------------------------------------------------------
alias game_battlerbase_equip_wtype_ok_cs equip_wtype_ok?
def equip_wtype_ok?(wtype_id)
return true if subclass_equip_wtype?(wtype_id)
return game_battlerbase_equip_wtype_ok_cs(wtype_id)
end
#--------------------------------------------------------------------------
# new method: subclass_equip_wtype?
#--------------------------------------------------------------------------
def subclass_equip_wtype?(wtype_id); return false; end
#--------------------------------------------------------------------------
# alias method: equip_atype_ok?
#--------------------------------------------------------------------------
alias game_battlerbase_equip_atype_ok_cs equip_atype_ok?
def equip_atype_ok?(atype_id)
return true if subclass_equip_atype?(atype_id)
return game_battlerbase_equip_atype_ok_cs(atype_id)
end
#--------------------------------------------------------------------------
# new method: subclass_equip_atype?
#--------------------------------------------------------------------------
def subclass_equip_atype?(atype_id); return false; end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# alias method: setup
#--------------------------------------------------------------------------
alias game_actor_setup_cs setup
def setup(actor_id)
game_actor_setup_cs(actor_id)
init_unlocked_classes
init_subclass
end
#--------------------------------------------------------------------------
# new method: init_unlocked_classes
#--------------------------------------------------------------------------
def init_unlocked_classes
@unlocked_classes = actor.unlocked_classes.clone
@unlocked_classes.push(@class_id) if !@unlocked_classes.include?(@class_id)
@unlocked_classes.sort!
end
#--------------------------------------------------------------------------
# new method: init_subclass
#--------------------------------------------------------------------------
def init_subclass
@subclass_id = 0
end
#--------------------------------------------------------------------------
# new method: unlocked_classes
#--------------------------------------------------------------------------
def unlocked_classes
init_unlocked_classes if @unlocked_classes.nil?
return @unlocked_classes
end
#--------------------------------------------------------------------------
# new method: unlock_class
#--------------------------------------------------------------------------
def unlock_class(class_id)
init_unlocked_classes if @unlocked_classes.nil?
return if @unlocked_classes.include?(class_id)
@unlocked_classes.push(class_id)
learn_class_skills(class_id)
end
#--------------------------------------------------------------------------
# new method: remove_class
#--------------------------------------------------------------------------
def remove_class(class_id)
init_unlocked_classes if @unlocked_classes.nil?
return if class_id == @class_id
@unlocked_classes.delete(class_id)
@subclass_id = 0 if class_id == @subclass_id
refresh
end
#--------------------------------------------------------------------------
# new method: subclass
#--------------------------------------------------------------------------
def subclass
init_subclass if @subclass_id.nil?
return $data_classes[@subclass_id]
end
#--------------------------------------------------------------------------
# alias method: change_class
#--------------------------------------------------------------------------
alias game_actor_change_class_cs change_class
def change_class(class_id, keep_exp = false)
@subclass_id = 0 if @subclass_id == class_id
game_actor_change_class_cs(class_id, keep_exp)
learn_class_skills(class_id)
unlock_class(class_id)
end
#--------------------------------------------------------------------------
# new method: learn_class_skills
#--------------------------------------------------------------------------
def learn_class_skills(class_id)
return if class_id <= 0
return if $data_classes[class_id].nil?
$data_classes[class_id].learnings.each do |learning|
learn_skill(learning.skill_id) if learning.level == class_level(class_id)
end
end
#--------------------------------------------------------------------------
# new method: change_subclass
#--------------------------------------------------------------------------
def change_subclass(class_id)
return if class_id == @class_id
unlock_class(class_id)
@subclass_id = @subclass_id == class_id ? 0 : class_id
learn_class_skills(@subclass_id)
refresh
end
#————————————————————————–
# new method: class_level Edited by DisturbedInside
#————————————————————————–
def class_level(class_id)
return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
temp_class = $data_classes[class_id]
@exp[class_id] = 0 if @exp[class_id].nil?
#declare a max level (using EXP)
#If you can’t find it, go to the class database and select exp curve
#then switch view to total at the top
@exp[max_level] = 2547133 #This is the value to change. It declares a max level
#You need to calculate how much exp for max level
#Do it manually if using Yanfly-Adjusting Limits
#To calculate max level exp if using Yanfly-adjusting limits is all math!!
# Level 99 = 2547133
# to calculate past there…. have to add on multiples of 50744
# Level 110 = 3156061
# To go from 99 -> 110 have to add on 12 multiples of 50744.
n = 1
loop do
break if temp_class.exp_for_level(n+1) > @exp[class_id]
n += 1
#add a restriction to “kick out” of loop if exp exceeds max level exp
break if temp_class.exp_for_level(n+1) > @exp[max_level]
end
return n
end
#--------------------------------------------------------------------------
# new method: subclass_level
#--------------------------------------------------------------------------
def subclass_level
return 0 if @subclass_id == 0
return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
return class_level(@subclass_id)
end
#--------------------------------------------------------------------------
# alias method: param_base
#--------------------------------------------------------------------------
alias game_actor_param_base_cs param_base
def param_base(param_id)
result = game_actor_param_base_cs(param_id)
unless subclass.nil?
subclass_rate = YEA::CLASS_SYSTEM::SUBCLASS_STAT_RATE
slevel = subclass_level
result += subclass.params[param_id, slevel] * subclass_rate
end
return result.to_i
end
#--------------------------------------------------------------------------
# new method: subclass_skill_types
#--------------------------------------------------------------------------
def subclass_skill_types
return [] unless YEA::CLASS_SYSTEM::SUBCLASS_SKILL_TYPES
return [] if subclass.nil?
array = []
for feature in subclass.features
next unless feature.code == FEATURE_STYPE_ADD
next if features_set(FEATURE_STYPE_ADD).include?(feature.data_id)
array.push(feature.data_id)
end
return array
end
#--------------------------------------------------------------------------
# new method: subclass_equip_wtype?
#--------------------------------------------------------------------------
def subclass_equip_wtype?(wtype_id)
return false unless YEA::CLASS_SYSTEM::SUBCLASS_WEAPON_TYPES
return false if subclass.nil?
for feature in subclass.features
next unless feature.code == FEATURE_EQUIP_WTYPE
return true if wtype_id == feature.data_id
end
return super
end
#--------------------------------------------------------------------------
# new method: subclass_equip_atype?
#--------------------------------------------------------------------------
def subclass_equip_atype?(atype_id)
return false unless YEA::CLASS_SYSTEM::SUBCLASS_ARMOUR_TYPES
return false if subclass.nil?
for feature in subclass.features
next unless feature.code == FEATURE_EQUIP_ATYPE
return true if atype_id == feature.data_id
end
return super
end
#--------------------------------------------------------------------------
# alias method: release_unequippable_items
#--------------------------------------------------------------------------
alias game_actor_release_unequippable_items_cs release_unequippable_items
def release_unequippable_items(item_gain = true)
item_gain = false if @temp_flag
game_actor_release_unequippable_items_cs(item_gain)
end
end # Game_Actor
#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# overwrite method: command_321
#--------------------------------------------------------------------------
def command_321
actor = $game_actors[@params[0]]
if actor && $data_classes[@params[1]]
maintain = YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
actor.change_class(@params[1], maintain)
end
end
end # Game_Interpreter
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# overwrite method: draw_actor_class
#--------------------------------------------------------------------------
def draw_actor_class(actor, x, y, width = 112)
change_color(normal_color)
if actor.subclass.nil?
text = actor.class.name
else
fmt = YEA::CLASS_SYSTEM::SUBCLASS_TEXT
text = sprintf(fmt, actor.class.name, actor.subclass.name)
end
draw_text(x, y, width, line_height, text)
end
end # Window_Base
#==============================================================================
# ■ Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# alias method: add_formation_command
#--------------------------------------------------------------------------
alias window_menucommand_add_formation_command_cs add_formation_command
def add_formation_command
add_class_command unless $imported["YEA-AceMenuEngine"]
window_menucommand_add_formation_command_cs
end
#--------------------------------------------------------------------------
# new method: add_class_command
#--------------------------------------------------------------------------
def add_class_command
return unless Switch.class_show
text = YEA::CLASS_SYSTEM::CLASS_MENU_TEXT
add_command(text, :class, Switch.class_enable)
end
end # Window_MenuCommand
#==============================================================================
# ■ Window_ClassCommand
#==============================================================================
class Window_ClassCommand < Window_Command
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y)
@actor = nil
end
#--------------------------------------------------------------------------
# ● ウィンドウ幅の取得
#--------------------------------------------------------------------------
def window_width; return 160; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# item_window=
#--------------------------------------------------------------------------
def item_window=(window)
@item_window = window
end
#--------------------------------------------------------------------------
# visible_line_number
#--------------------------------------------------------------------------
def visible_line_number; return 4; end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
| ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | true |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Ace_Status_Menu.rb | Ace_Status_Menu.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Ace Status Menu v1.02
# -- Last Updated: 2011.12.26
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-StatusMenu"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.08.06 - Fix Sp Paramater TCR
# 2011.12.26 - Compatibility Update: Rename Actor
# 2011.12.23 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script changes the status screen completely to something the player can
# interact with more and be able to view actor data with more clarity. The
# player is able to view the general information for an actor (parameters and
# experience), a parameters bar graph, the various hidden extra parameters
# (named properties in the script), and a customizable biography for the actor.
# Also with this script, biographies can be changed at any time using a script
# call to add more of a personal touch to characters.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Script Calls - These commands are used with script calls.
# -----------------------------------------------------------------------------
# $game_actors[x].description = string
# Changes the biography description for actor x to that of the string. Use \n
# to designate linebreaks in the string. If you wish to use text codes, write
# them in the strings as \\n[2] or \\c[3] to make them work properly.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module STATUS
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Command Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This section adjusts the commands that appear in the command window used
# for the status screen. Rearrange the commands, add new ones, remove them
# as you see fit.
#
# -------------------------------------------------------------------------
# :command Description
# -------------------------------------------------------------------------
# :general Adds general page.
# :parameters Adds parameters page.
# :properties Adds properties page.
# :biography Adds biography page.
#
# :rename Requires YEA - Rename Actor
# :retitle Requires YEA - Retitle Actor
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMMANDS =[ # The order at which the menu items are shown.
# [ :command, "Display"],
[ :general, "General"],
[ :parameters, "Parameters"],
[ :properties, "Properties"],
# [ :custom1, "Skills"],
# [ :custom2, "Equipment"],
# [ :custom3, "Class"],
[ :biography, "Biography"],
[ :rename, "Rename"], # Requires YEA - Rename Actor
[ :retitle, "Retitle"], # Requires YEA - Rename Actor
] # Do not remove this.
#--------------------------------------------------------------------------
# - Status Custom Commands -
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# For those who use scripts to that may produce unique effects for the
# status menu, use this hash to manage the custom commands for the Status
# Command Window. You can disable certain commands or prevent them from
# appearing by using switches. If you don't wish to bind them to a switch,
# set the proper switch to 0 for it to have no impact.
#--------------------------------------------------------------------------
CUSTOM_STATUS_COMMANDS ={
# :command => [EnableSwitch, ShowSwitch, Handler Method, Window Draw],
:custom1 => [ 0, 0, :command_name1, :draw_custom1],
:custom2 => [ 0, 0, :command_name2, :draw_custom2],
:custom3 => [ 0, 0, :command_name3, :draw_custom3],
} # Do not remove this.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the way the general window visually appears.
# Not many changes need to be done here other than vocab changes.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PARAMETERS_VOCAB = "Parameters" # Title used for Parameters.
EXPERIENCE_VOCAB = "Experience" # Title used for Experience.
NEXT_TOTAL_VOCAB = "Next %s Total EXP" # Label used for total experience.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Parameters Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the way the parameters window visually appears.
# Each of the stats have a non-window colour. Adjust them as you see fit.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PARAM_COLOUR ={
# ParamID => [:stat, Colour1, Colour2 ],
2 => [ :atk, Color.new(225, 100, 100), Color.new(240, 150, 150)],
3 => [ :def, Color.new(250, 150, 30), Color.new(250, 180, 100)],
4 => [ :mat, Color.new( 70, 140, 200), Color.new(135, 180, 230)],
5 => [ :mdf, Color.new(135, 130, 190), Color.new(170, 160, 220)],
6 => [ :agi, Color.new( 60, 180, 80), Color.new(120, 200, 120)],
7 => [ :luk, Color.new(255, 240, 100), Color.new(255, 250, 200)],
} # Do not remove this.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Properties Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the way the properties window visually appears.
# The properties have abbreviations, but leaving them as such makes things
# confusing (as it's sometimes hard to figure out what the abbreviations
# mean). Change the way the appear, whether or not they appear, and what
# order they will appear in.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PROPERTIES_FONT_SIZE = 16 # Font size used for properties.
# These are the properties that appear in column 1.
PROPERTIES_COLUMN1 =[
[:hit, "Hit Rate"],
[:eva, "Evasion"],
[:cri, "Critical Hit"],
[:cev, "Critical Evade"],
[:mev, "Magic Evasion"],
[:mrf, "Magic Reflect"],
[:cnt, "Counter Rate"],
[:tgr, "Target Rate"],
] # Do not remove this.
# These are the properties that appear in column 2.
PROPERTIES_COLUMN2 =[
[:hrg, "HP Regen"],
[:mrg, "MP Regen"],
[:trg, "TP Regen"],
[:rec, "Recovery"],
[:grd, "Guard Rate"],
[:pha, "Item Boost"],
[:exr, "EXP Rate"],
[:tcr, "TP Charge"],
] # Do not remove this.
# These are the properties that appear in column 3.
PROPERTIES_COLUMN3 =[
[:hcr, "HP Cost Rate"], # Requires YEA - Skill Cost Manager
[:mcr, "MP Cost Rate"],
[:tcr_y, "TP Cost Rate"], # Requires YEA - Skill Cost Manager
[:cdr, "Cooldown Rate"], # Requires YEA - Skill Restrictions
[:wur, "Warmup Rate"], # Requires YEA - Skill Restrictions
[:pdr, "Physical Damage"],
[:mdr, "Magical Damage"],
[:fdr, "Floor Damage"],
] # Do not remove this.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Biography Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the way the biography appears including the title
# used at the top, the font size, and whatnot.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BIOGRAPHY_NICKNAME_TEXT = "%s the %s" # How the nickname will appear.
BIOGRAPHY_NICKNAME_SIZE = 32 # Size of the font used.
end # STATUS
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :scene_status_index
attr_accessor :scene_status_oy
end # Game_Temp
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# new method: description=
#--------------------------------------------------------------------------
def description=(text)
@description = text
end
#--------------------------------------------------------------------------
# overwrite method: description
#--------------------------------------------------------------------------
def description
return @description unless @description.nil?
return actor.description
end
end # Game_Actor
#==============================================================================
# ■ Window_StatusCommand
#==============================================================================
class Window_StatusCommand < Window_Command
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :item_window
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy)
@actor = nil
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return 160; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# visible_line_number
#--------------------------------------------------------------------------
def visible_line_number; return 4; end
#--------------------------------------------------------------------------
# ok_enabled?
#--------------------------------------------------------------------------
def ok_enabled?
return handle?(current_symbol)
end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
return unless @actor
for command in YEA::STATUS::COMMANDS
case command[0]
#--- Default ---
when :general, :parameters, :properties, :biography
add_command(command[1], command[0])
#--- Yanfly Engine Ace ---
when :rename
next unless $imported["YEA-RenameActor"]
add_command(command[1], command[0], @actor.rename_allow?)
when :retitle
next unless $imported["YEA-RenameActor"]
add_command(command[1], command[0], @actor.retitle_allow?)
#--- Custom Commands ---
else
process_custom_command(command)
end
end
if !$game_temp.scene_status_index.nil?
select($game_temp.scene_status_index)
self.oy = $game_temp.scene_status_oy
end
$game_temp.scene_status_index = nil
$game_temp.scene_status_oy = nil
end
#--------------------------------------------------------------------------
# process_ok
#--------------------------------------------------------------------------
def process_ok
$game_temp.scene_status_index = index
$game_temp.scene_status_oy = self.oy
super
end
#--------------------------------------------------------------------------
# process_custom_command
#--------------------------------------------------------------------------
def process_custom_command(command)
return unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(command[0])
show = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][1]
continue = show <= 0 ? true : $game_switches[show]
return unless continue
text = command[1]
switch = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][0]
enabled = switch <= 0 ? true : $game_switches[switch]
add_command(text, command[0], enabled)
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
update_item_window
end
#--------------------------------------------------------------------------
# update_item_window
#--------------------------------------------------------------------------
def update_item_window
return if @item_window.nil?
return if @current_index == current_symbol
@current_index = current_symbol
@item_window.refresh
end
#--------------------------------------------------------------------------
# item_window=
#--------------------------------------------------------------------------
def item_window=(window)
@item_window = window
update
end
#--------------------------------------------------------------------------
# update_help
#--------------------------------------------------------------------------
def update_help
return if @actor.nil?
@help_window.set_text(@actor.actor.description)
end
end # Window_StatusCommand
#==============================================================================
# ■ Window_StatusActor
#==============================================================================
class Window_StatusActor < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy, window_width, fitting_height(4))
@actor = nil
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return Graphics.width - 160; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
return unless @actor
draw_actor_face(@actor, 0, 0)
draw_actor_simple_status(@actor, 108, line_height / 2)
end
end # Window_StatusActor
#==============================================================================
# ■ Window_StatusItem
#==============================================================================
class Window_StatusItem < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy, command_window)
super(dx, dy, Graphics.width, Graphics.height - dy)
@command_window = command_window
@actor = nil
refresh
end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
reset_font_settings
return unless @actor
draw_window_contents
end
#--------------------------------------------------------------------------
# draw_window_contents
#--------------------------------------------------------------------------
def draw_window_contents
case @command_window.current_symbol
when :general
draw_actor_general
when :parameters
draw_parameter_graph
when :properties
draw_properties_list
when :biography, :rename, :retitle
draw_actor_biography
else
draw_custom
end
end
#--------------------------------------------------------------------------
# draw_actor_general
#--------------------------------------------------------------------------
def draw_actor_general
change_color(system_color)
text = YEA::STATUS::PARAMETERS_VOCAB
draw_text(0, 0, contents.width/2, line_height, text, 1)
text = YEA::STATUS::EXPERIENCE_VOCAB
draw_text(contents.width/2, 0, contents.width/2, line_height, text, 1)
draw_general_parameters
draw_general_experience
end
#--------------------------------------------------------------------------
# draw_general_parameters
#--------------------------------------------------------------------------
def draw_general_parameters
dx = 24
dy = line_height / 2
draw_actor_level(dx, line_height*1+dy, contents.width/2 - 24)
draw_actor_param(0, dx, line_height*2+dy, contents.width/2 - 24)
draw_actor_param(1, dx, line_height*3+dy, contents.width/2 - 24)
draw_actor_param(2, dx, line_height*4+dy, contents.width/4 - 12)
draw_actor_param(4, dx, line_height*5+dy, contents.width/4 - 12)
draw_actor_param(6, dx, line_height*6+dy, contents.width/4 - 12)
dx += contents.width/4 - 12
draw_actor_param(3, dx, line_height*4+dy, contents.width/4 - 12)
draw_actor_param(5, dx, line_height*5+dy, contents.width/4 - 12)
draw_actor_param(7, dx, line_height*6+dy, contents.width/4 - 12)
end
#--------------------------------------------------------------------------
# draw_actor_level
#--------------------------------------------------------------------------
def draw_actor_level(dx, dy, dw)
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
contents.fill_rect(rect, colour)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, Vocab::level)
change_color(normal_color)
draw_text(dx+4, dy, dw-8, line_height, @actor.level.group, 2)
end
#--------------------------------------------------------------------------
# draw_actor_param
#--------------------------------------------------------------------------
def draw_actor_param(param_id, dx, dy, dw)
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
contents.fill_rect(rect, colour)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))
change_color(normal_color)
draw_text(dx+4, dy, dw-8, line_height, @actor.param(param_id).group, 2)
end
#--------------------------------------------------------------------------
# draw_general_experience
#--------------------------------------------------------------------------
def draw_general_experience
if @actor.max_level?
s1 = @actor.exp.group
s2 = "-------"
s3 = "-------"
else
s1 = @actor.exp.group
s2 = (@actor.next_level_exp - @actor.exp).group
s3 = @actor.next_level_exp.group
end
s_next = sprintf(Vocab::ExpNext, Vocab::level)
total_next_text = sprintf(YEA::STATUS::NEXT_TOTAL_VOCAB, Vocab::level)
change_color(system_color)
dx = contents.width/2 + 12
dy = line_height * 3 / 2
dw = contents.width/2 - 36
draw_text(dx, dy + line_height * 0, dw, line_height, Vocab::ExpTotal)
draw_text(dx, dy + line_height * 2, dw, line_height, s_next)
draw_text(dx, dy + line_height * 4, dw, line_height, total_next_text)
change_color(normal_color)
draw_text(dx, dy + line_height * 1, dw, line_height, s1, 2)
draw_text(dx, dy + line_height * 3, dw, line_height, s2, 2)
draw_text(dx, dy + line_height * 5, dw, line_height, s3, 2)
end
#--------------------------------------------------------------------------
# draw_parameter_graph
#--------------------------------------------------------------------------
def draw_parameter_graph
draw_parameter_title
dy = line_height * 3/2
maximum = 1
minimum = @actor.param_max(2)
for i in 2..7
maximum = [@actor.param(i), maximum].max
minimum = [@actor.param(i), minimum].min
end
maximum += minimum * 0.33 unless maximum == minimum
for i in 2..7
rate = calculate_rate(maximum, minimum, i)
dy = line_height * i - line_height/2
draw_param_gauge(i, dy, rate)
change_color(system_color)
draw_text(28, dy, contents.width - 56, line_height, Vocab::param(i))
dw = (contents.width - 48) * rate - 8
change_color(normal_color)
draw_text(28, dy, dw, line_height, @actor.param(i).group, 2)
end
end
#--------------------------------------------------------------------------
# calculate_rate
#--------------------------------------------------------------------------
def calculate_rate(maximum, minimum, param_id)
return 1.0 if maximum == minimum
rate = (@actor.param(param_id).to_f - minimum) / (maximum - minimum).to_f
rate *= 0.67
rate += 0.33
return rate
end
#--------------------------------------------------------------------------
# draw_param_gauge
#--------------------------------------------------------------------------
def draw_param_gauge(param_id, dy, rate)
dw = contents.width - 48
colour1 = param_gauge1(param_id)
colour2 = param_gauge2(param_id)
draw_gauge(24, dy, dw, rate, colour1, colour2)
end
#--------------------------------------------------------------------------
# param_gauge1
#--------------------------------------------------------------------------
def param_gauge1(param_id)
return YEA::STATUS::PARAM_COLOUR[param_id][1]
end
#--------------------------------------------------------------------------
# param_gauge2
#--------------------------------------------------------------------------
def param_gauge2(param_id)
return YEA::STATUS::PARAM_COLOUR[param_id][2]
end
#--------------------------------------------------------------------------
# draw_parameter_title
#--------------------------------------------------------------------------
def draw_parameter_title
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(0, 0, contents.width, contents.height)
contents.fill_rect(rect, colour)
change_color(system_color)
text = YEA::STATUS::PARAMETERS_VOCAB
draw_text(0, line_height/3, contents.width, line_height, text, 1)
end
#--------------------------------------------------------------------------
# draw_properties_list
#--------------------------------------------------------------------------
def draw_properties_list
contents.font.size = YEA::STATUS::PROPERTIES_FONT_SIZE
draw_properties_column1
draw_properties_column2
draw_properties_column3
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_properties_column1
#--------------------------------------------------------------------------
def draw_properties_column1
dx = 24
dw = (contents.width - 24) / 3 - 24
dy = 0
for property in YEA::STATUS::PROPERTIES_COLUMN1
dy = draw_property(property, dx, dy, dw)
end
end
#--------------------------------------------------------------------------
# draw_properties_column2
#--------------------------------------------------------------------------
def draw_properties_column2
dx = 24 + (contents.width - 24) / 3
dw = (contents.width - 24) / 3 - 24
dy = 0
for property in YEA::STATUS::PROPERTIES_COLUMN2
dy = draw_property(property, dx, dy, dw)
end
end
#--------------------------------------------------------------------------
# draw_properties_column3
#--------------------------------------------------------------------------
def draw_properties_column3
dx = 24 + (contents.width - 24) / 3 * 2
dw = (contents.width - 24) / 3 - 24
dy = 0
for property in YEA::STATUS::PROPERTIES_COLUMN3
dy = draw_property(property, dx, dy, dw)
end
end
#--------------------------------------------------------------------------
# draw_property
#--------------------------------------------------------------------------
def draw_property(property, dx, dy, dw)
fmt = "%1.2f%%"
case property[0]
#---
when :hit
value = sprintf(fmt, @actor.hit * 100)
when :eva
value = sprintf(fmt, @actor.eva * 100)
when :cri
value = sprintf(fmt, @actor.cri * 100)
when :cev
value = sprintf(fmt, @actor.cev * 100)
when :mev
value = sprintf(fmt, @actor.mev * 100)
when :mrf
value = sprintf(fmt, @actor.mrf * 100)
when :cnt
value = sprintf(fmt, @actor.cnt * 100)
when :hrg
value = sprintf(fmt, @actor.hrg * 100)
when :mrg
value = sprintf(fmt, @actor.mrg * 100)
when :trg
value = sprintf(fmt, @actor.trg * 100)
when :tgr
value = sprintf(fmt, @actor.tgr * 100)
when :grd
value = sprintf(fmt, @actor.grd * 100)
when :rec
value = sprintf(fmt, @actor.rec * 100)
when :pha
value = sprintf(fmt, @actor.pha * 100)
when :mcr
value = sprintf(fmt, @actor.mcr * 100)
when :tcr
value = sprintf(fmt, @actor.tcr * 100)
when :pdr
value = sprintf(fmt, @actor.pdr * 100)
when :mdr
value = sprintf(fmt, @actor.mdr * 100)
when :fdr
value = sprintf(fmt, @actor.fdr * 100)
when :exr
value = sprintf(fmt, @actor.exr * 100)
when :hcr
return dy unless $imported["YEA-SkillCostManager"]
value = sprintf(fmt, @actor.hcr * 100)
when :tcr_y
return dy unless $imported["YEA-SkillCostManager"]
value = sprintf(fmt, @actor.tcr_y * 100)
when :gcr
return dy unless $imported["YEA-SkillCostManager"]
value = sprintf(fmt, @actor.gcr * 100)
when :cdr
return dy unless $imported["YEA-SkillRestrictions"]
value = sprintf(fmt, @actor.cdr * 100)
when :wur
return dy unless $imported["YEA-SkillRestrictions"]
value = sprintf(fmt, @actor.wur * 100)
#---
else; return dy
end
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
contents.fill_rect(rect, colour)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, property[1], 0)
change_color(normal_color)
draw_text(dx+4, dy, dw-8, line_height, value, 2)
return dy + line_height
end
#--------------------------------------------------------------------------
# draw_actor_biography
#--------------------------------------------------------------------------
def draw_actor_biography
fmt = YEA::STATUS::BIOGRAPHY_NICKNAME_TEXT
text = sprintf(fmt, @actor.name, @actor.nickname)
contents.font.size = YEA::STATUS::BIOGRAPHY_NICKNAME_SIZE
draw_text(0, 0, contents.width, line_height*2, text, 1)
reset_font_settings
draw_text_ex(24, line_height*2, @actor.description)
end
#--------------------------------------------------------------------------
# draw_custom
#--------------------------------------------------------------------------
def draw_custom
current_symbol = @command_window.current_symbol
return unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(current_symbol)
method(YEA::STATUS::CUSTOM_STATUS_COMMANDS[current_symbol][3]).call
end
#--------------------------------------------------------------------------
# draw_custom1
#--------------------------------------------------------------------------
def draw_custom1
dx = 0; dy = 0
for skill in @actor.skills
next if skill.nil?
next unless @actor.added_skill_types.include?(skill.stype_id)
draw_item_name(skill, dx, dy)
dx = dx == contents.width / 2 + 16 ? 0 : contents.width / 2 + 16
dy += line_height if dx == 0
return if dy + line_height > contents.height
end
end
#--------------------------------------------------------------------------
# draw_custom2
#--------------------------------------------------------------------------
def draw_custom2
dx = 4; dy = 0; slot_id = 0
for equip in @actor.equips
change_color(system_color)
text = Vocab.etype(@actor.equip_slots[slot_id])
draw_text(dx, dy, contents.width - dx, line_height, text)
reset_font_settings
draw_item_name(equip, dx+92, dy) unless equip.nil?
slot_id += 1
dy += line_height
break if dy + line_height > contents.height
end
dw = Graphics.width * 2 / 5 - 24
dx = contents.width - dw; dy = 0
param_id = 0
8.times do
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
contents.fill_rect(rect, colour)
size = $imported["YEA-AceEquipEngine"] ? YEA::EQUIP::STATUS_FONT_SIZE : 20
contents.font.size = size
change_color(system_color)
draw_text(dx+4, dy, dw, line_height, Vocab::param(param_id))
change_color(normal_color)
dwa = (Graphics.width * 2 / 5 - 2) / 2
draw_text(dx, dy, dwa, line_height, @actor.param(param_id).group, 2)
reset_font_settings
change_color(system_color)
draw_text(dx + dwa, dy, 22, line_height, "→", 1)
param_id += 1
dy += line_height
break if dy + line_height > contents.height
end
end
#--------------------------------------------------------------------------
# draw_custom3
#--------------------------------------------------------------------------
def draw_custom3
return unless $imported["YEA-ClassSystem"]
data = []
for class_id in YEA::CLASS_SYSTEM::CLASS_ORDER
next if $data_classes[class_id].nil?
item = $data_classes[class_id]
| ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | true |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Ace_Message_System.rb | Ace_Message_System.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Ace Message System v1.05
# -- Last Updated: 2012.01.13
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-MessageSystem"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.07.21 - Fixed REGEXP error at line 824
# 2012.01.13 - Bug Fixed: Negative tags didn't display other party members.
# 2012.01.12 - Compatibility Update: Message Actor Codes
# 2012.01.10 - Added Feature: \pic[x] text code.
# 2012.01.04 - Bug Fixed: \ic tag was \ii. No longer the case.
# - Added: Scroll Text window now uses message window font.
# 2011.12.31 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# While RPG Maker VX Ace certainly improved the message system a whole lot, it
# wouldn't hurt to add in a few more features, such as name windows, converting
# textcodes to write out the icons and/or names of items, weapons, armours, and
# more in quicker fashion. This script also gives the developer the ability to
# adjust the size of the message window during the game, give it a separate
# font, and to give the player a text fast-forward feature.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Message Window text Codes - These go inside of your message window.
# -----------------------------------------------------------------------------
# Default: Effect:
# \v[x] - Writes variable x's value.
# \n[x] - Writes actor x's name.
# \p[x] - Writes party member x's name.
# \g - Writes gold currency name.
# \c[x] - Changes the colour of the text to x.
# \i[x] - Draws icon x at position of the text.
# \{ - Makes text bigger by 8 points.
# \} - Makes text smaller by 8 points.
# \$ - Opens gold window.
# \. - Waits 15 frames (quarter second).
# \| - Waits 60 frames (a full second).
# \! - Waits until key is pressed.
# \> - Following text is instant.
# \< - Following text is no longer instant.
# \^ - Skips to the next message.
# \\ - Writes a "\" in the window.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Wait: Effect:
# \w[x] - Waits x frames (60 frames = 1 second). Message window only.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# NameWindow: Effect:
# \n<x> - Creates a name box with x string. Left side. *Note
# \nc<x> - Creates a name box with x string. Centered. *Note
# \nr<x> - Creates a name box with x string. Right side. *Note
#
# *Note: Works for message window only.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Position: Effect:
# \px[x] - Sets x position of text to x.
# \py[x] - Sets y position of text to y.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Picture: Effect:
# \pic[x] - Draws picture x from the Graphics\Pictures folder.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Outline: Effect:
# \oc[x] - Sets outline colour to x.
# \oo[x] - Sets outline opacity to x.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Font: Effect:
# \fr - Resets all font changes.
# \fz[x] - Changes font size to x.
# \fn[x] - Changes font name to x.
# \fb - Toggles font boldness.
# \fi - Toggles font italic.
# \fo - Toggles font outline.
# \fs - Toggles font shadow.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Actor: Effect:
# \af[x] - Shows face of actor x. *Note
# \ac[x] - Writes out actor's class name. *Note
# \as[x] - Writes out actor's subclass name. Req: Class System. *Note
# \an[x] - Writes out actor's nickname. *Note
#
# *Note: If x is 0 or negative, it will show the respective
# party member's face instead.
# 0 - Party Leader
# -1 - 1st non-leader member.
# -2 - 2nd non-leader member. So on.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Names: Effect:
# \nc[x] - Writes out class x's name.
# \ni[x] - Writes out item x's name.
# \nw[x] - Writes out weapon x's name.
# \na[x] - Writes out armour x's name.
# \ns[x] - Writes out skill x's name.
# \nt[x] - Writes out state x's name.
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# Icon Names: Effect:
# \ic[x] - Writes out class x's name including icon. *
# \ii[x] - Writes out item x's name including icon.
# \iw[x] - Writes out weapon x's name including icon.
# \ia[x] - Writes out armour x's name including icon.
# \is[x] - Writes out skill x's name including icon.
# \it[x] - Writes out state x's name including icon.
#
# *Note: Requires YEA - Class System
#
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#
# And those are the text codes added with this script. Keep in mind that some
# of these text codes only work for the Message Window. Otherwise, they'll work
# for help descriptions, actor biographies, and others.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module MESSAGE
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Message Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# The following below will adjust the basic settings and that will affect
# the majority of the script. Adjust them as you see fit.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This button is the button used to make message windows instantly skip
# forward. Hold down for the effect. Note that when held down, this will
# speed up the messages, but still wait for the pauses. However, it will
# automatically go to the next page when prompted.
TEXT_SKIP = :A # Input::A is the shift button on keyboard.
