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|
Lorcio -
postι le 28/08/2008 ΰ 16:45:48 (0 messages postιs)
| | erreur 523
if actor.cp == nil
|
un anonyme qui s'appelle nonyme (visiteur non enregistrι) -
postι le 21/09/2008 ΰ 18:34:27
| C'est aberrant tous ces scripts qui ne marche pas^^
Tenez, voici le mien, il n'a jamais eu de problème jusqu'a présent, faîtes en bon usage^^
#Active Time Battle
#==============================================================================
# ¦ New_Battle
#------------------------------------------------------------------------------
# Compiled By : MakirouAru
#==============================================================================
# ¥£¥ XRXS_BP 3. HPñ ver.1.01 ¥£¥
# by fukuyama, ÷ë Ýy
# Battle_End_Recovery
#
# íãÌñW
[
#
# Request: stay
# Script: fukuyama
# Test: mRmq
#
# URL: http://www4.big.or.jp/~fukuyama/rgss/Battle_End_Recovery.txt
#
module Battle_End_Recovery
module Scene_Battle_Module
# ñ¦ÏÌID
@@recovery_rate_variable_id = nil
# ñ¦Ìæ¾
def battle_end_recovery_rate
if @@recovery_rate_variable_id.nil?
@@recovery_rate_variable_id =
$data_system.variables.index 'íãÌñ¦'
if @@recovery_rate_variable_id.nil?
@@recovery_rate_variable_id = false
end
end
return 0 unless @@recovery_rate_variable_id
return $game_variables[@@recovery_rate_variable_id]
end
# íãÌñ
def battle_end_recovery
# ñ¦
recovery_rate = battle_end_recovery_rate
# ñ¦ÏªOÈO©ÂAN^[ªµÄ¢éêAíãÌñðs¤
if recovery_rate != 0 and not actor.dead?
# p[eBÌAN^[É[v
$game_party.actors.each do |actor|
# ñÊvZ
recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate
recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate
# ÀÛÉñ
actor.hp += recovery_hp
actor.sp += recovery_sp
# Aj[VÝè
actor.damage = - recovery_hp
actor.damage_pop = true
end
# Xe[^XEBhEðXV
@status_window.refresh
end
end
end # module Scene_Battle_Module
end # module Battle_End_Recovery
#------------------------------
# íV[ÌÄè`
#------------------------------
class Scene_Battle
# Scene_BattlepW
[ðCN[h
include Battle_End_Recovery::Scene_Battle_Module
# ³ÌtF[YTJnÉʼð¯é
alias battle_end_recovery_original_start_phase5 start_phase5
# tF[YTJnðÄè`
def start_phase5
# íãÌñðÄÑo
battle_end_recovery
# ³ÌtF[YTJnðÄÑo
battle_end_recovery_original_start_phase5
end
end
# Battle_End_Recovery
# ¥£¥ XRXS_BP10. LEVEL UP!EBhE ¥£¥
# by ÷ë Ýy
$data_system_level_up_se = "" # xAbvSEB""ųµB
$data_system_level_up_me = "Audio/ME/007-Fanfare01" # xAbvME
#==============================================================================
# ¡ Window_LevelUpWindow
#------------------------------------------------------------------------------
# @ogI¹AxAbvµ½êÉXe[^Xð\¦éEBhEÅB
#==============================================================================
class Window_LevelUpWindow < Window_Base
#--------------------------------------------------------------------------
# IuWFNgú»
#--------------------------------------------------------------------------
def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
super(0, 128, 160, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
end
#--------------------------------------------------------------------------
# tbV
#--------------------------------------------------------------------------
def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
self.contents.clear
self.contents.font.color = system_color
self.contents.font.name = "Arial"
self.contents.font.size = 14
self.contents.draw_text( 0, 0, 160, 24, "LEVEL UP!!")
self.contents.font.size = 18
self.contents.draw_text( 0, 28, 160, 24, $data_system.words.hp)
self.contents.draw_text( 0, 50, 160, 24, $data_system.words.sp)
self.contents.font.size = 14
self.contents.draw_text( 0, 72, 80, 24, $data_system.words.str)
self.contents.draw_text( 0, 94, 80, 24, $data_system.words.dex)
self.contents.draw_text( 0, 116, 80, 24, $data_system.words.agi)
self.contents.draw_text( 0, 138, 80, 24, $data_system.words.int)
self.contents.draw_text(92, 0, 128, 24, "¨")
self.contents.draw_text(76, 28, 128, 24, "=")
self.contents.draw_text(76, 50, 128, 24, "=")
self.contents.draw_text(76, 72, 128, 24, "=")
self.contents.draw_text(76, 94, 128, 24, "=")
self.contents.draw_text(76, 116, 128, 24, "=")
self.contents.draw_text(76, 138, 128, 24, "=")
self.contents.font.color = normal_color
self.contents.draw_text( 0, 0, 88, 24, last_lv.to_s, 2)
self.contents.draw_text( 0, 28, 72, 24, "+" + up_hp.to_s, 2)
self.contents.draw_text( 0, 50, 72, 24, "+" + up_sp.to_s, 2)
self.contents.draw_text( 0, 72, 72, 24, "+" + up_str.to_s, 2)
self.contents.draw_text( 0, 94, 72, 24, "+" + up_dex.to_s, 2)
self.contents.draw_text( 0, 116, 72, 24, "+" + up_agi.to_s, 2)
self.contents.draw_text( 0, 138, 72, 24, "+" + up_int.to_s, 2)
self.contents.font.size = 20
self.contents.draw_text( 0, 0, 128, 24, actor.level.to_s, 2)
self.contents.draw_text( 0, 26, 128, 24, actor.maxhp.to_s, 2)
self.contents.draw_text( 0, 48, 128, 24, actor.maxsp.to_s, 2)
self.contents.draw_text( 0, 70, 128, 24, actor.str.to_s, 2)
self.contents.draw_text( 0, 92, 128, 24, actor.dex.to_s, 2)
self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2)
self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2)
end
end
#==============================================================================
# ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ÇÁEöJCX^XÏ
#--------------------------------------------------------------------------
attr_accessor :level_up_flags # LEVEL UP!\¦
end
#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ÇÁEöJCX^XÏ
#--------------------------------------------------------------------------
attr_accessor :exp_gain_ban # EXPæ¾êÖ~
#--------------------------------------------------------------------------
# IuWFNgú»
#--------------------------------------------------------------------------
alias xrxs_bp10_initialize initialize
def initialize
@exp_gain_ban = false
xrxs_bp10_initialize
end
#--------------------------------------------------------------------------
# Xe[g [EXP ðl¾Å«È¢] »è
#--------------------------------------------------------------------------
alias xrxs_bp10_cant_get_exp? cant_get_exp?
