Game_Troop
#============================================
# ¡ Game_Troop
#--------------------------------------------
# @ƒgƒ‹[ƒv‚ðˆµ‚¤ƒNƒ‰ƒX‚Å‚·B‚±‚̃Nƒ‰ƒX‚̃Cƒ“ƒXƒ^ƒ“ƒX‚Í $game_troop ‚ÅQÆ‚³
# ‚ê‚Ü‚·B
#============================================
class Game_Troop
#------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#------------------------------------------
def initialize
# ƒGƒlƒ~[‚Ì”z—ñ‚ðì¬
@enemies = []
end
#------------------------------------------
# œ ƒGƒlƒ~[‚Ìæ“¾
#------------------------------------------
def enemies
return @enemies
end
#------------------------------------------
# œ ƒZƒbƒgƒAƒbƒv
# troop_id : ƒgƒ‹[ƒv ID
#------------------------------------------
def setup(troop_id)
# ƒgƒ‹[ƒv‚Éݒ肳‚ê‚Ä‚¢‚éƒGƒlƒ~[‚ð”z—ñ‚ÉÝ’è
@enemies = []
troop = $data_troops[troop_id]
for i in 0...troop.members.size
enemy = $data_enemies[troop.members[i].enemy_id]
if enemy != nil
@enemies.push(Game_Enemy.new(troop_id, i))
end
end
end
#------------------------------------------
# œ ‘ÎÛƒGƒlƒ~[‚̃‰ƒ“ƒ_ƒ€‚ÈŒˆ’è
# hp0 : HP 0 ‚̃Gƒlƒ~[‚ÉŒÀ‚é
#------------------------------------------
def random_target_enemy(hp0 = false)
# ƒ‹[ƒŒƒbƒg‚ð‰Šú‰»
roulette = []
# ƒ‹[ƒv
for enemy in @enemies
# ðŒ‚ÉŠY“–‚·‚éê‡
if (not hp0 and enemy.exist?) or (hp0 and enemy.hp0?)
# ƒ‹[ƒŒƒbƒg‚ɃGƒlƒ~[‚ð’ljÁ
roulette.push(enemy)
end
end
# ƒ‹[ƒŒƒbƒg‚̃TƒCƒY‚ª 0 ‚Ìê‡
if roulette.size == 0
return nil
end
# ƒ‹[ƒŒƒbƒg‚ð‰ñ‚µAƒGƒlƒ~[‚ðŒˆ’è
return roulette[rand(roulette.size)]
end
#------------------------------------------
# œ ‘ÎÛƒGƒlƒ~[‚̃‰ƒ“ƒ_ƒ€‚ÈŒˆ’è (HP 0)
#------------------------------------------
def random_target_enemy_hp0
return random_target_enemy(true)
end
#------------------------------------------
# œ ‘ÎÛƒGƒlƒ~[‚̃Xƒ€[ƒY‚ÈŒˆ’è
# enemy_index : ƒGƒlƒ~[ƒCƒ“ƒfƒbƒNƒX
#------------------------------------------
def smooth_target_enemy(enemy_index)
# ƒGƒlƒ~[‚ðæ“¾
enemy = @enemies[enemy_index]
# ƒGƒlƒ~[‚ª‘¶Ý‚·‚éê‡
if enemy != nil and enemy.exist?
return enemy
end
# ƒ‹[ƒv
for enemy in @enemies
# ƒGƒlƒ~[‚ª‘¶Ý‚·‚éê‡
if enemy.exist?
return enemy
end
end
end
end
# ¡ Game_Troop
#--------------------------------------------
# @ƒgƒ‹[ƒv‚ðˆµ‚¤ƒNƒ‰ƒX‚Å‚·B‚±‚̃Nƒ‰ƒX‚̃Cƒ“ƒXƒ^ƒ“ƒX‚Í $game_troop ‚ÅQÆ‚³
# ‚ê‚Ü‚·B
#============================================
class Game_Troop
#------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#------------------------------------------
def initialize
# ƒGƒlƒ~[‚Ì”z—ñ‚ðì¬
@enemies = []
end
#------------------------------------------
# œ ƒGƒlƒ~[‚Ìæ“¾
#------------------------------------------
def enemies
return @enemies
end
#------------------------------------------
# œ ƒZƒbƒgƒAƒbƒv
# troop_id : ƒgƒ‹[ƒv ID
#------------------------------------------
def setup(troop_id)
# ƒgƒ‹[ƒv‚Éݒ肳‚ê‚Ä‚¢‚éƒGƒlƒ~[‚ð”z—ñ‚ÉÝ’è
@enemies = []
troop = $data_troops[troop_id]
for i in 0...troop.members.size
enemy = $data_enemies[troop.members[i].enemy_id]
if enemy != nil
@enemies.push(Game_Enemy.new(troop_id, i))
end
end
end
#------------------------------------------
# œ ‘ÎÛƒGƒlƒ~[‚̃‰ƒ“ƒ_ƒ€‚ÈŒˆ’è
# hp0 : HP 0 ‚̃Gƒlƒ~[‚ÉŒÀ‚é
#------------------------------------------
def random_target_enemy(hp0 = false)
# ƒ‹[ƒŒƒbƒg‚ð‰Šú‰»
roulette = []
# ƒ‹[ƒv
for enemy in @enemies
# ðŒ‚ÉŠY“–‚·‚éê‡
if (not hp0 and enemy.exist?) or (hp0 and enemy.hp0?)
# ƒ‹[ƒŒƒbƒg‚ɃGƒlƒ~[‚ð’ljÁ
roulette.push(enemy)
end
end
# ƒ‹[ƒŒƒbƒg‚̃TƒCƒY‚ª 0 ‚Ìê‡
if roulette.size == 0
return nil
end
# ƒ‹[ƒŒƒbƒg‚ð‰ñ‚µAƒGƒlƒ~[‚ðŒˆ’è
return roulette[rand(roulette.size)]
end
#------------------------------------------
# œ ‘ÎÛƒGƒlƒ~[‚̃‰ƒ“ƒ_ƒ€‚ÈŒˆ’è (HP 0)
#------------------------------------------
def random_target_enemy_hp0
return random_target_enemy(true)
end
#------------------------------------------
# œ ‘ÎÛƒGƒlƒ~[‚̃Xƒ€[ƒY‚ÈŒˆ’è
# enemy_index : ƒGƒlƒ~[ƒCƒ“ƒfƒbƒNƒX
#------------------------------------------
def smooth_target_enemy(enemy_index)
# ƒGƒlƒ~[‚ðæ“¾
enemy = @enemies[enemy_index]
# ƒGƒlƒ~[‚ª‘¶Ý‚·‚éê‡
if enemy != nil and enemy.exist?
return enemy
end
# ƒ‹[ƒv
for enemy in @enemies
# ƒGƒlƒ~[‚ª‘¶Ý‚·‚éê‡
if enemy.exist?
return enemy
end
end
end
end
Publicité