# This variable adjusts the number of visible rows shown in the message
# window. If you do not wish to use this feature, set this constant to 0.
# If the row value is 0 or below, it will automatically default to 4 rows.
VARIABLE_ROWS = 21
# This variable adjusts the width of the message window shown. If you do
# not wish to use this feature, set this constant to 0. If the width value
# is 0 or below, it will automatically default to the screen width.
VARIABLE_WIDTH = 22
# This is the amount of space that the message window will indent whenever
# a face is used. Default: 112
FACE_INDENT_X = 112
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Name Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# The name window is a window that appears outside of the main message
# window box to display whatever text is placed inside of it like a name.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NAME_WINDOW_X_BUFFER = -20 # Buffer x position of the name window.
NAME_WINDOW_Y_BUFFER = 0 # Buffer y position of the name window.
NAME_WINDOW_PADDING = 20 # Padding added to the horizontal position.
NAME_WINDOW_OPACITY = 255 # Opacity of the name window.
NAME_WINDOW_COLOUR = 6 # Text colour used by default for names.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Message Font Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Ace Message System separates the in-game system font form the message
# font. Adjust the settings here for your fonts.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This array constant determines the fonts used. If the first font does not
# exist on the player's computer, the next font in question will be used
# in place instead and so on.
MESSAGE_WINDOW_FONT_NAME = ["Verdana", "Arial", "Courier New"]
# These adjust the other settings regarding the way the game font appears
# including the font size, whether or not the font is bolded by default,
# italic by default, etc.
MESSAGE_WINDOW_FONT_SIZE = 24 # Font size.
MESSAGE_WINDOW_FONT_BOLD = false # Default bold?
MESSAGE_WINDOW_FONT_ITALIC = false # Default italic?
MESSAGE_WINDOW_FONT_OUTLINE = true # Default outline?
MESSAGE_WINDOW_FONT_SHADOW = false # Default shadow?
end # MESSAGE
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ■ Variable
#==============================================================================
module Variable
#--------------------------------------------------------------------------
# self.message_rows
#--------------------------------------------------------------------------
def self.message_rows
return 4 if YEA::MESSAGE::VARIABLE_ROWS <= 0
return 4 if $game_variables[YEA::MESSAGE::VARIABLE_ROWS] <= 0
return $game_variables[YEA::MESSAGE::VARIABLE_ROWS]
end
#--------------------------------------------------------------------------
# self.message_width
#--------------------------------------------------------------------------
def self.message_width
return Graphics.width if YEA::MESSAGE::VARIABLE_WIDTH <= 0
return Graphics.width if $game_variables[YEA::MESSAGE::VARIABLE_WIDTH] <= 0
return $game_variables[YEA::MESSAGE::VARIABLE_WIDTH]
end
end # Variable
#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# overwrite method: command_101
#--------------------------------------------------------------------------
def command_101
wait_for_message
$game_message.face_name = @params[0]
$game_message.face_index = @params[1]
$game_message.background = @params[2]
$game_message.position = @params[3]
while continue_message_string?
@index += 1
if @list[@index].code == 401
$game_message.add(@list[@index].parameters[0])
end
break if $game_message.texts.size >= Variable.message_rows
end
case next_event_code
when 102
@index += 1
setup_choices(@list[@index].parameters)
when 103
@index += 1
setup_num_input(@list[@index].parameters)
when 104
@index += 1
setup_item_choice(@list[@index].parameters)
end
wait_for_message
end
#--------------------------------------------------------------------------
# new method: continue_message_string?
#--------------------------------------------------------------------------
def continue_message_string?
return true if next_event_code == 101 && Variable.message_rows > 4
return next_event_code == 401
end
end # Game_Interpreter
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# new method: setup_message_font
#--------------------------------------------------------------------------
def setup_message_font
@message_font = true
change_color(normal_color)
contents.font.out_color = Font.default_out_color
contents.font.name = YEA::MESSAGE::MESSAGE_WINDOW_FONT_NAME
contents.font.size = YEA::MESSAGE::MESSAGE_WINDOW_FONT_SIZE
contents.font.bold = YEA::MESSAGE::MESSAGE_WINDOW_FONT_BOLD
contents.font.italic = YEA::MESSAGE::MESSAGE_WINDOW_FONT_ITALIC
contents.font.outline = YEA::MESSAGE::MESSAGE_WINDOW_FONT_OUTLINE
contents.font.shadow = YEA::MESSAGE::MESSAGE_WINDOW_FONT_SHADOW
end
#--------------------------------------------------------------------------
# alias method: reset_font_settings
#--------------------------------------------------------------------------
alias window_base_reset_font_settings_ams reset_font_settings
def reset_font_settings
if @message_font
setup_message_font
else
window_base_reset_font_settings_ams
contents.font.out_color = Font.default_out_color
contents.font.outline = Font.default_outline
contents.font.shadow = Font.default_shadow
end
end
#--------------------------------------------------------------------------
# alias method: convert_escape_characters
#--------------------------------------------------------------------------
alias window_base_convert_escape_characters_ams convert_escape_characters
def convert_escape_characters(text)
result = window_base_convert_escape_characters_ams(text)
result = convert_ace_message_system_new_escape_characters(result)
return result
end
#--------------------------------------------------------------------------
# new method: convert_ace_message_system_new_escape_characters
#--------------------------------------------------------------------------
def convert_ace_message_system_new_escape_characters(result)
#---
result.gsub!(/\eFR/i) { "\eAMSF[0]" }
result.gsub!(/\eFB/i) { "\eAMSF[1]" }
result.gsub!(/\eFI/i) { "\eAMSF[2]" }
result.gsub!(/\eFO/i) { "\eAMSF[3]" }
result.gsub!(/\eFS/i) { "\eAMSF[4]" }
#---
result.gsub!(/\eAC\[([-+]?\d+)\]/i) { escape_actor_class_name($1.to_i) }
result.gsub!(/\eAS\[([-+]?\d+)\]/i) { escape_actor_subclass_name($1.to_i) }
result.gsub!(/\eAN\[([-+]?\d+)\]/i) { escape_actor_nickname($1.to_i) }
#---
result.gsub!(/\eNC\[(\d+)\]/i) { $data_classes[$1.to_i].name }
result.gsub!(/\eNI\[(\d+)\]/i) { $data_items[$1.to_i].name }
result.gsub!(/\eNW\[(\d+)\]/i) { $data_weapons[$1.to_i].name }
result.gsub!(/\eNA\[(\d+)\]/i) { $data_armors[$1.to_i].name }
result.gsub!(/\eNS\[(\d+)\]/i) { $data_skills[$1.to_i].name }
result.gsub!(/\eNT\[(\d+)\]/i) { $data_states[$1.to_i].name }
#---
result.gsub!(/\eIC\[(\d+)\]/i) { escape_icon_item($1.to_i, :class) }
result.gsub!(/\eII\[(\d+)\]/i) { escape_icon_item($1.to_i, :item) }
result.gsub!(/\eIW\[(\d+)\]/i) { escape_icon_item($1.to_i, :weapon) }
result.gsub!(/\eIA\[(\d+)\]/i) { escape_icon_item($1.to_i, :armour) }
result.gsub!(/\eIS\[(\d+)\]/i) { escape_icon_item($1.to_i, :skill) }
result.gsub!(/\eIT\[(\d+)\]/i) { escape_icon_item($1.to_i, :state) }
#---
return result
end
#--------------------------------------------------------------------------
# new method: escape_actor_class_name
#--------------------------------------------------------------------------
def escape_actor_class_name(actor_id)
actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
actor = $game_actors[actor_id]
return "" if actor.nil?
return actor.class.name
end
#--------------------------------------------------------------------------
# new method: actor_subclass_name
#--------------------------------------------------------------------------
def escape_actor_subclass_name(actor_id)
return "" unless $imported["YEA-ClassSystem"]
actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
actor = $game_actors[actor_id]
return "" if actor.nil?
return "" if actor.subclass.nil?
return actor.subclass.name
end
#--------------------------------------------------------------------------
# new method: escape_actor_nickname
#--------------------------------------------------------------------------
def escape_actor_nickname(actor_id)
actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
actor = $game_actors[actor_id]
return "" if actor.nil?
return actor.nickname
end
#--------------------------------------------------------------------------
# new method: escape_icon_item
#--------------------------------------------------------------------------
def escape_icon_item(data_id, type)
case type
when :class
return "" unless $imported["YEA-ClassSystem"]
icon = $data_classes[data_id].icon_index
name = $data_items[data_id].name
when :item
icon = $data_items[data_id].icon_index
name = $data_items[data_id].name
when :weapon
icon = $data_weapons[data_id].icon_index
name = $data_weapons[data_id].name
when :armour
icon = $data_armors[data_id].icon_index
name = $data_armors[data_id].name
when :skill
icon = $data_skills[data_id].icon_index
name = $data_skills[data_id].name
when :state
icon = $data_states[data_id].icon_index
name = $data_states[data_id].name
else; return ""
end
text = "\eI[#{icon}]" + name
return text
end
#--------------------------------------------------------------------------
# alias method: process_escape_character
#--------------------------------------------------------------------------
alias window_base_process_escape_character_ams process_escape_character
def process_escape_character(code, text, pos)
case code.upcase
#---
when 'FZ'
contents.font.size = obtain_escape_param(text)
when 'FN'
text.sub!(/\[(.*?)\]/, "")
font_name = $1.to_s
font_name = Font.default_name if font_name.nil?
contents.font.name = font_name.to_s
#---
when 'OC'
colour = text_color(obtain_escape_param(text))
contents.font.out_color = colour
when 'OO'
contents.font.out_color.alpha = obtain_escape_param(text)
#---
when 'AMSF'
case obtain_escape_param(text)
when 0; reset_font_settings
when 1; contents.font.bold = !contents.font.bold
when 2; contents.font.italic = !contents.font.italic
when 3; contents.font.outline = !contents.font.outline
when 4; contents.font.shadow = !contents.font.shadow
end
#---
when 'PX'
pos[:x] = obtain_escape_param(text)
when 'PY'
pos[:y] = obtain_escape_param(text)
#---
when 'PIC'
text.sub!(/\[(.*?)\]/, "")
bmp = Cache.picture($1.to_s)
rect = Rect.new(0, 0, bmp.width, bmp.height)
contents.blt(pos[:x], pos[:y], bmp, rect)
#---
else
window_base_process_escape_character_ams(code, text, pos)
end
end
end # Window_Base
#==============================================================================
# ■ Window_ChoiceList
#==============================================================================
class Window_ChoiceList < Window_Command
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias window_choicelist_initialize_ams initialize
def initialize(message_window)
window_choicelist_initialize_ams(message_window)
setup_message_font
end
end # Window_ChoiceList
#==============================================================================
# ■ Window_ScrollText
#==============================================================================
class Window_ScrollText < Window_Base
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias window_scrolltext_initialize_ams initialize
def initialize
window_scrolltext_initialize_ams
setup_message_font
end
end # Window_ScrollText
#==============================================================================
# ■ Window_NameMessage
#==============================================================================
class Window_NameMessage < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(message_window)
@message_window = message_window
super(0, 0, Graphics.width, fitting_height(1))
self.opacity = YEA::MESSAGE::NAME_WINDOW_OPACITY
self.z = @message_window.z + 1
self.openness = 0
setup_message_font
@close_counter = 0
deactivate
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
return if self.active
return if self.openness == 0
return if @closing
@close_counter -= 1
return if @close_counter > 0
close
end
#--------------------------------------------------------------------------
# start_close
#--------------------------------------------------------------------------
def start_close
@close_counter = 4
deactivate
end
#--------------------------------------------------------------------------
# force_close
#--------------------------------------------------------------------------
def force_close
@close_counter = 0
deactivate
close
end
#--------------------------------------------------------------------------
# start
#--------------------------------------------------------------------------
def start(text, x_position)
@text = text.clone
set_width
create_contents
set_x_position(x_position)
set_y_position
refresh
activate
open
end
#--------------------------------------------------------------------------
# set_width
#--------------------------------------------------------------------------
def set_width
text = @text.clone
dw = standard_padding * 2 + text_size(text).width
dw += YEA::MESSAGE::NAME_WINDOW_PADDING * 2
dw += calculate_size(text.slice!(0, 1), text) until text.empty?
self.width = dw
end
#--------------------------------------------------------------------------
# calculate_size
#--------------------------------------------------------------------------
def calculate_size(code, text)
case code
when "\e"
return calculate_escape_code_width(obtain_escape_code(text), text)
else
return 0
end
end
#--------------------------------------------------------------------------
# calculate_escape_code_width
#--------------------------------------------------------------------------
def calculate_escape_code_width(code, text)
dw = -text_size("\e").width - text_size(code).width
case code.upcase
when 'C', 'OC', 'OO'
dw += -text_size("[" + obtain_escape_param(text).to_s + "]").width
return dw
when 'I'
dw += -text_size("[" + obtain_escape_param(text).to_s + "]").width
dw += 24
return dw
when '{'
make_font_bigger
when '}'
make_font_smaller
when 'FZ'
contents.font.size = obtain_escape_param(text)
when 'FN'
text.sub!(/\[(.*?)\]/, "")
font_name = $1.to_s
font_name = Font.default_name if font_name.nil?
contents.font.name = font_name.to_s
when 'AMSF'
case obtain_escape_param(text)
when 0; reset_font_settings
when 1; contents.font.bold = !contents.font.bold
when 2; contents.font.italic = !contents.font.italic
when 3; contents.font.outline = !contents.font.outline
when 4; contents.font.shadow = !contents.font.shadow
end
else
return dw
end
end
#--------------------------------------------------------------------------
# set_y_position
#--------------------------------------------------------------------------
def set_x_position(x_position)
case x_position
when 1 # Left
self.x = @message_window.x
self.x += YEA::MESSAGE::NAME_WINDOW_X_BUFFER
when 2 # 3/10
self.x = @message_window.x
self.x += @message_window.width * 3 / 10
self.x -= self.width / 2
when 3 # Center
self.x = @message_window.x
self.x += @message_window.width / 2
self.x -= self.width / 2
when 4 # 7/10
self.x = @message_window.x
self.x += @message_window.width * 7 / 10
self.x -= self.width / 2
when 5 # Right
self.x = @message_window.x + @message_window.width
self.x -= self.width
self.x -= YEA::MESSAGE::NAME_WINDOW_X_BUFFER
end
self.x = [[self.x, Graphics.width - self.width].min, 0].max
end
#--------------------------------------------------------------------------
# set_y_position
#--------------------------------------------------------------------------
def set_y_position
case $game_message.position
when 0
self.y = @message_window.height
self.y -= YEA::MESSAGE::NAME_WINDOW_Y_BUFFER
else
self.y = @message_window.y - self.height
self.y += YEA::MESSAGE::NAME_WINDOW_Y_BUFFER
end
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
reset_font_settings
@text = sprintf("\eC[%d]%s", YEA::MESSAGE::NAME_WINDOW_COLOUR, @text)
draw_text_ex(YEA::MESSAGE::NAME_WINDOW_PADDING, 0, @text)
end
end # Window_NameMessage
#==============================================================================
# ■ Window_Message
#==============================================================================
class Window_Message < Window_Base
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias window_message_initialize_ams initialize
def initialize
window_message_initialize_ams
setup_message_font
end
#--------------------------------------------------------------------------
# overwrite method: window_width
#--------------------------------------------------------------------------
def window_width
return Variable.message_width
end
#--------------------------------------------------------------------------
# overwrite method: window_height
#--------------------------------------------------------------------------
def window_height
return fitting_height(Variable.message_rows)
end
#--------------------------------------------------------------------------
# alias method: create_all_windows
#--------------------------------------------------------------------------
alias window_message_create_all_windows_ams create_all_windows
def create_all_windows
window_message_create_all_windows_ams
@name_window = Window_NameMessage.new(self)
end
#--------------------------------------------------------------------------
# overwrite method: create_back_bitmap
#--------------------------------------------------------------------------
def create_back_bitmap
@back_bitmap = Bitmap.new(width, height)
rect1 = Rect.new(0, 0, Graphics.width, 12)
rect2 = Rect.new(0, 12, Graphics.width, fitting_height(4) - 24)
rect3 = Rect.new(0, fitting_height(4) - 12, Graphics.width, 12)
@back_bitmap.gradient_fill_rect(rect1, back_color2, back_color1, true)
@back_bitmap.fill_rect(rect2, back_color1)
@back_bitmap.gradient_fill_rect(rect3, back_color1, back_color2, true)
end
#--------------------------------------------------------------------------
# alias method: dispose_all_windows
#--------------------------------------------------------------------------
alias window_message_dispose_all_windows_ams dispose_all_windows
def dispose_all_windows
window_message_dispose_all_windows_ams
@name_window.dispose
end
#--------------------------------------------------------------------------
# alias method: update_all_windows
#--------------------------------------------------------------------------
alias window_message_update_all_windows_ams update_all_windows
def update_all_windows
window_message_update_all_windows_ams
@name_window.update
@name_window.back_opacity = self.back_opacity
@name_window.opacity = self.opacity
end
#--------------------------------------------------------------------------
# alias method: update_show_fast
#--------------------------------------------------------------------------
alias window_message_update_show_fast_ams update_show_fast
def update_show_fast
@show_fast = true if Input.press?(YEA::MESSAGE::TEXT_SKIP)
window_message_update_show_fast_ams
end
#--------------------------------------------------------------------------
# overwrite method: input_pause
#--------------------------------------------------------------------------
def input_pause
self.pause = true
wait(10)
Fiber.yield until Input.trigger?(:B) || Input.trigger?(:C) ||
Input.press?(YEA::MESSAGE::TEXT_SKIP)
Input.update
self.pause = false
end
#--------------------------------------------------------------------------
# overwrite method: convert_escape_characters
#--------------------------------------------------------------------------
def convert_escape_characters(text)
result = super(text.to_s.clone)
result = namebox_escape_characters(result)
result = message_escape_characters(result)
return result
end
#--------------------------------------------------------------------------
# new method: namebox_escape_characters
#--------------------------------------------------------------------------
def namebox_escape_characters(result)
result.gsub!(/\eN\<(.+?)\>/i) { namewindow($1, 1) }
result.gsub!(/\eN1\<(.+?)\>/i) { namewindow($1, 1) }
result.gsub!(/\eN2\<(.+?)\>/i) { namewindow($1, 2) }
result.gsub!(/\eNC\<(.+?)\>/i) { namewindow($1, 3) }
result.gsub!(/\eN3\<(.+?)\>/i) { namewindow($1, 3) }
result.gsub!(/\eN4\<(.+?)\>/i) { namewindow($1, 4) }
result.gsub!(/\eN5\<(.+?)\>/i) { namewindow($1, 5) }
result.gsub!(/\eNR\<(.+?)\>/i) { namewindow($1, 5) }
return result
end
#--------------------------------------------------------------------------
# new method: namebox
#--------------------------------------------------------------------------
def namewindow(text, position)
@name_text = text
@name_position = position
return ""
end
#--------------------------------------------------------------------------
# new method: message_escape_characters
#--------------------------------------------------------------------------
def message_escape_characters(result)
result.gsub!(/\eAF\[(-?\d+)]/i) { change_face($1.to_i) }
return result
end
#--------------------------------------------------------------------------
# new method: change_face
| ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | true |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Convert_Damage.rb | Convert_Damage.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Convert Damage v1.02
# -- Last Updated: 2012.01.23
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-ConvertDamage"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2013.02.17 - Bug fixes.
# 2012.01.23 - Compatibility Update: Doppelganger
# 2011.12.21 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script gives actors, classes, equipment, enemies, and states passive
# convert damage HP/MP traits. By dealing physical or magical damage (dependant
# on the type of attack), attackers may recover HP or MP depending on what
# kinds of convert damage types they have.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <convert hp physical: +x%>
# <convert hp physical: -x%>
# Converts any physical damage dealt to recover HP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if HP
# to be healed is 0 or below.
#
# <convert hp magical: +x%>
# <convert hp magical: -x%>
# Converts any magical damage dealt to recover HP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if HP
# to be healed is 0 or below.
#
# <convert mp physical: +x%>
# <convert mp physical: -x%>
# Converts any physical damage dealt to recover MP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if MP
# to be healed is 0 or below.
#
# <convert mp magical: +x%>
# <convert mp magical: -x%>
# Converts any magical damage dealt to recover MP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if MP
# to be healed is 0 or below.
#
# <anticonvert hp physical>
# <anticonvert hp magical>
# <anticonvert mp physical>
# <anticonvert mp magical>
# Prevents attackers from converting damage of those particular types. All
# converted recovery effects of that type will be reduced to 0.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <convert hp physical: +x%>
# <convert hp physical: -x%>
# Converts any physical damage dealt to recover HP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if HP
# to be healed is 0 or below.
#
# <convert hp magical: +x%>
# <convert hp magical: -x%>
# Converts any magical damage dealt to recover HP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if HP
# to be healed is 0 or below.
#
# <convert mp physical: +x%>
# <convert mp physical: -x%>
# Converts any physical damage dealt to recover MP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if MP
# to be healed is 0 or below.
#
# <convert mp magical: +x%>
# <convert mp magical: -x%>
# Converts any magical damage dealt to recover MP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if MP
# to be healed is 0 or below.
#
# <anticonvert hp physical>
# <anticonvert hp magical>
# <anticonvert mp physical>
# <anticonvert mp magical>
# Prevents attackers from converting damage of those particular types. All
# converted recovery effects of that type will be reduced to 0.
#
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skills notebox in the database.
# -----------------------------------------------------------------------------
# <no convert>
# Prevents any kind of converted damage effects from being applied when this
# skill is used.
#
# -----------------------------------------------------------------------------
# Item Notetags - These notetags go in the items notebox in the database.
# -----------------------------------------------------------------------------
# <no convert>
# Prevents any kind of converted damage effects from being applied when this
# item is used.
#
# -----------------------------------------------------------------------------
# Weapon Notetags - These notetags go in the weapons notebox in the database.
# -----------------------------------------------------------------------------
# <convert hp physical: +x%>
# <convert hp physical: -x%>
# Converts any physical damage dealt to recover HP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if HP
# to be healed is 0 or below.
#
# <convert hp magical: +x%>
# <convert hp magical: -x%>
# Converts any magical damage dealt to recover HP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if HP
# to be healed is 0 or below.
#
# <convert mp physical: +x%>
# <convert mp physical: -x%>
# Converts any physical damage dealt to recover MP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if MP
# to be healed is 0 or below.
#
# <convert mp magical: +x%>
# <convert mp magical: -x%>
# Converts any magical damage dealt to recover MP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if MP
# to be healed is 0 or below.
#
# <anticonvert hp physical>
# <anticonvert hp magical>
# <anticonvert mp physical>
# <anticonvert mp magical>
# Prevents attackers from converting damage of those particular types. All
# converted recovery effects of that type will be reduced to 0.
#
# -----------------------------------------------------------------------------
# Armour Notetags - These notetags go in the armours notebox in the database.
# -----------------------------------------------------------------------------
# <convert hp physical: +x%>
# <convert hp physical: -x%>
# Converts any physical damage dealt to recover HP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if HP
# to be healed is 0 or below.
#
# <convert hp magical: +x%>
# <convert hp magical: -x%>
# Converts any magical damage dealt to recover HP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if HP
# to be healed is 0 or below.
#
# <convert mp physical: +x%>
# <convert mp physical: -x%>
# Converts any physical damage dealt to recover MP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if MP
# to be healed is 0 or below.
#
# <convert mp magical: +x%>
# <convert mp magical: -x%>
# Converts any magical damage dealt to recover MP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if MP
# to be healed is 0 or below.
#
# <anticonvert hp physical>
# <anticonvert hp magical>
# <anticonvert mp physical>
# <anticonvert mp magical>
# Prevents attackers from converting damage of those particular types. All
# converted recovery effects of that type will be reduced to 0.
#
# -----------------------------------------------------------------------------
# Enemy Notetags - These notetags go in the enemies notebox in the database.
# -----------------------------------------------------------------------------
# <convert hp physical: +x%>
# <convert hp physical: -x%>
# Converts any physical damage dealt to recover HP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if HP
# to be healed is 0 or below.
#
# <convert hp magical: +x%>
# <convert hp magical: -x%>
# Converts any magical damage dealt to recover HP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if HP
# to be healed is 0 or below.
#
# <convert mp physical: +x%>
# <convert mp physical: -x%>
# Converts any physical damage dealt to recover MP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if MP
# to be healed is 0 or below.
#
# <convert mp magical: +x%>
# <convert mp magical: -x%>
# Converts any magical damage dealt to recover MP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if MP
# to be healed is 0 or below.
#
# <anticonvert hp physical>
# <anticonvert hp magical>
# <anticonvert mp physical>
# <anticonvert mp magical>
# Prevents attackers from converting damage of those particular types. All
# converted recovery effects of that type will be reduced to 0.
#
# -----------------------------------------------------------------------------
# State Notetags - These notetags go in the states notebox in the database.
# -----------------------------------------------------------------------------
# <convert hp physical: +x%>
# <convert hp physical: -x%>
# Converts any physical damage dealt to recover HP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if HP
# to be healed is 0 or below.
#
# <convert hp magical: +x%>
# <convert hp magical: -x%>
# Converts any magical damage dealt to recover HP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if HP
# to be healed is 0 or below.
#
# <convert mp physical: +x%>
# <convert mp physical: -x%>
# Converts any physical damage dealt to recover MP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if MP
# to be healed is 0 or below.
#
# <convert mp magical: +x%>
# <convert mp magical: -x%>
# Converts any magical damage dealt to recover MP by x% of the damage dealt.
# Bonus converted damage rates are additive. There will be no effects if MP
# to be healed is 0 or below.
#
# <anticonvert hp physical>
# <anticonvert hp magical>
# <anticonvert mp physical>
# <anticonvert mp magical>
# Prevents attackers from converting damage of those particular types. All
# converted recovery effects of that type will be reduced to 0.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# For maximum compatibility with Yanfly Engine Ace - Ace Battle Engine, place
# this script under Ace Battle Engine.
#
#==============================================================================
module YEA
module CONVERT_DAMAGE
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Limit Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust the maximum converted damage rate for dealing damage (so that an
# attacker cannot gain huge amounts of recovery).
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MAXIMUM_RATE = 1.0 # Maximum gain from dealing damage.
end # CONVERT_DAMAGE
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module BASEITEM
CONVERT_DMG = /<(?:CONVERT|convert)[ ](.*)[ ](.*):[ ]([\+\-]\d+)([%%])>/i
ANTICONVERT = /<(?:ANTI_CONVERT|anti convert|anticonvert)[ ](.*)[ ](.*)>/i
end # BASEITEM
module USABLEITEM
NO_CONVERT = /<(?:NO_CONVERT|no convert)>/i
end # USABLEITEM
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_convertdmg load_database; end
def self.load_database
load_database_convertdmg
load_notetags_convertdmg
end
#--------------------------------------------------------------------------
# new method: load_notetags_convertdmg
#--------------------------------------------------------------------------
def self.load_notetags_convertdmg
groups = [$data_actors, $data_classes, $data_weapons, $data_armors,
$data_enemies, $data_states, $data_skills, $data_items]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_convertdmg
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :convert_dmg
attr_accessor :anticonvert
#--------------------------------------------------------------------------
# common cache: load_notetags_convertdmg
#--------------------------------------------------------------------------
def load_notetags_convertdmg
@convert_dmg ={
:hp_physical => 0.0,
:hp_magical => 0.0,
:mp_physical => 0.0,
:mp_magical => 0.0,
} # Do not remove this.
@anticonvert = []
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::BASEITEM::CONVERT_DMG
case $1.upcase
when "HP"
case $2.upcase
when "PHYSICAL"; type = :hp_physical
when "MAGICAL"; type = :hp_magical
else; next
end
when "MP"
case $2.upcase
when "PHYSICAL"; type = :mp_physical
when "MAGICAL"; type = :mp_magical
else; next
end
else; next
end
@convert_dmg[type] = $3.to_i * 0.01
#---
when YEA::REGEXP::BASEITEM::ANTICONVERT
case $1.upcase
when "HP"
case $2.upcase
when "PHYSICAL"; type = :hp_physical
when "MAGICAL"; type = :hp_magical
else; next
end
when "MP"
case $2.upcase
when "PHYSICAL"; type = :mp_physical
when "MAGICAL"; type = :mp_magical
else; next
end
else; next
end
@anticonvert.push(type)
#---
end
} # self.note.split
#---
end
end # RPG::BaseItem
#==============================================================================
# ■ RPG::UsableItem
#==============================================================================
class RPG::UsableItem < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :no_convert
#--------------------------------------------------------------------------
# common cache: load_notetags_convertdmg
#--------------------------------------------------------------------------
def load_notetags_convertdmg
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::USABLEITEM::NO_CONVERT
@no_convert = true
#---
end
} # self.note.split
#---
end
end # RPG::UsableItem
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# new method: convert_dmg_rate
#--------------------------------------------------------------------------
def convert_dmg_rate(type)
n = 0.0
if actor?
n += self.actor.convert_dmg[type]
n += self.class.convert_dmg[type]
for equip in equips
next if equip.nil?
n += equip.convert_dmg[type]
end
else
n += self.enemy.convert_dmg[type]
if $imported["YEA-Doppelganger"] && !self.class.nil?
n += self.class.convert_dmg[type]
end
end
for state in states
next if state.nil?
n += state.convert_dmg[type]
end
max_rate = YEA::CONVERT_DAMAGE::MAXIMUM_RATE
return [[n, max_rate].min, -max_rate].max
end
#--------------------------------------------------------------------------
# new method: anti_convert?
#--------------------------------------------------------------------------
def anti_convert?(type)
if actor?
return true if self.actor.anticonvert.include?(type)
return true if self.class.anticonvert.include?(type)
for equip in equips
next if equip.nil?
return true if equip.anticonvert.include?(type)
end
else
return true if self.enemy.anticonvert.include?(type)
end
for state in states
next if state.nil?
return true if state.anticonvert.include?(type)
end
return false
end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: execute_damage
#--------------------------------------------------------------------------
alias game_battler_execute_damage_convertdmg execute_damage
def execute_damage(user)
apply_vampire_effects(user)
game_battler_execute_damage_convertdmg(user)
end
#--------------------------------------------------------------------------
# new method: apply_vampire_effect
#--------------------------------------------------------------------------
def apply_vampire_effects(user)
return unless $game_party.in_battle
return unless @result.hp_damage > 0 || @result.mp_damage > 0
return if user.current_action.nil?
action = user.current_action.item
return if action.no_convert
apply_convert_physical_effect(user) if action.physical?
apply_convert_magical_effect(user) if action.magical?
end
#--------------------------------------------------------------------------
# new method: apply_convert_physical_effect
#--------------------------------------------------------------------------
def apply_convert_physical_effect(user)
hp_rate = user.convert_dmg_rate(:hp_physical)
hp_rate = 0 if anti_convert?(:hp_physical)
hp_healed = (@result.hp_damage * hp_rate).to_i
mp_rate = user.convert_dmg_rate(:mp_physical)
mp_rate = 0 if anti_convert?(:mp_physical)
mp_healed = (@result.mp_damage * mp_rate).to_i
if hp_healed != 0
user.hp += hp_healed
make_ace_battle_engine_convert_hp_popup(user, hp_healed)
end
if mp_healed != 0
user.mp += mp_healed
make_ace_battle_engine_convert_mp_popup(user, mp_healed)
end
end
#--------------------------------------------------------------------------
# new method: apply_convert_magical_effect
#--------------------------------------------------------------------------
def apply_convert_magical_effect(user)
hp_rate = user.convert_dmg_rate(:hp_magical)
hp_rate = 0 if anti_convert?(:hp_magical)
hp_healed = (@result.hp_damage * hp_rate).to_i
mp_rate = user.convert_dmg_rate(:mp_magical)
mp_rate = 0 if anti_convert?(:mp_magical)
mp_healed = (@result.mp_damage * mp_rate).to_i
if hp_healed != 0
user.hp += hp_healed
make_ace_battle_engine_convert_hp_popup(user, hp_healed)
end
if mp_healed != 0
user.mp += mp_healed
make_ace_battle_engine_convert_mp_popup(user, mp_healed)
end
end
#--------------------------------------------------------------------------
# new method: make_ace_battle_engine_convert_hp_popup
#--------------------------------------------------------------------------
def make_ace_battle_engine_convert_hp_popup(user, hp_healed)
return unless $imported["YEA-BattleEngine"]
setting = hp_healed > 0 ? :hp_heal : :hp_dmg
rules = hp_healed > 0 ? "HP_HEAL" : "HP_DMG"
value = hp_healed.abs
text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
user.create_popup(text, rules)
end
#--------------------------------------------------------------------------
# new method: make_ace_battle_engine_convert_mp_popup
#--------------------------------------------------------------------------
def make_ace_battle_engine_convert_mp_popup(user, mp_healed)
return unless $imported["YEA-BattleEngine"]
setting = mp_healed > 0 ? :mp_heal : :mp_dmg
rules = mp_healed > 0 ? "MP_HEAL" : "MP_DMG"
value = mp_healed.abs
text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
user.create_popup(text, rules)
end
end # Game_Battler
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Skill_Cost_Manager.rb | Skill_Cost_Manager.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Skill Cost Manager v1.03
# -- Last Updated: 2012.01.23
# -- Level: Normal, Hard, Lunatic
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-SkillCostManager"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.08.06 - Restore SP-Paramater: TCR
# 2012.01.23 - Compatibility Update: Doppelganger
# 2011.12.11 - Started Script and Finished.
# - Added max and min notetags.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script adds more functionality towards skill costs. Skills can now cost
# HP, more MP, more TP, gold, and even have custom costs. The way the skill
# costs are drawn in the display windows are changed to deliver more effective
# and reliable information to the player. And if four skill costs aren't enough
# to satisfy you, you can even make your own custom skill costs.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <hp cost rate: x%>
# Allows the actor to drop the HP cost of skills to x%.
#
# <tp cost rate: x%>
# Allows the actor to drop the TP cost of skills to x%.
#
# <gold cost rate: x%>
# Allows the actor to drop the Gold cost of skills to x%.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <hp cost rate: x%>
# Allows the class to drop the HP cost of skills to x%.
#
# <tp cost rate: x%>
# Allows the class to drop the TP cost of skills to x%.
#
# <gold cost rate: x%>
# Allows the class to drop the Gold cost of skills to x%.
#
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skills notebox in the database.