def cant_get_exp?
if @exp_gain_ban == true
return true
else
return xrxs_bp10_cant_get_exp?
end
end
end
#==============================================================================
# ¡ Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# At^[ogtF[YJn
#--------------------------------------------------------------------------
alias xrxs_bp10_start_phase5 start_phase5
def start_phase5
# EXP l¾Ö~
for i in 0...$game_party.actors.size
$game_party.actors.exp_gain_ban = true
end
xrxs_bp10_start_phase5
# EXP l¾Ö~Ìð
for i in 0...$game_party.actors.size
$game_party.actors.exp_gain_ban = false
end
# EXPðú»
@exp_gained = 0
for enemy in $game_troop.enemies
# l¾ EXPðÇÁ # Gl~[ªBêóÔÅÈ¢ê
@exp_gained += enemy.exp if not enemy.hidden
end
# Ýè
@phase5_step = 0
@exp_gain_actor = -1
# UgEBhEð\¦
@result_window.y -= 64
@result_window.visible = true
# xAbv»èÖ
phase5_next_levelup
end
#--------------------------------------------------------------------------
# t[XV (At^[ogtF[Y)
#--------------------------------------------------------------------------
alias xrxs_bp10_update_phase5 update_phase5
def update_phase5
case @phase5_step
when 1
update_phase5_step1
else
xrxs_bp10_update_phase5
# xAbvµÄ¢éêͧogI¹
battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
end
end
#--------------------------------------------------------------------------
# t[XV (At^[ogtF[Y 1 : xAbv)
#--------------------------------------------------------------------------
def update_phase5_step1
# C {^ª³ê½ê
if Input.trigger?(Input::C)
# EBhEðÂÄÌAN^[Ö
@levelup_window.visible = false if @levelup_window != nil
@status_window.level_up_flags[@exp_gain_actor] = false
phase5_next_levelup
end
end
#--------------------------------------------------------------------------
# ÌAN^[ÌxAbv\¦Ö
#--------------------------------------------------------------------------
def phase5_next_levelup
begin
# ÌAN^[Ö
@exp_gain_actor += 1
# ÅãÌAN^[Ìê
if @exp_gain_actor >= $game_party.actors.size
# At^[ogtF[YJn
@phase5_step = 0
return
end
actor = $game_party.actors[@exp_gain_actor]
if actor.cant_get_exp? == false
# »ÝÌ\ÍlðÛ
last_level = actor.level
last_maxhp = actor.maxhp
last_maxsp = actor.maxsp
last_str = actor.str
last_dex = actor.dex
last_agi = actor.agi
last_int = actor.int
# o±læ¾ÌèIuÔ(ä
actor.exp += @exp_gained
# ȏ
if actor.level > last_level
# xAbv櫈
@status_window.level_up(@exp_gain_actor)
if $data_system_level_up_se != ""
Audio.se_stop
Audio.se_play($data_system_level_up_se)
end
if $data_system_level_up_me != ""
Audio.me_stop
Audio.me_play($data_system_level_up_me)
end
@levelup_window = Window_LevelUpWindow.new(actor, last_level,
actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,
actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)
@levelup_window.x = 160 * @exp_gain_actor
@levelup_window.visible = true
@phase5_wait_count = 40
@phase5_step = 1
# Xe[^XEBhEðtbV
@status_window.refresh
return
end
end
end until false
end
end
# ¥£¥ XRXS_17. Xbv_[Whä^øÊÊÚ×» ver.1.51 ¥£¥
# by ÷ë Ýy, fukuyama
#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# Xbv_[WÌøÊKp
#--------------------------------------------------------------------------
alias xrxs_bp7_slip_damage_effect slip_damage_effect
def slip_damage_effect
# lÌú»
slip_damage_percent = 0
slip_damage_plus = 0
# »ÝtÁ³êÄ¢éXe[gÌ©çXbv_[WLèÌmðT
for i in @states
if $data_states.slip_damage
# »ÌXe[gªÁÄ¢éXbv_[WÌ
# LvvXXe[gܽÍLv}CiXXe[gð»èB
for j in $data_states.plus_state_set
if $data_states[j] != nil
if $data_states[j].name =~ /^Xbv([0-9]+)(%|)/
slip_damage_percent += $1.to_i
elsif $data_states[j].name =~ /^Xbv([0-9]+)$/
slip_damage_plus += $1.to_i
end
end
end
for j in $data_states.minus_state_set
if $data_states[j] != nil
if $data_states[j].name =~ /^Xbv([0-9]+)(%|)/
slip_damage_percent -= $1.to_i
