Class: Game_Troop

Inherits:
Game_Unit show all
Defined in:
lib/rgss3_default_scripts/Game_Troop.rb

Overview

** Game_Troop


This class handles enemy groups and battle-related data. Also performs

battle events. The instance of this class is referenced by $game_troop.

Constant Summary collapse

LETTER_TABLE_HALF =

  • Characters to be added to the end of enemy names


[' A',' B',' C',' D',' E',' F',' G',' H',' I',' J',
' K',' L',' M',' N',' O',' P',' Q',' R',' S',' T',
' U',' V',' W',' X',' Y',' Z']
LETTER_TABLE_FULL =
['','','','','','','','','','',
'','','','','','','','','','',
'','','','','','']

Instance Attribute Summary collapse

Attributes inherited from Game_Unit

#in_battle

Instance Method Summary collapse

Methods inherited from Game_Unit

#agi, #alive_members, #all_dead?, #clear_actions, #clear_results, #dead_members, #make_actions, #movable_members, #on_battle_end, #on_battle_start, #random_dead_target, #random_target, #smooth_dead_target, #smooth_target, #substitute_battler, #tgr_sum

Constructor Details

#initializeGame_Troop


  • Object Initialization




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 29

def initialize
  super
  @screen = Game_Screen.new
  @interpreter = Game_Interpreter.new
  @event_flags = {}
  clear
end

Instance Attribute Details

#event_flagsObject (readonly)

battle event executed flag



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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 23

def event_flags
  @event_flags
end

#interpreterObject (readonly)

battle event interpreter



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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 22

def interpreter
  @interpreter
end

#name_countsObject (readonly)

hash for enemy name appearance



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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 25

def name_counts
  @name_counts
end

#screenObject (readonly)


  • Public Instance Variables




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 21

def screen
  @screen
end

#turn_countObject (readonly)

number of turns



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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 24

def turn_count
  @turn_count
end

Instance Method Details

#clearObject


  • Clear




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 45

def clear
  @screen.clear
  @interpreter.clear
  @event_flags.clear
  @enemies = []
  @turn_count = 0
  @names_count = {}
end

#conditions_met?(page) ⇒ Boolean


  • Determine if Battle Event (Page) Conditions Are Met


Returns:

  • (Boolean)


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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 127

def conditions_met?(page)
  c = page.condition
  if !c.turn_ending && !c.turn_valid && !c.enemy_valid &&
     !c.actor_valid && !c.switch_valid
    return false      # Conditions not set: not executed
  end
  if @event_flags[page]
    return false      # Executed
  end
  if c.turn_ending    # At turn end
    return false unless BattleManager.turn_end?
  end
  if c.turn_valid     # Number of turns
    n = @turn_count
    a = c.turn_a
    b = c.turn_b
    return false if (b == 0 && n != a)
    return false if (b > 0 && (n < 1 || n < a || n % b != a % b))
  end
  if c.enemy_valid    # Enemy
    enemy = $game_troop.members[c.enemy_index]
    return false if enemy == nil
    return false if enemy.hp_rate * 100 > c.enemy_hp
  end
  if c.actor_valid    # Actor
    actor = $game_actors[c.actor_id]
    return false if actor == nil 
    return false if actor.hp_rate * 100 > c.actor_hp
  end
  if c.switch_valid   # Switch
    return false if !$game_switches[c.switch_id]
  end
  return true         # Condition met
end

#enemy_namesObject


  • Get Enemy Name Array

    For display at start of battle. Overlapping names are removed.
    



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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 115

def enemy_names
  names = []
  members.each do |enemy|
    next unless enemy.alive?
    next if names.include?(enemy.original_name)
    names.push(enemy.original_name)
  end
  names
end

#exp_totalObject


  • Calculate Total Experience




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 184

def exp_total
  dead_members.inject(0) {|r, enemy| r += enemy.exp }
end

#gold_rateObject


  • Get Multiplier for Gold




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 196

def gold_rate
  $game_party.gold_double? ? 2 : 1
end

#gold_totalObject


  • Calculate Total Gold




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 190

def gold_total
  dead_members.inject(0) {|r, enemy| r += enemy.gold } * gold_rate
end

#increase_turnObject


  • Increase Turns




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 177

def increase_turn
  troop.pages.each {|page| @event_flags[page] = false if page.span == 1 }
  @turn_count += 1
end

#init_screen_toneObject


  • Initialize Screen Tone




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 80

def init_screen_tone
  @screen.start_tone_change($game_map.screen.tone, 0) if $game_map
end

#letter_tableObject


  • Get Text Table to Place Behind Enemy Name




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 102

def letter_table
  $game_system.japanese? ? LETTER_TABLE_FULL : LETTER_TABLE_HALF
end

#make_drop_itemsObject


  • Create Array of Dropped Items




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 202

def make_drop_items
  dead_members.inject([]) {|r, enemy| r += enemy.make_drop_items }
end

#make_unique_namesObject


  • Add letters (ABC, etc) to enemy characters with the same name




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 86

def make_unique_names
  members.each do |enemy|
    next unless enemy.alive?
    next unless enemy.letter.empty?
    n = @names_count[enemy.original_name] || 0
    enemy.letter = letter_table[n % letter_table.size]
    @names_count[enemy.original_name] = n + 1
  end
  members.each do |enemy|
    n = @names_count[enemy.original_name] || 0
    enemy.plural = true if n >= 2
  end
end

#membersObject


  • Get Members




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 39

def members
  @enemies
end

#setup(troop_id) ⇒ Object


  • Setup




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 62

def setup(troop_id)
  clear
  @troop_id = troop_id
  @enemies = []
  troop.members.each do |member|
    next unless $data_enemies[member.enemy_id]
    enemy = Game_Enemy.new(@enemies.size, member.enemy_id)
    enemy.hide if member.hidden
    enemy.screen_x = member.x
    enemy.screen_y = member.y
    @enemies.push(enemy)
  end
  init_screen_tone
  make_unique_names
end

#setup_battle_eventObject


  • Battle Event Setup




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 164

def setup_battle_event
  return if @interpreter.running?
  return if @interpreter.setup_reserved_common_event
  troop.pages.each do |page|
    next unless conditions_met?(page)
    @interpreter.setup(page.list)
    @event_flags[page] = true if page.span <= 1
    return
  end
end

#troopObject


  • Get Troop Objects




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 56

def troop
  $data_troops[@troop_id]
end

#updateObject


  • Frame Update




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# File 'lib/rgss3_default_scripts/Game_Troop.rb', line 108

def update
  @screen.update
end