#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :name # name
attr_reader :character_name # character file name
attr_reader :character_hue # character hue
attr_reader :class_id # class ID
attr_reader :weapon_id # weapon ID
attr_reader :armor1_id # shield ID
attr_reader :armor2_id # helmet ID
attr_reader :armor3_id # body armor ID
attr_reader :armor4_id # accessory ID
attr_reader :level # level
attr_reader :exp # EXP
attr_reader :skills # skills
#--------------------------------------------------------------------------
# * Object Initialization
# actor_id : actor ID
#--------------------------------------------------------------------------
def initialize(actor_id)
super()
setup(actor_id)
end
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
def setup(actor_id)
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
mdef1 = weapon != nil ? weapon.mdef : 0
mdef2 = armor1 != nil ? armor1.mdef : 0
mdef3 = armor2 != nil ? armor2.mdef : 0
mdef4 = armor3 != nil ? armor3.mdef : 0
mdef5 = armor4 != nil ? armor4.mdef : 0
@var_mdef = mdef1 + mdef2 + mdef3 + mdef4 + mdef5
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
pdef1 = weapon != nil ? weapon.pdef : 0
pdef2 = armor1 != nil ? armor1.pdef : 0
pdef3 = armor2 != nil ? armor2.pdef : 0
pdef4 = armor3 != nil ? armor3.pdef : 0
pdef5 = armor4 != nil ? armor4.pdef : 0
@var_pdef = pdef1 + pdef2 + pdef3 + pdef4 + pdef5
actor = $data_actors[actor_id]
@actor_id = actor_id
@name = actor.name
@character_name = actor.character_name
@character_hue = actor.character_hue
@battler_name = actor.battler_name
@battler_hue = actor.battler_hue
@class_id = actor.class_id
@weapon_id = actor.weapon_id
@armor1_id = actor.armor1_id
@armor2_id = actor.armor2_id
@armor3_id = actor.armor3_id
@armor4_id = actor.armor4_id
@level = actor.initial_level
@exp_list = Array.new(101)
make_exp_list
@exp = @exp_list[@level]
@skills = []
@hp = maxhp
@sp = maxsp
@states = []
@states_turn = {}
@maxhp_plus = 0
@maxsp_plus = 0
@str_plus = 0
@dex_plus = 0
@agi_plus = 0
@int_plus = 0
# Learn skill
for i in 1..@level
for j in $data_classes[@class_id].learnings
if j.level == i
learn_skill(j.skill_id)
end
end
end
# Update auto state
update_auto_state(nil, $data_armors[@armor1_id])
update_auto_state(nil, $data_armors[@armor2_id])
update_auto_state(nil, $data_armors[@armor3_id])
update_auto_state(nil, $data_armors[@armor4_id])
end
#--------------------------------------------------------------------------
# * Get Actor ID
#--------------------------------------------------------------------------
def id
return @actor_id
end
#--------------------------------------------------------------------------
# * Get Index
#--------------------------------------------------------------------------
def index
return $game_party.actors.index(self)
end
#--------------------------------------------------------------------------
# * Calculate EXP
#--------------------------------------------------------------------------
def make_exp_list
actor = $data_actors[@actor_id]
@exp_list[1] = 0
pow_i = 2.4 + actor.exp_inflation / 100.0
for i in 2..100
if i > actor.final_level
@exp_list = 0
else
n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
@exp_list = @exp_list[i-1] + Integer(n)
end
end
end
#--------------------------------------------------------------------------
# * Get Element Revision Value
# element_id : element ID
#--------------------------------------------------------------------------
def element_rate(element_id)
# Get values corresponding to element effectiveness
table = [0,200,150,100,50,0,-100]
result = table[$data_classes[@class_id].element_ranks[element_id]]
# If this element is protected by armor, then it's reduced by half
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
# If this element is protected by states, then it's reduced by half
for i in @states
if $data_states.guard_element_set.include?(element_id)
result /= 2
end
end
# End Method
return result
end
#--------------------------------------------------------------------------
# * Get State Effectiveness
#--------------------------------------------------------------------------
def state_ranks
return $data_classes[@class_id].state_ranks
end
#--------------------------------------------------------------------------
# * Determine State Guard
# state_id : state ID
#--------------------------------------------------------------------------
def state_guard?(state_id)
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
return false
end
#--------------------------------------------------------------------------
# * Get Normal Attack Element
#--------------------------------------------------------------------------
def element_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.element_set : []
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (+)
#--------------------------------------------------------------------------
def plus_state_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.plus_state_set : []
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (-)
#--------------------------------------------------------------------------
def minus_state_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.minus_state_set : []
end
#--------------------------------------------------------------------------
# * Get Maximum HP
#--------------------------------------------------------------------------
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min
for i in @states
n *= $data_states.maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, 9999].min