elsif $data_states[j].name =~ /^Xbv([0-9]+)$/
slip_damage_plus -= $1.to_i
end
end
end
end
end
if slip_damage_percent == 0 and slip_damage_plus == 0
xrxs_bp7_slip_damage_effect
else
# hïªXbvhäª éêð»è
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors
next if armor == nil
for j in armor.guard_state_set
if $data_states[j] != nil
if $data_states[j].name =~ /^Xbv([0-9]+)(%|)/
if slip_damage_percent > 0
slip_damage_percent = [slip_damage_percent - $1.to_i, 0].max
end
end
if $data_states[j].name =~ /^Xbv([0-9]+)$/
if slip_damage_percent > 0
slip_damage_plus = [slip_damage_plus - $1.to_i, 0].max
end
end
end
end
end
# _[WðÝè
self.damage = self.maxhp * slip_damage_percent / 100 + slip_damage_plus
# ªU
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# HP ©ç_[Wð¸Z
self.hp -= self.damage
# \bhI¹
return true
end
end
end
# ¥£¥ XRXS_BP 1. CP§±ü ver.15 ¥£¥
# by ÷ë Ýy, aó, Jack-R
#==============================================================================
# ¡ Scene_Battle_CP
#==============================================================================
class Scene_Battle_CP
#--------------------------------------------------------------------------
# öJCX^XÏ
#--------------------------------------------------------------------------
attr_accessor top # CPÁZXgbv
#----------------------------------------------------------------------------
# IuWFNgÌú»
#----------------------------------------------------------------------------
def initialize
@battlers = []
@cancel = false
@agi_total = 0
# zñ @count_battlers ðú»
@count_battlers = []
# Gl~[ðzñ @count_battlers ÉÇÁ
for enemy in $game_troop.enemies
@count_battlers.push(enemy)
end
# AN^[ðzñ @count_battlers ÉÇÁ
for actor in $game_party.actors
@count_battlers.push(actor)
end
for battler in @count_battlers
@agi_total += battler.agi
end
for battler in @count_battlers
battler.cp = [[65535 * (rand(15) + 85) / 100 * battler.agi / @agi_total * 4, 0].max, 65535].min
end
end
#----------------------------------------------------------------------------
# CPJEgÌJn
#----------------------------------------------------------------------------
def start
if @cp_thread != nil then
return
end
@cancel = false
@stop = false
# ±±©çXbh
@cp_thread = Thread.new do
while @cancel != true
if @stop != true
self.update # XV
sleep(0.05)
end
end
end
# ±±ÜÅXbh
end
#----------------------------------------------------------------------------
# CPJEgAbv
#----------------------------------------------------------------------------
def update
if @count_battlers != nil then
for battler in @count_battlers
# s®oȯêγ
if battler.dead? == true #or battler.movable? == false then
battler.cp = 0
next
end
# ±±Ì 1.3ðϦé±ÆÅ«Xs[hðÏXÂ\B½¾µ_Ígpé±ÆB
battler.cp = [[battler.cp + 1.3 * 4096 * battler.agi / @agi_total, 0].max, 65535].min
end
end
end
#----------------------------------------------------------------------------
# CPJEgÌJn
#----------------------------------------------------------------------------
def stop
@cancel = true
if @cp_thread != nil then
@cp_thread.join
@cp_thread = nil
end
end
end
#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
attr_accessor :now_guarding # »ÝhätO
attr_accessor :cp # »ÝCP
attr_accessor lip_state_update_ban # XbvEXe[g©®ÌÖ~
#--------------------------------------------------------------------------
# R}hüÍÂ\»è
#--------------------------------------------------------------------------
def inputable?
return (not @hidden and restriction <= 1 and @cp >=65535)
end
#--------------------------------------------------------------------------
# Xe[g [Xbv_[W] ȏ
#--------------------------------------------------------------------------
alias xrxs_bp1_slip_damage? slip_damage?
def slip_damage?
return false if @slip_state_update_ban
return xrxs_bp1_slip_damage?