# -----------------------------------------------------------------------------
# <hp cost: x>
# Sets the skill's HP cost to x. This function did not exist by default in
# RPG Maker VX Ace.
#
# <hp cost: x%>
# Sets the HP cost to a percentage of the actor's MaxHP. If a normal HP cost is
# present on the skill, too, then this value is added to the HP cost.
#
# <hp cost max: x>
# <hp cost min: x>
# Sets the maximum and minimum range of the HP Cost of the skill. If you do not
# use this tag, there will be no maximum and/or minimum range.
#
# <mp cost: x>
# Sets the skill's MP cost to x. Allows MP cost to exceed 9999, which is RPG
# Maker VX Ace's database editor's maximum limit.
#
# <mp cost: x%>
# Sets the MP cost to a percentage of the actor's MaxMP. If a normal MP cost is
# present on the skill, too, then this value is added to the MP cost.
#
# <mp cost max: x>
# <mp cost min: x>
# Sets the maximum and minimum range of the MP Cost of the skill. If you do not
# use this tag, there will be no maximum and/or minimum range.
#
# <tp cost: x>
# Sets the skill's TP cost to x. Allows TP cost to exceed 100, which is RPG
# Maker VX Ace's database editor's maximum limit.
#
# <tp cost: x%>
# Sets the TP cost to a percentage of the actor's MaxTP. If a normal TP cost is
# present on the skill, too, then this value is added to the TP cost.
#
# <tp cost max: x>
# <tp cost min: x>
# Sets the maximum and minimum range of the TP Cost of the skill. If you do not
# use this tag, there will be no maximum and/or minimum range.
#
# <gold cost: x>
# Sets the skill's gold cost to x. Enemies with skills that cost gold do not
# use gold. If the player does not have enough gold, the skill can't be used.
#
# <gold cost: x%>
# Sets the skill's gold cost equal to a percentage of the party's total gold.
# If both a regular gold cost and a percentile gold cost is used, the total of
# both values will be the skill's gold cost.
#
# <gold cost max: x>
# <gold cost min: x>
# Sets the maximum and minimum range of the Gold Cost of the skill. If you do
# not use this tag, there will be no maximum and/or minimum range.
#
# --- Making Your Own Custom Costs ---
#
# <custom cost: string>
# If you decide to have a custom cost for your game, insert this notetag to
# change what displays in the skill menu visually.
#
# <custom cost colour: x>
# This is the "Window" skin text colour used for the custom cost. By default,
# it is text colour 0, which is the white colour.
#
# <custom cost size: x>
# This is the text font size used for the custom cost in the display windows.
# By default, it is font size 20.
#
# <custom cost icon: x>
# If you wish to use an icon for your custom cost, replace x with the icon ID
# you wish to show in display windows. By default, it is 0 (and not shown).
#
# <custom cost requirement>
# string
# string
# </custom cost requirement>
# Sets the custom cost requirement of the skill with an eval function using the
# strings in between. The strings are a part of one line even if in the notebox
# they are on separate lines.
#
# <custom cost perform>
# string
# string
# </custom cost perform>
# Sets how the custom cost payment is done with an eval function using the
# strings in between. The strings are a part of one line even if in the notebox
# they are on separate lines.
#
# -----------------------------------------------------------------------------
# Weapon Notetags - These notetags go in the weapons notebox in the database.
# -----------------------------------------------------------------------------
# <hp cost rate: x%>
# Allows the weapon to drop the HP cost of skills to x% when worn.
#
# <tp cost rate: x%>
# Allows the weapon to drop the TP cost of skills to x% when worn.
#
# <gold cost rate: x%>
# Allows the weapon to drop the Gold cost of skills to x% when worn.
#
# -----------------------------------------------------------------------------
# Armour Notetags - These notetags go in the armours notebox in the database.
# -----------------------------------------------------------------------------
# <hp cost rate: x%>
# Allows the armour to drop the HP cost of skills to x% when worn.
#
# <tp cost rate: x%>
# Allows the armour to drop the TP cost of skills to x% when worn.
#
# <gold cost rate: x%>
# Allows the armour to drop the TP cost of skills to x% when worn.
#
# -----------------------------------------------------------------------------
# Enemy Notetags - These notetags go in the enemies notebox in the database.
# -----------------------------------------------------------------------------
# <hp cost rate: x%>
# Allows the enemy to drop the HP cost of skills to x%.
#
# <tp cost rate: x%>
# Allows the enemy to drop the TP cost of skills to x%.
#
# -----------------------------------------------------------------------------
# State Notetags - These notetags go in the states notebox in the database.
# -----------------------------------------------------------------------------
# <hp cost rate: x%>
# Allows the state to drop the HP cost of skills to x% when afflicted.
#
# <tp cost rate: x%>
# Allows the state to drop the TP cost of skills to x% when afflicted.
#
# <gold cost rate: x%>
# Allows the state to drop the Gold cost of skills to x% when afflicted.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module SKILL_COST
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - HP Cost Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# New to this script are HP costs. HP costs require the battler to have
# sufficient HP before being able to use the skill. The text colour that's
# used, the suffix, or whether or not to use an icon. If you do not wish
# to use an icon, set the icon to 0.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HP_COST_COLOUR = 21 # Colour used from "Window" skin.
HP_COST_SIZE = 20 # Font size used for HP costs.
HP_COST_SUFFIX = "%sHP" # Suffix used for HP costs.
HP_COST_ICON = 0 # Icon used for HP costs. Set 0 to disable.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - MP Cost Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Here, you can change the settings for MP costs: the text colour that's
# used, the suffix, or whether or not to use an icon. If you do not wish
# to use an icon, set the icon to 0.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MP_COST_COLOUR = 23 # Colour used from "Window" skin. Default: 23
MP_COST_SIZE = 20 # Font size used for MP costs. Default: 24
MP_COST_SUFFIX = "%sMP" # Suffix used for MP costs. No suffix default.
MP_COST_ICON = 0 # Icon used for MP costs. Set 0 to disable.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - TP Cost Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Here, you can change the settings for TP costs: the text colour that's
# used, the suffix, or whether or not to use an icon. If you do not wish
# to use an icon, set the icon to 0.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TP_COST_COLOUR = 2 # Colour used from "Window" skin. Default: 29
TP_COST_SIZE = 20 # Font size used for TP costs. Default: 24
TP_COST_SUFFIX = "%sTP" # Suffix used for TP costs. No suffix default.
TP_COST_ICON = 0 # Icon used for TP costs. Set 0 to disable.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Gold Cost Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# New to this script are Gold costs. Gold costs require the party to have
# enough gold before being able to use the skill. The text colour that's
# used, the suffix, or whether or not to use an icon. If you do not wish
# to use an icon, set the icon to 0.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
GOLD_COST_COLOUR = 6 # Colour used from "Window" skin.
GOLD_COST_SIZE = 20 # Font size used for Gold costs.
GOLD_COST_SUFFIX = "%sGold" # Suffix used for Gold costs.
GOLD_COST_ICON = 0 # Icon used for Gold costs. Set 0 to disable.
end # SKILL_COST
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module BASEITEM
HP_COST_RATE = /<(?:HP_COST_RATE|hp cost rate):[ ](\d+)([%%])>/i
TP_COST_RATE = /<(?:TP_COST_RATE|tp cost rate):[ ](\d+)([%%])>/i
GOLD_COST_RATE = /<(?:GOLD_COST_RATE|gold cost rate):[ ](\d+)([%%])>/i
end # BASEITEM
module SKILL
HP_COST_SET = /<(?:HP_COST|hp cost):[ ](\d+)>/i
HP_COST_PER = /<(?:HP_COST|hp cost):[ ](\d+)([%%])>/i
MP_COST_SET = /<(?:MP_COST|mp cost):[ ](\d+)>/i
MP_COST_PER = /<(?:MP_COST|mp cost):[ ](\d+)([%%])>/i
TP_COST_SET = /<(?:TP_COST|tp cost):[ ](\d+)>/i
TP_COST_PER = /<(?:TP_COST|tp cost):[ ](\d+)([%%])>/i
GOLD_COST_SET = /<(?:GOLD_COST|gold cost):[ ](\d+)>/i
GOLD_COST_PER = /<(?:GOLD_COST|gold cost):[ ](\d+)([%%])>/i
CUSTOM_COST_TEXT = /<(?:CUSTOM_COST|custom cost):[ ](.*)>/i
CUSTOM_COST_COLOUR =
/<(?:CUSTOM_COST_COLOUR|custom cost colour|custom cost color):[ ](\d+)>/i
CUSTOM_COST_SIZE = /<(?:CUSTOM_COST_SIZE|custom cost size):[ ](\d+)>/i
CUSTOM_COST_ICON = /<(?:CUSTOM_COST_ICON|custom cost icon):[ ](\d+)>/i
CUSTOM_COST_REQUIREMENT_ON =
/<(?:CUSTOM_COST_REQUIREMENT|custom cost requirement)>/i
CUSTOM_COST_REQUIREMENT_OFF =
/<\/(?:CUSTOM_COST_REQUIREMENT|custom cost requirement)>/i
CUSTOM_COST_PERFORM_ON =
/<(?:CUSTOM_COST_PERFORM|custom cost perform)>/i
CUSTOM_COST_PERFORM_OFF =
/<\/(?:CUSTOM_COST_PERFORM|custom cost perform)>/i
HP_COST_MIN = /<(?:HP_COST_MIN|hp cost min):[ ](\d+)>/i
HP_COST_MAX = /<(?:HP_COST_MIN|hp cost max):[ ](\d+)>/i
MP_COST_MIN = /<(?:MP_COST_MIN|mp cost min):[ ](\d+)>/i
MP_COST_MAX = /<(?:MP_COST_MIN|mp cost max):[ ](\d+)>/i
TP_COST_MIN = /<(?:TP_COST_MIN|tp cost min):[ ](\d+)>/i
TP_COST_MAX = /<(?:TP_COST_MIN|tp cost max):[ ](\d+)>/i
GOLD_COST_MIN = /<(?:GOLD_COST_MIN|gold cost min):[ ](\d+)>/i
GOLD_COST_MAX = /<(?:GOLD_COST_MIN|gold cost max):[ ](\d+)>/i
end # SKILL
end # REGEXP
end # YEA
#==============================================================================
# ■ Icon
#==============================================================================
module Icon
#--------------------------------------------------------------------------
# self.mp_cost
#--------------------------------------------------------------------------
def self.mp_cost; return YEA::SKILL_COST::MP_COST_ICON; end
#--------------------------------------------------------------------------
# self.tp_cost
#--------------------------------------------------------------------------
def self.tp_cost; return YEA::SKILL_COST::TP_COST_ICON; end
#--------------------------------------------------------------------------
# self.hp_cost
#--------------------------------------------------------------------------
def self.hp_cost; return YEA::SKILL_COST::HP_COST_ICON; end
#--------------------------------------------------------------------------
# self.gold_cost
#--------------------------------------------------------------------------
def self.gold_cost; return YEA::SKILL_COST::GOLD_COST_ICON; end
end # Icon
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_scm load_database; end
def self.load_database
load_database_scm
load_notetags_scm
end
#--------------------------------------------------------------------------
# new method: load_notetags_scm
#--------------------------------------------------------------------------
def self.load_notetags_scm
groups = [$data_actors, $data_classes, $data_skills, $data_weapons,
$data_armors, $data_enemies, $data_states]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_scm
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :tp_cost_rate
attr_accessor :hp_cost_rate
attr_accessor :gold_cost_rate
#--------------------------------------------------------------------------
# common cache: load_notetags_scm
#--------------------------------------------------------------------------
def load_notetags_scm
@tp_cost_rate = 1.0
@hp_cost_rate = 1.0
@gold_cost_rate = 1.0
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::BASEITEM::TP_COST_RATE
@tp_cost_rate = $1.to_i * 0.01
when YEA::REGEXP::BASEITEM::HP_COST_RATE
@hp_cost_rate = $1.to_i * 0.01
when YEA::REGEXP::BASEITEM::GOLD_COST_RATE
@gold_cost_rate = $1.to_i * 0.01
#---
end
} # self.note.split
#---
end
end # RPG::BaseItem
#==============================================================================
# ■ RPG::Skill
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :hp_cost
attr_accessor :hp_cost_percent
attr_accessor :mp_cost_percent
attr_accessor :tp_cost_percent
attr_accessor :gold_cost
attr_accessor :gold_cost_percent
attr_accessor :hp_cost_min
attr_accessor :hp_cost_max
attr_accessor :mp_cost_min
attr_accessor :mp_cost_max
attr_accessor :tp_cost_min
attr_accessor :tp_cost_max
attr_accessor :gold_cost_min
attr_accessor :gold_cost_max
attr_accessor :use_custom_cost
attr_accessor :custom_cost_text
attr_accessor :custom_cost_colour
attr_accessor :custom_cost_size
attr_accessor :custom_cost_icon
attr_accessor :custom_cost_requirement
attr_accessor :custom_cost_perform
#--------------------------------------------------------------------------
# common cache: load_notetags_scm
#--------------------------------------------------------------------------
def load_notetags_scm
@hp_cost = 0
@gold_cost = 0
@hp_cost_percent = 0.0
@mp_cost_percent = 0.0
@tp_cost_percent = 0.0
@gold_cost_percent = 0.0
@custom_cost_text = "0"
@custom_cost_colour = 0
@custom_cost_size = 20
@custom_cost_icon = 0
@custom_cost_requirement = ""
@custom_cost_perform = ""
@use_custom_cost = false
@custom_cost_req_on = false
@custom_cost_per_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::SKILL::MP_COST_SET
@mp_cost = $1.to_i
when YEA::REGEXP::SKILL::MP_COST_PER
@mp_cost_percent = $1.to_i * 0.01
when YEA::REGEXP::SKILL::TP_COST_SET
@tp_cost = $1.to_i
when YEA::REGEXP::SKILL::TP_COST_PER
@tp_cost_percent = $1.to_i * 0.01
when YEA::REGEXP::SKILL::HP_COST_SET
@hp_cost = $1.to_i
when YEA::REGEXP::SKILL::HP_COST_PER
@hp_cost_percent = $1.to_i * 0.01
when YEA::REGEXP::SKILL::GOLD_COST_SET
@gold_cost = $1.to_i
when YEA::REGEXP::SKILL::GOLD_COST_PER
@gold_cost_percent = $1.to_i * 0.01
#---
when YEA::REGEXP::SKILL::HP_COST_MIN
@hp_cost_min = $1.to_i
when YEA::REGEXP::SKILL::HP_COST_MAX
@hp_cost_max = $1.to_i
when YEA::REGEXP::SKILL::MP_COST_MIN
@mp_cost_min = $1.to_i
when YEA::REGEXP::SKILL::MP_COST_MAX
@mp_cost_max = $1.to_i
when YEA::REGEXP::SKILL::TP_COST_MIN
@tp_cost_min = $1.to_i
when YEA::REGEXP::SKILL::TP_COST_MAX
@tp_cost_max = $1.to_i
when YEA::REGEXP::SKILL::GOLD_COST_MIN
@gold_cost_min = $1.to_i
when YEA::REGEXP::SKILL::GOLD_COST_MAX
@gold_cost_max = $1.to_i
#---
when YEA::REGEXP::SKILL::CUSTOM_COST_TEXT
@custom_cost_text = $1.to_s
when YEA::REGEXP::SKILL::CUSTOM_COST_COLOUR
@custom_cost_colour = $1.to_i
when YEA::REGEXP::SKILL::CUSTOM_COST_SIZE
@custom_cost_size = $1.to_i
when YEA::REGEXP::SKILL::CUSTOM_COST_ICON
@custom_cost_icon = $1.to_i
when YEA::REGEXP::SKILL::CUSTOM_COST_REQUIREMENT_ON
@custom_cost_req_on = true
@use_custom_cost = true
when YEA::REGEXP::SKILL::CUSTOM_COST_REQUIREMENT_OFF
@custom_cost_req_on = false
@use_custom_cost = true
when YEA::REGEXP::SKILL::CUSTOM_COST_PERFORM_ON
@custom_cost_per_on = true
@use_custom_cost = true
when YEA::REGEXP::SKILL::CUSTOM_COST_PERFORM_OFF
@custom_cost_per_on = false
@use_custom_cost = true
else
@custom_cost_requirement += line.to_s if @custom_cost_req_on
@custom_cost_perform += line.to_s if @custom_cost_per_on
#---
end
} # self.note.split
#---
end
end # RPG::Skill
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: skill_cost_payable?
#--------------------------------------------------------------------------
alias game_battlerbase_skill_cost_payable_scm skill_cost_payable?
def skill_cost_payable?(skill)
return false if hp <= skill_hp_cost(skill)
return false unless gold_cost_met?(skill)
return false unless custom_cost_met?(skill)
return game_battlerbase_skill_cost_payable_scm(skill)
end
#--------------------------------------------------------------------------
# new method: gold_cost_met?
#--------------------------------------------------------------------------
def gold_cost_met?(skill)
return true unless actor?
return $game_party.gold >= skill_gold_cost(skill)
end
#--------------------------------------------------------------------------
# new method: custom_cost_met?
#--------------------------------------------------------------------------
def custom_cost_met?(skill)
return true unless skill.use_custom_cost
return eval(skill.custom_cost_requirement)
end
#--------------------------------------------------------------------------
# alias method: pay_skill_cost
#--------------------------------------------------------------------------
alias game_battlerbase_pay_skill_cost_scm pay_skill_cost
def pay_skill_cost(skill)
game_battlerbase_pay_skill_cost_scm(skill)
self.hp -= skill_hp_cost(skill)
$game_party.lose_gold(skill_gold_cost(skill)) if actor?
pay_custom_cost(skill)
end
#--------------------------------------------------------------------------
# new method: pay_custom_cost
#--------------------------------------------------------------------------
def pay_custom_cost(skill)
return unless skill.use_custom_cost
eval(skill.custom_cost_perform)
end
#--------------------------------------------------------------------------
# alias method: skill_mp_cost
#--------------------------------------------------------------------------
alias game_battlerbase_skill_mp_cost_scm skill_mp_cost
def skill_mp_cost(skill)
n = game_battlerbase_skill_mp_cost_scm(skill)
n += skill.mp_cost_percent * mmp * mcr
n = [n.to_i, skill.mp_cost_max].min unless skill.mp_cost_max.nil?
n = [n.to_i, skill.mp_cost_min].max unless skill.mp_cost_min.nil?
return n.to_i
end
#--------------------------------------------------------------------------
# alias method: skill_tp_cost
#--------------------------------------------------------------------------
alias game_battlerbase_skill_tp_cost_scm skill_tp_cost
def skill_tp_cost(skill)
n = game_battlerbase_skill_tp_cost_scm(skill) * tcr_y
n += skill.tp_cost_percent * max_tp * tcr_y
n = [n.to_i, skill.tp_cost_max].min unless skill.tp_cost_max.nil?
n = [n.to_i, skill.tp_cost_min].max unless skill.tp_cost_min.nil?
return n.to_i
end
#--------------------------------------------------------------------------
# new method: tcr_y
#--------------------------------------------------------------------------
def tcr_y
n = 1.0
if actor?
n *= self.actor.tp_cost_rate
n *= self.class.tp_cost_rate
for equip in equips
next if equip.nil?
n *= equip.tp_cost_rate
end
else
n *= self.enemy.tp_cost_rate
if $imported["YEA-Doppelganger"] && !self.class.nil?
n *= self.class.tp_cost_rate
end
end
for state in states
next if state.nil?
n *= state.tp_cost_rate
end
return n
end
#--------------------------------------------------------------------------
# new method: skill_hp_cost
#--------------------------------------------------------------------------
def skill_hp_cost(skill)
n = skill.hp_cost * hcr
n += skill.hp_cost_percent * mhp * hcr
n = [n.to_i, skill.hp_cost_max].min unless skill.hp_cost_max.nil?
n = [n.to_i, skill.hp_cost_min].max unless skill.hp_cost_min.nil?
return n.to_i
end
#--------------------------------------------------------------------------
# new method: hcr
#--------------------------------------------------------------------------
def hcr
n = 1.0
if actor?
n *= self.actor.hp_cost_rate
n *= self.class.hp_cost_rate
for equip in equips
next if equip.nil?
n *= equip.hp_cost_rate
end
else
n *= self.enemy.hp_cost_rate
if $imported["YEA-Doppelganger"] && !self.class.nil?
n *= self.class.hp_cost_rate
end
end
for state in states
next if state.nil?
n *= state.hp_cost_rate
end
return n
end
#--------------------------------------------------------------------------
# new method: skill_gold_cost
#--------------------------------------------------------------------------
def skill_gold_cost(skill)
n = skill.gold_cost * gcr
n += skill.gold_cost_percent * $game_party.gold * gcr
n = [n.to_i, skill.gold_cost_max].min unless skill.gold_cost_max.nil?
n = [n.to_i, skill.gold_cost_min].max unless skill.gold_cost_min.nil?
return n.to_i
end
#--------------------------------------------------------------------------
# new method: gcr
#--------------------------------------------------------------------------
def gcr
n = 1.0
n *= self.actor.gold_cost_rate
n *= self.class.gold_cost_rate
for equip in equips
next if equip.nil?
n *= equip.gold_cost_rate
end
for state in states
next if state.nil?
n *= state.gold_cost_rate
end
return n
end
end # Game_BattlerBase
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# overwrite methods: cost_colours
#--------------------------------------------------------------------------
def mp_cost_color; text_color(YEA::SKILL_COST::MP_COST_COLOUR); end;
def tp_cost_color; text_color(YEA::SKILL_COST::TP_COST_COLOUR); end;
def hp_cost_color; text_color(YEA::SKILL_COST::HP_COST_COLOUR); end;
def gold_cost_color; text_color(YEA::SKILL_COST::GOLD_COST_COLOUR); end;
end # Window_Base
#==============================================================================
# ■ Window_SkillList
#==============================================================================
class Window_SkillList < Window_Selectable
#--------------------------------------------------------------------------
# overwrite method: draw_skill_cost
#--------------------------------------------------------------------------
def draw_skill_cost(rect, skill)
draw_tp_skill_cost(rect, skill) unless $imported["YEA-BattleEngine"]
draw_mp_skill_cost(rect, skill)
draw_tp_skill_cost(rect, skill) if $imported["YEA-BattleEngine"]
draw_hp_skill_cost(rect, skill)
draw_gold_skill_cost(rect, skill)
draw_custom_skill_cost(rect, skill)
end
#--------------------------------------------------------------------------
# new method: draw_mp_skill_cost
#--------------------------------------------------------------------------
def draw_mp_skill_cost(rect, skill)
return unless @actor.skill_mp_cost(skill) > 0
change_color(mp_cost_color, enable?(skill))
#---
icon = Icon.mp_cost
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
#---
contents.font.size = YEA::SKILL_COST::MP_COST_SIZE
cost = @actor.skill_mp_cost(skill)
text = sprintf(YEA::SKILL_COST::MP_COST_SUFFIX, cost.group)
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: draw_tp_skill_cost
#--------------------------------------------------------------------------
def draw_tp_skill_cost(rect, skill)
return unless @actor.skill_tp_cost(skill) > 0
change_color(tp_cost_color, enable?(skill))
#---
icon = Icon.tp_cost
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
#---
contents.font.size = YEA::SKILL_COST::TP_COST_SIZE
cost = @actor.skill_tp_cost(skill)
text = sprintf(YEA::SKILL_COST::TP_COST_SUFFIX, cost.group)
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: draw_hp_skill_cost
#--------------------------------------------------------------------------
def draw_hp_skill_cost(rect, skill)
return unless @actor.skill_hp_cost(skill) > 0
change_color(hp_cost_color, enable?(skill))
#---
icon = Icon.hp_cost
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
#---
contents.font.size = YEA::SKILL_COST::HP_COST_SIZE
cost = @actor.skill_hp_cost(skill)
text = sprintf(YEA::SKILL_COST::HP_COST_SUFFIX, cost.group)
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: draw_gold_skill_cost
#--------------------------------------------------------------------------
def draw_gold_skill_cost(rect, skill)
return unless @actor.skill_gold_cost(skill) > 0
change_color(gold_cost_color, enable?(skill))
#---
icon = Icon.gold_cost
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
#---
contents.font.size = YEA::SKILL_COST::GOLD_COST_SIZE
cost = @actor.skill_gold_cost(skill)
text = sprintf(YEA::SKILL_COST::GOLD_COST_SUFFIX, cost.group)
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: draw_custom_skill_cost
#--------------------------------------------------------------------------
def draw_custom_skill_cost(rect, skill)
return unless skill.use_custom_cost
| ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | true |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/LSP_Punishment.rb | Battle/LSP_Punishment.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Lunatic States Package - Punishment v1.01
# -- Last Updated: 2011.12.15
# -- Level: Lunatic
# -- Requires: YEA - Lunatic States v1.00+
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LSP-Punishment"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.31 - Bug Fixed: Error with battle popups not showing.
# 2011.12.15 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This is a script for Lunatic States Package Effects with punishment themed
# effects. Included in it are effects that make battlers undead (take damage
# whenever they are healed), make battlers whenever they execute physical or
# magical attacks, make battlers take damage based on the original caster of
# the state's stats, and an effect that heals the original caster of the state
# whenever the battler takes HP or MP damage.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Install this script under YEA - Lunatic States. Then, proceed to use the
# proper effects notetags to apply the proper LSP Punishment item desired.
# Look within the script for more instructions on how to use each effect.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script requires YEA - Lunatic States v1.00+ to work. It must be placed
# under YEA - Lunatic States v1.00+ in the script listing.
#
#==============================================================================
if $imported["YEA-LunaticStates"]
class Game_BattlerBase
#--------------------------------------------------------------------------
# ● Lunatic States Package Effects - Punishment
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# These effects are centered around the theme of punishment. These effects
# punish users for doing various aspects that may benefit them by harming
# them in different ways.
#--------------------------------------------------------------------------
alias lunatic_state_extension_lsp1 lunatic_state_extension
def lunatic_state_extension(effect, state, user, state_origin, log_window)
case effect.upcase
#----------------------------------------------------------------------
# Punish Effect No.1: Undead HP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with react effect. This causes any HP healing done to become
# reversed and deal HP damage to the healed target.
#
# Recommended notetag:
# <react effect: undead hp>
#----------------------------------------------------------------------
when /UNDEAD HP/i
return unless @result.hp_damage < 0
@result.hp_damage *= -1
@result.hp_drain *= -1
#----------------------------------------------------------------------
# Punish Effect No.2: Undead MP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with react effect. This causes any MP healing done to become
# reversed and deal MP damage to the healed target.
#
# Recommended notetag:
# <react effect: undead mp>
#----------------------------------------------------------------------
when /UNDEAD MP/i
return unless @result.mp_damage < 0
@result.mp_damage *= -1
@result.mp_drain *= -1
#----------------------------------------------------------------------
# Punish Effect No.3: Physical Backfire
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with while effect. Whenever the affected battler uses a
# physical attack, that battler will take HP damage equal to its own
# stats after finishing the current action. Battler cannot die from
# this effect.
#
# Recommended notetag:
# <while effect: physical backfire stat x%>
#
# Replace "stat" with MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, or LUK.
# Replace x with the stat multiplier to affect damage dealt.
#----------------------------------------------------------------------
when /PHYSICAL BACKFIRE[ ](.*)[ ](\d+)([%%])/i
return if user.current_action.nil?
return unless user.current_action.item.physical?
case $1.upcase
when "MAXHP"; dmg = user.mhp
when "MAXMP"; dmg = user.mmp
when "ATK"; dmg = user.atk
when "DEF"; dmg = user.def
when "MAT"; dmg = user.mat
when "MDF"; dmg = user.mdf
when "AGI"; dmg = user.agi
when "LUK"; dmg = user.luk
else; return
end
dmg = (dmg * $2.to_i * 0.01).to_i
if $imported["YEA-BattleEngine"] && dmg > 0
text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:hp_dmg], dmg.group)
user.create_popup(text, "HP_DMG")
end
user.perform_damage_effect
user.hp = [user.hp - dmg, 1].max
#----------------------------------------------------------------------
# Punish Effect No.4: Magical Backfire
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with while effect. Whenever the affected battler uses a
# magical attack, that battler will take HP damage equal to its own
# stats after finishing the current action. Battler cannot die from
# this effect.
#
# Recommended notetag:
# <while effect: magical backfire stat x%>
#
# Replace "stat" with MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, or LUK.
# Replace x with the stat multiplier to affect damage dealt.
#----------------------------------------------------------------------
when /MAGICAL BACKFIRE[ ](.*)[ ](\d+)([%%])/i
return if user.current_action.nil?
return unless user.current_action.item.magical?
case $1.upcase
when "MAXHP"; dmg = user.mhp
when "MAXMP"; dmg = user.mmp
when "ATK"; dmg = user.atk
when "DEF"; dmg = user.def
when "MAT"; dmg = user.mat
when "MDF"; dmg = user.mdf
when "AGI"; dmg = user.agi
when "LUK"; dmg = user.luk
else; return
end
dmg = (dmg * $2.to_i * 0.01).to_i
if $imported["YEA-BattleEngine"] && dmg > 0
text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:hp_dmg], dmg.group)
user.create_popup(text, "HP_DMG")
end
user.perform_damage_effect
user.hp = [user.hp - dmg, 1].max
#----------------------------------------------------------------------
# Punish Effect No.5: Stat Slip Damage
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with close effect. At the end of the turn, the affected
# battler will take HP slip damage based on the stat of the of one who
# casted the status effect onto the battler. Battler cannot die from
# this effect.
#
# Recommended notetag:
# <close effect: stat slip damage x%>
#
# Replace "stat" with MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, or LUK.
# Replace x with the stat multiplier to affect damage dealt.
#----------------------------------------------------------------------
when /(.*)[ ]SLIP DAMAGE[ ](\d+)([%%])/i
case $1.upcase
when "MAXHP"; dmg = state_origin.mhp
when "MAXMP"; dmg = state_origin.mmp
when "ATK"; dmg = state_origin.atk
when "DEF"; dmg = state_origin.def
when "MAT"; dmg = state_origin.mat
when "MDF"; dmg = state_origin.mdf
when "AGI"; dmg = state_origin.agi
when "LUK"; dmg = state_origin.luk
else; return
end
dmg = (dmg * $2.to_i * 0.01).to_i
if $imported["YEA-BattleEngine"] && dmg > 0
text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:hp_dmg], dmg.group)
user.create_popup(text, "HP_DMG")
end
user.perform_damage_effect
user.hp = [user.hp - dmg, 1].max
#----------------------------------------------------------------------
# Punish Effect No.6: Stat Slip Heal
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with close effect. At the end of the turn, the affected
# battler will heal HP based on the stat of the of one who casted the
# status effect onto the battler.
#
# Recommended notetag:
# <close effect: stat slip heal x%>
#
# Replace "stat" with MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, or LUK.
# Replace x with the stat multiplier to affect damage dealt.
#----------------------------------------------------------------------
when /(.*)[ ]SLIP HEAL[ ](\d+)([%%])/i
case $1.upcase
when "MAXHP"; dmg = state_origin.mhp
when "MAXMP"; dmg = state_origin.mmp
when "ATK"; dmg = state_origin.atk
when "DEF"; dmg = state_origin.def
when "MAT"; dmg = state_origin.mat
when "MDF"; dmg = state_origin.mdf
when "AGI"; dmg = state_origin.agi
when "LUK"; dmg = state_origin.luk
else; return
end
dmg = (dmg * $2.to_i * 0.01).to_i
if $imported["YEA-BattleEngine"] && dmg > 0
text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:hp_heal], dmg.group)
user.create_popup(text, "HP_HEAL")
end
user.perform_damage_effect
user.hp += dmg
#----------------------------------------------------------------------
# Punish Effect No.7: Drain HP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with shock effect. Whenever user takes HP damage, the
# original caster of the state will heal HP based on HP damage dealt.
#
# Recommended notetag:
# <shock effect: drain hp x%>
#----------------------------------------------------------------------
when /DRAIN HP[ ](\d+)([%%])/i
return unless @result.hp_damage > 0
dmg = (@result.hp_damage * $1.to_i * 0.01).to_i
if $imported["YEA-BattleEngine"] && dmg > 0
Sound.play_recovery
text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:hp_heal], dmg.group)
user.create_popup(text, "HP_HEAL")
end
state_origin.hp += dmg
#----------------------------------------------------------------------
# Punish Effect No.8: Drain MP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with shock effect. Whenever user takes MP damage, the
# original caster of the state will heal MP based on MP damage dealt.
#
# Recommended notetag:
# <shock effect: drain mp x%>
#----------------------------------------------------------------------
when /DRAIN MP[ ](\d+)([%%])/i
return unless @result.mp_damage > 0
dmg = (@result.mp_damage * $1.to_i * 0.01).to_i
if $imported["YEA-BattleEngine"] && dmg > 0
Sound.play_recovery
text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:mp_heal], dmg.group)
user.create_popup(text, "MP_HEAL")
end
state_origin.mp += dmg
#----------------------------------------------------------------------
# Stop editting past this point.
#----------------------------------------------------------------------
else
so = state_origin
lw = log_window
lunatic_state_extension_lsp1(effect, state, user, so, lw)
end
end
end # Game_BattlerBase
end # $imported["YEA-LunaticStates"]
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/Lunatic_States.rb | Battle/Lunatic_States.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Lunatic States v1.02
# -- Last Updated: 2012.01.30
# -- Level: Lunatic
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LunaticStates"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.30 - Compatibility Update: Ace Battle Engine
# 2011.12.19 - Fixed Death State stacking error.
# 2011.12.15 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Lunatic mode effects have always been a core part of Yanfly Engine scripts.
