Yanfly's Active Battle Advantage modified
So back in August 2014 someone mentioned in the comments for this script that it's way too easy because you can just spam Z and always get a preemptive strike. I decided to do something about that.This modification makes the pointer go back and forth rather than straight to the end, has a customisable speed setting in the configuration, and starts the pointer at a random point along the gauge so that spamming Z no longer guarantees a preemptive.
I'm considering adding an option to factor AGI into the sizes of the gauge sections, so the faster you are compared to the enemy (or vice versa) the bigger/smaller the green and red sections become. Let me know what you think.
Code:
#==============================================================================# # ▼ Yanfly Engine Ace - Active Battle Advantage v1.00# -- Last Updated: 2015.08.05# -- Level: Easy, Normal, Hard# -- Requires: n/a# -- Modified by Trihan#==============================================================================$imported = {} if $imported.nil?$imported["YEA-ActiveAdvantage"] = true#==============================================================================# ▼ Updates# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# 2015.08.05 - Modified the gauge to move back and forth rather than just to# the end and added customisable gauge speed. The icon starts at a random# point along the gauge so you can't guarantee a preemptive by spamming Z.# 2012.02.01 - Started Script and Finished.# #==============================================================================# ▼ Introduction# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# Whenever a random encounter initiates, a gauge will appear on screen. And# depending on the timing regarding a player's button input, the battle will# start off as a pre-emptive attack for the party, a normal battle, or even a# surprise attack from the enemy.# #==============================================================================# ▼ 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.# # Create or download an image with the filename "BattleAdvantage" within the# Graphics\Pictures\ folder of your project.# #==============================================================================# ▼ 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 YEAmodule ACTIVE_ADVANTAGE #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Visual Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These are some visual settings applied to the Active Advantage gauge. # Change the colour settings here, the cursor used for indicating the # position of the the player advantage, and #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PREEMPTIVE_COLOUR =3 # Text Colour used for pre-emptives. NORMAL_COLOUR =6 # Text Colour used for normal. SURPRISE_COLOUR = 10 # Text Colour used for surprise attacks. BACK_GAUGE_COLOUR = 19 # Text Colour of the back of the gauge. CURSOR_ICON = 398 # Icon used for the gauge. # This picture is used for the battle advantage display. The following # string below determines what filename is used. Place this file inside of # the Graphics\Pictures\ folder. ADVANTAGE_PICTURE = "BattleAdvantage" #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Advantage Formulas - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # For those who would like to adjust the encounter advantage formulas, you # may do so below. It's highly recommended that you don't touch this unless # you are familiar with how encounter rates work. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- USE_CUSTOM_RATES = true # Must be enabled to use formulas below. # This is the formula used for pre-emptive advantage. PRE_RATE = "(agi >= troop_agi ? 0.40 : 0.25) * (raise_preemptive? ? 2 : 1)" # This is the formula used for surprise attack. BAD_RATE = "cancel_surprise? ? 0 : (agi >= troop_agi ? 0.25 : 0.5)" #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Other Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These are some other settings used for this script. You can change the # sound played when the gauge appears, the flash colour, and the flash # length. Adjust them as you see fit. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- APPEAR_SOUND = RPG::SE.new("Battle2", 150) # Sound played for advantage. FLASH_COLOUR = Color.new(255, 255, 255, 255)# Flash colour for advantage. FLASH_LENGTH = 20 # Duration of flash. # If for some reason, you wish to disable Active Advantage from occuring, # set the following value to a Switch ID you want to use. If it is 0, then # Active Advantage will always be on for random encounters. SWITCH = 0 # Gauge speed in pixels per frame. # 1 = 1 ppf, 2 = 2 ppf, 3 = 4 ppf, 4 = 8 ppf, 5 = 16 ppf, 6 = 32 ppf # default is 4 GAUGE_SPEED = 4 end # ACTIVE_ADVANTAGEend # 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.#==============================================================================#==============================================================================# ■ Switch#==============================================================================module Switch #--------------------------------------------------------------------------# self.active_advantage#--------------------------------------------------------------------------def self.active_advantage return true if YEA::ACTIVE_ADVANTAGE::SWITCH <= 0 return $game_switchesendend # Switch#==============================================================================# ■ BattleManager#==============================================================================module BattleManager #--------------------------------------------------------------------------# overwrite method: on_encounter#--------------------------------------------------------------------------def self.on_encounter if SceneManager.scene_is?