end
#--------------------------------------------------------------------------
# Xe[g©Rð (^[²ÆÉÄÑoµ)
#--------------------------------------------------------------------------
alias xrxs_bp1_remove_states_auto remove_states_auto
def remove_states_auto
return if @slip_state_update_ban
xrxs_bp1_remove_states_auto
end
end
#==============================================================================
# ¡ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ZbgAbv
#--------------------------------------------------------------------------
alias xrxs_bp1_setup setup
def setup(actor_id)
xrxs_bp1_setup(actor_id)
@hate = 100 # init-value is 100
@cp = 0
@now_guarding = false
@slip_state_update_ban = false
end
end
#==============================================================================
# ¡ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# IuWFNgú»
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize(troop_id, member_index)
xrxs_bp1_initialize(troop_id, member_index)
@hate = 100 # init-value is 100
@cp = 0
@now_guarding = false
@slip_state_update_ban = false
end
end
#==============================================================================
# ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# öJCX^XÏ
#--------------------------------------------------------------------------
attr_accessor :update_cp_only # CP[^[ÌÝÌXV
#--------------------------------------------------------------------------
# IuWFNgú»
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize
@update_cp_only = false
xrxs_bp1_initialize
end
#--------------------------------------------------------------------------
# tbV
#--------------------------------------------------------------------------
alias xrxs_bp1_refresh refresh
def refresh
if @update_cp_only == false
xrxs_bp1_refresh
end
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 4
draw_actor_cp_meter(actor, actor_x, 96, 120, 0)
end
end
#--------------------------------------------------------------------------
# CP[^[ Ì`æ
#--------------------------------------------------------------------------
def draw_actor_cp_meter(actor, x, y, width = 156, type = 0)
self.contents.font.color = system_color
self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
if actor.cp == nil
actor.cp = 0
end
w = width * [actor.cp,65535].min / 65535
self.contents.fill_rect(x, y+28, w,1, Color.new(255, 255, 128, 255))
self.contents.fill_rect(x, y+29, w,1, Color.new(255, 255, 0, 255))
self.contents.fill_rect(x, y+30, w,1, Color.new(192, 192, 0, 255))
self.contents.fill_rect(x, y+31, w,1, Color.new(128, 128, 0, 255))
end
end
#==============================================================================
# ¡ Scene_Battle
#==============================================================================
class Scene_Battle
# ±±ÉøʹðÝèéÆAAN^[R}hª|bvµ½Æ«ÉøʹðÄ
$data_system_command_up_se = ""
#--------------------------------------------------------------------------
# ogI¹
# result : Ê (0: 1:sk 2:¦)
#--------------------------------------------------------------------------
alias xrxs_bp1_battle_end battle_end
def battle_end(result)
# CPJEgâ~
@cp_thread.stop
xrxs_bp1_battle_end(result)
end
#--------------------------------------------------------------------------
# vogtF[YJn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase1 start_phase1
def start_phase1
@agi_total = 0
@cp_thread = Scene_Battle_CP.new
# AN^[R}hEBhEðÄì
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "Run"])
@actor_command_window.y = 128
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
@actor_command_window.draw_item(4, $game_temp.battle_can_escape ? @actor_command_window.normal_color : @actor_command_window.disabled_color)
xrxs_bp1_start_phase1
end
#--------------------------------------------------------------------------
# p[eBR}htF[YJn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase2 start_phase2
def start_phase2
xrxs_bp1_start_phase2
@party_command_window.active = false
@party_command_window.visible = false
# Ö
start_phase3
end
#--------------------------------------------------------------------------
# t[XV (p[eBR}htF[Y)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase2 update_phase2
def update_phase2
# C {^ª³ê½ê
if Input.trigger?(Input::C)
# p[eBR}hEBhEÌJ[\ÊuŪò
case @party_command_window.index
when 0 # í¤
# è SE ðt
$game_system.se_play($data_system.decision_se)
@cp_thread.start
# AN^[R}htF[YJn
start_phase3
end
return
end
xrxs_bp1_update_phase2
end
#--------------------------------------------------------------------------
# ÌAN^[ÌR}hüÍÖ
#--------------------------------------------------------------------------
def phase3_next_actor
# [v
begin
# AN^[̾ÅGtFNg OFF
if @active_battler != nil
@active_battler.blink = false
end
# ÅãÌAN^[Ìê
if @actor_index == $game_party.actors.size-1
# CtF[YJn
@cp_thread.start
start_phase4
return
end
# AN^[ÌCfbNXðißé
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
if @active_battler.inputable? == false
@active_battler.current_action.kind = -1
end
# AN^[ªR}hüÍðó¯t¯È¢óÔÈçà¤êx
end until @active_battler.inputable?
@cp_thread.stop
# AN^[R}hEBhEðZbgAbv
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# OÌAN^[ÌR}hüÍÖ
#--------------------------------------------------------------------------
def phase3_prior_actor
# [v
begin
# AN^[̾ÅGtFNg OFF
if @active_battler != nil
@active_battler.blink = false
end
# ÅÌAN^[Ìê
if @actor_index == 0
# ÅÖßé
start_phase3
return
end
# AN^[ÌCfbNXðß
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# AN^[ªR}hüÍðó¯t¯È¢óÔÈçà¤êx
end until @active_battler.inputable?