# They exist to provide more effects for those who want more power and control
# for their items, skills, status effects, etc., but the users must be able to
# add them in themselves.
#
# This script provides the base setup for state lunatic effects. These effects
# will occur under certain conditions, which can include when a state is
# applied, erased, leaves naturally, before taking damage, after taking damage,
# at the start of a turn, while an action finishes, and at the end of a turn.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# ● Welcome to Lunatic Mode
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Lunatic States allow allow states to trigger various scripted functions
# throughout certain set periods of times or when certain conditions
# trigger. These effects can occur when a state is applied, when a state is
# erased, when a state leaves naturally, before damage is taken, after
# damage is taken, at the beginning of a turn, while the turn is occuring,
# and at the closing of a turn. These effects are separated by these eight
# different notetags.
#
# <apply effect: string> - Occurs when state is applied.
# <erase effect: string> - Occurs when state is removed.
# <leave effect: string> - Occurs when state timer hits 0.
# <react effect: string> - Occurs before taking damage.
# <shock effect: string> - Occurs after taking damage.
# <begin effect: string> - Occurs at the start of each turn.
# <while effect: string> - Occurs after performing an action.
# <close effect: string> - Occurs at the end of a turn.
#
# If multiple tags of the same type are used in the same skill/item's
# notebox, then the effects will occur in that order. Replace "string" in
# the tags with the appropriate flag for the method below to search for.
# Note that unlike the previous versions, these are all upcase.
#
# Should you choose to use multiple lunatic effects for a single state, you
# may use these notetags in place of the ones shown above.
#
# <apply effect> <erase effect> <leave effect>
# string string string
# string string string
# </apply effect> </erase effect> </leave effect>
#
# <react effect> <shock effect>
# string string
# string string
# </react effect> </shock effect>
#
# <begin effect> <while effect> <close effect>
# string string string
# string string string
# </begin effect> </while effect> </close effect>
#
# All of the string information in between those two notetags will be
# stored the same way as the notetags shown before those. There is no
# difference between using either.
#--------------------------------------------------------------------------
def lunatic_state_effect(type, state, user)
return unless SceneManager.scene_is?(Scene_Battle)
return if state.nil?
case type
when :apply; effects = state.apply_effects
when :erase; effects = state.erase_effects
when :leave; effects = state.leave_effects
when :react; effects = state.react_effects
when :shock; effects = state.shock_effects
when :begin; effects = state.begin_effects
when :while; effects = state.while_effects
when :close; effects = state.close_effects
else; return
end
log_window = SceneManager.scene.log_window
state_origin = state_origin?(state.id)
for effect in effects
case effect.upcase
#----------------------------------------------------------------------
# Common Effect: Apply
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a common effect that runs whenever a state is refreshly added
# to the battler's state pool. There is no need to modify this unless
# you see fit.
#----------------------------------------------------------------------
when /COMMON APPLY/i
# No common apply effects added.
#----------------------------------------------------------------------
# Common Effect: Erase
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a common effect that runs whenever a state is removed from
# the battler's state pool. There is no need to modify this unless you
# see fit.
#----------------------------------------------------------------------
when /COMMON ERASE/i
# No common erase effects added.
#----------------------------------------------------------------------
# Common Effect: Leave
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a common effect that runs whenever a state's turns reach 0
# and leaves the battler's state pool. There is no need to modify this
# unless you see fit.
#----------------------------------------------------------------------
when /COMMON LEAVE/i
# No common leave effects added.
#----------------------------------------------------------------------
# Common Effect: React
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a common effect that runs right before the battler is about
# to take damage. There is no need to modify this unless you see fit.
#----------------------------------------------------------------------
when /COMMON REACT/i
# No common react effects added.
#----------------------------------------------------------------------
# Common Effect: Shock
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a common effect that runs right after the battler has taken
# damage. There is no need to modify this unless you see fit.
#----------------------------------------------------------------------
when /COMMON SHOCK/i
# No common shock effects added.
#----------------------------------------------------------------------
# Common Effect: Begin
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a common effect that runs at the start of the party's turn.
# There is no need to modify this unless you see fit.
#----------------------------------------------------------------------
when /COMMON BEGIN/i
# No common begin effects added.
#----------------------------------------------------------------------
# Common Effect: While
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a common effect that runs at the end of the battler's turn.
# There is no need to modify this unless you see fit.
#----------------------------------------------------------------------
when /COMMON WHILE/i
# No common while effects added.
#----------------------------------------------------------------------
# Common Effect: Close
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a common effect that runs at the end of the party's turn.
# There is no need to modify this unless you see fit.
#----------------------------------------------------------------------
when /COMMON CLOSE/i
# No common close effects added.
#----------------------------------------------------------------------
# Stop editting past this point.
#----------------------------------------------------------------------
else
lunatic_state_extension(effect, state, user, state_origin, log_window)
end
end # for effect in effects
end # lunatic_object_effect
end # Game_BattlerBase
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module STATE
APPLY_EFFECT_STR = /<(?:APPLY_EFFECT|apply effect):[ ](.*)>/i
APPLY_EFFECT_ON = /<(?:APPLY_EFFECT|apply effect)>/i
APPLY_EFFECT_OFF = /<\/(?:APPLY_EFFECT|apply effect)>/i
ERASE_EFFECT_STR = /<(?:ERASE_EFFECT|erase effect):[ ](.*)>/i
ERASE_EFFECT_ON = /<(?:ERASE_EFFECT|erase effect)>/i
ERASE_EFFECT_OFF = /<\/(?:ERASE_EFFECT|erase effect)>/i
LEAVE_EFFECT_STR = /<(?:LEAVE_EFFECT|leave effect):[ ](.*)>/i
LEAVE_EFFECT_ON = /<(?:LEAVE_EFFECT|leave effect)>/i
LEAVE_EFFECT_OFF = /<\/(?:LEAVE_EFFECT|leave effect)>/i
REACT_EFFECT_STR = /<(?:REACT_EFFECT|react effect):[ ](.*)>/i
REACT_EFFECT_ON = /<(?:REACT_EFFECT|react effect)>/i
REACT_EFFECT_OFF = /<\/(?:REACT_EFFECT|react effect)>/i
SHOCK_EFFECT_STR = /<(?:SHOCK_EFFECT|shock effect):[ ](.*)>/i
SHOCK_EFFECT_ON = /<(?:SHOCK_EFFECT|shock effect)>/i
SHOCK_EFFECT_OFF = /<\/(?:SHOCK_EFFECT|shock effect)>/i
BEGIN_EFFECT_STR = /<(?:BEGIN_EFFECT|begin effect):[ ](.*)>/i
BEGIN_EFFECT_ON = /<(?:BEGIN_EFFECT|begin effect)>/i
BEGIN_EFFECT_OFF = /<\/(?:BEGIN_EFFECT|begin effect)>/i
WHILE_EFFECT_STR = /<(?:WHILE_EFFECT|while effect):[ ](.*)>/i
WHILE_EFFECT_ON = /<(?:WHILE_EFFECT|while effect)>/i
WHILE_EFFECT_OFF = /<\/(?:WHILE_EFFECT|while effect)>/i
CLOSE_EFFECT_STR = /<(?:CLOSE_EFFECT|close effect):[ ](.*)>/i
CLOSE_EFFECT_ON = /<(?:CLOSE_EFFECT|close effect)>/i
CLOSE_EFFECT_OFF = /<\/(?:CLOSE_EFFECT|close effect)>/i
end # STATE
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_lsta load_database; end
def self.load_database
load_database_lsta
load_notetags_lsta
end
#--------------------------------------------------------------------------
# new method: load_notetags_lsta
#--------------------------------------------------------------------------
def self.load_notetags_lsta
for state in $data_states
next if state.nil?
state.load_notetags_lsta
end
end
end # DataManager
#==============================================================================
# ■ RPG::State
#==============================================================================
class RPG::State < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :apply_effects
attr_accessor :erase_effects
attr_accessor :leave_effects
attr_accessor :react_effects
attr_accessor :shock_effects
attr_accessor :begin_effects
attr_accessor :while_effects
attr_accessor :close_effects
#--------------------------------------------------------------------------
# common cache: load_notetags_lsta
#--------------------------------------------------------------------------
def load_notetags_lsta
@apply_effects = ["COMMON APPLY"]
@erase_effects = ["COMMON ERASE"]
@leave_effects = ["COMMON LEAVE"]
@react_effects = ["COMMON REACT"]
@shock_effects = ["COMMON SHOCK"]
@begin_effects = ["COMMON BEGIN"]
@while_effects = ["COMMON WHILE"]
@close_effects = ["COMMON CLOSE"]
@apply_effects_on = false
@erase_effects_on = false
@leave_effects_on = false
@react_effects_on = false
@shock_effects_on = false
@begin_effects_on = false
@while_effects_on = false
@close_effects_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::STATE::APPLY_EFFECT_STR
@apply_effects.push($1.to_s)
when YEA::REGEXP::STATE::ERASE_EFFECT_STR
@erase_effects.push($1.to_s)
when YEA::REGEXP::STATE::LEAVE_EFFECT_STR
@leave_effects.push($1.to_s)
when YEA::REGEXP::STATE::REACT_EFFECT_STR
@react_effects.push($1.to_s)
when YEA::REGEXP::STATE::SHOCK_EFFECT_STR
@shock_effects.push($1.to_s)
when YEA::REGEXP::STATE::BEGIN_EFFECT_STR
@begin_effects.push($1.to_s)
when YEA::REGEXP::STATE::WHILE_EFFECT_STR
@while_effects.push($1.to_s)
when YEA::REGEXP::STATE::CLOSE_EFFECT_STR
@close_effects.push($1.to_s)
#---
when YEA::REGEXP::STATE::APPLY_EFFECT_ON
@apply_effects_on = true
when YEA::REGEXP::STATE::ERASE_EFFECT_ON
@erase_effects_on = true
when YEA::REGEXP::STATE::LEAVE_EFFECT_ON
@leave_effects_on = true
when YEA::REGEXP::STATE::REACT_EFFECT_ON
@react_effects_on = true
when YEA::REGEXP::STATE::SHOCK_EFFECT_ON
@shock_effects_on = true
when YEA::REGEXP::STATE::BEGIN_EFFECT_ON
@begin_effects_on = true
when YEA::REGEXP::STATE::WHILE_EFFECT_ON
@while_effects_on = true
when YEA::REGEXP::STATE::CLOSE_EFFECT_ON
@close_effects_on = true
#---
when YEA::REGEXP::STATE::APPLY_EFFECT_OFF
@apply_effects_on = false
when YEA::REGEXP::STATE::ERASE_EFFECT_OFF
@erase_effects_on = false
when YEA::REGEXP::STATE::LEAVE_EFFECT_OFF
@leave_effects_on = false
when YEA::REGEXP::STATE::REACT_EFFECT_OFF
@react_effects_on = false
when YEA::REGEXP::STATE::SHOCK_EFFECT_OFF
@shock_effects_on = false
when YEA::REGEXP::STATE::BEGIN_EFFECT_OFF
@begin_effects_on = false
when YEA::REGEXP::STATE::WHILE_EFFECT_OFF
@while_effects_on = false
when YEA::REGEXP::STATE::CLOSE_EFFECT_OFF
@close_effects_on = false
#---
else
@apply_effects.push(line.to_s) if @after_effects_on
@erase_effects.push(line.to_s) if @erase_effects_on
@leave_effects.push(line.to_s) if @leave_effects_on
@react_effects.push(line.to_s) if @react_effects_on
@shock_effects.push(line.to_s) if @shock_effects_on
@begin_effects.push(line.to_s) if @begin_effects_on
@while_effects.push(line.to_s) if @while_effects_on
@close_effects.push(line.to_s) if @close_effects_on
end
} # self.note.split
#---
end
end # RPG::State
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: clear_states
#--------------------------------------------------------------------------
alias game_battlerbase_clear_states_lsta clear_states
def clear_states
game_battlerbase_clear_states_lsta
clear_state_origins
end
#--------------------------------------------------------------------------
# alias method: erase_state
#--------------------------------------------------------------------------
alias game_battlerbase_erase_state_lsta erase_state
def erase_state(state_id)
lunatic_state_effect(:erase, $data_states[state_id], self)
change_state_origin(:erase)
game_battlerbase_erase_state_lsta(state_id)
end
#--------------------------------------------------------------------------
# new method: clear_state_origins
#--------------------------------------------------------------------------
def clear_state_origins
@state_origins = {}
end
#--------------------------------------------------------------------------
# new method: change_state_origin
#--------------------------------------------------------------------------
def change_state_origin(state_id, type = :apply)
return unless $game_party.in_battle
return if state_id == death_state_id
if :apply && SceneManager.scene_is?(Scene_Battle)
subject = SceneManager.scene.subject
clear_state_origins if @state_origins.nil?
if subject.nil?
@state_origins[state_id] = [:actor, self.id] if self.actor?
@state_origins[state_id] = [:enemy, self.index] unless self.actor?
elsif subject.actor?
@state_origins[state_id] = [:actor, subject.id]
else
@state_origins[state_id] = [:enemy, subject.index]
end
else # :erase
@state_origins[state_id] = nil
end
end
#--------------------------------------------------------------------------
# new method: state_origin?
#--------------------------------------------------------------------------
def state_origin?(state_id)
return self unless $game_party.in_battle
return self if @state_origins[state_id].nil?
team = @state_origins[state_id][0]
subject = @state_origins[state_id][1]
if team == :actor
return $game_actors[subject]
else # :enemy
return $game_troop.members[subject]
end
end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: on_battle_start
#--------------------------------------------------------------------------
alias game_battler_on_battle_start_lsta on_battle_start
def on_battle_start
game_battler_on_battle_start_lsta
clear_state_origins
end
#--------------------------------------------------------------------------
# alias method: on_battle_end
#--------------------------------------------------------------------------
alias game_battler_on_battle_end_lsta on_battle_end
def on_battle_end
game_battler_on_battle_end_lsta
clear_state_origins
end
#--------------------------------------------------------------------------
# alias method: add_new_state
#--------------------------------------------------------------------------
alias game_battler_add_new_state_lsta add_new_state
def add_new_state(state_id)
change_state_origin(state_id, :apply)
lunatic_state_effect(:apply, $data_states[state_id], self)
game_battler_add_new_state_lsta(state_id)
end
#--------------------------------------------------------------------------
# alias method: remove_states_auto
#--------------------------------------------------------------------------
alias game_battler_remove_states_auto_lsta remove_states_auto
def remove_states_auto(timing)
states.each do |state|
if @state_turns[state.id] == 0 && state.auto_removal_timing == timing
lunatic_state_effect(:leave, state, self)
end
end
game_battler_remove_states_auto_lsta(timing)
end
#--------------------------------------------------------------------------
# alias method: execute_damage
#--------------------------------------------------------------------------
alias game_battler_execute_damage_lsta execute_damage
def execute_damage(user)
for state in states; run_lunatic_states(:react); end
game_battler_execute_damage_lsta(user)
@result.restore_damage if $imported["YEA-BattleEngine"]
for state in states; run_lunatic_states(:shock); end
return unless $imported["YEA-BattleEngine"]
@result.store_damage
@result.clear_damage_values
end
#--------------------------------------------------------------------------
# new method: run_lunatic_states
#--------------------------------------------------------------------------
def run_lunatic_states(type)
for state in states; lunatic_state_effect(type, state, self); end
end
end # Game_Battler
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :log_window
attr_accessor :subject
#--------------------------------------------------------------------------
# alias method: turn_start
#--------------------------------------------------------------------------
alias scene_battle_turn_start_lsta turn_start
def turn_start
scene_battle_turn_start_lsta
for member in all_battle_members; member.run_lunatic_states(:begin); end
end
#--------------------------------------------------------------------------
# alias method: turn_end
#--------------------------------------------------------------------------
alias scene_battle_turn_end_lsta turn_end
def turn_end
for member in all_battle_members; member.run_lunatic_states(:close); end
scene_battle_turn_end_lsta
end
#--------------------------------------------------------------------------
# alias method: execute_action
#--------------------------------------------------------------------------
alias scene_battle_execute_action_lsta execute_action
def execute_action
scene_battle_execute_action_lsta
@subject.run_lunatic_states(:while)
end
end # Scene_Battle
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# new method: lunatic_state_extension
#--------------------------------------------------------------------------
def lunatic_state_extension(effect, state, user, state_origin, log_window)
# Reserved for future Add-ons.
end
end # Game_BattlerBase
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/LDP_Power.rb | Battle/LDP_Power.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Lunatic Damage Package - Power v1.00
# -- Last Updated: 2011.12.21
# -- Level: Lunatic
# -- Requires: YEA - Lunatic Damage v1.00+
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LDP-Power"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.21 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This is a script for Lunatic Damage Package with power themed formulas.
# These formulas will increase the damage dealt depending on whether or not
# the attacker or defender has high or low HP/MP.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Install this script under YEA - Lunatic Damage. Then, proceed to use the
# proper effects notetags to apply the proper LDP Power item desired.
# Look within the script for more instructions on how to use each effect.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script requires YEA - Lunatic Damage v1.00+ to work. It must be placed
# under YEA - Lunatic Damage v1.00+ in the script listing.
#
#==============================================================================
if $imported["YEA-LunaticDamage"]
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# ● Lunatic Damage Package Effects - Power
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# These effects are centered around the theme of dealing more damage by
# various conditions, such as higher or lower HP/MP for the attacker or
# defender.
#--------------------------------------------------------------------------
alias lunatic_damage_extension_ldp2 lunatic_damage_extension
def lunatic_damage_extension(formula, a, b, item, total_damage)
user = a; value = 0
case formula.upcase
#----------------------------------------------------------------------
# Power Damage Formula No.1: Attacker High HP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates damage formula using the normal damage formula. Depending
# on how high the attacker's HP is, the damage will increase by +x% or
# decrease by -x% for every 1% HP the attacker has.
#
# Formula notetag:
# <custom damage: attacker high hp +x%>
# <custom damage: attacker high hp -x%>
#----------------------------------------------------------------------
when /ATTACKER HIGH HP[ ]([\+\-]\d+)([%%])/i
value += item.damage.eval(user, self, $game_variables)
rate = (user.hp.to_f / user.mhp.to_f) * $1.to_i
value *= 1.0 + rate
#----------------------------------------------------------------------
# Power Damage Formula No.2: Attacker High MP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates damage formula using the normal damage formula. Depending
# on how high the attacker's MP is, the damage will increase by +x% or
# decrease by -x% for every 1% MP the attacker has.
#
# Formula notetag:
# <custom damage: attacker high mp +x%>
# <custom damage: attacker high mp -x%>
#----------------------------------------------------------------------
when /ATTACKER HIGH MP[ ]([\+\-]\d+)([%%])/i
value += item.damage.eval(user, self, $game_variables)
rate = (user.mp.to_f / [user.mmp, 1].max.to_f) * $1.to_i
value *= 1.0 + rate
#----------------------------------------------------------------------
# Power Damage Formula No.3: Attacker Low HP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates damage formula using the normal damage formula. Depending
# on how low the attacker's HP is, the damage will increase by +x% or
# decrease by -x% for every 1% HP the attacker is missing.
#
# Formula notetag:
# <custom damage: attacker low hp +x%>
# <custom damage: attacker low hp -x%>
#----------------------------------------------------------------------
when /ATTACKER LOW HP[ ]([\+\-]\d+)([%%])/i
value += item.damage.eval(user, self, $game_variables)
rate = (1.0 - (user.hp.to_f / user.mhp.to_f)) * $1.to_i
value *= 1.0 + rate
#----------------------------------------------------------------------
# Power Damage Formula No.4: Attacker Low MP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates damage formula using the normal damage formula. Depending
# on how low the attacker's MP is, the damage will increase by +x% or
# decrease by -x% for every 1% MP the attacker is missing.
#
# Formula notetag:
# <custom damage: attacker low mp +x%>
# <custom damage: attacker low mp -x%>
#----------------------------------------------------------------------
when /ATTACKER LOW MP[ ]([\+\-]\d+)([%%])/i
value += item.damage.eval(user, self, $game_variables)
rate = (1.0 - (user.mp.to_f / [user.mmp, 1].max.to_f)) * $1.to_i
value *= 1.0 + rate
#----------------------------------------------------------------------
# Power Damage Formula No.5: Defender High HP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates damage formula using the normal damage formula. Depending
# on how high the defender's HP is, the damage will increase by +x% or
# decrease by -x% for every 1% HP the defender has.
#
# Formula notetag:
# <custom damage: defender high hp +x%>
# <custom damage: defender high hp -x%>
#----------------------------------------------------------------------
when /DEFENDER HIGH HP[ ]([\+\-]\d+)([%%])/i
value += item.damage.eval(user, self, $game_variables)
rate = (self.hp.to_f / self.mhp.to_f) * $1.to_i
value *= 1.0 + rate
#----------------------------------------------------------------------
# Power Damage Formula No.6: Defender High MP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates damage formula using the normal damage formula. Depending
# on how high the defender's MP is, the damage will increase by +x% or
# decrease by -x% for every 1% MP the defender has.
#
# Formula notetag:
# <custom damage: defender high mp +x%>
# <custom damage: defender high mp -x%>
#----------------------------------------------------------------------
when /DEFENDER HIGH MP[ ]([\+\-]\d+)([%%])/i
value += item.damage.eval(user, self, $game_variables)
rate = (self.mp.to_f / [self.mmp, 1].max.to_f) * $1.to_i
value *= 1.0 + rate
#----------------------------------------------------------------------
# Power Damage Formula No.7: Defender Low HP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates damage formula using the normal damage formula. Depending
# on how low the defender's HP is, the damage will increase by +x% or
# decrease by -x% for every 1% HP the defender is missing.
#
# Formula notetag:
# <custom damage: defender low hp +x%>
# <custom damage: defender low hp -x%>
#----------------------------------------------------------------------
when /DEFENDER LOW HP[ ]([\+\-]\d+)([%%])/i
value += item.damage.eval(user, self, $game_variables)
rate = (1.0 - (user.hp.to_f / user.mhp.to_f)) * $1.to_i
value *= 1.0 + rate
#----------------------------------------------------------------------
# Power Damage Formula No.8: Defender Low MP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates damage formula using the normal damage formula. Depending
# on how low the defender's MP is, the damage will increase by +x% or
# decrease by -x% for every 1% MP the defender is missing.
#
# Formula notetag:
# <custom damage: defender low mp +x%>
# <custom damage: defender low mp -x%>
#----------------------------------------------------------------------
when /DEFENDER LOW MP[ ]([\+\-]\d+)([%%])/i
value += item.damage.eval(user, self, $game_variables)
rate = (1.0 - (user.mp.to_f / [user.mmp, 1].max.to_f)) * $1.to_i
value *= 1.0 + rate
else
return lunatic_damage_extension_ldp2(formula, a, b, item, total_damage)
end
return value
end
end # Game_Battler
end # $imported["YEA-LunaticDamage"]
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/Element_Absorb.rb | Battle/Element_Absorb.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Element Absorb v1.01
# -- Last Updated: 2012.01.23
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-Element Absorb"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.23 - Compatibility Update: Doppelganger
# 2011.12.14 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Absorbing elements have been taken out of RPG Maker VX Ace despite being a
# possible feature in the past RPG Maker iterations. This script brings back
# the ability to absorb elemental rates by applying them as traits for actors,
# classes, weapons, armours, enemies, and states.
#
# If a target is inherently strong against the element absorbed, then more
# will be absorbed. If the target is inherently weak to the element absorbed,
# then less will be absorbed. The rate of which absorption takes effect is
# dependent on the target's natural affinity to the element.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <element absorb: x>
# <element absorb: x, x>
# Grants a trait to absorb element x and heal the battler.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <element absorb: x>
# <element absorb: x, x>
# Grants a trait to absorb element x and heal the battler.
#
# -----------------------------------------------------------------------------
# Weapons Notetags - These notetags go in the weapons notebox in the database.
# -----------------------------------------------------------------------------
# <element absorb: x>
# <element absorb: x, x>
# Grants a trait to absorb element x and heal the battler.
#
# -----------------------------------------------------------------------------
# Armour Notetags - These notetags go in the armours notebox in the database.
# -----------------------------------------------------------------------------
# <element absorb: x>
# <element absorb: x, x>
# Grants a trait to absorb element x and heal the battler.
#
# -----------------------------------------------------------------------------
# Enemy Notetags - These notetags go in the enemies notebox in the database.
# -----------------------------------------------------------------------------
# <element absorb: x>
# <element absorb: x, x>
# Grants a trait to absorb element x and heal the battler.
#
# -----------------------------------------------------------------------------
# State Notetags - These notetags go in the states notebox in the database.
# -----------------------------------------------------------------------------
# <element absorb: x>
# <element absorb: x, x>
# Grants a trait to absorb element x and heal the battler.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module ELEMENT_ABSORB
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Absorption Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Here, you can change how the game handles absorption when there are
# multiple elements being calculated. If the following setting is set to
# true, then the absorption takes priority. If false, then absorption is
# ignored and the damage is calculated normally.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MULTI_ELEMENT_ABSORB_PRIORITY = true
end # ELEMENT_ABSORB
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module BASEITEM
ELE_ABSORB = /<(?:ELEMENT_ABSORB|element absorb):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
end # BASEITEM
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_eabs load_database; end
def self.load_database
load_database_eabs
load_notetags_eabs
end
#--------------------------------------------------------------------------
# new method: load_notetags_eabs
#--------------------------------------------------------------------------
def self.load_notetags_eabs
groups = [$data_actors, $data_classes, $data_weapons, $data_armors,
$data_enemies, $data_states]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_eabs
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :element_absorb
#--------------------------------------------------------------------------
# common cache: load_notetags_eabs
#--------------------------------------------------------------------------
def load_notetags_eabs
@element_absorb = []
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::BASEITEM::ELE_ABSORB
$1.scan(/\d+/).each { |num|
@element_absorb.push(num.to_i) if num.to_i > 0 }
#---
end
} # self.note.split
#---
end
end # RPG::BaseItem
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: element_rate
#--------------------------------------------------------------------------
alias game_battler_element_rate_eabs element_rate
def element_rate(element_id)
result = game_battler_element_rate_eabs(element_id)
if element_absorb?(element_id)
result = [result - 2.0, -0.01].min
end
return result
end
#--------------------------------------------------------------------------
# new method: element_absorb?
#--------------------------------------------------------------------------
def element_absorb?(element_id)
if actor?
return true if self.actor.element_absorb.include?(element_id)
return true if self.class.element_absorb.include?(element_id)
for equip in equips
next if equip.nil?
return true if equip.element_absorb.include?(element_id)
end
else
return true if self.enemy.element_absorb.include?(element_id)
if $imported["YEA-Doppelganger"] && !self.class.nil?
return true if self.class.element_absorb.include?(element_id)
end
end
for state in states
next if state.nil?
return true if state.element_absorb.include?(element_id)
end
return false
end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: elements_max_rate
#--------------------------------------------------------------------------
alias game_battler_elements_max_rate_eabs elements_max_rate
def elements_max_rate(elements)
result = game_battler_elements_max_rate_eabs(elements)
if YEA::ELEMENT_ABSORB::MULTI_ELEMENT_ABSORB_PRIORITY
for element_id in elements
next unless element_absorb?(element_id)
result = [result - 2.0, -0.01].min
return result
end
end
return result
end
end # Game_Battler
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/LOP_Recoil.rb | Battle/LOP_Recoil.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Lunatic Objects Package - Recoil
# -- Last Updated: 2012.01.14
# -- Level: Lunatic
# -- Requires: YEA - Lunatic Objects v1.02+
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LOP-Recoil"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.14 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This is a script for Lunatic Objects Package Effects with recoil themed
# effects. Upon attacking the target, the user of a skill/item can take damage
# through either a set amount of a percentage of the damage dealt.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Install this script under YEA - Lunatic Objects. Then, proceed to use the
# proper before, prepare, during, or after effects notetags to apply the proper
# LOP Recoil item desired. Look within the script for more instructions on how
# to use each effect.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script requires YEA - Lunatic Objects v1.00+ to work. It must be placed
# under YEA - Lunatic Objects v1.00+ in the script listing.
#
#==============================================================================
if $imported["YEA-LunaticObjects"]
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Lunatic Objects Package Effects - Recoil
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# These effects are centered around the theme of recoil effects for skills
# and items, such as dealing damage and to have a percentage of it return
# back to the user or a set amount of damage returned back to the user.
#--------------------------------------------------------------------------
alias lunatic_object_extension_lop3 lunatic_object_extension
def lunatic_object_extension(effect, item, user, target, line_number)
case effect.upcase
#----------------------------------------------------------------------
# Recoil Effect No.1: Recoil Set HP Damage
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will return exactly x amount of HP damage to the user regardless
# of how much damage the user has dealt to the target. The user can die
# from this effect.
#
# Recommended notetag:
# <during effect: recoil x hp damage>
#----------------------------------------------------------------------
when /RECOIL[ ](\d+)[ ]HP DAMAGE/i
dmg = $1.to_i
if $imported["YEA-BattleEngine"] && dmg > 0
text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:hp_dmg], dmg.group)
user.create_popup(text, "HP_DMG")
end
user.hp -= dmg
text = sprintf("%s takes %s recoil damage!", user.name, dmg.group)
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Recoil Effect No.2: Recoil Set MP Damage
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will return exactly x amount of MP damage to the user regardless
# of how much damage the user has dealt to the target.
#
# Recommended notetag:
# <during effect: recoil x mp damage>
#----------------------------------------------------------------------
when /RECOIL[ ](\d+)[ ]MP DAMAGE/i
dmg = $1.to_i
if $imported["YEA-BattleEngine"] && dmg > 0
text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:mp_dmg], dmg.group)
user.create_popup(text, "MP_DMG")
end
user.mp -= dmg
vocab = Vocab::mp
text = sprintf("%s loses %s %s from recoil!", user.name, dmg.group, vocab)
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Recoil Effect No.3: Recoil Set TP Damage
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will return exactly x amount of TP damage to the user regardless
# of how much damage the user has dealt to the target.
#
# Recommended notetag:
# <during effect: recoil x tp damage>
#----------------------------------------------------------------------
when /RECOIL[ ](\d+)[ ]TP DAMAGE/i
dmg = $1.to_i
if $imported["YEA-BattleEngine"] && dmg > 0
text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:tp_dmg], dmg.group)
user.create_popup(text, "TP_DMG")
end
user.mp -= dmg
vocab = Vocab::tp
text = sprintf("%s loses %s %s from recoil!", user.name, dmg.group, vocab)
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Recoil Effect No.4: Recoil Percent HP Damage
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will return a percentage of the damage dealt as HP damage to
# the user. This will factor in both HP damage dealt to the target and
# MP damage dealt to the target. The user can die from this effect.
#
# Recommended notetag:
# <during effect: recoil x% hp damage>
#----------------------------------------------------------------------
when /RECOIL[ ](\d+)([%%])[ ]HP DAMAGE/i
dmg = ($1.to_i * 0.01 * target.result.hp_damage).to_i
dmg += ($1.to_i * 0.01 * target.result.mp_damage).to_i
if $imported["YEA-BattleEngine"] && dmg > 0
text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:hp_dmg], dmg.group)
user.create_popup(text, "HP_DMG")
end
user.hp -= dmg
text = sprintf("%s takes %s recoil damage!", user.name, dmg.group)
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Recoil Effect No.5: Recoil Percent MP Damage
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will return a percentage of the damage dealt as MP damage to
# the user. This will factor in both HP damage dealt to the target and
# MP damage dealt to the target.
#
# Recommended notetag:
# <during effect: recoil x% mp damage>
#----------------------------------------------------------------------
when /RECOIL[ ](\d+)([%%])[ ]MP DAMAGE/i
dmg = ($1.to_i * 0.01 * target.result.hp_damage).to_i
dmg += ($1.to_i * 0.01 * target.result.mp_damage).to_i
if $imported["YEA-BattleEngine"] && dmg > 0
text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:mp_dmg], dmg.group)
user.create_popup(text, "MP_DMG")
end
user.mp -= dmg
vocab = Vocab::mp
text = sprintf("%s loses %s %s from recoil!", user.name, dmg.group, vocab)
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Recoil Effect No.6: Recoil Percent TP Damage
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will return a percentage of the damage dealt as MP damage to
# the user. This will factor in both HP damage dealt to the target and
# MP damage dealt to the target.
#
# Recommended notetag:
# <during effect: recoil x% tp damage>
#----------------------------------------------------------------------
when /RECOIL[ ](\d+)([%%])[ ]TP DAMAGE/i
dmg = ($1.to_i * 0.01 * target.result.hp_damage).to_i
dmg += ($1.to_i * 0.01 * target.result.mp_damage).to_i
if $imported["YEA-BattleEngine"] && dmg > 0
text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:tp_dmg], dmg.group)
user.create_popup(text, "TP_DMG")
end
user.mp -= dmg
vocab = Vocab::tp
text = sprintf("%s loses %s %s from recoil!", user.name, dmg.group, vocab)
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Stop editting past this point.