return n
end
#--------------------------------------------------------------------------
# * Get Basic Maximum HP
#--------------------------------------------------------------------------
def base_maxhp
return $data_actors[@actor_id].parameters[0, @level]
end
#--------------------------------------------------------------------------
# * Get Basic Maximum SP
#--------------------------------------------------------------------------
def base_maxsp
return $data_actors[@actor_id].parameters[1, @level]
end
#--------------------------------------------------------------------------
# * Get Basic Strength
#--------------------------------------------------------------------------
def base_str
n = $data_actors[@actor_id].parameters[2, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# * Get Basic Dexterity
#--------------------------------------------------------------------------
def base_dex
n = $data_actors[@actor_id].parameters[3, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# * Get Basic Agility
#--------------------------------------------------------------------------
def base_agi
n = $data_actors[@actor_id].parameters[4, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# * Get Basic Intelligence
#--------------------------------------------------------------------------
def base_int
n = $data_actors[@actor_id].parameters[5, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# * Get Basic Attack Power
#--------------------------------------------------------------------------
def base_atk
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.atk : 0
end
#--------------------------------------------------------------------------
# * Get Basic Physical Defense
#--------------------------------------------------------------------------
def base_pdef
@var_pdef
end
#--------------------------------------------------------------------------
# * Get Basic Magic Defense
#--------------------------------------------------------------------------
def base_mdef
@var_mdef
end
#--------------------------------------------------------------------------
# * Get Basic Evasion Correction
#--------------------------------------------------------------------------
def base_eva
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
eva1 = armor1 != nil ? armor1.eva : 0
eva2 = armor2 != nil ? armor2.eva : 0
eva3 = armor3 != nil ? armor3.eva : 0
eva4 = armor4 != nil ? armor4.eva : 0
return eva1 + eva2 + eva3 + eva4
end
#--------------------------------------------------------------------------
# * Get Offensive Animation ID for Normal Attacks
#--------------------------------------------------------------------------
def animation1_id
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.animation1_id : 0
end
#--------------------------------------------------------------------------
# * Get Target Animation ID for Normal Attacks
#--------------------------------------------------------------------------
def animation2_id
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.animation2_id : 0
end
#--------------------------------------------------------------------------
# * Get Class Name
#--------------------------------------------------------------------------
def class_name
return $data_classes[@class_id].name
end
#--------------------------------------------------------------------------
# * Get EXP String
#--------------------------------------------------------------------------
def exp_s
return @exp_list[@level+1] > 0 ? @exp.to_s : "-------"
end
#--------------------------------------------------------------------------
# * Get Next Level EXP String
#--------------------------------------------------------------------------
def next_exp_s
return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------"
end
#--------------------------------------------------------------------------
# * Get Until Next Level EXP String
#--------------------------------------------------------------------------
def next_rest_exp_s
return @exp_list[@level+1] > 0 ?
(@exp_list[@level+1] - @exp).to_s : "-------"
end
#--------------------------------------------------------------------------
# * Update Auto State
# old_armor : unequipped armor
# new_armor : equipped armor
#--------------------------------------------------------------------------
def update_auto_state(old_armor, new_armor)
# Forcefully remove unequipped armor's auto state
if old_armor != nil and old_armor.auto_state_id != 0
remove_state(old_armor.auto_state_id, true)
end
# Forcefully add unequipped armor's auto state
if new_armor != nil and new_armor.auto_state_id != 0
add_state(new_armor.auto_state_id, true)
end
end
#--------------------------------------------------------------------------
# * Determine Fixed Equipment
# equip_type : type of equipment
#--------------------------------------------------------------------------
def equip_fix?(equip_type)
case equip_type
when 0 # Weapon
return $data_actors[@actor_id].weapon_fix
when 1 # Shield
return $data_actors[@actor_id].armor1_fix
when 2 # Head
return $data_actors[@actor_id].armor2_fix
when 3 # Body
return $data_actors[@actor_id].armor3_fix
when 4 # Accessory
return $data_actors[@actor_id].armor4_fix
end
return false
end
#--------------------------------------------------------------------------
# * Change Equipment
# equip_type : type of equipment
# id : weapon or armor ID (If 0, remove equipment)
#--------------------------------------------------------------------------
def equip(equip_type, id)
case equip_type