@cp_thread.stop
# AN^[R}hEBhEðZbgAbv
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# AN^[R}hEBhEÌZbgAbv
#--------------------------------------------------------------------------
alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
# øʹÌÄ
Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != ""
# ß
xrxs_bp1_phase3_setup_command_window
end
#--------------------------------------------------------------------------
# t[XV (AN^[R}htF[Y : î{R}h)
#--------------------------------------------------------------------------
alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
# C {^ª³ê½ê
if Input.trigger?(Input::C)
# AN^[R}hEBhEÌJ[\ÊuŪò
case @actor_command_window.index
when 4 # ¦°é
if $game_temp.battle_can_escape
# è SE ðt
$game_system.se_play($data_system.decision_se)
# ANVðÝè
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 4
# ÌAN^[ÌR}hüÍÖ
phase3_next_actor
else
# uU[ SE ðt
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
xrxs_bsp1_update_phase3_basic_command
end
#--------------------------------------------------------------------------
# CtF[YJn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase4 start_phase4
def start_phase4
xrxs_bp1_start_phase4
# Gl~[ANVì
for enemy in $game_troop.enemies
if enemy.cp < 65535
enemy.current_action.clear
enemy.current_action.kind = -1 # ^[òεB
next
end
enemy.make_action
end
# s®ì
make_action_orders
end
#--------------------------------------------------------------------------
# t[XV (CtF[Y Xebv 1 : ANVõ)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step1 update_phase4_step1
def update_phase4_step1
# ú»
@phase4_act_continuation = 0
# sȏ
if judge
@cp_thread.stop
# ܽÍskÌê : \bhI¹
return
end
# ¢s®og[zñÌ檩çæ¾
@active_battler = @action_battlers[0]
# Xe[^XXVðCP¾¯ÉÀèB
@status_window.update_cp_only = true
# Xe[gXVðÖ~B
@active_battler.slip_state_update_ban = true if @active_battler != nil
# ß
xrxs_bp1_update_phase4_step1
# Ö~ðð
@status_window.update_cp_only = false
@active_battler.slip_state_update_ban = false if @active_battler != nil
end
#--------------------------------------------------------------------------
# t[XV (CtF[Y Xebv 2 : ANVJn)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step2 update_phase4_step2
def update_phase4_step2
# §ANVÅȯêÎ
unless @active_battler.current_action.forcing
# CPª«èĢȢê
if @phase4_act_continuation == 0 and @active_battler.cp < 65535
@phase4_step = 6
return
end
# §ñª [GðÊíUé] © [¡ûðÊíUé] Ìê
if @active_battler.restriction == 2 or @active_battler.restriction == 3
# ANVÉUðÝè
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
# §ñª [s®Å«È¢] Ìê
if @active_battler.restriction == 4
# ANV§ÎÛÌog[ðNA
$game_temp.forcing_battler = nil
if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
# Xe[g©Rð
@active_battler.remove_states_auto
# CPÁï
@active_battler.cp = [(@active_battler.cp - 65535),0].max
# Xe[^XEBhEðtbV
@status_window.refresh
end
# Xebv 1 ÉÚs
@phase4_step = 1
return
end
end
# ANVÌíÊŪò
case @active_battler.current_action.kind
when 0
# U¥häE¦°éE½àµÈ¢Ì¤ÊÁïCP
@active_battler.cp -= 0 if @phase4_act_continuation == 0
when 1
# XLgpÌÁïCP
@active_battler.cp -= 65535 if @phase4_act_continuation == 0
when 2
# ACegpÌÁïCP
@active_battler.cp -= 65535 if @phase4_act_continuation == 0
when -1
# CPªÜÁĢȢ
@phase4_step = 6
return
end
# CPÁZðêâ~é
@cp_thread.stop = true
# Xe[g©Rð
@active_battler.remove_states_auto
xrxs_bp1_update_phase4_step2
end
#--------------------------------------------------------------------------
# î{ANV Êì
#--------------------------------------------------------------------------
alias xrxs_bp1_make_basic_action_result make_basic_action_result
def make_basic_action_result
# UÌê
if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # UÌCPÁï
end
# häÌê
if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
@active_battler.cp -= 32767 # häÌCPÁï
end
# G̦°éÌê
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # ¦ÌCPÁï
end
# ½àµÈ¢Ìê
if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
@active_battler.cp -= 32767 # ½àµÈ¢ÌCPÁï
end
# ¦°éÌê
if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # ¦ÌCPÁï
# ¦Â\ÅÍÈ¢ê
if $game_temp.battle_can_escape == false
# uU[ SE ðt
$game_system.se_play($data_system.buzzer_se)
return
end
# è SE ðt
$game_system.se_play($data_system.decision_se)
# ¦
update_phase2_escape
return
end
xrxs_bp1_make_basic_action_result
end
#--------------------------------------------------------------------------
# t[XV (CtF[Y Xebv 5 : _[W\¦)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step5 update_phase4_step5
def update_phase4_step5
# Xbv_[W
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
xrxs_bp1_update_phase4_step5
end
#--------------------------------------------------------------------------
# t[XV (CtF[Y Xebv 6 : tbV
)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step6 update_phase4_step6
def update_phase4_step6
# CPÁZðÄJé
@cp_thread.stop = false
# wvEBhEðB
@help_window.visible = false
xrxs_bp1_update_phase4_step6
end
end
# ¥£¥ XRXS_BP 7. ogXe[^XENAfUC ver.1.02 ¥£¥
# by ÷ë Ýy, TOMY
#==============================================================================
# ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# öJCX^XÏ
#--------------------------------------------------------------------------
attr_accessor :update_cp_only # CP[^[ÌÝÌXV