#----------------------------------------------------------------------
else
lunatic_object_extension_lop3(effect, item, user, target, line_number)
end
end # lunatic_object_extension
end # Scene_Battle
end # $imported["YEA-LunaticObjects"]
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/LOP_Give&Take.rb | Battle/LOP_Give&Take.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Lunatic Objects Package - Give & Take
# -- Last Updated: 2011.12.27
# -- Level: Lunatic
# -- Requires: YEA - Lunatic Objects v1.02+
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LOP-Give&Take"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.27 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This is a script for Lunatic Objects Package Effects with give & take themed
# effects. With this script, the user and target will transfer states, buffs,
# and debuffs from one another.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Install this script under YEA - Lunatic Objects. Then, proceed to use the
# proper before, prepare, during, or after effects notetags to apply the proper
# LOP Give & Take item desired. Look within the script for more instructions on
# how to use each effect.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script requires YEA - Lunatic Objects v1.00+ to work. It must be placed
# under YEA - Lunatic Objects v1.00+ in the script listing.
#
#==============================================================================
if $imported["YEA-LunaticObjects"]
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Lunatic Objects Package Effects - Give & Take
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# These effects are centered around the theme of giving and taking from a
# target, be it an enemy or an ally. The user and target transfers states,
# buffs, and debuffs to and from each other depending on the effect.
#--------------------------------------------------------------------------
alias lunatic_object_extension_lop2 lunatic_object_extension
def lunatic_object_extension(effect, item, user, target, line_number)
case effect.upcase
#----------------------------------------------------------------------
# Give & Take Effect No.1: Give State
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If the user is inflicted with state x, it will transfer the state
# over to the target. However, if the user is not inflicted with the
# specific state, no transfers will occur.
#
# Recommended notetag:
# <prepare effect: give state x>
# <prepare effect: give state x, x>
# - or -
# <during effect: give state x>
# <during effect: give state x, x>
#----------------------------------------------------------------------
when /GIVE STATE[ ]*(\d+(?:\s*,\s*\d+)*)/i
array = []
$1.scan(/\d+/).each { |num| array.push(num.to_i) if num.to_i > 0 }
for i in array
break if user == target
next unless user.state?(i)
user.remove_state(i)
target.add_state(i)
end
#----------------------------------------------------------------------
# Give & Take Effect No.2: Take State
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If the target is inflicted with state x, it will transfer the state
# over to the user. However, if the target is not inflicted with the
# specific state, no transfers will occur.
#
# Recommended notetag:
# <prepare effect: take state x>
# <prepare effect: take state x, x>
# - or -
# <during effect: take state x>
# <during effect: take state x, x>
#----------------------------------------------------------------------
when /TAKE STATE[ ]*(\d+(?:\s*,\s*\d+)*)/i
array = []
$1.scan(/\d+/).each { |num| array.push(num.to_i) if num.to_i > 0 }
for i in array
break if user == target
next unless target.state?(i)
target.remove_state(i)
user.add_state(i)
end
#----------------------------------------------------------------------
# Give & Take Effect No.3: Give Buff
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If the user has stat x buffed, it will transfer the buff over to the
# target. However, if the user does not have stat x buffed, no effects
# will occur.
#
# Recommended notetag:
# <prepare effect: give buff stat>
# - or -
# <during effect: give buff stat>
#
# Replace "stat" with MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, or LUK.
#----------------------------------------------------------------------
when /GIVE BUFF[ ](.*)/i
return if user == target
case $1.upcase
when "MAXHP"; param_id = 0
when "MAXMP"; param_id = 1
when "ATK"; param_id = 2
when "DEF"; param_id = 3
when "MAT"; param_id = 4
when "MDF"; param_id = 5
when "AGI"; param_id = 6
when "LUK"; param_id = 7
else; return
end
return unless user.buff?(param_id)
user.add_debuff(param_id, 3)
target.add_buff(param_id, 3)
#----------------------------------------------------------------------
# Give & Take Effect No.4: Take Buff
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If the target has stat x buffed, it will transfer the buff over to
# the user. However, if the target does not have stat x buffed, no
# effects will occur.
#
# Recommended notetag:
# <prepare effect: take buff stat>
# - or -
# <during effect: take buff stat>
#
# Replace "stat" with MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, or LUK.
#----------------------------------------------------------------------
when /TAKE BUFF[ ](.*)/i
return if user == target
case $1.upcase
when "MAXHP"; param_id = 0
when "MAXMP"; param_id = 1
when "ATK"; param_id = 2
when "DEF"; param_id = 3
when "MAT"; param_id = 4
when "MDF"; param_id = 5
when "AGI"; param_id = 6
when "LUK"; param_id = 7
else; return
end
return unless target.buff?(param_id)
target.add_debuff(param_id, 3)
user.add_buff(param_id, 3)
#----------------------------------------------------------------------
# Give & Take Effect No.5: Give Debuff
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If the user has stat x debuffed, it will transfer the buff over to
# the target. However, if the user does not have stat x debuffed, no
# effects will occur.
#
# Recommended notetag:
# <prepare effect: give debuff stat>
# - or -
# <during effect: give debuff stat>
#
# Replace "stat" with MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, or LUK.
#----------------------------------------------------------------------
when /GIVE DEBUFF[ ](.*)/i
return if user == target
case $1.upcase
when "MAXHP"; param_id = 0
when "MAXMP"; param_id = 1
when "ATK"; param_id = 2
when "DEF"; param_id = 3
when "MAT"; param_id = 4
when "MDF"; param_id = 5
when "AGI"; param_id = 6
when "LUK"; param_id = 7
else; return
end
return unless user.debuff?(param_id)
user.add_buff(param_id, 3)
target.add_debuff(param_id, 3)
#----------------------------------------------------------------------
# Give & Take Effect No.6: Take Debuff
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If the target has stat x debuffed, it will transfer the buff over to
# the user. However, if the target does not have stat x debuffed, no
# effects will occur.
#
# Recommended notetag:
# <prepare effect: take buff stat>
# - or -
# <during effect: take buff stat>
#
# Replace "stat" with MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, or LUK.
#----------------------------------------------------------------------
when /TAKE BUFF[ ](.*)/i
return if user == target
case $1.upcase
when "MAXHP"; param_id = 0
when "MAXMP"; param_id = 1
when "ATK"; param_id = 2
when "DEF"; param_id = 3
when "MAT"; param_id = 4
when "MDF"; param_id = 5
when "AGI"; param_id = 6
when "LUK"; param_id = 7
else; return
end
return unless target.debuff?(param_id)
target.add_buff(param_id, 3)
user.add_debuff(param_id, 3)
#----------------------------------------------------------------------
# Stop editting past this point.
#----------------------------------------------------------------------
else
lunatic_object_extension_lop2(effect, item, user, target, line_number)
end
end # lunatic_object_extension
end # Scene_Battle
end # $imported["YEA-LunaticObjects"]
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/Element_Popups.rb | Battle/Element_Popups.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Battle Engine Add-On: Elemental Popups v1.00
# -- Last Updated: 2011.12.26
# -- Level: Normal
# -- Requires: YEA - Ace Battle Engine v1.08+
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-ElementalPopups"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.26 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script colour-coded element popups as they appear in battle for any kind
# of HP damage dealt. This does not include healing popups, MP damage popups,
# only HP damage dealt. Colour-coded element popups help the player quickly
# identify what kind of damage is dealt and streamlines the delivery of battle
# information to the audience.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# If you are using elements other than the default set of elements that came
# with a default project of RPG Maker VX Ace, adjust the element colours in the
# module below.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script requires Yanfly Engine Ace - Ace Battle Engine v1.08+ and the
# script must be placed under Ace Battle Engine in the script listing.
#
#==============================================================================
module YEA
module ELEMENT_POPUPS
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Setting -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Description
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This is the default font used for the popups. Adjust them accordingly
# or even add new ones.
DEFAULT = ["VL Gothic", "Verdana", "Arial", "Courier"]
# The following are the various rules that govern the individual popup
# types that will appear. Adjust them accordingly. Here is a list of what
# each category does.
# Zoom1 The zoom the popup starts at. Values over 2.0 may cause lag.
# Zoom2 The zoom the popup goes to. Values over 2.0 may cause lag.
# Sz The font size used for the popup text.
# Bold Applying bold for the popup text.
# Italic Applying italic for the popup text.
# Red The red value of the popup text.
# Grn The green value of the popup text.
# Blu The blue value of the popup text.
# Font The font used for the popup text.
#
# Note that if an element doesn't appear here, it'll use the DEFAULT
# ruleset from Ace Battle Engine.
COLOURS ={
# ElementID => [ Zoom1, Zoom2, Sz, Bold, Italic, Red, Grn, Blu, Font]
3 => [ 2.0, 1.0, 36, true, false, 240, 60, 60, DEFAULT],
4 => [ 2.0, 1.0, 36, true, false, 100, 200, 246, DEFAULT],
5 => [ 2.0, 1.0, 36, true, false, 255, 255, 160, DEFAULT],
6 => [ 2.0, 1.0, 36, true, false, 0, 115, 180, DEFAULT],
7 => [ 2.0, 1.0, 36, true, false, 240, 135, 80, DEFAULT],
8 => [ 2.0, 1.0, 36, true, false, 60, 180, 75, DEFAULT],
9 => [ 2.0, 1.0, 36, true, false, 175, 210, 255, DEFAULT],
10 => [ 2.0, 1.0, 36, true, false, 110, 80, 130, DEFAULT],
} # Do not remove this.
end # ELEMENT_POPUPS
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
if $imported["YEA-BattleEngine"]
module YEA
module BATTLE
module_function
#--------------------------------------------------------------------------
# add_element_popups
#--------------------------------------------------------------------------
def add_element_popups(hash)
for key in YEA::ELEMENT_POPUPS::COLOURS
string = sprintf("ELEMENT_%d", key[0])
hash[string] = key[1]
end
return hash
end
#--------------------------------------------------------------------------
# converted_contants
#--------------------------------------------------------------------------
POPUP_RULES = add_element_popups(POPUP_RULES)
end # BATTLE
end # YEA
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: create_popup
#--------------------------------------------------------------------------
alias game_battlerbase_create_popup_elepop create_popup
def create_popup(value, rules = "DEFAULT", flags = [])
rules = @element_popup_tag if rules == "HP_DMG" && !@element_popup_tag.nil?
game_battlerbase_create_popup_elepop(value, rules, flags)
end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: item_apply
#--------------------------------------------------------------------------
alias game_battler_item_apply_elepop item_apply
def item_apply(user, item)
@element_popup_tag = element_popup_tag?(user, item)
game_battler_item_apply_elepop(user, item)
@element_popup_tag = nil
end
#--------------------------------------------------------------------------
# new method: element_popup_tag?
#--------------------------------------------------------------------------
def element_popup_tag?(user, item)
return "HP_DMG" if item.nil?
text = "ELEMENT_"
if item.damage.element_id < 0
return "HP_DMG" if user.atk_elements.empty?
rate = elements_max_rate(user.atk_elements)
for i in user.atk_elements
next unless element_rate(i) == rate
text += i.to_s
break
end
else
text += item.damage.element_id.to_s
end
text = "HP_DMG" unless YEA::BATTLE::POPUP_RULES.include?(text)
return text
end
end # Game_Battler
end # $imported["YEA-BattleEngine"]
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/Enemy_Death_Transform.rb | Battle/Enemy_Death_Transform.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Enemy Death Transform v1.01
# -- Last Updated: 2012.04.10
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-EnemyDeathTransform"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.04.10 - Randomizer bugfix thanks to Modern Algebra.
# 2012.02.09 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script allows enemies to transform into another monster when they die.
# Although this is easily evented, this script is made to save the tediousness
# of applying that to every enemy and to allow the transforming sequence to be
# a lot smoother.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Enemy Notetags - These notetags go in the enemy notebox in the database.
# -----------------------------------------------------------------------------
# <death transform: x>
# Sets the current enemy type to transform into enemy x upon death.
#
# <death transform rate: x%>
# Sets the transform rate for the current enemy to be x%. If the previous tag
# is not used, then this notetag has no effect. If this notetag isn't present,
# the transform rate will be 100% by default.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module ENEMY
DEATH_TRANSFORM = /<(?:DEATH_TRANSFORM|death transform):[ ](\d+)>/i
DEATH_TRANSFORM_RATE =
/<(?:DEATH_TRANSFORM_RATE|death transform rate):[ ](\d+)([%%])>/i
end # ENEMY
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_edt load_database; end
def self.load_database
load_database_edt
load_notetags_edt
end
#--------------------------------------------------------------------------
# new method: load_notetags_edt
#--------------------------------------------------------------------------
def self.load_notetags_edt
for obj in $data_enemies
next if obj.nil?
obj.load_notetags_edt
end
end
end # DataManager
#==============================================================================
# ■ RPG::Enemy
#==============================================================================
class RPG::Enemy < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :death_transform
attr_accessor :death_transform_rate
#--------------------------------------------------------------------------
# common cache: load_notetags_edt
#--------------------------------------------------------------------------
def load_notetags_edt
@death_transform = 0
@death_transform_rate = 1.0
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::ENEMY::DEATH_TRANSFORM
@death_transform = $1.to_i
when YEA::REGEXP::ENEMY::DEATH_TRANSFORM_RATE
@death_transform_rate = $1.to_i * 0.01
end
} # self.note.split
#---
end
end # RPG::Enemy
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: die
#--------------------------------------------------------------------------
alias game_battler_die_edt die
def die
return death_transform if meet_death_transform_requirements?
game_battler_die_edt
end
#--------------------------------------------------------------------------
# new method: meet_death_transform_requirements?
#--------------------------------------------------------------------------
def meet_death_transform_requirements?
return false unless enemy?
return false unless enemy.death_transform > 0
return false if $data_enemies[enemy.death_transform].nil?
return rand < enemy.death_transform_rate
end
#--------------------------------------------------------------------------
# new method: death_transform
#--------------------------------------------------------------------------
def death_transform
transform(enemy.death_transform)
self.hp = mhp
self.mp = mmp
@sprite_effect_type = :whiten
end
end # Game_Battler
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/LOP_Destruction.rb | Battle/LOP_Destruction.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Lunatic Objects Package - Destruction
# -- Last Updated: 2011.12.27
# -- Level: Lunatic
# -- Requires: YEA - Lunatic Objects v1.00+
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LOP-Destruction"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.27 - Tag changes for "Debuff" and "Buff".
# 2011.12.14 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This is a script for Lunatic Objects Package Effects with destruction themed
# effects. These effects include things such as suicide effects, emptying MP,
# emptying TP, and more.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Install this script under YEA - Lunatic Objects. Then, proceed to use the
# proper before, during, or after effects notetags to apply the proper LOP
# Destruction item desired. Look within the script for more instructions on how
# to use each effect.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script requires YEA - Lunatic Objects v1.00+ to work. It must be placed
# under YEA - Lunatic Objects v1.00+ in the script listing.
#
#==============================================================================
if $imported["YEA-LunaticObjects"]
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Lunatic Objects Package Effects - Destruction
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# These effects are centered around the theme of self destruction. These
# effects will cause the user harm even if the user is targeting someone
# other than the user itself.
#--------------------------------------------------------------------------
alias lunatic_object_extension_lop1 lunatic_object_extension
def lunatic_object_extension(effect, item, user, target, line_number)
case effect.upcase
#----------------------------------------------------------------------
# Destruction Effect No.1: Suicide
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with after effect. This causes the user to suicide (and
# bring the user's HP down to 0) and adds a message saying that the
# user has died.
#
# Recommended notetag:
# <after effect: suicide>
#----------------------------------------------------------------------
when /SUICIDE/i
user.hp = 0
user.perform_collapse_effect
status_redraw_target(target)
text = sprintf("%s dies!", user.name)
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Destruction Effect No.2: Empty MP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with after effect. This causes the user's MP to hit zero
# after performing the skill.
#
# Recommended notetag:
# <after effect: empty mp>
#----------------------------------------------------------------------
when /EMPTY MP/i
user.mp = 0
text = sprintf("%s's MP empties out!", user.name)
status_redraw_target(target)
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Destruction Effect No.3: Empty TP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with after effect. This causes the user's TP to hit zero
# after performing the skill.
#
# Recommended notetag:
# <after effect: empty tp>
#----------------------------------------------------------------------
when /EMPTY TP/i
user.tp = 0
text = sprintf("%s's TP runs out!", user.name)
status_redraw_target(target)
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Destruction Effect No.4: Add State
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This can be used as either a before effect or after effect. This will
# inflict the user with a status effect at the particular interval
# during the usage of that skill such as poisoning oneself.
#
# Recommended notetag:
# <before effect: add state x>
# <after effect: add state x>
#----------------------------------------------------------------------
when /ADD STATE[ ](\d+)/i
state_id = $1.to_i
target.add_state(state_id)
return unless target.state?(state_id)
status_redraw_target(target)
state = $data_states[state_id]
state_msg = target.actor? ? state.message1 : state.message2
return if state_msg.empty?
text = target.name + state_msg
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Destruction Effect No.5: Remove State
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This can be used as either a before effect or after effect. This will
# remove a state from the user at the particular interval during the
# usage of that skill such as removing an elemental protection shield.
#
# Recommended notetag:
# <before effect: remove state x>
# <after effect: remove state x>
#----------------------------------------------------------------------
when /REMOVE STATE[ ](\d+)/i
state_id = $1.to_i
return unless target.state?(state_id)
target.remove_state(state_id)
status_redraw_target(target)
state = $data_states[state_id]
state_msg = state.message4
return if state_msg.empty?
text = target.name + state_msg
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Destruction Effect No.6: Debuff Stat
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This can be used as either a before effect or after effect. This will
# cause the user's stat to drop during that interval in time.
#
# Recommended notetag:
# <before effect: add debuff stat>
# <after effect: add debuff stat>
#
# Replace "stat" with MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, or LUK.
#----------------------------------------------------------------------
when /ADD DEBUFF[ ](.*)/i
case $1.upcase
when "MAXHP"; param_id = 0
when "MAXMP"; param_id = 1
when "ATK"; param_id = 2
when "DEF"; param_id = 3
when "MAT"; param_id = 4
when "MDF"; param_id = 5
when "AGI"; param_id = 6
when "LUK"; param_id = 7
else; return
end
target.add_debuff(param_id, 3)
status_redraw_target(target)
text = sprintf("%s's %s drops!", user.name, $1.upcase)
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Destruction Effect No.7: Buff Stat
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This can be used as either a before effect or after effect. This will
# cause the user's stat to rise during that interval in time.
#
# Recommended notetag:
# <before effect: add buff stat>
# <after effect: add buff stat>
#
# Replace "stat" with MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, or LUK.
#----------------------------------------------------------------------
when /ADD BUFF[ ](.*)/i
case $1.upcase
when "MAXHP"; param_id = 0
when "MAXMP"; param_id = 1
when "ATK"; param_id = 2
when "DEF"; param_id = 3
when "MAT"; param_id = 4
when "MDF"; param_id = 5
when "AGI"; param_id = 6
when "LUK"; param_id = 7
else; return
end
target.add_buff(param_id, 3)
status_redraw_target(target)
text = sprintf("%s's %s rises!", user.name, $1.upcase)
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Destruction Effect No.8: Clear States
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This can be used as either a before effect or after effect. This will
# cause the user's states to clear completely.
#
# Recommended notetag:
# <before effect: clear states>
# <after effect: clear states>
#----------------------------------------------------------------------
when /CLEAR STATES/i
target.clear_states
status_redraw_target(target)
text = sprintf("%s removes all status effects!", user.name)
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Destruction Effect No.9: Clear Buffs
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This can be used as either a before effect or after effect. This will
# cause the user's buffs to clear completely.
#
# Recommended notetag:
# <before effect: clear buffs>
# <after effect: clear buffs>
#----------------------------------------------------------------------
when /CLEAR BUFFS/i
target.clear_buffs
status_redraw_target(target)
text = sprintf("%s loses all buffs!", user.name)
@log_window.add_text(text)
3.times do @log_window.wait end
@log_window.back_one
#----------------------------------------------------------------------
# Stop editting past this point.
#----------------------------------------------------------------------
else
lunatic_object_extension_lop1(effect, item, user, target, line_number)
end
end # lunatic_object_extension
end # Scene_Battle
end # $imported["YEA-LunaticObjects"]
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/LTP_Conditions.rb | Battle/LTP_Conditions.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Lunatic Targets Package - Conditions v1.00
# -- Last Updated: 2012.01.02
# -- Level: Lunatic
# -- Requires: YEA - Lunatic Targets v1.00+
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LTP-Conditions"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.02 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This is a script for Lunatic Targets Package Scopes with conditional themed
# scopes. These scopes include targeting a group of units whose stats are above
# or below a certain amount, current HP, MP, or TP is above or below a certain
# percentage, whether or not they're affected by a specific state, or whether
# or not they're affected by all of the specified states.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Install this script under YEA - Lunatic Targets. Then, proceed to use the
# proper effects notetags to apply the proper LTP Conditions item desired.
# Look within the script for more instructions on how to use each effect.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script requires YEA - Lunatic Targets v1.00+ to work. It must be placed
# under YEA - Lunatic Targets v1.00+ in the script listing.
#
#==============================================================================
if $imported["YEA-LunaticTargets"]
class Game_Action
#--------------------------------------------------------------------------
# ● Lunatic Targets Package Scopes - Conditions
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# These scopes are centered around the theme of conditions. These scopes
# will select target from the targeted party based on various conditions
# such as current percentage of HP, MP, TP, their stats above a certain
# value, whether or not they're affected by specific states, or whether or
# not they're affected by all of the specified states.
#--------------------------------------------------------------------------
alias lunatic_targets_extension_ltp1 lunatic_targets_extension
def lunatic_targets_extension(effect, user, smooth_target, targets)
case effect.upcase
#----------------------------------------------------------------------
# Condition Scope No.1: Current Stat Above
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will select all targets in the specified team whose current
# HP, MP, or TP is x% or above x%. Targets will not be re-added if the
# targets already exist within the current targeting scope.
#
# Recommended notetag:
# <custom target: foes stat above x%>
# <custom target: allies stat above x%>
# <custom target: every stat above x%>
#
# Replace "stat" with HP, MP, or TP.
# Replace x with the number percentage requirement.
#----------------------------------------------------------------------
when /(.*)[ ](.*)[ ]ABOVE[ ](\d+)([%%])/i
case $1.upcase
when "FOE", "FOES", "ENEMY", "ENEMIES"
group = opponents_unit.members
when "EVERYBODY", "EVERYONE", "EVERY"
group = opponents_unit.members + friends_unit.members
else
group = friends_unit.members
end
for member in group
case $2.upcase
when "HP"
current = member.hp
maximum = member.mhp
when "MP"
current = member.mp
maximum = member.mmp
else
current = member.tp
maximum = member.max_tp
end
next unless current >= $3.to_i * 0.01 * maximum
targets |= [member]
end
#----------------------------------------------------------------------
# Condition Scope No.2: Current Stat Below
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will select all targets in the specified team whose current
# HP, MP, or TP is x% or below x%. Targets will not be re-added if the
# targets already exist within the current targeting scope.
#
# Recommended notetag:
# <custom target: foes stat below x%>
# <custom target: allies stat below x%>
# <custom target: every stat below x%>
#
# Replace "stat" with HP, MP, or TP.
# Replace x with the number percentage requirement.
#----------------------------------------------------------------------
when /(.*)[ ](.*)[ ]BELOW[ ](\d+)([%%])/i
case $1.upcase
when "FOE", "FOES", "ENEMY", "ENEMIES"
group = opponents_unit.members
when "EVERYBODY", "EVERYONE", "EVERY"
group = opponents_unit.members + friends_unit.members
else
group = friends_unit.members
end
for member in group
case $2.upcase
when "HP"
current = member.hp
maximum = member.mhp
when "MP"
current = member.mp
maximum = member.mmp
else
current = member.tp
maximum = member.max_tp
end
next unless current <= $3.to_i * 0.01 * maximum
targets |= [member]
end
#----------------------------------------------------------------------
# Condition Scope No.3: Stat Above
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will select all targets in the specified team whose specified
# stat is x or above x. Targets will not be re-added if the targets
# already exist within the current targeting scope.
#
# Recommended notetag:
# <custom target: foes stat above x>
# <custom target: allies stat above x>
# <custom target: every stat above x>
#
# Replace "stat" with MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, or LUK.
# Replace x with the number requirement.
#----------------------------------------------------------------------
when /(.*)[ ](.*)[ ]ABOVE[ ](\d+)/i
case $1.upcase
when "FOE", "FOES", "ENEMY", "ENEMIES"
group = opponents_unit.members
when "EVERYBODY", "EVERYONE", "EVERY"
group = opponents_unit.members + friends_unit.members
else
group = friends_unit.members
end
case $2.upcase
when "MAXHP"; stat = 0
when "MAXMP"; stat = 1
when "ATK"; stat = 2
when "DEF"; stat = 3
when "MAT"; stat = 4
when "MDF"; stat = 5
when "AGI"; stat = 6
when "LUK"; stat = 7
else; return targets
end
for member in group
next unless member.param(stat) >= $3.to_i
targets |= [member]
end
#----------------------------------------------------------------------
# Condition Scope No.4: Stat Below
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will select all targets in the specified team whose specified
# stat is x or below x. Targets will not be re-added if the targets
# already exist within the current targeting scope.
#
# Recommended notetag:
# <custom target: foes stat below x>
# <custom target: allies stat below x>
# <custom target: every stat below x>
#
# Replace "stat" with MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, or LUK.
# Replace x with the number requirement.
#----------------------------------------------------------------------
when /(.*)[ ](.*)[ ]BELOW[ ](\d+)/i
case $1.upcase
when "FOE", "FOES", "ENEMY", "ENEMIES"
group = opponents_unit.members
when "EVERYBODY", "EVERYONE", "EVERY"
group = opponents_unit.members + friends_unit.members
else
group = friends_unit.members
end
case $2.upcase
when "MAXHP"; stat = 0
when "MAXMP"; stat = 1
when "ATK"; stat = 2
when "DEF"; stat = 3
when "MAT"; stat = 4
when "MDF"; stat = 5
when "AGI"; stat = 6
when "LUK"; stat = 7
else; return targets
end
for member in group
next unless member.param(stat) <= $3.to_i
targets |= [member]
end
#----------------------------------------------------------------------
# Condition Scope No.5: Any State
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will select all targets in the specified team who is afflicted
# by any of the listed states. Targets will not be re-added if the targets
# already exist within the current targeting scope.
#
# Recommended notetag:
# <custom target: foes any state x>
# <custom target: foes any state x, x>
# <custom target: allies any state x>
# <custom target: allies any state x, x>
# <custom target: every any state x>
# <custom target: every any state x, x>
#
# Replace x with the state's ID.
#----------------------------------------------------------------------
when /(.*)[ ]ANY STATE[ ](\d+(?:\s*,\s*\d+)*)/i
case $1.upcase
when "FOE", "FOES", "ENEMY", "ENEMIES"
group = opponents_unit.members
when "EVERYBODY", "EVERYONE", "EVERY"
group = opponents_unit.members + friends_unit.members
else
group = friends_unit.members
end
states = []
$2.scan(/\d+/).each { |num| states.push(num.to_i) if num.to_i > 0 }
for member in group
for state_id in states
targets |= [member] if member.state?(state_id)
end
end
#----------------------------------------------------------------------
# Condition Scope No.6: All States
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will select all targets in the specified team who is afflicted
# by all of the listed states. Targets will not be re-added if the
# targets already exist within the current targeting scope.
#
# Recommended notetag:
# <custom target: foes all state x, x>
# <custom target: allies all state x, x>
# <custom target: every all state x, x>
#
# Replace x with the state's ID.
#----------------------------------------------------------------------
when /(.*)[ ]ALL STATE[ ](\d+(?:\s*,\s*\d+)*)/i
case $1.upcase
when "FOE", "FOES", "ENEMY", "ENEMIES"
group = opponents_unit.members
when "EVERYBODY", "EVERYONE", "EVERY"
group = opponents_unit.members + friends_unit.members
else
group = friends_unit.members
end
states = []
$2.scan(/\d+/).each { |num| states.push(num.to_i) if num.to_i > 0 }
for member in group
for state_id in states
next if member.state?(state_id)
group -= [member]
end
end
targets |= group
#----------------------------------------------------------------------
# Stop editting past this point.
#----------------------------------------------------------------------
else
st = smooth_target
return lunatic_targets_extension_ltp1(effect, user, st, targets)
end
if $imported["YEA-BattleEngine"]
targets.sort! { |a,b| a.screen_x <=> b.screen_x }
end
return targets
end
end # Game_BattlerBase
end # $imported["YEA-LunaticTargets"]
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/Combat_Log_Display.rb | Battle/Combat_Log_Display.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Combat Log Display v1.02
# -- Last Updated: 2012.01.24
# -- Level: Easy
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-CombatLogDisplay"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.24 - Bug Fixed: Confirm window crash with Battle Command List.
# 2012.01.16 - Prevented subsequent line inserts.
# 2011.12.10 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Sometimes text appears way too fast in the battle system or sometimes players
# may miss what kind of information was delivered on-screen. For times like
# that, being able to access the combat log would be important. The combat log
# records all of the text that appears in the battle log window at the top.
# The player can access the combat log display any time during action selection
# phase. Sometimes, players can even review over the combat log to try and
# figure out any kinds of patterns enemies may even have.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module COMBAT_LOG
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Combat Log Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust the settings here to modify how the combat log works for your
# game. You can change the command name and extra text that gets fitted
# into the combat log over time. If you don't want specific text to appear,
# just set the text to "" and nothing will show.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMMAND_NAME = "CombatLog" # Command list name.
LINE_COLOUR = 0 # Line colour for separators.
LINE_COLOUR_ALPHA = 48 # Opacity of the line colour.
TEXT_BATTLE_START = "\\c[4]Battle Start!" # Battle start text.