when 0 # Weapon
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
when 1 # Shield
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor1_id], $data_armors[id])
$game_party.gain_armor(@armor1_id, 1)
@armor1_id = id
$game_party.lose_armor(id, 1)
end
when 2 # Head
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor2_id], $data_armors[id])
$game_party.gain_armor(@armor2_id, 1)
@armor2_id = id
$game_party.lose_armor(id, 1)
end
when 3 # Body
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor3_id], $data_armors[id])
$game_party.gain_armor(@armor3_id, 1)
@armor3_id = id
$game_party.lose_armor(id, 1)
end
when 4 # Accessory
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor4_id], $data_armors[id])
$game_party.gain_armor(@armor4_id, 1)
@armor4_id = id
$game_party.lose_armor(id, 1)
end
end
end
#--------------------------------------------------------------------------
# * Determine if Equippable
# item : item
#--------------------------------------------------------------------------
def equippable?(item)
# If weapon
if item.is_a?(RPG::Weapon)
# If included among equippable weapons in current class
if $data_classes[@class_id].weapon_set.include?(item.id)
return true
end
end
# If armor
if item.is_a?(RPG::Armor)
# If included among equippable armor in current class
if $data_classes[@class_id].armor_set.include?(item.id)
return true
end
end
return false
end
#--------------------------------------------------------------------------
# * Change EXP
# exp : new EXP
#--------------------------------------------------------------------------
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
# Level up
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# Learn skill
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# Level down
while @exp < @exp_list[@level]
@level -= 1
end
# Correction if exceeding current max HP and max SP
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# * Change Level
# level : new level
#--------------------------------------------------------------------------
def level=(level)
# Check up and down limits
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
# Change EXP
self.exp = @exp_list[level]
end
#--------------------------------------------------------------------------
# * Learn Skill
# skill_id : skill ID
#--------------------------------------------------------------------------
def learn_skill(skill_id)
if skill_id > 0 and not skill_learn?(skill_id)
@skills.push(skill_id)
@skills.sort!
end
end
#--------------------------------------------------------------------------
# * Forget Skill
# skill_id : skill ID
#--------------------------------------------------------------------------
def forget_skill(skill_id)
@skills.delete(skill_id)
end
#--------------------------------------------------------------------------
# * Determine if Finished Learning Skill
# skill_id : skill ID
#--------------------------------------------------------------------------
def skill_learn?(skill_id)
return @skills.include?(skill_id)
end
#--------------------------------------------------------------------------
# * Determine if Skill can be Used
# skill_id : skill ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
if not skill_learn?(skill_id)
return false
end
return super
end
#--------------------------------------------------------------------------
# * Change Name
# name : new name
#--------------------------------------------------------------------------
def name=(name)
@name = name
end
#--------------------------------------------------------------------------
# * Change Class ID
# class_id : new class ID
#--------------------------------------------------------------------------
def class_id=(class_id)
if $data_classes[class_id] != nil
@class_id = class_id
# Remove items that are no longer equippable
unless equippable?($data_weapons[@weapon_id])
equip(0, 0)
end
unless equippable?($data_armors[@armor1_id])
equip(1, 0)
end
unless equippable?($data_armors[@armor2_id])
equip(2, 0)
end
unless equippable?($data_armors[@armor3_id])
equip(3, 0)
end
unless equippable?($data_armors[@armor4_id])
equip(4, 0)
end
end
end
#--------------------------------------------------------------------------
# * Change Graphics
# character_name : new character file name
# character_hue : new character hue
# battler_name : new battler file name
# battler_hue : new battler hue
#--------------------------------------------------------------------------
def set_graphic(character_name, character_hue, battler_name, battler_hue)
@character_name = character_name
@character_hue = character_hue
@battler_name = battler_name
@battler_hue = battler_hue
end
#--------------------------------------------------------------------------
# * Get Battle Screen X-Coordinate
#--------------------------------------------------------------------------
def screen_x
# Return after calculating x-coordinate by order of members in party
if self.index != nil
return self.index * 160 + 80
else
return 0
end
end
#--------------------------------------------------------------------------
# * Get Battle Screen Y-Coordinate
#--------------------------------------------------------------------------
def screen_y
return 464
end
#--------------------------------------------------------------------------
# * Get Battle Screen Z-Coordinate
#--------------------------------------------------------------------------
def screen_z
# Return after calculating z-coordinate by order of members in party
if self.index != nil
return 4 - self.index
else
return 0
end
end
end