#--------------------------------------------------------------------------
# IuWFNgú»
#--------------------------------------------------------------------------
alias xrxs_bp7_initialize initialize
def initialize
xrxs_bp7_initialize
# «Full-ViewÌêͺñsÌ # ðÁµÄ¾³¢B
#self.opacity = 0
#self.back_opacity = 0
end
#--------------------------------------------------------------------------
# tbV
#--------------------------------------------------------------------------
alias xrxs_bp7_refresh refresh
def refresh
if @update_cp_only
xrxs_bp7_refresh
return
end
# `ÊðÖ~µÈªçß
@draw_ban = true
xrxs_bp7_refresh
# `ÊÌÖ~ðð
@draw_ban = false
# `ÊðJn
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 21
# àsLOtBbNÌ`Ê
draw_actor_graphic(actor, actor_x - 9, 116)
# HP/SP[^[Ì`Ê
draw_actor_hp_meter_line(actor, actor_x, 72, 96, 12)
draw_actor_sp_meter_line(actor, actor_x, 104, 96, 12)
# HPlÌ`Ê
self.contents.font.size = 24 # HP/SPlÌÌ嫳
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
draw_shadow_text(actor_x-2, 58, 96, 24, actor.hp.to_s, 2)
# SPlÌ`Ê
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
draw_shadow_text(actor_x-2, 90, 96, 24, actor.sp.to_s, 2)
# pêuHPvÆpêuSPvÌ`Ê
self.contents.font.size = 12 # pêuHP/SPvÌÌ嫳
self.contents.font.color = system_color # pêuHP/SPvÌÌF
draw_shadow_text(actor_x, 60, 96, 12, $data_system.words.hp)
draw_shadow_text(actor_x, 92, 96, 12, $data_system.words.sp)
draw_actor_state(actor, actor_x, 100)
end
end
end
#==============================================================================
# ¡ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# HP[^[ Ì`æ
#--------------------------------------------------------------------------
def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.hp / actor.maxhp
hp_color_1 = Color.new(255, 0, 0, 192)
hp_color_2 = Color.new(255, 255, 0, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# SP[^[ Ì`æ
#--------------------------------------------------------------------------
def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.sp / actor.maxsp
hp_color_1 = Color.new( 0, 0, 255, 192)
hp_color_2 = Color.new( 0, 255, 255, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# ¼OÌ`æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_name draw_actor_name
def draw_actor_name(actor, x, y)
xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true
end
#--------------------------------------------------------------------------
# Xe[gÌ`æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_state draw_actor_state
def draw_actor_state(actor, x, y, width = 120)
xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# HP Ì`æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# SP Ì`æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_sp draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
end
end
#==============================================================================
# OCu
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# C`æ by ÷ë Ýy
#--------------------------------------------------------------------------
def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
# `Ê£ÌvZBå«ßɼp̳B
distance = (start_x - end_x).abs + (start_y - end_y).abs
# `ÊJn
if end_color == start_color
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
self.contents.fill_rect(x, y, width, width, start_color)
end
else
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
r = start_color.red * (distance-i)/distance + end_color.red * i/distance
g = start_color.green * (distance-i)/distance + end_color.green * i/distance
b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
end
end
end
#--------------------------------------------------------------------------
# e`æ by TOMY
#--------------------------------------------------------------------------
def draw_shadow_text(x, y, width, height, string, align = 0)
# ³ÌFð۵Ĩ
color = self.contents.font.color.dup
# Åe`æ
self.contents.font.color = Color.new(0, 0, 0)
self.contents.draw_text(x + 2, y + 2, width, height, string, align)
# ³ÌFÉßµÄ`æ
self.contents.font.color = color
self.contents.draw_text(x, y, width, height, string, align)
end
end
|
| [...] Chargin mah lazor WHA | il marche pas non plus
|
♪ZBOOB♫ |
Nono II (visiteur non enregistrι) -
postι le 02/11/2008 ΰ 09:24:19
| Essaye celuil-à. C'est la modif' du premier, celui qui faisait planter le Window_Base.
#--------------------------------------------------------------------------
# � öJCX^XÏ�
#--------------------------------------------------------------------------
# attr_accessor : update_cp_only # CP��[^�[ÌÝÌ�X�V
#--------------------------------------------------------------------------
# � IuWFNg�ú»
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize
@update_cp_only = false
xrxs_bp1_initialize
end
#--------------------------------------------------------------------------
# � tbV
#--------------------------------------------------------------------------
# alias xrxs_bp1_refresh refresh
def refresh
if @update_cp_only == false
xrxs_bp1_refresh
end
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 4
draw_actor_cp_meter(actor, actor_x, 96, 120, 0)
end
end
#--------------------------------------------------------------------------
# � CP��[^�[ Ì`æ
#--------------------------------------------------------------------------