TEXT_TURN_NUMBER = "\\c[4]Turn Number: \\c[6]%d" # Turn number text.
end # COMBAT_LOG
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ■ Window_BattleLog
#==============================================================================
class Window_BattleLog < Window_Selectable
#--------------------------------------------------------------------------
# new method: combatlog_window=
#--------------------------------------------------------------------------
def combatlog_window=(window)
@combatlog_window = window
end
#--------------------------------------------------------------------------
# new method: combatlog
#--------------------------------------------------------------------------
def combatlog(text)
return if @combatlog_window.nil?
return if text == ""
@combatlog_window.add_line(text)
end
#--------------------------------------------------------------------------
# alias method: add_text
#--------------------------------------------------------------------------
alias window_battlelog_add_text_cld add_text
def add_text(text)
combatlog(text)
window_battlelog_add_text_cld(text)
end
#--------------------------------------------------------------------------
# alias method: replace_text
#--------------------------------------------------------------------------
alias window_battlelog_replace_text_cld replace_text
def replace_text(text)
combatlog(text)
window_battlelog_replace_text_cld(text)
end
#--------------------------------------------------------------------------
# Start Ace Battle Engine Compatibility
#--------------------------------------------------------------------------
if $imported["YEA-BattleEngine"]
#--------------------------------------------------------------------------
# alias method: display_current_state
#--------------------------------------------------------------------------
alias window_battlelog_display_current_state_cld display_current_state
def display_current_state(subject)
window_battlelog_display_current_state_cld(subject)
return if YEA::BATTLE::MSG_CURRENT_STATE
return if subject.most_important_state_text.empty?
combatlog(subject.name + subject.most_important_state_text)
end
#--------------------------------------------------------------------------
# alias method: display_use_item
#--------------------------------------------------------------------------
alias window_battlelog_display_use_item_cld display_use_item
def display_use_item(subject, item)
window_battlelog_display_use_item_cld(subject, item)
return if YEA::BATTLE::MSG_CURRENT_ACTION
if item.is_a?(RPG::Skill)
combatlog(subject.name + item.message1)
unless item.message2.empty?
combatlog(item.message2)
end
else
combatlog(sprintf(Vocab::UseItem, subject.name, item.name))
end
end
#--------------------------------------------------------------------------
# alias method: display_counter
#--------------------------------------------------------------------------
alias window_battlelog_display_counter_cld display_counter
def display_counter(target, item)
window_battlelog_display_counter_cld(target, item)
return if YEA::BATTLE::MSG_COUNTERATTACK
combatlog(sprintf(Vocab::CounterAttack, target.name))
end
#--------------------------------------------------------------------------
# alias method: display_reflection
#--------------------------------------------------------------------------
alias window_battlelog_display_reflection_cld display_reflection
def display_reflection(target, item)
window_battlelog_display_reflection_cld(target, item)
return if YEA::BATTLE::MSG_REFLECT_MAGIC
combatlog(sprintf(Vocab::MagicReflection, target.name))
end
#--------------------------------------------------------------------------
# alias method: display_substitute
#--------------------------------------------------------------------------
alias window_battlelog_display_substitute_cld display_substitute
def display_substitute(substitute, target)
window_battlelog_display_substitute_cld(substitute, target)
return if YEA::BATTLE::MSG_SUBSTITUTE_HIT
combatlog(sprintf(Vocab::Substitute, substitute.name, target.name))
end
#--------------------------------------------------------------------------
# alias method: display_failure
#--------------------------------------------------------------------------
alias window_battlelog_display_failure_cld display_failure
def display_failure(target, item)
window_battlelog_display_failure_cld(target, item)
return if YEA::BATTLE::MSG_FAILURE_HIT
if target.result.hit? && !target.result.success
combatlog(sprintf(Vocab::ActionFailure, target.name))
end
end
#--------------------------------------------------------------------------
# alias method: display_critical
#--------------------------------------------------------------------------
alias window_battlelog_display_critical_cld display_critical
def display_critical(target, item)
window_battlelog_display_critical_cld(target, item)
return if YEA::BATTLE::MSG_CRITICAL_HIT
if target.result.critical
text = target.actor? ? Vocab::CriticalToActor : Vocab::CriticalToEnemy
combatlog(text)
end
end
#--------------------------------------------------------------------------
# alias method: display_miss
#--------------------------------------------------------------------------
alias window_battlelog_display_miss_cld display_miss
def display_miss(target, item)
window_battlelog_display_miss_cld(target, item)
return if YEA::BATTLE::MSG_HIT_MISSED
if !item || item.physical?
fmt = target.actor? ? Vocab::ActorNoHit : Vocab::EnemyNoHit
else
fmt = Vocab::ActionFailure
end
combatlog(sprintf(fmt, target.name))
end
#--------------------------------------------------------------------------
# alias method: display_evasion
#--------------------------------------------------------------------------
alias window_battlelog_display_evasion_cld display_evasion
def display_evasion(target, item)
window_battlelog_display_evasion_cld(target, item)
return if YEA::BATTLE::MSG_EVASION
if !item || item.physical?
fmt = Vocab::Evasion
else
fmt = Vocab::MagicEvasion
end
combatlog(sprintf(fmt, target.name))
end
#--------------------------------------------------------------------------
# alias method: display_hp_damage
#--------------------------------------------------------------------------
alias window_battlelog_display_hp_damage_cld display_hp_damage
def display_hp_damage(target, item)
window_battlelog_display_hp_damage_cld(target, item)
return if YEA::BATTLE::MSG_HP_DAMAGE
return if target.result.hp_damage == 0 && item && !item.damage.to_hp?
combatlog(target.result.hp_damage_text)
end
#--------------------------------------------------------------------------
# alias method: display_mp_damage
#--------------------------------------------------------------------------
alias window_battlelog_display_mp_damage_cld display_mp_damage
def display_mp_damage(target, item)
window_battlelog_display_mp_damage_cld(target, item)
return if YEA::BATTLE::MSG_MP_DAMAGE
combatlog(target.result.mp_damage_text)
end
#--------------------------------------------------------------------------
# alias method: display_tp_damage
#--------------------------------------------------------------------------
alias window_battlelog_display_tp_damage_cld display_tp_damage
def display_tp_damage(target, item)
window_battlelog_display_tp_damage_cld(target, item)
return if YEA::BATTLE::MSG_TP_DAMAGE
combatlog(target.result.tp_damage_text)
end
#--------------------------------------------------------------------------
# alias method: display_added_states
#--------------------------------------------------------------------------
alias window_battlelog_display_added_states_cld display_added_states
def display_added_states(target)
window_battlelog_display_added_states_cld(target)
return if YEA::BATTLE::MSG_ADDED_STATES
target.result.added_state_objects.each do |state|
state_msg = target.actor? ? state.message1 : state.message2
next if state_msg.empty?
combatlog(target.name + state_msg)
end
end
#--------------------------------------------------------------------------
# alias method: display_removed_states
#--------------------------------------------------------------------------
alias window_battlelog_display_removed_states_cld display_removed_states
def display_removed_states(target)
window_battlelog_display_removed_states_cld(target)
return if YEA::BATTLE::MSG_REMOVED_STATES
target.result.removed_state_objects.each do |state|
next if state.message4.empty?
combatlog(target.name + state.message4)
end
end
#--------------------------------------------------------------------------
# alias method: display_buffs
#--------------------------------------------------------------------------
alias window_battlelog_display_buffs_cld display_buffs
def display_buffs(target, buffs, fmt)
window_battlelog_display_buffs_cld(target, buffs, fmt)
return if YEA::BATTLE::MSG_CHANGED_BUFFS
buffs.each do |param_id|
combatlog(sprintf(fmt, target.name, Vocab::param(param_id)))
end
end
#--------------------------------------------------------------------------
# End Ace Battle Engine Compatibility
#--------------------------------------------------------------------------
end # $imported["YEA-BattleEngine"]
end # Window_BattleLog
#==============================================================================
# ■ Window_CombatLog
#==============================================================================
class Window_CombatLog < Window_Selectable
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
@data = []
super(0, 0, Graphics.width, Graphics.height-120)
deactivate
hide
end
#--------------------------------------------------------------------------
# add_line
#--------------------------------------------------------------------------
def add_line(text)
return if text == "-" && @data[@data.size - 1] == "-"
@data.push(text)
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
create_contents
draw_all_items
end
#--------------------------------------------------------------------------
# item_max
#--------------------------------------------------------------------------
def item_max; return @data.size; end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
text = @data[index]
return if text.nil?
rect = item_rect_for_text(index)
if text == "-"
draw_horz_line(rect.y)
else
draw_text_ex(rect.x, rect.y, text)
end
end
#--------------------------------------------------------------------------
# draw_horz_line
#--------------------------------------------------------------------------
def draw_horz_line(y)
line_y = y + line_height / 2 - 1
contents.fill_rect(4, line_y, contents_width-8, 2, line_colour)
end
#--------------------------------------------------------------------------
# line_colour
#--------------------------------------------------------------------------
def line_colour
colour = text_color(YEA::COMBAT_LOG::LINE_COLOUR)
colour.alpha = YEA::COMBAT_LOG::LINE_COLOUR_ALPHA
return colour
end
#--------------------------------------------------------------------------
# show
#--------------------------------------------------------------------------
def show
super
refresh
activate
select([item_max-1, 0].max)
end
#--------------------------------------------------------------------------
# hide
#--------------------------------------------------------------------------
def hide
deactivate
super
end
end # Window_CombatLog
#==============================================================================
# ■ Window_PartyCommand
#==============================================================================
class Window_PartyCommand < Window_Command
#--------------------------------------------------------------------------
# alias method: make_command_list
#--------------------------------------------------------------------------
alias window_partycommand_make_command_list_cld make_command_list
def make_command_list
window_partycommand_make_command_list_cld
return if $imported["YEA-BattleCommandList"]
add_command(YEA::COMBAT_LOG::COMMAND_NAME, :combatlog)
end
end # Window_PartyCommand
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias method: create_log_window
#--------------------------------------------------------------------------
alias scene_battle_create_log_window_cld create_log_window
def create_log_window
scene_battle_create_log_window_cld
create_combatlog_window
end
#--------------------------------------------------------------------------
# new method: create_combatlog_window
#--------------------------------------------------------------------------
def create_combatlog_window
@combatlog_window = Window_CombatLog.new
@log_window.combatlog_window = @combatlog_window
@combatlog_window.set_handler(:cancel, method(:close_combatlog))
@combatlog_window.add_line("-")
@combatlog_window.add_line(YEA::COMBAT_LOG::TEXT_BATTLE_START)
@combatlog_window.add_line("-")
end
#--------------------------------------------------------------------------
# new method: open_combatlog
#--------------------------------------------------------------------------
def open_combatlog
@combatlog_window.show
end
#--------------------------------------------------------------------------
# new method: close_combatlog
#--------------------------------------------------------------------------
def close_combatlog
@combatlog_window.hide
if $imported["YEA-BattleCommandList"]
if !@confirm_command_window.nil? && @confirm_command_window.visible
@confirm_command_window.activate
else
@party_command_window.activate
end
else
@party_command_window.activate
end
end
#--------------------------------------------------------------------------
# alias method: create_party_command_window
#--------------------------------------------------------------------------
alias create_party_command_window_cld create_party_command_window
def create_party_command_window
create_party_command_window_cld
@party_command_window.set_handler(:combatlog, method(:open_combatlog))
end
#--------------------------------------------------------------------------
# alias method: turn_start
#--------------------------------------------------------------------------
alias scene_battle_turn_start_cld turn_start
def turn_start
scene_battle_turn_start_cld
@combatlog_window.add_line("-")
text = sprintf(YEA::COMBAT_LOG::TEXT_TURN_NUMBER, $game_troop.turn_count)
@combatlog_window.add_line(text)
@combatlog_window.add_line("-")
end
#--------------------------------------------------------------------------
# alias method: execute_action
#--------------------------------------------------------------------------
alias scene_battle_execute_action_cld execute_action
def execute_action
@combatlog_window.add_line("-")
scene_battle_execute_action_cld
@combatlog_window.add_line("-")
end
#--------------------------------------------------------------------------
# alias method: turn_end
#--------------------------------------------------------------------------
alias scene_battle_turn_end_cld turn_end
def turn_end
scene_battle_turn_end_cld
@combatlog_window.add_line("-")
end
end # Scene_Battle
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/LTP_Mathematics.rb | Battle/LTP_Mathematics.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Lunatic Targets Package - Mathematics v1.00
# -- Last Updated: 2012.01.07
# -- Level: Lunatic
# -- Requires: YEA - Lunatic Targets v1.00+
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LTP-Mathematics"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.07 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This is a script for Lunatic Targets Package Scopes with the theme of
# selecting targets based on various math properties such as selecting odd
# numbers, even numbers, numbers divisible by certain values, or prime numbers.
# These targets are indiscriminant of allies or enemies unless specified.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Install this script under YEA - Lunatic Targets. Then, proceed to use the
# proper effects notetags to apply the proper LTP Mathematics item desired.
# Look within the script for more instructions on how to use each effect.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script requires YEA - Lunatic Targets v1.00+ to work. It must be placed
# under YEA - Lunatic Targets v1.00+ in the script listing.
#
#==============================================================================
if $imported["YEA-LunaticTargets"]
class Game_Action
#--------------------------------------------------------------------------
# ● Lunatic Targets Package Scopes - Mathematics
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# These scopes are centered around the theme of creating targets based on
# various math such as stats divisible by a certain number, stats that are
# odd or even, or stats that are prime. These targeting scopes are
# indiscriminant of allies or enemies with the exception of levels and EXP.
# Levels will be actors only unless Yanfly Engine Ace - Enemy Levels is
# installed. EXP will be strictly actors only.
#--------------------------------------------------------------------------
alias lunatic_targets_extension_ltp2 lunatic_targets_extension
def lunatic_targets_extension(effect, user, smooth_target, targets)
case effect.upcase
#----------------------------------------------------------------------
# Mathematics Scope No.1: Divisible
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will select all targets from both groups of allies and enemies
# whose specified stat is divisible by a certain number. Any battlers
# who don't meet the requirements will not be affected by targeting.
#
# Recommended notetag:
# <custom target: stat divisible x>
#
# Replace "stat" with MaxHP, MaxMP, HP, MP, TP, Level, EXP, ATK, DEF,
# MAT, MDF, AGI, or LUK.
# Replace x with the number to meet the conditions of.
#----------------------------------------------------------------------
when /(.*)[ ]DIVISIBLE[ ](\d+)/i
modifier = $2.to_i == 0 ? 1 : $2.to_i
for member in $game_troop.alive_members + $game_party.alive_members
case $1.upcase
when "MAXHP", "MHP"
next unless member.mhp % modifier == 0
when "MAXMP", "MMP", "MAXSP", "MSP"
next unless member.mmp % modifier == 0
when "HP"
next unless member.hp % modifier == 0
when "MP", "SP"
next unless member.mp % modifier == 0
when "TP"
next unless member.tp % modifier == 0
when "LEVEL"
next if !$imported["YEA-EnemyLevels"] && !member.actor?
next unless member.level % modifier == 0
when "EXP"
next unless member.actor?
next unless member.exp % modifier == 0
when "ATK"
next unless member.atk % modifier == 0
when "DEF"
next unless member.def % modifier == 0
when "MAT", "INT", "SPI"
next unless member.mat % modifier == 0
when "MDF", "RES"
next unless member.mdf % modifier == 0
when "AGI"
next unless member.agi % modifier == 0
when "LUK"
next unless member.luk % modifier == 0
else; next
end
targets |= [member]
end
#----------------------------------------------------------------------
# Mathematics Scope No.2: Even Number
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will select all targets from both groups of allies and enemies
# whose specified stat is an even number. Any battlers who don't meet
# the requirements will not be affected by targeting.
#
# Recommended notetag:
# <custom target: stat even>
#
# Replace "stat" with MaxHP, MaxMP, HP, MP, TP, Level, EXP, ATK, DEF,
# MAT, MDF, AGI, or LUK.
#----------------------------------------------------------------------
when /(.*)[ ]EVEN/i
modifier = 2
for member in $game_troop.alive_members + $game_party.alive_members
case $1.upcase
when "MAXHP", "MHP"
next unless member.mhp % modifier == 0
when "MAXMP", "MMP", "MAXSP", "MSP"
next unless member.mmp % modifier == 0
when "HP"
next unless member.hp % modifier == 0
when "MP", "SP"
next unless member.mp % modifier == 0
when "TP"
next unless member.tp % modifier == 0
when "LEVEL"
next if !$imported["YEA-EnemyLevels"] && !member.actor?
next unless member.level % modifier == 0
when "EXP"
next unless member.actor?
next unless member.exp % modifier == 0
when "ATK"
next unless member.atk % modifier == 0
when "DEF"
next unless member.def % modifier == 0
when "MAT", "INT", "SPI"
next unless member.mat % modifier == 0
when "MDF", "RES"
next unless member.mdf % modifier == 0
when "AGI"
next unless member.agi % modifier == 0
when "LUK"
next unless member.luk % modifier == 0
else; next
end
targets |= [member]
end
#----------------------------------------------------------------------
# Mathematics Scope No.3: Odd Number
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will select all targets from both groups of allies and enemies
# whose specified stat is an odd number. Any battlers who don't meet
# the requirements will not be affected by targeting.
#
# Recommended notetag:
# <custom target: stat odd>
#
# Replace "stat" with MaxHP, MaxMP, HP, MP, TP, Level, EXP, ATK, DEF,
# MAT, MDF, AGI, or LUK.
#----------------------------------------------------------------------
when /(.*)[ ]ODD/i
modifier = 2
for member in $game_troop.alive_members + $game_party.alive_members
case $1.upcase
when "MAXHP", "MHP"
next unless member.mhp % modifier != 0
when "MAXMP", "MMP", "MAXSP", "MSP"
next unless member.mmp % modifier != 0
when "HP"
next unless member.hp % modifier != 0
when "MP", "SP"
next unless member.mp % modifier != 0
when "TP"
next unless member.tp % modifier != 0
when "LEVEL"
next if !$imported["YEA-EnemyLevels"] && !member.actor?
next unless member.level % modifier != 0
when "EXP"
next unless member.actor?
next unless member.exp % modifier != 0
when "ATK"
next unless member.atk % modifier != 0
when "DEF"
next unless member.def % modifier != 0
when "MAT", "INT", "SPI"
next unless member.mat % modifier != 0
when "MDF", "RES"
next unless member.mdf % modifier != 0
when "AGI"
next unless member.agi % modifier != 0
when "LUK"
next unless member.luk % modifier != 0
else; next
end
targets |= [member]
end
#----------------------------------------------------------------------
# Mathematics Scope No.4: Prime Number
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will select all targets from both groups of allies and enemies
# whose specified stat is a prime number. Any battlers who don't meet
# the requirements will not be affected by targeting.
#
# Recommended notetag:
# <custom target: stat prime>
#
# Replace "stat" with MaxHP, MaxMP, HP, MP, TP, Level, EXP, ATK, DEF,
# MAT, MDF, AGI, or LUK.
#----------------------------------------------------------------------
when /(.*)[ ]ODD/i
for member in $game_troop.alive_members + $game_party.alive_members
case $1.upcase
when "MAXHP", "MHP"
next unless member.mhp.prime?
when "MAXMP", "MMP", "MAXSP", "MSP"
next unless member.mmp.prime?
when "HP"
next unless member.hp.prime?
when "MP", "SP"
next unless member.mp.prime?
when "TP"
next unless member.tp.prime?
when "LEVEL"
next if !$imported["YEA-EnemyLevels"] && !member.actor?
next unless member.level.prime?
when "EXP"
next unless member.actor?
next unless member.exp.prime?
when "ATK"
next unless member.atk.prime?
when "DEF"
next unless member.def.prime?
when "MAT", "INT", "SPI"
next unless member.mat.prime?
when "MDF", "RES"
next unless member.mdf.prime?
when "AGI"
next unless member.agi.prime?
when "LUK"
next unless member.luk.prime?
else; next
end
targets |= [member]
end
#----------------------------------------------------------------------
# Stop editting past this point.
#----------------------------------------------------------------------
else
st = smooth_target
return lunatic_targets_extension_ltp2(effect, user, st, targets)
end
if $imported["YEA-BattleEngine"]
targets.sort! { |a,b| a.screen_x <=> b.screen_x }
end
return targets
end
end # Game_BattlerBase
end # $imported["YEA-LunaticTargets"]
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: prime?
#--------------------------------------------------------------------------
def prime?
n = self.abs
return false if n < 2
2.upto(Math.sqrt(n).to_i) { |i| return false if n % i == 0 }
return true
end
end # Numeric
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/Cast_Animations.rb | Battle/Cast_Animations.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Cast Animations v1.00
# -- Last Updated: 2011.12.18
# -- Level: Easy, Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-CastAnimations"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.18 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Casting animations are actually great visual tools to help players recognize
# and acknowledge which battler on the screen is currently taking an action.
# The other thing is that casting animations also provide eye candy. This
# script provides easy access to generate cast animations and to allow even
# separate animations for each individual skill.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skills notebox in the database.
# -----------------------------------------------------------------------------
# <cast ani: x>
# Sets the casting animation for this skill to be x. This animation will always
# be played before this skill is used. If this tag isn't used, the default cast
# animation will be the one set by the script's module.
#
# <no cast ani>
# Sets the casting animation for this skill to be 0, making it so that no cast
# animation will be played before this skill is used.
#
# -----------------------------------------------------------------------------
# Item Notetags - These notetags go in the items notebox in the database.
# -----------------------------------------------------------------------------
# <cast ani: x>
# Sets the casting animation for this item to be x. This animation will always
# be played before this item is used. If this tag isn't used, the default cast
# animation will be the one set by the script's module.
#
# <no cast ani>
# Sets the casting animation for this item to be 0, making it so that no cast
# animation will be played before this item is used.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module CAST_ANIMATIONS
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Default Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings set the default casting animations for all skills that do
# not use a unique casting animation. If you don't want any of the settings
# below to have a cast animation, set it to 0 to disable it.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NORMAL_ATTACK_ANI = 0 # Default animation for skill #1.
DEFEND_ANIMATION = 0 # Default animation for skill #2.
PHYSICAL_ANIMATION = 81 # Default animation for physical skills.
MAGICAL_ANIMATION = 43 # Default animation for magical skills.
ITEM_USE_ANIMATION = 0 # Default animation for using items.
end # CAST_ANIMATIONS
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module USABLEITEM
CAST_ANI = /<(?:CAST_ANI|cast ani|cast animation):[ ](\d+)>/i
NO_CAST_ANI = /<(?:NO_CAST_ANI|no cast ani|no cast animation)>/i
end # USABLEITEM
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_cani load_database; end
def self.load_database
load_database_cani
load_notetags_cani
end
#--------------------------------------------------------------------------
# new method: load_notetags_cani
#--------------------------------------------------------------------------
def self.load_notetags_cani
groups = [$data_items, $data_skills]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_cani
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::UsableItem
#==============================================================================
class RPG::UsableItem < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variable
#--------------------------------------------------------------------------
attr_accessor :cast_ani
#--------------------------------------------------------------------------
# common cache: load_notetags_cani
#--------------------------------------------------------------------------
def load_notetags_cani
@cast_ani = 0
if self.is_a?(RPG::Skill)
if @id == 1
@cast_ani = YEA::CAST_ANIMATIONS::NORMAL_ATTACK_ANI
elsif @id == 2
@cast_ani = YEA::CAST_ANIMATIONS::DEFEND_ANIMATION
elsif self.physical?
@cast_ani = YEA::CAST_ANIMATIONS::PHYSICAL_ANIMATION
elsif self.magical?
@cast_ani = YEA::CAST_ANIMATIONS::MAGICAL_ANIMATION
end
else
@cast_ani = YEA::CAST_ANIMATIONS::ITEM_USE_ANIMATION
end
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::USABLEITEM::CAST_ANI
@cast_ani = $1.to_i
when YEA::REGEXP::USABLEITEM::NO_CAST_ANI
@cast_ani = 0
#---
end
} # self.note.split
#---
end
end # RPG::UsableItem
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias method: use_item
#--------------------------------------------------------------------------
alias scene_battle_use_item_cani use_item
def use_item
process_casting_animation unless $imported["YEA-BattleEngine"]
scene_battle_use_item_cani
end
#--------------------------------------------------------------------------
# new method: process_casting_animation
#--------------------------------------------------------------------------
def process_casting_animation
item = @subject.current_action.item
cast_ani = item.cast_ani
return if cast_ani <= 0
show_animation([@subject], cast_ani)
end
end # Scene_Battle
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/Death_Common_Event.rb | Battle/Death_Common_Event.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Death Common Events v1.01
# -- Last Updated: 2012.02.03
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-DeathCommonEvents"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.02.03 - New Feature: Wipe Out Event constant added.
# 2012.01.24 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script causes the battle to run a common event upon a specific actor,
# class, or enemy dying and running the collapsing effect. The common event
# will run immediately upon death rather than waiting for the remainder of the
# action to finish.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <death event: x>
# This causes the actor to run common event x upon death. The death event made
# for the actor will take priority over the death event made for the class.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <death event: x>
# This causes the class to run common event x upon death. The death event made
# for the actor will take priority over the death event made for the class.
#
# -----------------------------------------------------------------------------
# Enemy Notetags - These notetags go in the enemies notebox in the database.
# -----------------------------------------------------------------------------
# <death event: x>
# This causes the enemy to run common event x upon death.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module DEATH_EVENTS
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Party Death Events -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# For those who would like a common event to run during battle when the
# party wipes out, change the following constant below to the common event
# ID to be used. If you do not wish to use an event for party wipes, set
# the following constant to 0.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
WIPE_OUT_EVENT = 0
end # DEATH_EVENTS
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module BASEITEM
DEATH_EVENT = /<(?:DEATH_EVENT|death event):[ ](\d+)>/i
end # BASEITEM
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_dce load_database; end
def self.load_database
load_database_dce
load_notetags_dce
end
#--------------------------------------------------------------------------
# new method: load_notetags_dce
#--------------------------------------------------------------------------
def self.load_notetags_dce
groups = [$data_actors, $data_classes, $data_enemies]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_dce
end
end
end
end # DataManager
#==============================================================================
# ■ BattleManager
#==============================================================================
module BattleManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias process_defeat_dce process_defeat; end
def self.process_defeat
if SceneManager.scene_is?(Scene_Battle)
SceneManager.scene.process_party_wipe_event
end
return unless $game_party.all_dead?
process_defeat_dce
end
end # BattleManager
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :death_event_id
#--------------------------------------------------------------------------
# common cache: load_notetags_dce
#--------------------------------------------------------------------------
def load_notetags_dce
@death_event_id = 0
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::BASEITEM::DEATH_EVENT
@death_event_id = $1.to_i
#---
end
} # self.note.split
#---
end
end # RPG::BaseItem
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# new method: death_event_id
#--------------------------------------------------------------------------
def death_event_id
return 0
end
end # Game_Battler
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# new method: death_event_id
#--------------------------------------------------------------------------
def death_event_id
return self.actor.death_event_id unless self.actor.death_event_id == 0
return self.class.death_event_id
end
#--------------------------------------------------------------------------
# alias method: perform_collapse_effect
#--------------------------------------------------------------------------
alias game_actor_perform_collapse_effect_dce perform_collapse_effect
def perform_collapse_effect
game_actor_perform_collapse_effect_dce
return unless SceneManager.scene_is?(Scene_Battle)
SceneManager.scene.process_death_event(self)
end
end # Game_Actor
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# new method: death_event_id
#--------------------------------------------------------------------------
def death_event_id
if $imported["YEA-Doppelganger"] && !self.class.nil?
return self.class.death_event_id unless self.class.death_event_id == 0
end
return self.enemy.death_event_id
end
#--------------------------------------------------------------------------
# alias method: perform_collapse_effect
#--------------------------------------------------------------------------
alias game_enemy_perform_collapse_effect_dce perform_collapse_effect
def perform_collapse_effect
game_enemy_perform_collapse_effect_dce
return unless SceneManager.scene_is?(Scene_Battle)
SceneManager.scene.process_death_event(self)
end
end # Game_Enemy
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# new method: process_death_event
#--------------------------------------------------------------------------
def process_death_event(target)
return unless target.dead?
return if target.death_event_id == 0
$game_temp.reserve_common_event(target.death_event_id)
process_death_common_event
end
#--------------------------------------------------------------------------
# new method: process_party_wipe_event
#--------------------------------------------------------------------------
def process_party_wipe_event
return unless $game_party.all_dead?
return if YEA::DEATH_EVENTS::WIPE_OUT_EVENT <= 0
$game_temp.reserve_common_event(YEA::DEATH_EVENTS::WIPE_OUT_EVENT)
process_death_common_event
end
#--------------------------------------------------------------------------
# new method: process_death_common_event
#--------------------------------------------------------------------------
def process_death_common_event
while !scene_changing?
$game_troop.interpreter.update
$game_troop.setup_battle_event
wait_for_message
wait_for_effect if $game_troop.all_dead?
process_forced_action
break unless $game_troop.interpreter.running?
update_for_wait
end
end
end # Scene_Battle
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/Lunatic_Objects.rb | Battle/Lunatic_Objects.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Lunatic Objects v1.02
# -- Last Updated: 2011.12.27
# -- Level: Lunatic
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LunaticObjects"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.27 - Added "Prepare" step.
# - Moved Common Lunatic Object Effects to occur at the end of the
# effects list per type.
# 2011.12.15 - REGEXP Fix.
# 2011.12.14 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Lunatic mode effects have always been a core part of Yanfly Engine scripts.
# They exist to provide more effects for those who want more power and control
# for their items, skills, status effects, etc., but the users must be able to
# add them in themselves.
#
# This script provides the base setup for skill and item lunatic effects.
# These lunatic object effects will give leeway to occur at certain times
# during a skill or item's usage, which include before the object is used,
# while (during) the object is used, and after the object is used.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Welcome to Lunatic Mode
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Lunatic Object Effects allows skills and items allow users with scripting
# knowledge to add in their own unique effects without need to edit the
# base script. These effects occur at three different intervals and are
# marked by three different tags.
#
# <before effect: string>
# <prepare effect: string>
# <during effect: string>
# <after effect: string>
#
# Before effects occur before the skill cost or item consumption occurs,
# but after the spell initiates. These are generally used for skill or item
# preparations.
#
# Prepare effects occur as units are being targeted but before any HP damage
# is dealt. Note that if a skill targets a unit multiple times, the prepare
# effects will also run multiple times.
#
# During effects occur as units are being targeted and after HP damage
# occurs but before moving onto the next target if done in a group. Note
# that if a skill targets a unit multiple times, the during effects will
# also run multiple times.
#
# After effects occur after the targets have all been hit. In general, this
# will occur right before the skill or item's common event runs (if one was
# scheduled to run). These are generally used for clean up purposes.
#
# If multiple tags of the same type are used in the same skill/item's
# notebox, then the effects will occur in that order. Replace "string" in
# the tags with the appropriate flag for the method below to search for.
# Note that unlike the previous versions, these are all upcase.
#
# Should you choose to use multiple lunatic effects for a single skill or
# item, you may use these notetags in place of the ones shown above.
#
# <before effect> <prepare effect>
# string string
# string string
# </before effect> </prepare effect>
#
# <during effect> <after effect>
# string string
# string string
# </during effect> </after effect>
#
# All of the string information in between those two notetags will be
# stored the same way as the notetags shown before those. There is no
# difference between using either.
#--------------------------------------------------------------------------
def lunatic_object_effect(type, item, user, target)
return if item.nil?
case type
when :before; effects = item.before_effects
when :prepare; effects = item.prepare_effects
when :during; effects = item.during_effects
when :after; effects = item.after_effects
else; return
end
line_number = @log_window.line_number
for effect in effects
case effect.upcase
#----------------------------------------------------------------------
# Common Effect: Before
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a common effect that runs before every single skill or item
# consumption even if you place it into the notebox or not. There is
# no need to modify this unless you see fit. In a before effect, the
# target is the user.
#----------------------------------------------------------------------
when /COMMON BEFORE/i
# No common before effects added.
#----------------------------------------------------------------------
# Common Effect: During
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a common effect that runs during each targeting instance for
# every single skill or item even if you place it into the notebox or
# not. The prepare phase occurs before the action has takes place but
# after the target has been selected. There is no need to modify this
# unless you see fit. In a prepare effect, the target is the battler
# being attacked.
#----------------------------------------------------------------------
when /COMMON PREPARE/i
# No common during effects added.
#----------------------------------------------------------------------
# Common Effect: During
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a common effect that runs during each targeting instance for
# every single skill or item even if you place it into the notebox or
# not. The during phase occurs after the action has taken place but
# before the next target is selected. There is no need to modify this
# unless you see fit. In a during effect, the target is the battler
# being attacked.
#----------------------------------------------------------------------
when /COMMON DURING/i
# No common during effects added.
#----------------------------------------------------------------------
# Common Effect: After
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a common effect that runs with every single skill or item
# after targeting is over, but before common events begin even if you
# place it into the notebox or not. There is no need to modify this
# unless you see fit. In an after effect, the target is the user.
#----------------------------------------------------------------------
when /COMMON AFTER/i
# No common after effects added.
#----------------------------------------------------------------------
# Stop editting past this point.
#----------------------------------------------------------------------
else
lunatic_object_extension(effect, item, user, target, line_number)
end # effect.upcase
end # for effect in effects
end # lunatic_object_effect
end # Scene_Battle
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module USABLEITEM
BEFORE_EFFECT_STR = /<(?:BEFORE_EFFECT|before effect):[ ](.*)>/i
BEFORE_EFFECT_ON = /<(?:BEFORE_EFFECT|before effect)>/i
BEFORE_EFFECT_OFF = /<\/(?:BEFORE_EFFECT|before effect)>/i
PREPARE_EFFECT_STR = /<(?:PREPARE_EFFECT|prepare effect):[ ](.*)>/i
PREPARE_EFFECT_ON = /<(?:PREPARE_EFFECT|prepare effect)>/i
PREPARE_EFFECT_OFF = /<\/(?:PREPARE_EFFECT|prepare effect)>/i
DURING_EFFECT_STR = /<(?:DURING_EFFECT|during effect):[ ](.*)>/i
DURING_EFFECT_ON = /<(?:DURING_EFFECT|during effect)>/i
DURING_EFFECT_OFF = /<\/(?:DURING_EFFECT|during effect)>/i
AFTER_EFFECT_STR = /<(?:AFTER_EFFECT|after effect):[ ](.*)>/i
AFTER_EFFECT_ON = /<(?:AFTER_EFFECT|after effect)>/i
AFTER_EFFECT_OFF = /<\/(?:AFTER_EFFECT|after effect)>/i
end # USABLEITEM
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_lobj load_database; end
def self.load_database
load_database_lobj
load_notetags_lobj
end
#--------------------------------------------------------------------------
# new method: load_notetags_lobj
#--------------------------------------------------------------------------
def self.load_notetags_lobj
groups = [$data_items, $data_skills]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_lobj
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::UsableItem
#==============================================================================
class RPG::UsableItem < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :before_effects
attr_accessor :prepare_effects
attr_accessor :during_effects
attr_accessor :after_effects
#--------------------------------------------------------------------------
# common cache: load_notetags_lobj
#--------------------------------------------------------------------------
def load_notetags_lobj
@before_effects = []
@prepare_effects = []
@during_effects = []
@after_effects = []
@before_effects_on = false
@during_effects_on = false
@after_effects_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::USABLEITEM::BEFORE_EFFECT_STR
@before_effects.push($1.to_s)
when YEA::REGEXP::USABLEITEM::PREPARE_EFFECT_STR
@prepare_effects.push($1.to_s)
when YEA::REGEXP::USABLEITEM::DURING_EFFECT_STR
@during_effects.push($1.to_s)
when YEA::REGEXP::USABLEITEM::AFTER_EFFECT_STR
@after_effects.push($1.to_s)
#---
when YEA::REGEXP::USABLEITEM::BEFORE_EFFECT_ON
@before_effects_on = true
when YEA::REGEXP::USABLEITEM::BEFORE_EFFECT_OFF
@before_effects_on = false
when YEA::REGEXP::USABLEITEM::PREPARE_EFFECT_ON
@prepare_effects_on = true
when YEA::REGEXP::USABLEITEM::PREPARE_EFFECT_OFF
@prepare_effects_on = false
when YEA::REGEXP::USABLEITEM::DURING_EFFECT_ON
@during_effects_on = true
when YEA::REGEXP::USABLEITEM::DURING_EFFECT_OFF
@during_effects_on = false
when YEA::REGEXP::USABLEITEM::AFTER_EFFECT_ON
@after_effects_on = true
when YEA::REGEXP::USABLEITEM::AFTER_EFFECT_OFF
@after_effects_on = false
#---
else
@before_effects.push(line.to_s) if @before_effects_on
@prepare_effects.push(line.to_s) if @prepare_effects_on
@during_effects.push(line.to_s) if @during_effects_on
@after_effects.push(line.to_s) if @after_effects_on
end
} # self.note.split
#---
@before_effects.push("COMMON BEFORE")
@prepare_effects.push("COMMON PREPARE")
@during_effects.push("COMMON DURING")
@after_effects.push("COMMON AFTER")
end
end # RPG::UsableItem
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :lunatic_item
attr_accessor :targets
end # Game_Temp
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias method: use_item
#--------------------------------------------------------------------------
unless $imported["YEA-BattleEngine"]
alias scene_battle_use_item_lobj use_item
def use_item
item = @subject.current_action.item
lunatic_object_effect(:before, item, @subject, @subject)
scene_battle_use_item_lobj
lunatic_object_effect(:after, item, @subject, @subject)
end
#--------------------------------------------------------------------------
# alias method: apply_item_effects
#--------------------------------------------------------------------------
alias scene_battle_apply_item_effects_lobj apply_item_effects
def apply_item_effects(target, item)
lunatic_object_effect(:prepare, item, @subject, target)
scene_battle_apply_item_effects_lobj(target, item)
lunatic_object_effect(:during, item, @subject, target)
end
end # $imported["YEA-BattleEngine"]
#--------------------------------------------------------------------------
# new method: status_redraw_target
#--------------------------------------------------------------------------
def status_redraw_target(target)
return unless target.actor?