(Scene_Map) && Switch.active_advantage SceneManager.scene.process_active_battle_advantage else @preemptive = (rand < rate_preemptive) @surprise = (rand < rate_surprise && !@preemptive) endend #--------------------------------------------------------------------------# new method: set_advantage#--------------------------------------------------------------------------def self.set_advantage(preemptive, surprise) @preemptive = preemptive @surprise = surpriseendend # BattleManager#==============================================================================# ■ Game_Party#==============================================================================class Game_Party < Game_Unit if YEA::ACTIVE_ADVANTAGE::USE_CUSTOM_RATES#--------------------------------------------------------------------------# overwrite method: rate_preemptive#--------------------------------------------------------------------------def rate_preemptive(troop_agi) return .minend #--------------------------------------------------------------------------# overwrite method: rate_surprise#--------------------------------------------------------------------------def rate_surprise(troop_agi) return .minendend # YEA::ACTIVE_ADVANTAGE::USE_CUSTOM_RATESend # Game_Party#==============================================================================# ■ Sprite_BattleAdvantage#==============================================================================class Sprite_AdvantageTitle < Sprite #--------------------------------------------------------------------------# initialize#--------------------------------------------------------------------------def initialize(viewport = nil) super(viewport) create_bitmap repositionend #--------------------------------------------------------------------------# create_bitmap#--------------------------------------------------------------------------def create_bitmap self.bitmap = Cache.picture(YEA::ACTIVE_ADVANTAGE::ADVANTAGE_PICTURE)end #--------------------------------------------------------------------------# create_bitmap#--------------------------------------------------------------------------def reposition self.z = 800 self.ox = self.bitmap.width / 2 self.oy = self.bitmap.height self.x = Graphics.width / 2 self.y = Graphics.height / 2 - 16end #--------------------------------------------------------------------------# dispose#--------------------------------------------------------------------------def dispose self.bitmap.dispose superendend # Sprite_AdvantageTitle#==============================================================================# ■ Sprite_BattleAdvantage#==============================================================================class Sprite_BattleAdvantage < Sprite #--------------------------------------------------------------------------# initialize#--------------------------------------------------------------------------def initialize(viewport = nil) super(viewport) create_bitmap repositionend #--------------------------------------------------------------------------# create_bitmap#--------------------------------------------------------------------------def create_bitmap self.bitmap = Bitmap.new(450, 26) back_colour = text_colour(YEA::ACTIVE_ADVANTAGE::BACK_GAUGE_COLOUR) self.bitmap.fill_rect(self.bitmap.rect, back_colour) colour1 = text_colour(YEA::ACTIVE_ADVANTAGE::PREEMPTIVE_COLOUR) colour2 = text_colour(YEA::ACTIVE_ADVANTAGE::NORMAL_COLOUR) colour3 = text_colour(YEA::ACTIVE_ADVANTAGE::SURPRISE_COLOUR) #--- @dw1 = (BattleManager.rate_preemptive * 200).to_i @dw3 = (BattleManager.rate_surprise * 200).to_i @dw2 = 400 - @dw1 - @dw3 #--- rect = Rect.new(1, 1, @dw1, 24) self.bitmap.fill_rect(rect, colour1) #--- rect = Rect.new(rect.x + rect.width, 1, 24, 24) self.bitmap.gradient_fill_rect(rect, colour1, colour2) #--- rect = Rect.new(rect.x + rect.width, 1, @dw2, 24) self.bitmap.fill_rect(rect, colour2) #--- rect = Rect.new(rect.x + rect.width, 1, 24, 24) self.bitmap.gradient_fill_rect(rect, colour2, colour3) #--- rect = Rect.new(rect.x + rect.width, 1, @dw3, 24) self.bitmap.fill_rect(rect, colour3)end #--------------------------------------------------------------------------# reposition#--------------------------------------------------------------------------def reposition self.z = 800 self.ox = self.bitmap.width / 2 self.oy = self.bitmap.height / 2 self.x = Graphics.width / 2 self.y = Graphics.height / 2 + 32end #--------------------------------------------------------------------------# text_colour#--------------------------------------------------------------------------def text_colour(n) windowskin = Cache.system("Window") windowskin.get_pixel(64 + (n % 8) * 8, 96 + (n / 8) * 8)end #--------------------------------------------------------------------------# dispose#--------------------------------------------------------------------------def dispose self.bitmap.dispose superendend # Sprite_BattleAdvantage#==============================================================================# ■ Sprite_AdvantageCursor#==============================================================================class Sprite_AdvantageCursor < Sprite #--------------------------------------------------------------------------# initialize#--------------------------------------------------------------------------def initialize(viewport = nil) super(viewport) create_bitmap @pos = rand(pos_end / 32) * 32 reposition @dir = :right @input_advantage = false @@speeds = { 1 => 1, 2 => 2, 3 => 4, 4 => 8, 5 => 16, 6 => 32 }end #--------------------------------------------------------------------------# create_bitmap#--------------------------------------------------------------------------def create_bitmap icon_bitmap = Cache.system("Iconset") icon_index = YEA::ACTIVE_ADVANTAGE::CURSOR_ICON src_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) self.bitmap = Bitmap.new(48, 48) self.bitmap.stretch_blt(self.bitmap.rect, icon_bitmap, src_rect)end #--------------------------------------------------------------------------# reposition#--------------------------------------------------------------------------def reposition self.x = (Graphics.width / 2 - 224) + @pos self.y = Graphics.height / 2 + 32end #--------------------------------------------------------------------------# dispose#--------------------------------------------------------------------------def dispose self.bitmap.dispose superend #--------------------------------------------------------------------------# update#--------------------------------------------------------------------------def update super return if end? return @input_advantage = true if Input.trigger?