def draw_actor_cp_meter(actor, x, y, width = 156, type = 0)
self.contents.font.color = system_color
self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
if actor.cp == nil
actor.cp = 0
end
w = width * [actor.cp,65535].min / 65535
self.contents.fill_rect(x, y+28, w,1, Color.new(255, 255, 128, 255))
self.contents.fill_rect(x, y+29, w,1, Color.new(255, 255, 0, 255))
self.contents.fill_rect(x, y+30, w,1, Color.new(192, 192, 0, 255))
self.contents.fill_rect(x, y+31, w,1, Color.new(128, 128, 0, 255))
end
#==============================================================================
# �¡ Scene_Battle
#==============================================================================
class Scene_Battle
# ±±Éøʹð�Ýè·éÆ�AAN^�[R}hª|bvµ½Æ«Éøʹð�Ä�¶
$data_system_command_up_se = ""
#--------------------------------------------------------------------------
# � og�I¹
# result : Ê (0:� 1:sk 2:¦)
#--------------------------------------------------------------------------
alias xrxs_bp1_battle_end battle_end
def battle_end(result)
# CPJEgâ~
# cp_thread.stop
xrxs_bp1_battle_end(result)
end
#--------------------------------------------------------------------------
# � vogtF�[YJn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase1 start_phase1
def start_phase1
@agi_total = 0
# cp_thread = Scene_Battle_CP.new
# AN^�[R}hEBhEð�Ä�ì�¬
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "Run"])
@actor_command_window.y = 128
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
@actor_command_window.draw_item(4, $game_temp.battle_can_escape ? @actor_command_window.normal_color : @actor_command_window.disabled_color)
xrxs_bp1_start_phase1
end
#--------------------------------------------------------------------------
# � p�[eBR}htF�[YJn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase2 start_phase2
def start_phase2
xrxs_bp1_start_phase2
@party_command_window.active = false
@party_command_window.visible = false
# Ö
start_phase3
end
#--------------------------------------------------------------------------
# � t�[�X�V (p�[eBR}htF�[Y)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase2 update_phase2
def update_phase2
# C {^ª³ê½�ê�
if Input.trigger?(Input::C)
# p�[eBR}hEBhEÌJ�[\ÊuŪò
case @party_command_window.index
when 0 # �í¤
# è SE ðt
$game_system.se_play($data_system.decision_se)
@cp_thread.start
# AN^�[R}htF�[YJn
start_phase3
end
return
end
xrxs_bp1_update_phase2
end
#--------------------------------------------------------------------------
# � ÌAN^�[ÌR}hüÍÖ
#--------------------------------------------------------------------------
def phase3_next_actor
# �[v
begin
# AN^�[̾ÅGtFNg OFF
if @active_battler != nil
@active_battler.blink = false
end
# �ÅãÌAN^�[Ì�ê�
if @actor_index == $game_party.actors.size-1
# �CtF�[YJn
# cp_thread.start
start_phase4
return
end
# AN^�[ÌCfbNXð�ißé
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
if @active_battler.inputable? == false
@active_battler.current_action.kind = -1
end
# AN^�[ªR}hüÍðó¯t¯È¢�óÔÈçà¤êx
end until @active_battler.inputable?
# cp_thread.stop
# AN^�[R}hEBhEðZbgAbv
# active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# � OÌAN^�[ÌR}hüÍÖ
#--------------------------------------------------------------------------
def phase3_prior_actor
# �[v
begin
# AN^�[̾ÅGtFNg OFF
if @active_battler != nil
@active_battler.blink = false
end
# �Å�ÌAN^�[Ì�ê�
if @actor_index == 0
# �Å�Ößé
start_phase3
return
end
# AN^�[ÌCfbNXðß·
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# AN^�[ªR}hüÍðó¯t¯È¢�óÔÈçà¤êx
end until @active_battler.inputable?
@cp_thread.stop
# AN^�[R}hEBhEðZbgAbv
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# � AN^�[R}hEBhEÌZbgAbv
#--------------------------------------------------------------------------
alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
# øʹÌ�Ä�¶
Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != ""
# ß·
xrxs_bp1_phase3_setup_command_window
end
#--------------------------------------------------------------------------
# � t�[�X�V (AN^�[R}htF�[Y : î{R}h)
#--------------------------------------------------------------------------
alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
# C {^ª³ê½�ê�
if Input.trigger?(Input::C)
# AN^�[R}hEBhEÌJ�[\ÊuŪò
case @actor_command_window.index
when 4 # ¦°é
if $game_temp.battle_can_escape
# è SE ðt
$game_system.se_play($data_system.decision_se)
# ANVð�Ýè
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 4
# ÌAN^�[ÌR}hüÍÖ
phase3_next_actor
else
# uU�[ SE ðt
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
xrxs_bsp1_update_phase3_basic_command
end
#--------------------------------------------------------------------------
# � �CtF�[YJn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase4 start_phase4
def start_phase4
xrxs_bp1_start_phase4
# Gl~�[ANV��
for enemy in $game_troop.enemies
# if enemy.cp > 65535
enemy.current_action.clear
enemy.current_action.kind = -1 # ^�[òε�B
next
end
enemy.make_action
end
# �s®���ì�¬
# make_action_orders
end
#--------------------------------------------------------------------------
# � t�[�X�V (�CtF�[Y Xebv 1 : ANV�õ)
#--------------------------------------------------------------------------
#alias xrxs_bp1_update_phase4_step1 update_phase4_step1
def update_phase4_step1