@status_window.draw_item($game_party.battle_members.index(target))
end
#--------------------------------------------------------------------------
# new method: lunatic_object_extension
#--------------------------------------------------------------------------
def lunatic_object_extension(effect, item, user, target, line_number)
# Reserved for future Add-ons.
end
end # Scene_Battle
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/Lunatic_Parameters.rb | Battle/Lunatic_Parameters.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Lunatic Parameters v1.01
# -- Last Updated: 2012.01.27
# -- Level: Lunatic
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LunaticParameters"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.27 - Bug Fixed: Wrong target during actions.
# 2012.01.26 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Lunatic mode effects have always been a core part of Yanfly Engine scripts.
# They exist to provide more effects for those who want more power and control
# for their items, skills, status effects, etc., but the users must be able to
# add them in themselves.
#
# Lunatic Parameters allows parameters to get custom temporary gains during
# battle. These parameter bonuses are applied through custom lunatic traits
# given to actors, classes, weapons, equips, enemies, and states. Once again,
# keep in mind that these gains are applied only in battle.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# ● Welcome to Lunatic Mode
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Lunatic Parameters are applied similarly through a "traits" system. All
# of the Lunatic Parameter tags applied from the actors, classes, weapons,
# armours, enemies, and state notetags are compiled together using the
# following notetag:
#
# <custom param: string>
#
# Replace param with one of the following:
# MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, or ALL
# *Note: ALL only applies to ATK, DEF, MAT, MDF, AGI, and LUK
#
# These lunatic parameters are calculated and applied after all other
# parameter calculations are made. This means, that lunatic parameter effects
# are added on after the parameter base, parameter bonuses, parameter rates,
# and parameter buffs are applied.
#
# Should you choose to use multiple lunatic traits for a single stat on one
# item, you may use these notetags in place of the ones shown above.
#
# <custom param>
# string
# string
# </custom param>
#
# All of the string information in between those two notetags will be
# stored the same way as the notetags shown before those. There is no
# difference between using either.
#--------------------------------------------------------------------------
def lunatic_parameter(total, param_id, traits)
target = current_target
subject = current_subject
base = total
for trait in traits
case trait
#----------------------------------------------------------------------
# Common Effect: Common MaxHP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This trait is applied to MaxHP calculations regardless of whatever
# other Lunatic Parameter traits were added. This trait is always
# calculated last.
#----------------------------------------------------------------------
when /COMMON MAXHP/i
# No common MaxHP calculations made.
#----------------------------------------------------------------------
# Common Effect: Common MaxMP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This trait is applied to MaxMP calculations regardless of whatever
# other Lunatic Parameter traits were added. This trait is always
# calculated last.
#----------------------------------------------------------------------
when /COMMON MAXMP/i
# No common MaxMP calculations made.
#----------------------------------------------------------------------
# Common Effect: Common ATK
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This trait is applied to ATK calculations regardless of whatever
# other Lunatic Parameter traits were added. This trait is always
# calculated last.
#----------------------------------------------------------------------
when /COMMON ATK/i
# No common ATK calculations made.
#----------------------------------------------------------------------
# Common Effect: Common DEF
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This trait is applied to DEF calculations regardless of whatever
# other Lunatic Parameter traits were added. This trait is always
# calculated last.
#----------------------------------------------------------------------
when /COMMON DEF/i
# No common DEF calculations made.
#----------------------------------------------------------------------
# Common Effect: Common MAT
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This trait is applied to MAT calculations regardless of whatever
# other Lunatic Parameter traits were added. This trait is always
# calculated last.
#----------------------------------------------------------------------
when /COMMON MAT/i
# No common MAT calculations made.
#----------------------------------------------------------------------
# Common Effect: Common MDF
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This trait is applied to MDF calculations regardless of whatever
# other Lunatic Parameter traits were added. This trait is always
# calculated last.
#----------------------------------------------------------------------
when /COMMON MDF/i
# No common MDF calculations made.
#----------------------------------------------------------------------
# Common Effect: Common AGI
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This trait is applied to AGI calculations regardless of whatever
# other Lunatic Parameter traits were added. This trait is always
# calculated last.
#----------------------------------------------------------------------
when /COMMON AGI/i
# No common AGI calculations made.
#----------------------------------------------------------------------
# Common Effect: Common LUK
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This trait is applied to LUK calculations regardless of whatever
# other Lunatic Parameter traits were added. This trait is always
# calculated last.
#----------------------------------------------------------------------
when /COMMON LUK/i
# No common LUK calculations made.
#----------------------------------------------------------------------
# Stop editting past this point.
#----------------------------------------------------------------------
else
total = lunatic_param_extension(total, base, param_id, trait)
end
end
return total
end
end # Game_BattlerBase
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module BASEITEM
LUNATIC_STAT_STR = /<(?:CUSTOM|custom)[ ](.*):[ ](.*)>/i
LUNATIC_STAT_ON = /<(?:CUSTOM|custom)[ ](.*)>/i
LUNATIC_STAT_OFF = /<\/(?:CUSTOM|custom)[ ](.*)>/i
end # BASEITEM
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_lpar load_database; end
def self.load_database
load_database_lpar
load_notetags_lpar
end
#--------------------------------------------------------------------------
# new method: load_notetags_lpar
#--------------------------------------------------------------------------
def self.load_notetags_lpar
groups = [$data_actors, $data_classes, $data_weapons, $data_armors,
$data_enemies, $data_states]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_lpar
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :custom_parameters
#--------------------------------------------------------------------------
# common cache: load_notetags_lpar
#--------------------------------------------------------------------------
def load_notetags_lpar
@custom_parameters = {
0 => [], 1 => [], 2 => [], 3 => [], 4 => [], 5 => [], 6 => [], 7 => [] }
@custom_parameter_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::BASEITEM::LUNATIC_STAT_STR
case $1.upcase
when "HP", "MAXHP", "MHP"
param_id = 0
when "MP", "MAXMP", "MMP", "SP", "MAXSP", "MSP"
param_id = 1
when "ATK"
param_id = 2
when "DEF"
param_id = 3
when "MAT", "INT", "SPI"
param_id = 4
when "MDF", "RES"
param_id = 5
when "AGI", "SPD"
param_id = 6
when "LUK", "LUCK"
param_id = 7
when "ALL"
for i in 2...8 do @custom_parameters[i].push($2.to_s) end
next
else; next
end
@custom_parameters[param_id].push($2.to_s)
#---
when YEA::REGEXP::BASEITEM::LUNATIC_STAT_ON
case $1.upcase
when "HP", "MAXHP", "MHP"
param_id = 0
when "MP", "MAXMP", "MMP", "SP", "MAXSP", "MSP"
param_id = 1
when "ATK"
param_id = 2
when "DEF"
param_id = 3
when "MAT", "INT", "SPI"
param_id = 4
when "MDF", "RES"
param_id = 5
when "AGI", "SPD"
param_id = 6
when "LUK", "LUCK"
param_id = 7
when "ALL"
param_id = 8
else; next
end
@custom_parameter_on = param_id
#---
when YEA::REGEXP::BASEITEM::LUNATIC_STAT_OFF
@custom_parameter_on = false
#---
else
next unless @custom_parameter_on.is_a?(Integer)
if @custom_parameter_on >= 8
for i in 2...8 do @custom_parameters[i].push(line.to_s) end
next
end
@custom_parameters[@custom_parameter_on].push(line.to_s)
end
} # self.note.split
#---
end
end # RPG::BaseItem
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :param_target
attr_accessor :param_subject
end # Game_Temp
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: param
#--------------------------------------------------------------------------
alias game_battlerbase_param_lpar param
def param(param_id)
value = game_battlerbase_param_lpar(param_id)
traits = lunatic_param_traits(param_id)
value = lunatic_parameter(value, param_id, traits)
return [[value, param_max(param_id)].min, param_min(param_id)].max.to_i
end
#--------------------------------------------------------------------------
# new method: lunatic_param_traits
#--------------------------------------------------------------------------
def lunatic_param_traits(param_id)
return [] unless $game_party.in_battle
return [] if SceneManager.scene.is_a?(Scene_MenuBase)
n = []
if actor?
n += self.actor.custom_parameters[param_id]
n += self.class.custom_parameters[param_id]
for equip in equips
next if equip.nil?
n += equip.custom_parameters[param_id]
end
else
n += self.enemy.custom_parameters[param_id]
if $imported["YEA-Doppelganger"] && !self.class.nil?
n += self.class.custom_parameters[param_id]
end
end
for state in states
next if state.nil?
n += state.custom_parameters[param_id]
end
n.sort!
case n
when 0; n += ["COMMON MAXHP"]
when 1; n += ["COMMON MAXMP"]
when 2; n += ["COMMON ATK"]
when 3; n += ["COMMON DEF"]
when 4; n += ["COMMON MAT"]
when 5; n += ["COMMON MDF"]
when 6; n += ["COMMON AGI"]
when 7; n += ["COMMON LUK"]
end
return n
end
#--------------------------------------------------------------------------
# new method: current_target
#--------------------------------------------------------------------------
def current_target
return nil unless $game_party.in_battle
return nil if SceneManager.scene.is_a?(Scene_MenuBase)
return nil unless $game_temp.param_subject == self
return $game_temp.param_target
end
#--------------------------------------------------------------------------
# new method: current_subject
#--------------------------------------------------------------------------
def current_subject
return nil unless $game_party.in_battle
return nil if SceneManager.scene.is_a?(Scene_MenuBase)
return nil unless $game_temp.param_target == self
return $game_temp.param_subject
end
#--------------------------------------------------------------------------
# new method: lunatic_param_extension
#--------------------------------------------------------------------------
def lunatic_param_extension(total, base, param_id, trait)
# Reserved for future Add-ons.
return total
end
end # Game_BattlerBase
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias method: invoke_item
#--------------------------------------------------------------------------
alias scene_battle_invoke_item_lpar invoke_item
def invoke_item(target, item)
scene_battle_invoke_item_lpar(target, item)
$game_temp.param_target = nil
$game_temp.param_subject = nil
end
#--------------------------------------------------------------------------
# alias method: invoke_counter_attack
#--------------------------------------------------------------------------
alias scene_battle_invoke_counter_attack_lpar invoke_counter_attack
def invoke_counter_attack(target, item)
$game_temp.param_target = @subject
$game_temp.param_subject = target
scene_battle_invoke_counter_attack_lpar(target, item)
end
#--------------------------------------------------------------------------
# alias method: invoke_magic_reflection
#--------------------------------------------------------------------------
alias scene_battle_invoke_magic_reflection_lpar invoke_magic_reflection
def invoke_magic_reflection(target, item)
$game_temp.param_target = @subject
$game_temp.param_subject = @subject
scene_battle_invoke_magic_reflection_lpar(target, item)
end
#--------------------------------------------------------------------------
# alias method: apply_substitute
#--------------------------------------------------------------------------
alias scene_battle_apply_substitute_lpar apply_substitute
def apply_substitute(target, item)
target = scene_battle_apply_substitute_lpar(target, item)
$game_temp.param_target = target
$game_temp.param_subject = @subject
return target
end
end # Scene_Battle
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/LDP_Critical.rb | Battle/LDP_Critical.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Lunatic Damage Package - Critical v1.01
# -- Last Updated: 2012.02.12
# -- Level: Lunatic
# -- Requires: YEA - Lunatic Damage v1.00+
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LDP-Critical"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.02.12 - Bug Fixed: Typo between Critical Bonus and Critical Boost.
# 2011.12.20 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This is a script for Lunatic Damage Package with critical themed formulas.
# Critical hits here can be triggered with various guarantees or increased
# chances depending on circumstances.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Install this script under YEA - Lunatic Damage. Then, proceed to use the
# proper effects notetags to apply the proper LDP Critical item desired.
# Look within the script for more instructions on how to use each effect.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script requires YEA - Lunatic Damage v1.00+ to work. It must be placed
# under YEA - Lunatic Damage v1.00+ in the script listing.
#
#==============================================================================
if $imported["YEA-LunaticDamage"]
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# ● Lunatic Damage Package Effects - Critical
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# These effects are centered around the theme of dealing more damage by
# actively triggering critical hits through various conditions (such as
# low HP, low MP, how full the TP gauge is, and more).
#--------------------------------------------------------------------------
alias lunatic_damage_extension_ldp1 lunatic_damage_extension
def lunatic_damage_extension(formula, a, b, item, total_damage)
user = a; value = 0
case formula.upcase
#----------------------------------------------------------------------
# Critical Damage Formula No.1: Attacker HP Crisis
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If the attacker strikes while his/her HP is under x%, then the attack
# will cause a guaranteed critical hit using the normal damage formula.
#
# Formula notetag:
# <custom damage: attacker hp crisis x%>
#----------------------------------------------------------------------
when /ATTACKER HP CRISIS[ ](\d+)([%%])/i
rate = $1.to_i * 0.01
@result.critical = true if user.hp <= user.mhp * rate
value += item.damage.eval(user, self, $game_variables)
#----------------------------------------------------------------------
# Critical Damage Formula No.2: Attacker MP Crisis
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If the attacker strikes while his/her MP is under x%, then the attack
# will cause a guaranteed critical hit using the normal damage formula.
#
# Formula notetag:
# <custom damage: attacker mp crisis x%>
#----------------------------------------------------------------------
when /ATTACKER MP CRISIS[ ](\d+)([%%])/i
rate = $1.to_i * 0.01
@result.critical = true if user.mp <= user.mmp * rate
value += item.damage.eval(user, self, $game_variables)
#----------------------------------------------------------------------
# Critical Damage Formula No.3: Defender HP Crisis
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If the attacker strikes while the defender's HP is under x%, then
# the attack will cause a guaranteed critical hit using the normal
# damage formula.
#
# Formula notetag:
# <custom damage: defender hp crisis x%>
#----------------------------------------------------------------------
when /DEFENDER HP CRISIS[ ](\d+)([%%])/i
rate = $1.to_i * 0.01
@result.critical = true if self.hp <= self.mhp * rate
value += item.damage.eval(user, self, $game_variables)
#----------------------------------------------------------------------
# Critical Damage Formula No.4: Defender MP Crisis
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If the attacker strikes while the defender's MP is under x%, then
# the attack will cause a guaranteed critical hit using the normal
# damage formula.
#
# Formula notetag:
# <custom damage: defender mp crisis x%>
#----------------------------------------------------------------------
when /DEFENDER MP CRISIS[ ](\d+)([%%])/i
rate = $1.to_i * 0.01
@result.critical = true if self.mp <= self.mmp * rate
value += item.damage.eval(user, self, $game_variables)
#----------------------------------------------------------------------
# Critical Damage Formula No.5: High TP Critical
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This causes the attack's critical hit rate to be influenced by how
# high the attacker's TP is (relative to the attacker's MaxTP). Then,
# the attack will use the normal damage formula.
#
# Formula notetag:
# <custom damage: high tp critical>
#----------------------------------------------------------------------
when /HIGH TP CRITICAL/i
rate = 1.0 * user.tp / user.max_tp
@result.critical = (rand < rate)
value += item.damage.eval(user, self, $game_variables)
#----------------------------------------------------------------------
# Critical Damage Formula No.6: Low TP Critical
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This causes the attack's critical hit rate to be influenced by how
# low the attacker's TP is (relative to the attacker's MaxTP). Then,
# the attack will use the normal damage formula.
#
# Formula notetag:
# <custom damage: low tp critical>
#----------------------------------------------------------------------
when /LOW TP CRITICAL/i
rate = 1.0 * (user.max_tp - user.tp) / user.max_tp
@result.critical = (rand < rate)
value += item.damage.eval(user, self, $game_variables)
#----------------------------------------------------------------------
# Critical Damage Formula No.7: Critical Boost
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If the attacker lands a critical hit, the damage dealt will have an
# additional multiplier on top of the critical multiplier. Best used
# with another damage formula.
#
# Formula notetag:
# <custom damage: critical boost +x%>
# <custom damage: critical boost -x%>
#----------------------------------------------------------------------
when /CRITICAL BOOST[ ]([\+\-]\d+)([%%])/i
rate = $1.to_i * 0.01 + 1.0
value = total_damage * rate if @result.critical
#----------------------------------------------------------------------
# Critical Damage Formula No.8: Critical Bonus
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If the attacker lands a critical hit, the damage dealt will have an
# additional bonus added on top of the critical multiplier. Best used
# with another damage formula.
#
# Formula notetag:
# <custom damage: critical bonus +x>
# <custom damage: critical bonus -x>
#----------------------------------------------------------------------
when /CRITICAL BONUS[ ]([\+\-]\d+)/i
bonus = $1.to_i
value += bonus if @result.critical
else
return lunatic_damage_extension_ldp1(formula, a, b, item, total_damage)
end
return value
end
end # Game_Battler
end # $imported["YEA-LunaticDamage"]
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/LSP_Protection.rb | Battle/LSP_Protection.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Lunatic States Package - Protection v1.00
# -- Last Updated: 2011.12.17
# -- Level: Lunatic
# -- Requires: YEA - Lunatic States v1.00+
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LSP-Protection"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.17 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This is a script for Lunatic States Package Effects with protection themed
# effects. These effects reduce damage based on various situations and
# conditions, but they overall protect the user.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Install this script under YEA - Lunatic States. Then, proceed to use the
# proper effects notetags to apply the proper LSP Protection item desired.
# Look within the script for more instructions on how to use each effect.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script requires YEA - Lunatic States v1.00+ to work. It must be placed
# under YEA - Lunatic States v1.00+ in the script listing.
#
#==============================================================================
if $imported["YEA-LunaticStates"]
class Game_BattlerBase
#--------------------------------------------------------------------------
# ● Lunatic States Package Effects - Protection
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# These effects are centered around the theme of protection through mostly
# damage reduction effects.
#--------------------------------------------------------------------------
alias lunatic_state_extension_lsp2 lunatic_state_extension
def lunatic_state_extension(effect, state, user, state_origin, log_window)
case effect.upcase
#----------------------------------------------------------------------
# Protection Effect No.1: Damage Cut
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with react effect. This causes any HP damage under the
# marked MaxHP percentage to be nullified.
#
# Recommended notetag:
# <react effect: damage cut x%>
#----------------------------------------------------------------------
when /DAMAGE CUT[ ](\d+)([%%])/i
return unless @result.hp_damage > 0
return unless self.mhp * $1.to_i * 0.01 >= @result.hp_damage
@result.hp_damage = 0
return unless $imported["YEA-BattleEngine"]
create_popup(state.name, "IMMU_ELE")
#----------------------------------------------------------------------
# Protection Effect No.2: Damage Barrier
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with react effect. This causes any HP damage over the
# marked MaxHP percentage to be nullified.
#
# Recommended notetag:
# <react effect: damage barrier x%>
#----------------------------------------------------------------------
when /DAMAGE BARRIER[ ](\d+)([%%])/i
return unless @result.hp_damage > 0
return unless self.mhp * $1.to_i * 0.01 <= @result.hp_damage
@result.hp_damage = 0
return unless $imported["YEA-BattleEngine"]
create_popup(state.name, "IMMU_ELE")
#----------------------------------------------------------------------
# Protection Effect No.3: Damage Shelter
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with react effect. This causes any HP damage over the
# marked MaxHP percentage to be capped at the marked MaxHP percentage.
#
# Recommended notetag:
# <react effect: damage shelter x%>
#----------------------------------------------------------------------
when /DAMAGE SHELTER[ ](\d+)([%%])/i
return unless @result.hp_damage > 0
return unless self.mhp * $1.to_i * 0.01 <= @result.hp_damage
@result.hp_damage = (self.mhp * $1.to_i * 0.01).to_i
return unless $imported["YEA-BattleEngine"]
create_popup(state.name, "REST_ELE")
#----------------------------------------------------------------------
# Protection Effect No.4: Damage Block
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with react effect. This causes any HP damage to decrease
# (or increase if you use the + tag) by a set amount. Decreased damage
# will not go under zero.
#
# Recommended notetag:
# <react effect: damage block -x>
# <react effect: damage block +x>
#----------------------------------------------------------------------
when /DAMAGE BLOCK[ ]([\+\-]\d+)/i
return unless @result.hp_damage > 0
@result.hp_damage = [@result.hp_damage + $1.to_i, 0].max
#----------------------------------------------------------------------
# Protection Effect No.5: Heal Boost
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with react effect. This causes any HP healing done to be
# increased (or decreased) by a multiplier.
#
# Recommended notetag:
# <react effect: heal boost x%>
#----------------------------------------------------------------------
when /HEAL BOOST[ ](\d+)([%%])/i
return unless @result.hp_damage < 0
@result.hp_damage = (@result.hp_damage * $1.to_i * 0.01).to_i
#----------------------------------------------------------------------
# Protection Effect No.6: Heal Bonus
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with react effect. This causes any HP healing done to be
# increased (or decreased) by a set amount. Healing done cannot be
# changed to damage.
#
# Recommended notetag:
# <react effect: heal bonus +x>
# <react effect: heal bonus -x>
#----------------------------------------------------------------------
when /HEAL BONUS[ ]([\+\-]\d+)/i
return unless @result.hp_damage < 0
@result.hp_damage = [@result.hp_damage - $1.to_i, 0].min
#----------------------------------------------------------------------
# Protection Effect No.7: Persist
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Best used with remove effect. If the user receives damage that would
# be lethal, there is a chance that the user will persist and live at
# 1 HP left.
#
# Recommended notetag:
# <react effect: persist x%>
#----------------------------------------------------------------------
when /PERSIST[ ](\d+)([%%])/i
return unless @result.hp_damage >= self.hp
return if rand > $1.to_i * 0.01
@result.hp_damage = self.hp - 1
return unless $imported["YEA-BattleEngine"]
create_popup(state.name, "WEAK_ELE")
#----------------------------------------------------------------------
# Stop editting past this point.
#----------------------------------------------------------------------
else
so = state_origin
lw = log_window
lunatic_state_extension_lsp2(effect, state, user, so, lw)
end
end
end # Game_BattlerBase
end # $imported["YEA-LunaticStates"]
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/LDP_Gemini.rb | Battle/LDP_Gemini.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Lunatic Damage Package - Gemini v1.00
# -- Last Updated: 2011.12.22
# -- Level: Lunatic
# -- Requires: YEA - Lunatic Damage v1.00+
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LDP-Gemini"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.22 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This is a script for Lunatic Damage Package with "Gemini" themed formulas.
# This script causes damage to be dealt to both HP and MP with various formats
# such as a percentage of the main damage dealt, set damage, a percentage of
# one's MaxHP or MaxMP, or even custom formulas.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Install this script under YEA - Lunatic Damage. Then, proceed to use the
# proper effects notetags to apply the proper LDP Gemini item desired.
# Look within the script for more instructions on how to use each effect.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script requires YEA - Lunatic Damage v1.00+ to work. It must be placed
# under YEA - Lunatic Damage v1.00+ in the script listing.
#
#==============================================================================
if $imported["YEA-LunaticDamage"]
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# ● Lunatic Damage Package Effects - Gemini
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# These effects are centered around the theme of dealing damage to both
# HP and MP through various means.
#--------------------------------------------------------------------------
alias lunatic_damage_extension_ldp3 lunatic_damage_extension
def lunatic_damage_extension(formula, a, b, item, total_damage)
user = a; value = 0
case formula
#----------------------------------------------------------------------
# Gemini Damage Formula No.1: Gemini MP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates main damage formula using the normal damage formula. After
# that, a percentage of damage dealt to HP will be dealt to MP. MP
# damage will not be affected by elements, guarding, and/or other
# damage modifiers.
#
# Formula notetag:
# <custom damage: gemini mp x%>
#----------------------------------------------------------------------
when /GEMINI MP[ ](\d+)([%%])/i
value += item.damage.eval(user, self, $game_variables)
@result.mp_damage += ($1.to_i * 0.01 * value).to_i
#----------------------------------------------------------------------
# Gemini Damage Formula No.2: Gemini HP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates main damage formula using the normal damage formula. After
# that, a percentage of damage dealt to MP will be dealt to HP. MP
# damage will not be affected by elements, guarding, and/or other
# damage modifiers.
#
# Formula notetag:
# <custom damage: gemini hp x%>
#----------------------------------------------------------------------
when /GEMINI HP[ ](\d+)([%%])/i
value += item.damage.eval(user, self, $game_variables)
@result.hp_damage += ($1.to_i * 0.01 * value).to_i
#----------------------------------------------------------------------
# Gemini Damage Formula No.3: Gemini Set MP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates main damage formula using the normal damage formula. After
# that, set damage will be dealt to MP. MP damage will not be affected
# by elements, guarding, and/or other damage modifiers.
#
# Formula notetag:
# <custom damage: gemini set mp +x>
# <custom damage: gemini set mp -x>
#----------------------------------------------------------------------
when /GEMINI SET MP[ ]([\+\-]\d+)/i
value += item.damage.eval(user, self, $game_variables)
@result.mp_damage += $1.to_i
#----------------------------------------------------------------------
# Gemini Damage Formula No.4: Gemini Set HP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates main damage formula using the normal damage formula. After
# that, set damage will be dealt to HP. HP damage will not be affected
# by elements, guarding, and/or other damage modifiers.
#
# Formula notetag:
# <custom damage: gemini set hp +x>
# <custom damage: gemini set hp -x>
#----------------------------------------------------------------------
when /GEMINI SET HP[ ]([\+\-]\d+)/i
value += item.damage.eval(user, self, $game_variables)
@result.hp_damage += $1.to_i
#----------------------------------------------------------------------
# Gemini Damage Formula No.5: Gemini Percent MP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates main damage formula using the normal damage formula. After
# that, a percentage of the defender's MP will be depleted. MP damage
# will not be affected by elements, guarding, and/or other damage
# modifiers.
#
# Formula notetag:
# <custom damage: gemini per mp +x%>
# <custom damage: gemini per mp -x%>
#----------------------------------------------------------------------
when /GEMINI PER MP[ ]([\+\-]\d+)([%%])/i
value += item.damage.eval(user, self, $game_variables)
@result.mp_damage += ($1.to_i * 0.01 * self.mmp).to_i
#----------------------------------------------------------------------
# Gemini Damage Formula No.6: Gemini Percent HP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates main damage formula using the normal damage formula. After
# that, a percentage of the defender's HP will be depleted. HP damage
# will not be affected by elements, guarding, and/or other damage
# modifiers.
#
# Formula notetag:
# <custom damage: gemini per hp +x%>
# <custom damage: gemini per hp -x%>
#----------------------------------------------------------------------
when /GEMINI PER HP[ ]([\+\-]\d+)([%%])/i
value += item.damage.eval(user, self, $game_variables)
@result.hp_damage += ($1.to_i * 0.01 * self.mhp).to_i
#----------------------------------------------------------------------
# Gemini Damage Formula No.7: Gemini Eval MP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates main damage formula using the normal damage formula. After
# that, the damage dealt to MP will be calculated with another formula.
# MP damage will not be affected by elements, guarding, and/or other
# damage modifiers.
#
# Formula notetag:
# <custom damage>
# gemini eval mp: formula
# </custom damage>
#----------------------------------------------------------------------
when /GEMINI EVAL MP:[ ](.*)/i
value += item.damage.eval(user, self, $game_variables)
@result.mp_damage += (eval($1.to_s)).to_i
#----------------------------------------------------------------------
# Gemini Damage Formula No.8: Gemini Eval HP
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Calculates main damage formula using the normal damage formula. After
# that, the damage dealt to HP will be calculated with another formula.
# MP damage will not be affected by elements, guarding, and/or other
# damage modifiers.
#
# Formula notetag:
# <custom damage>
# gemini eval hp: formula
# </custom damage>
#----------------------------------------------------------------------
when /GEMINI EVAL HP:[ ](.*)/i
value += item.damage.eval(user, self, $game_variables)
@result.hp_damage += (eval($1.to_s)).to_i
else
return lunatic_damage_extension_ldp3(formula, a, b, item, total_damage)
end
return value
end
end # Game_Battler
end # $imported["YEA-LunaticDamage"]
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/Command_Autobattle.rb | Battle/Command_Autobattle.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Command Autobattle v1.01
# -- Last Updated: 2011.12.26
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-CommandAutobattle"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.26 - Bug Fixed: Autobattle cancelled after each battle.
# 2011.12.12 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Anyone remember the Autobattle command from RPG Maker 2000? Well, now it's
# back and you can choose to tack it onto the Party Command Window or the Actor
# Command Window. When autobattle is selected, it will let the game determine
# what action to use for the party and/or actors depending on the game's A.I.
#
# Furthermore, there is an option to have Autobattle continously remain in
# effect if selected from the Party Command Window. When Autobattle is selected
# in the Actor Command Window, it'll cause the game to automatically choose an
# action for that actor instead.
#
# In addition to this, there exists the functionality of having all battle
# members but the first member autobattle. This feature can be turned off.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Adjust the settings in the module to your liking.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module AUTOBATTLE
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Party Autobattle Command Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust the command settings for Autobattle under the Party Command Window
# here. If you decide to let Party Autobattle be continuous, it will keep
# going until the player decides to cancel it with X.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ENABLE_PARTY_AUTOBATTLE = true # Enables autobattle in Party Window.
PARTY_COMMAND_NAME = "Auto" # Text that appears for Autobattle.
PARTY_SHOW_SWITCH = 0 # Switch used to show Autobattle.
PARTY_ENABLE_SWITCH = 0 # Switch used to enable Autobattle.
# Note: For both of the switches, if they are set to 0, then the feature
# will not be used at all. The command will always be shown and/or the
# command will always be enabled.
# These settings adjust continous autobattle. If enabled, these settings
# will be applied. Otherwise, they won't be.
ENABLE_CONTINOUS = true # If true, autobattle is continous.
DISABLE_MESSAGE = "Press Cancel to turn off Autobattle."
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Actor Autobattle Command Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust the command settings for Autobattle under the Actor Command Window
# here. Actors do not have continous autobattle. Instead, they just simply
# choose whatever action the game decides is most suitable for them.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ENABLE_ACTOR_AUTOBATTLE = true # Enables autobattle in Party Window.