(:C) speed = @@speeds if @dir == :right self.x += speed @pos += speed @dir = :left if @pos >= pos_end else self.x -= speed @pos -= speed @dir = :right if @pos <= 0 endend #--------------------------------------------------------------------------# end?#--------------------------------------------------------------------------def end? return true if @input_advantage return falseend #--------------------------------------------------------------------------# pos_end#--------------------------------------------------------------------------def pos_end return 448end #--------------------------------------------------------------------------# input_advantage#--------------------------------------------------------------------------def input_advantage dw1 = (BattleManager.rate_preemptive * 200).to_i dw3 = (BattleManager.rate_surprise * 200).to_i dw2 = 456 - dw1 - dw3 if @pos <= dw1 BattleManager.set_advantage(true, false) elsif @pos <= dw2 BattleManager.set_advantage(false, false) else BattleManager.set_advantage(false, true) endendend # Sprite_AdvantageCursor#==============================================================================# ■ Spriteset_Map#==============================================================================class Spriteset_Map #--------------------------------------------------------------------------# new method: create_battle_advantage_sprites#--------------------------------------------------------------------------def create_battle_advantage_sprites @battle_advantage_title= Sprite_AdvantageTitle.new(@viewport3) @battle_advantage_sprite = Sprite_BattleAdvantage.new(@viewport3) @battle_advantage_cursor = Sprite_AdvantageCursor.new(@viewport3) @battle_advantage_cursor.z = @battle_advantage_sprite.z + 1end #--------------------------------------------------------------------------# alias method: dispose#--------------------------------------------------------------------------alias spriteset_map_dispose_aba disposedef dispose dispose_battle_advantage_sprites spriteset_map_dispose_abaend #--------------------------------------------------------------------------# new method: dispose_battle_advantage_sprites#--------------------------------------------------------------------------def dispose_battle_advantage_sprites @battle_advantage_title.dispose unless @battle_advantage_title.nil? @battle_advantage_sprite.dispose unless @battle_advantage_sprite.nil? @battle_advantage_cursor.dispose unless @battle_advantage_cursor.nil?end #--------------------------------------------------------------------------# alias method: update#--------------------------------------------------------------------------alias spriteset_map_update_aba updatedef update spriteset_map_update_aba update_battle_advantage_spritesend #--------------------------------------------------------------------------# new method: update_battle_advantage_sprites#--------------------------------------------------------------------------def update_battle_advantage_sprites @battle_advantage_title.update unless @battle_advantage_title.nil? @battle_advantage_sprite.update unless @battle_advantage_sprite.nil? @battle_advantage_cursor.update unless @battle_advantage_cursor.nil?end #--------------------------------------------------------------------------# new method: advantage_cursor#--------------------------------------------------------------------------def advantage_cursor return @battle_advantage_cursorendend # Spriteset_Map#==============================================================================# ■ Scene_Map#==============================================================================class Scene_Map < Scene_Base #--------------------------------------------------------------------------# new method: process_active_battle_advantage#--------------------------------------------------------------------------def process_active_battle_advantage @spriteset.create_battle_advantage_sprites YEA::ACTIVE_ADVANTAGE::APPEAR_SOUND.play flash_colour = YEA::ACTIVE_ADVANTAGE::FLASH_COLOUR flash_length = YEA::ACTIVE_ADVANTAGE::FLASH_LENGTH $game_map.screen.start_flash(flash_colour, flash_length) update_active_battle_advantageend #--------------------------------------------------------------------------# new method: update_active_battle_advantage#--------------------------------------------------------------------------def update_active_battle_advantage loop do break if @spriteset.advantage_cursor.end? update_battle_advantage_graphics end @spriteset.advantage_cursor.input_advantageend #--------------------------------------------------------------------------# new method: update_battle_advantage_graphics#--------------------------------------------------------------------------def update_battle_advantage_graphics Graphics.update Input.update update_all_windows $game_map.update @spriteset.updateendend # Scene_Map#==============================================================================# # ▼ End of File# #==============================================================================
本贴来自国际rpgmaker官方论坛作者:Trihan处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/yanflys-active-battle-advantage-modified.39812/
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