ACTOR_COMMAND_NAME = "Auto" # Text that appears for Autobattle.
ACTOR_SHOW_SWITCH = 0 # Switch used to show Autobattle.
ACTOR_ENABLE_SWITCH = 0 # Switch used to enable Autobattle.
# Note: For both of the switches, if they are set to 0, then the feature
# will not be used at all. The command will always be shown and/or the
# command will always be enabled.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Secondary Members Autobattle -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# For those who only want to grant command control to the first actor in
# battle, enable the setting below. All of the battle members who aren't
# first in line will automatically choose their action for the turn.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ENABLE_SECONDARY_AUTOBATTLE = false
end # AUTOBATTLE
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ■ BattleManager
#==============================================================================
module BattleManager
#--------------------------------------------------------------------------
# alias method: process_victory
#--------------------------------------------------------------------------
class <<self; alias battlemanager_process_victory_cab process_victory; end
def self.process_victory
SceneManager.scene.close_disable_autobattle_window
return battlemanager_process_victory_cab
end
#--------------------------------------------------------------------------
# alias method: process_abort
#--------------------------------------------------------------------------
class <<self; alias battlemanager_process_abort_cab process_abort; end
def self.process_abort
SceneManager.scene.close_disable_autobattle_window
return battlemanager_process_abort_cab
end
#--------------------------------------------------------------------------
# alias method: process_defeat
#--------------------------------------------------------------------------
class <<self; alias battlemanager_process_defeat_cab process_defeat; end
def self.process_defeat
SceneManager.scene.close_disable_autobattle_window
return battlemanager_process_defeat_cab
end
end # BattleManager
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :continous_autobattle
end # Game_Temp
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: auto_battle?
#--------------------------------------------------------------------------
alias game_battlerbase_auto_battle_cab auto_battle?
def auto_battle?
return true if continuous_autobattle?
return true if secondary_auto_battle?
return game_battlerbase_auto_battle_cab
end
#--------------------------------------------------------------------------
# new method: continuous_autobattle?
#--------------------------------------------------------------------------
def continuous_autobattle?
return false unless actor?
return $game_temp.continous_autobattle
end
#--------------------------------------------------------------------------
# new method: secondary_auto_battle?
#--------------------------------------------------------------------------
def secondary_auto_battle?
return false unless actor?
return false if index == 0
return YEA::AUTOBATTLE::ENABLE_SECONDARY_AUTOBATTLE
end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Unit
#==============================================================================
class Game_Unit
#--------------------------------------------------------------------------
# alias method: make_actions
#--------------------------------------------------------------------------
alias game_unit_make_actions_cab make_actions
def make_actions
game_unit_make_actions_cab
refresh_autobattler_status_window
end
#--------------------------------------------------------------------------
# new method: refresh_autobattler_status_window
#--------------------------------------------------------------------------
def refresh_autobattler_status_window
return unless SceneManager.scene_is?(Scene_Battle)
return unless self.is_a?(Game_Party)
SceneManager.scene.refresh_autobattler_status_window
end
end # Game_Unit
#==============================================================================
# ■ Window_PartyCommand
#==============================================================================
class Window_PartyCommand < Window_Command
#--------------------------------------------------------------------------
# alias method: make_command_list
#--------------------------------------------------------------------------
alias window_partycommand_cab make_command_list
def make_command_list
window_partycommand_cab
return if $imported["YEA-BattleCommandList"]
add_autobattle_command if YEA::AUTOBATTLE::ENABLE_PARTY_AUTOBATTLE
end
#--------------------------------------------------------------------------
# new method: add_autobattle_command
#--------------------------------------------------------------------------
def add_autobattle_command
return unless show_autobattle?
text = YEA::AUTOBATTLE::PARTY_COMMAND_NAME
add_command(text, :autobattle, enable_autobattle?)
end
#--------------------------------------------------------------------------
# new method: show_autobattle?
#--------------------------------------------------------------------------
def show_autobattle?
return true if YEA::AUTOBATTLE::PARTY_SHOW_SWITCH <= 0
return $game_switches[YEA::AUTOBATTLE::PARTY_SHOW_SWITCH]
end
#--------------------------------------------------------------------------
# new method: enable_autobattle?
#--------------------------------------------------------------------------
def enable_autobattle?
return true if YEA::AUTOBATTLE::PARTY_ENABLE_SWITCH <= 0
return $game_switches[YEA::AUTOBATTLE::PARTY_ENABLE_SWITCH]
end
end # Window_PartyCommand
#==============================================================================
# ■ Window_ActorCommand
#==============================================================================
class Window_ActorCommand < Window_Command
#--------------------------------------------------------------------------
# alias method: make_command_list
#--------------------------------------------------------------------------
alias window_actorcommand_make_command_list_cab make_command_list
def make_command_list
return if @actor.nil?
unless $imported["YEA-BattleCommandList"]
add_autobattle_command if YEA::AUTOBATTLE::ENABLE_ACTOR_AUTOBATTLE
end
window_actorcommand_make_command_list_cab
end
#--------------------------------------------------------------------------
# new method: add_autobattle_command
#--------------------------------------------------------------------------
def add_autobattle_command
return unless show_autobattle?
text = YEA::AUTOBATTLE::ACTOR_COMMAND_NAME
add_command(text, :autobattle, enable_autobattle?)
end
#--------------------------------------------------------------------------
# new method: show_autobattle?
#--------------------------------------------------------------------------
def show_autobattle?
return true if YEA::AUTOBATTLE::ACTOR_SHOW_SWITCH <= 0
return $game_switches[YEA::AUTOBATTLE::ACTOR_SHOW_SWITCH]
end
#--------------------------------------------------------------------------
# new method: enable_autobattle?
#--------------------------------------------------------------------------
def enable_autobattle?
return true if YEA::AUTOBATTLE::ACTOR_ENABLE_SWITCH <= 0
return $game_switches[YEA::AUTOBATTLE::ACTOR_ENABLE_SWITCH]
end
end # Window_ActorCommand
#==============================================================================
# ■ Window_DisableAutobattle
#==============================================================================
class Window_DisableAutobattle < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
super(64, 0, Graphics.width - 128, fitting_height(1))
self.y = Graphics.height - fitting_height(1) + 12
self.opacity = 0
self.z = 1000
hide
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_background(contents.rect)
text = YEA::AUTOBATTLE::DISABLE_MESSAGE
draw_text(contents.rect, text, 1)
end
#--------------------------------------------------------------------------
# draw_background
#--------------------------------------------------------------------------
def draw_background(rect)
temp_rect = rect.clone
temp_rect.width /= 2
contents.gradient_fill_rect(temp_rect, back_color2, back_color1)
temp_rect.x = temp_rect.width
contents.gradient_fill_rect(temp_rect, back_color1, back_color2)
end
#--------------------------------------------------------------------------
# back_color1
#--------------------------------------------------------------------------
def back_color1; return Color.new(0, 0, 0, 192); end
#--------------------------------------------------------------------------
# back_color2
#--------------------------------------------------------------------------
def back_color2; return Color.new(0, 0, 0, 0); end
end # Window_DisableAutobattle
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias method: create_all_windows
#--------------------------------------------------------------------------
alias scene_battle_create_all_windows_cab create_all_windows
def create_all_windows
$game_temp.continous_autobattle = false
scene_battle_create_all_windows_cab
create_disable_autobattle_window
end
#--------------------------------------------------------------------------
# alias method: create_party_command_window
#--------------------------------------------------------------------------
alias create_party_command_window_cab create_party_command_window
def create_party_command_window
create_party_command_window_cab
@party_command_window.set_handler(:autobattle, method(:command_pautobattle))
end
#--------------------------------------------------------------------------
# new method: command_pautobattle
#--------------------------------------------------------------------------
def command_pautobattle
for member in $game_party.battle_members
next unless member.inputable?
member.make_auto_battle_actions
end
$game_temp.continous_autobattle = YEA::AUTOBATTLE::ENABLE_CONTINOUS
@disable_autobattle_window.show if $game_temp.continous_autobattle
refresh_autobattler_status_window
turn_start
end
#--------------------------------------------------------------------------
# new method: create_disable_autobattle_window
#--------------------------------------------------------------------------
def create_disable_autobattle_window
@disable_autobattle_window = Window_DisableAutobattle.new
end
#--------------------------------------------------------------------------
# alias method: update
#--------------------------------------------------------------------------
alias scene_battle_update_cab update
def update
scene_battle_update_cab
update_continous_autobattle_window
end
#--------------------------------------------------------------------------
# alias method: update_basic
#--------------------------------------------------------------------------
alias scene_battle_update_basic_cab update_basic
def update_basic
scene_battle_update_basic_cab
update_continous_autobattle_window
end
#--------------------------------------------------------------------------
# new method: update_continous_autobattle_window
#--------------------------------------------------------------------------
def update_continous_autobattle_window
return unless @disable_autobattle_window.visible
opacity = $game_message.visible ? 0 : 255
@disable_autobattle_window.contents_opacity = opacity
close_disable_autobattle_window if Input.press?(:B)
end
#--------------------------------------------------------------------------
# new method: close_disable_autobattle_window
#--------------------------------------------------------------------------
def close_disable_autobattle_window
Sound.play_cancel if Input.press?(:B) && @disable_autobattle_window.visible
$game_temp.continous_autobattle = false
@disable_autobattle_window.hide
end
#--------------------------------------------------------------------------
# alias method: create_actor_command_window
#--------------------------------------------------------------------------
alias create_actor_command_window_cab create_actor_command_window
def create_actor_command_window
create_actor_command_window_cab
@actor_command_window.set_handler(:autobattle, method(:command_aautobattle))
end
#--------------------------------------------------------------------------
# new method: command_aautobattle
#--------------------------------------------------------------------------
def command_aautobattle
BattleManager.actor.make_auto_battle_actions
next_command
end
#--------------------------------------------------------------------------
# new method: refresh_autobattler_status_window
#--------------------------------------------------------------------------
def refresh_autobattler_status_window
for member in $game_party.battle_members
next unless member.auto_battle?
@status_window.draw_item(member.index)
end
end
end # Scene_Battle
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/Extra_Drops.rb | Battle/Extra_Drops.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Extra Drops v1.01
# -- Last Updated: 2011.12.31
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-ExtraDrops"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.31 - Bug Fixed: Drop ratios now work properly.
# 2011.12.17 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Enemies by default only drop three items maximum in RPG Maker VX Ace. The
# drop rates are also limited to rates that can only be achieved through
# denominator values. A drop rate of say, 75% cannot be achieved. This script
# provides the ability to add more than just three drops and more control over
# the drop rates, too.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Enemy Notetags - These notetags go in the enemies notebox in the database.
# -----------------------------------------------------------------------------
# <drop Ix: y%>
# <drop Wx: y%>
# <drop Ax: y%>
# Causes enemy to drop item, weapon, or armour (marked by I, W, or A) x at a
# rate of y percent. Insert multiples of this tag to increase the number of
# drops an enemy can possibly have.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module ENEMY
DROP_PLUS = /<(?:DROP|drop)[ ]([IWA])(\d+):[ ](\d+)([%%])>/i
end # ENEMY
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_edr load_database; end
def self.load_database
load_database_edr
load_notetags_edr
end
#--------------------------------------------------------------------------
# new method: load_notetags_al
#--------------------------------------------------------------------------
def self.load_notetags_edr
for enemy in $data_enemies
next if enemy.nil?
enemy.load_notetags_edr
end
end
end # DataManager
#==============================================================================
# ■ RPG::Enemy
#==============================================================================
class RPG::Enemy < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :extra_drops
#--------------------------------------------------------------------------
# common cache: load_notetags_edr
#--------------------------------------------------------------------------
def load_notetags_edr
@extra_drops = []
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::ENEMY::DROP_PLUS
case $1.upcase
when "I"; kind = 1
when "W"; kind = 2
when "A"; kind = 3
else; next
end
item = RPG::Enemy::DropItem.new
item.kind = kind
item.data_id = $2.to_i
item.drop_rate = $3.to_i * 0.01
@extra_drops.push(item)
end
} # self.note.split
#---
end
end # RPG::Enemy
#==============================================================================
# ■ RPG::Enemy::DropItem
#==============================================================================
class RPG::Enemy::DropItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :drop_rate
#--------------------------------------------------------------------------
# new method: drop_rate
#--------------------------------------------------------------------------
def drop_rate
return 0 if @drop_rate.nil?
return @drop_rate
end
end # RPG::Enemy::DropItem
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# alias method: make_drop_items
#--------------------------------------------------------------------------
alias game_enemy_make_drop_items_edr make_drop_items
def make_drop_items
result = game_enemy_make_drop_items_edr
result += make_extra_drops
return result
end
#--------------------------------------------------------------------------
# new method: make_extra_drops
#--------------------------------------------------------------------------
def make_extra_drops
result = []
for drop in enemy.extra_drops
next if rand > drop.drop_rate
result.push(item_object(drop.kind, drop.data_id))
end
return result
end
end # Game_Enemy
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/Lunatic_Targets.rb | Battle/Lunatic_Targets.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Lunatic Targets v1.00
# -- Last Updated: 2012.01.02
# -- Level: Lunatic
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LunaticTargets"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.02 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Lunatic mode effects have always been a core part of Yanfly Engine scripts.
# They exist to provide more effects for those who want more power and control
# for their items, skills, status effects, etc., but the users must be able to
# add them in themselves.
#
# This script provides the base setup for state lunatic targeting. This script
# lets you select a custom scope of targets that can be either dynmaic or a set
# scope. This script will work with YEA - Target Manager as long as it's placed
# above YEA - Target Manager.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script is compatible with Yanfly Engine Ace - Target Manager v1.01+.
# Place this script above Yanfly Engine Ace - Target Manager v1.01+.
#
#==============================================================================
class Game_Action
#--------------------------------------------------------------------------
# ● Welcome to Lunatic Mode
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Lunatic Targets allow allow skills and items to select a custom set of
# targets for their scope. To make use of a Lunatic Target scope, use the
# following notetag:
#
# <custom target: string>
#
# If multiple tags of the same type are used in the same skill/item's
# notebox, then the targets will be selected in that order. Replace "string"
# in the tags with the appropriate flag for the method below to search for.
# Note that unlike the previous versions, these are all upcase.
#
# Should you choose to use multiple lunatic target scopes for a single
# object, you may use these notetags in place of the ones shown above.
#
# <custom target>
# string
# string
# </custom target>
#
# All of the string information in between those two notetags will be
# stored the same way as the notetags shown before those. There is no
# difference between using either.
#--------------------------------------------------------------------------
def lunatic_target(smooth_target)
user = subject
targets = []
for effect in item.custom_targets
case effect.upcase
#----------------------------------------------------------------------
# Common Before Target
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a common scope that runs at the start of a targeting scope.
# Any changes made here will affect the targeting of all skills/items.
#----------------------------------------------------------------------
when /COMMON BEFORE TARGET/i
# No common targeting effects applied.
#----------------------------------------------------------------------
# Common After Target
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a common scope that runs at the end of a targeting scope.
# Any changes made here will affect the targeting of all skills/items.
#----------------------------------------------------------------------
when /COMMON AFTER TARGET/i
# No common targeting effects applied.
#----------------------------------------------------------------------
# Default Targets
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If this tag is used, then the default targets will be added to the
# total scope of targets.
#----------------------------------------------------------------------
when /DEFAULT TARGET/i
targets += default_target_set
#----------------------------------------------------------------------
# Stop editting past this point.
#----------------------------------------------------------------------
else
targets = lunatic_targets_extension(effect, user, smooth_target, targets)
end
end
return targets
end
end # Game_Action
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module USABLEITEM
CUSTOM_TARGET_STR =
/<(?:CUSTOM_TARGET|custom target|custom targets):[ ](.*)>/i
CUSTOM_TARGET_ON =
/<(?:CUSTOM_TARGET|custom target|custom targets)>/i
CUSTOM_TARGET_OFF =
/<\/(?:CUSTOM_TARGET|custom target|custom targets)>/i
end # USABLEITEM
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_ltar load_database; end
def self.load_database
load_database_ltar
load_notetags_ltar
end
#--------------------------------------------------------------------------
# new method: load_notetags_ltar
#--------------------------------------------------------------------------
def self.load_notetags_ltar
groups = [$data_items, $data_skills]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_ltar
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::UsableItem
#==============================================================================
class RPG::UsableItem < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :custom_targets
#--------------------------------------------------------------------------
# common cache: load_notetags_ltar
#--------------------------------------------------------------------------
def load_notetags_ltar
@custom_targets = ["COMMON BEFORE TARGET"]
@custom_targets_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::USABLEITEM::CUSTOM_TARGET_STR
@custom_targets.push($1.to_s)
#---
when YEA::REGEXP::USABLEITEM::CUSTOM_TARGET_ON
@custom_targets_on = true
when YEA::REGEXP::USABLEITEM::CUSTOM_TARGET_OFF
@custom_targets_on = false
#---
else
@custom_targets.push(line.to_s) if @custom_targets_on
end
} # self.note.split
#---
@custom_targets.push("DEFAULT TARGET") if @custom_targets.size == 1
@custom_targets.push("COMMON AFTER TARGET")
end
end # RPG::UsableItem
#==============================================================================
# ■ Game_Action
#==============================================================================
class Game_Action
#--------------------------------------------------------------------------
# alias method: make_targets
#--------------------------------------------------------------------------
alias game_action_make_targets_ltar make_targets
def make_targets
group = item.for_friend? ? friends_unit : opponents_unit
smooth_target = group.smooth_target(@target_index)
return lunatic_target(smooth_target)
end
#--------------------------------------------------------------------------
# new method: default_target_set
#--------------------------------------------------------------------------
def default_target_set
return game_action_make_targets_ltar
end
#--------------------------------------------------------------------------
# new method: lunatic_targets_extension
#--------------------------------------------------------------------------
def lunatic_targets_extension(effect, user, smooth_target, targets)
# Reserved for future Add-ons.
return targets
end
end # Game_Action
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
Archeia/YEARepo | https://github.com/Archeia/YEARepo/blob/9549551db08e98cfddc46c1165c2807bc87eabd6/Battle/Enemy_HP_Bars.rb | Battle/Enemy_HP_Bars.rb | #==============================================================================
#
# ▼ Yanfly Engine Ace - Battle Engine Add-On: Enemy HP Bars v1.10
# -- Last Updated: 2012.02.10
# -- Level: Easy, Normal
# -- Requires: YEA - Ace Battle Engine v1.00+.
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-EnemyHPBars"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.02.10 - Bug Fixed: AoE selection doesn't reveal hidden enemies.
# 2012.02.01 - Bug Fixed: Back and front of gauge randomly don't appear.
# 2012.01.11 - Efficiency update.
# 2012.01.04 - Compatibility Update: Area of Effect
# 2011.12.28 - Efficiency update.
# - Bug Fixed: HP bars didn't disappear after a heal.
# 2011.12.26 - Bug Fixed: HP bars were not depleting.
# 2011.12.23 - Efficiency update.
# 2011.12.10 - Bug Fixed: HP bars no longer appear when dead and an AoE skill
# has been selected.
# 2011.12.08 - New feature. Hide HP Bars until defeated once.
# 2011.12.06 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script shows HP gauges on enemies as they're selected for targeting or
# whenever they're damaged. The HP gauges will actually slide downward or
# upward as the enemies take damage.
#
# Included in v1.01 is the option to require the player having slain an enemy
# once before enemies of that type will show their HP gauge.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Enemy Notetags - These notetags go in the enemy notebox in the database.
# -----------------------------------------------------------------------------
# <back gauge: x>
# Changes the colour of the enemy HP back gauge to x where x is the text colour
# used from the "Window" skin image under Graphics\System.
#
# <hp gauge 1: x>
# <hp gauge 2: x>
# Changes the colour of the enemy HP HP gauge to x where x is the text colour
# used from the "Window" skin image under Graphics\System.
#
# <hide gauge>
# <show gauge>
# Hides/shows HP gauge for enemies in battle. These gauges appear whenever the
# enemy is targeted for battle or whenever the enemy takes HP damage. Note that
# using the <show gauge> tag will bypass the requirement for needing to defeat
# an enemy once if that setting is enabled.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script requires Yanfly Engine Ace - Ace Battle Engine v1.00+ and the
# script must be placed under Ace Battle Engine in the script listing.
#
#==============================================================================
module YEA
module BATTLE
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Enemy HP Gauges -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust the settings for the enemy HP gauges. You can choose to show the
# enemy HP gauges by default, the size of the gauge, the colour of the
# gauge, and the back colour of the gauge.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SHOW_ENEMY_HP_GAUGE = true # Display Enemy HP Gauge?
ANIMATE_HP_GAUGE = true # Animate the HP gauge?
DEFEAT_ENEMIES_FIRST = false # Must defeat enemy first to show HP?
ENEMY_GAUGE_WIDTH = 128 # How wide the enemy gauges are.
ENEMY_GAUGE_HEIGHT = 12 # How tall the enemy gauges are.
ENEMY_HP_GAUGE_COLOUR1 = 20 # Colour 1 for HP.
ENEMY_HP_GAUGE_COLOUR2 = 21 # Colour 2 for HP.
ENEMY_BACKGAUGE_COLOUR = 19 # Gauge Back colour.
end # BATTLE
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
if $imported["YEA-BattleEngine"]
module YEA
module REGEXP
module ENEMY
HIDE_GAUGE = /<(?:HIDE_GAUGE|hide gauge)>/i
SHOW_GAUGE = /<(?:SHOW_GAUGE|show gauge)>/i
BACK_GAUGE = /<(?:BACK_GAUGE|back gauge):[ ]*(\d+)>/i
HP_GAUGE_1 = /<(?:HP_GAUGE_1|hp gauge 1):[ ]*(\d+)>/i
HP_GAUGE_2 = /<(?:HP_GAUGE_2|hp gauge 2):[ ]*(\d+)>/i
end # ENEMY
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_ehpb load_database; end
def self.load_database
load_database_ehpb
load_notetags_ehpb
end
#--------------------------------------------------------------------------
# new method: load_notetags_ehpb
#--------------------------------------------------------------------------
def self.load_notetags_ehpb
groups = [$data_enemies]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_ehpb
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::Enemy
#==============================================================================
class RPG::Enemy < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :show_gauge
attr_accessor :require_death_show_gauge
attr_accessor :back_gauge_colour
attr_accessor :hp_gauge_colour1
attr_accessor :hp_gauge_colour2
#--------------------------------------------------------------------------
# common cache: load_notetags_ehpb
#--------------------------------------------------------------------------
def load_notetags_ehpb
@show_gauge = YEA::BATTLE::SHOW_ENEMY_HP_GAUGE
@require_death_show_gauge = YEA::BATTLE::DEFEAT_ENEMIES_FIRST
@back_gauge_colour = YEA::BATTLE::ENEMY_BACKGAUGE_COLOUR
@hp_gauge_colour1 = YEA::BATTLE::ENEMY_HP_GAUGE_COLOUR1
@hp_gauge_colour2 = YEA::BATTLE::ENEMY_HP_GAUGE_COLOUR2
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::ENEMY::HIDE_GAUGE
@show_gauge = false
when YEA::REGEXP::ENEMY::SHOW_GAUGE
@show_gauge = true
@require_death_show_gauge = false
when YEA::REGEXP::ENEMY::BACK_GAUGE
@back_gauge_colour = [$1.to_i, 31].min
when YEA::REGEXP::ENEMY::HP_GAUGE_1
@hp_gauge_colour1 = [$1.to_i, 31].min
when YEA::REGEXP::ENEMY::HP_GAUGE_2
@hp_gauge_colour2 = [$1.to_i, 31].min
end
} # self.note.split
#---
end
end # RPG::Enemy
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias sprite_battler_initialize_ehpb initialize
def initialize(viewport, battler = nil)
sprite_battler_initialize_ehpb(viewport, battler)
create_enemy_gauges
end
#--------------------------------------------------------------------------
# alias method: dispose
#--------------------------------------------------------------------------
alias sprite_battler_dispose_ehpb dispose
def dispose
sprite_battler_dispose_ehpb
dispose_enemy_gauges
end
#--------------------------------------------------------------------------
# alias method: update
#--------------------------------------------------------------------------
alias sprite_battler_update_ehpb update
def update
sprite_battler_update_ehpb
update_enemy_gauges
end
#--------------------------------------------------------------------------
# new method: create_enemy_gauges
#--------------------------------------------------------------------------
def create_enemy_gauges
return if @battler.nil?
return if @battler.actor?
return unless @battler.enemy.show_gauge
@back_gauge_viewport = Enemy_HP_Gauge_Viewport.new(@battler, self, :back)
@hp_gauge_viewport = Enemy_HP_Gauge_Viewport.new(@battler, self, :hp)
end
#--------------------------------------------------------------------------
# new method: dispose_enemy_gauges
#--------------------------------------------------------------------------
def dispose_enemy_gauges
@back_gauge_viewport.dispose unless @back_gauge_viewport.nil?
@hp_gauge_viewport.dispose unless @hp_gauge_viewport.nil?
end
#--------------------------------------------------------------------------
# new method: update_enemy_gauges
#--------------------------------------------------------------------------
def update_enemy_gauges
@back_gauge_viewport.update unless @back_gauge_viewport.nil?
@hp_gauge_viewport.update unless @hp_gauge_viewport.nil?
end
#--------------------------------------------------------------------------
# new method: update_enemy_gauge_value
#--------------------------------------------------------------------------
def update_enemy_gauge_value
@back_gauge_viewport.new_hp_updates unless @back_gauge_viewport.nil?
@hp_gauge_viewport.new_hp_updates unless @hp_gauge_viewport.nil?
end
end # Sprite_Battler
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :hidden
#--------------------------------------------------------------------------
# alias method: refresh
#--------------------------------------------------------------------------
alias game_battlerbase_refresh_ehpb refresh
def refresh
game_battlerbase_refresh_ehpb
return unless SceneManager.scene_is?(Scene_Battle)
return if actor?
sprite.update_enemy_gauge_value
end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: die
#--------------------------------------------------------------------------
alias game_battler_die_ehpb die
def die
game_battler_die_ehpb
return if actor?
$game_party.add_defeated_enemy(@enemy_id)
end
#--------------------------------------------------------------------------
# alias method: hp=
#--------------------------------------------------------------------------
alias game_battlerbase_hpequals_ehpb hp=
def hp=(value)
game_battlerbase_hpequals_ehpb(value)
return unless SceneManager.scene_is?(Scene_Battle)
return if actor?
return if value == 0
sprite.update_enemy_gauge_value
end
end # Game_Battler
#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# alias method: init_all_items
#--------------------------------------------------------------------------
alias game_party_init_all_items_ehpb init_all_items
def init_all_items
game_party_init_all_items_ehpb
@defeated_enemies = []
end
#--------------------------------------------------------------------------
# new method: defeated_enemies
#--------------------------------------------------------------------------
def defeated_enemies
@defeated_enemies = [] if @defeated_enemies.nil?
return @defeated_enemies
end
#--------------------------------------------------------------------------
# new method: add_defeated_enemy
#--------------------------------------------------------------------------
def add_defeated_enemy(id)
@defeated_enemies = [] if @defeated_enemies.nil?
@defeated_enemies.push(id) unless @defeated_enemies.include?(id)
end
end # Game_Party
#==============================================================================
# ■ Enemy_HP_Gauge_Viewport
#==============================================================================
class Enemy_HP_Gauge_Viewport < Viewport
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(battler, sprite, type)
@battler = battler
@base_sprite = sprite
@type = type
dw = YEA::BATTLE::ENEMY_GAUGE_WIDTH
dw += 2 if @type == :back
@start_width = dw
dh = YEA::BATTLE::ENEMY_GAUGE_HEIGHT
dh += 2 if @type == :back
rect = Rect.new(0, 0, dw, dh)
@current_hp = @battler.hp
@current_mhp = @battler.mhp
@target_gauge_width = target_gauge_width
@gauge_rate = 1.0
setup_original_hide_gauge
super(rect)
self.z = 125
create_gauge_sprites
self.visible = false
update_position
end
#--------------------------------------------------------------------------
# dispose
#--------------------------------------------------------------------------
def dispose
@sprite.bitmap.dispose unless @sprite.bitmap.nil?
@sprite.dispose
super
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
self.visible = gauge_visible?
@sprite.ox += 4 if YEA::BATTLE::ANIMATE_HP_GAUGE
update_position
update_gauge
@visible_counter -= 1
end
#--------------------------------------------------------------------------
# setup_original_hide_gauge
#--------------------------------------------------------------------------
def setup_original_hide_gauge
@original_hide = @battler.enemy.require_death_show_gauge
return unless @original_hide
if YEA::BATTLE::DEFEAT_ENEMIES_FIRST
enemy_id = @battler.enemy_id
@original_hide = !$game_party.defeated_enemies.include?(enemy_id)
end
end
#--------------------------------------------------------------------------
# create_gauge_sprites
#--------------------------------------------------------------------------
def create_gauge_sprites
@sprite = Plane.new(self)
dw = self.rect.width * 2
@sprite.bitmap = Bitmap.new(dw, self.rect.height)
case @type
when :back
colour1 = Colour.text_colour(@battler.enemy.back_gauge_colour)
colour2 = Colour.text_colour(@battler.enemy.back_gauge_colour)
when :hp
colour1 = Colour.text_colour(@battler.enemy.hp_gauge_colour1)
colour2 = Colour.text_colour(@battler.enemy.hp_gauge_colour2)
end
dx = 0
dy = 0
dw = self.rect.width
dh = self.rect.height
@gauge_width = target_gauge_width
@sprite.bitmap.gradient_fill_rect(dx, dy, dw, dh, colour1, colour2)
@sprite.bitmap.gradient_fill_rect(dw, dy, dw, dh, colour2, colour1)
@visible_counter = 0
end
#--------------------------------------------------------------------------
# update_visible
#--------------------------------------------------------------------------
def gauge_visible?
update_original_hide
return false if @original_hide
return false if case_original_hide?
return true if @visible_counter > 0
return true if @gauge_width != @target_gauge_width
if SceneManager.scene_is?(Scene_Battle)
return false if SceneManager.scene.enemy_window.nil?
unless @battler.dead?
if SceneManager.scene.enemy_window.active
return true if SceneManager.scene.enemy_window.enemy == @battler
return true if SceneManager.scene.enemy_window.select_all?
return true if highlight_aoe?
end
end
end
return false
end
#--------------------------------------------------------------------------
# highlight_aoe?
#--------------------------------------------------------------------------
def highlight_aoe?
return false unless $imported["YEA-AreaofEffect"]
return false if @battler.enemy? && @battler.hidden
return SceneManager.scene.enemy_window.hightlight_aoe?(@battler)
end
#--------------------------------------------------------------------------
# new_hp_updates
#--------------------------------------------------------------------------
def new_hp_updates
return if @current_hp == @battler.hp && @current_mhp == @battler.mhp
@current_hp = @battler.hp
@current_mhp = @battler.mhp
return if @gauge_rate == target_gauge_rate
@gauge_rate = target_gauge_rate
@target_gauge_width = target_gauge_width
@visible_counter = 60
end
#--------------------------------------------------------------------------
# case_original_hide?
#--------------------------------------------------------------------------
def case_original_hide?
return false if !@battler.enemy.require_death_show_gauge
if YEA::BATTLE::DEFEAT_ENEMIES_FIRST
enemy_id = @battler.enemy_id
return true unless $game_party.defeated_enemies.include?(enemy_id)
end
return false
end
#--------------------------------------------------------------------------
# update_original_hide
#--------------------------------------------------------------------------
def update_original_hide
return unless @original_hide
return if @battler.dead?
enemy_id = @battler.enemy_id
@original_hide = false if $game_party.defeated_enemies.include?(enemy_id)
end
#--------------------------------------------------------------------------
# update_position
#--------------------------------------------------------------------------
def update_position
dx = @battler.screen_x - @start_width / 2
dy = @battler.screen_y
self.rect.x = dx
self.rect.y = dy
dh = self.rect.height + 1
dh += 2 unless @type == :back
dy = [@battler.screen_y, Graphics.height - dh - 120].min
dy += 1 unless @type == :back
self.rect.y = dy
end
#--------------------------------------------------------------------------
# update_gauge
#--------------------------------------------------------------------------
def update_gauge
return if @gauge_width == @target_gauge_width
rate = 3
@target_gauge_width = target_gauge_width
if @gauge_width > @target_gauge_width
@gauge_width = [@gauge_width - rate, @target_gauge_width].max
elsif @gauge_width < @target_gauge_width
@gauge_width = [@gauge_width + rate, @target_gauge_width].min
end
@visible_counter = @gauge_width == 0 ? 10 : 60
return if @type == :back
self.rect.width = @gauge_width
end
#--------------------------------------------------------------------------
# target_gauge_rate
#--------------------------------------------------------------------------
def target_gauge_rate
return @current_hp.to_f / @current_mhp.to_f
end
#--------------------------------------------------------------------------
# target_gauge_width
#--------------------------------------------------------------------------
def target_gauge_width
return [@current_hp * @start_width / @current_mhp, @start_width].min
end
end # Enemy_HP_Gauge_Viewport
end # $imported["YEA-BattleEngine"]
#==============================================================================
#
# ▼ End of File
#
#============================================================================== | ruby | MIT | 9549551db08e98cfddc46c1165c2807bc87eabd6 | 2026-01-04T17:52:57.926095Z | false |
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