# �ú»
@phase4_act_continuation = 0
# �s»è
if judge
@cp_thread.stop
# �ܽÍskÌ�ê� : �\bh�I¹
return
end
# ¢�s®og�[zñÌ�檩çæ¾
@active_battler = @action_battlers[0]
# Xe�[^X�X�VðCP¾¯ÉÀè�B
@status_window.update_cp_only = true
# Xe�[g�X�VðÖ~�B
@active_battler.slip_state_update_ban = true if @active_battler != nil
# ß·
xrxs_bp1_update_phase4_step1
# Ö~ðð�
@status_window.update_cp_only = false
@active_battler.slip_state_update_ban = false if @active_battler != nil
end
#--------------------------------------------------------------------------
# � t�[�X�V (�CtF�[Y Xebv 2 : ANVJn)
#--------------------------------------------------------------------------
# alias xrxs_bp1_update_phase4_step2 update_phase4_step2
def update_phase4_step2
# �§ANVÅȯêÎ
unless @active_battler.current_action.forcing
# CPª«èĢȢ�ê�
if @phase4_act_continuation == 0 and @active_battler.cp > 65535
@phase4_step = 6
return
end
# �§ñª [GðÊ�í�U·é] © [¡ûðÊ�í�U·é] Ì�ê�
if @active_battler.restriction == 2 or @active_battler.restriction == 3
# ANVÉ�Uð�Ýè
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
# �§ñª [�s®Å«È¢] Ì�ê�
if @active_battler.restriction == 4
# ANV�§Î�ÛÌog�[ðNA
$game_temp.forcing_battler = nil
if @phase4_act_continuation == 0 and @active_battler.cp <= 65535
# Xe�[g©Rð�
@active_battler.remove_states_auto
# CP�Áï
@active_battler.cp = [(@active_battler.cp - 65535),0].max
# Xe�[^XEBhEðtbV
@status_window.refresh
end
# Xebv 1 ÉÚ�s
@phase4_step = 1
return
end
end
# ANVÌíÊŪò
case @active_battler.current_action.kind
when 0
# �U¥hä�E¦°é�E½àµÈ¢Ì¤Ê�ÁïCP
@active_battler.cp -= 0 if @phase4_act_continuation == 0
when 1
# XLgpÌ�ÁïCP
@active_battler.cp -= 65535 if @phase4_act_continuation == 0
when 2
# ACegpÌ�ÁïCP
@active_battler.cp -= 65535 if @phase4_act_continuation == 0
when -1
# CPªÜÁĢȢ
@phase4_step = 6
return
end
# CPÁZðêâ~·é
@cp_thread.stop = true
# Xe�[g©Rð�
@active_battler.remove_states_auto
xrxs_bp1_update_phase4_step2
end
#--------------------------------------------------------------------------
# � î{ANV Ê�ì�¬
#--------------------------------------------------------------------------
# alias xrxs_bp1_make_basic_action_result make_basic_action_result
def make_basic_action_result
# �UÌ�ê�
if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # �UÌCP�Áï
end
# häÌ�ê�
if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
@active_battler.cp -= 32767 # häÌCP�Áï
end
# G̦°éÌ�ê�
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # ¦ÌCP�Áï
end
# ½àµÈ¢Ì�ê�
if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
@active_battler.cp -= 32767 # ½àµÈ¢ÌCP�Áï
end
# ¦°éÌ�ê�
if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # ¦ÌCP�Áï
# ¦Â\ÅÍÈ¢�ê�
if $game_temp.battle_can_escape == false
# uU�[ SE ðt
$game_system.se_play($data_system.buzzer_se)
return
end
# è SE ðt
$game_system.se_play($data_system.decision_se)
# ¦��
update_phase2_escape
return
end
xrxs_bp1_make_basic_action_result
end
#--------------------------------------------------------------------------
# � t�[�X�V (�CtF�[Y Xebv 5 : _��[W\¦)
#--------------------------------------------------------------------------
# alias xrxs_bp1_update_phase4_step5 update_phase4_step5
def update_phase4_step5
# Xbv_��[W
if @active_battler.hp < 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
xrxs_bp1_update_phase4_step5
end
#--------------------------------------------------------------------------
# � t�[�X�V (�CtF�[Y Xebv 6 : tbV
)
#--------------------------------------------------------------------------
# alias xrxs_bp1_update_phase4_step6 update_phase4_step6
def update_phase4_step6
# CPÁZð�ÄJ·é
@cp_thread.stop = false
# wvEBhEðB·
@help_window.visible = false
xrxs_bp1_update_phase4_step6
end
# �¥�£�¥ XRXS_BP 7. ogXe�[^X�ENAfUC ver.1.02 �¥�£�¥
# by �÷ë �Ýy, TOMY
#==============================================================================
# �¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# � öJCX^XÏ�
#--------------------------------------------------------------------------
attr_accessor :update_cp_only # CP��[^�[ÌÝÌ�X�V
#--------------------------------------------------------------------------
# � IuWFNg�ú»
#--------------------------------------------------------------------------
alias xrxs_bp7_initialize initialize
def initialize
xrxs_bp7_initialize
# �«Full-ViewÌ�ê�ͺñ�sÌ # ð�ÁµÄ¾³¢�B
#self.opacity = 0
#self.back_opacity = 0
end
#--------------------------------------------------------------------------
# � tbV
#--------------------------------------------------------------------------
alias xrxs_bp7_refresh refresh
def refresh
if @update_cp_only
xrxs_bp7_refresh
return
end
# `ÊðÖ~µÈªçß·
@draw_ban = true
xrxs_bp7_refresh
# `ÊÌÖ~ðð�
@draw_ban = false
# `ÊðJn
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 21
# à�sLOtBbNÌ`Ê
actor = $game_party.actors
draw_actor_graphic(actor, actor_x - 9, 116)
# HP/SP��[^�[Ì`Ê
draw_actor_hp_meter_line(actor, actor_x, 72, 96, 12)
draw_actor_sp_meter_line(actor, actor_x, 104, 96, 12)
# HP�lÌ`Ê
self.contents.font.size = 24 # HP/SP�l̶Ì嫳
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp >= actor.maxhp / 4 ? crisis_color : normal_color
draw_shadow_text(actor_x-2, 58, 96, 24, actor.hp.to_s, 2)
# SP�lÌ`Ê
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp >= actor.maxsp / 4 ? crisis_color : normal_color
draw_shadow_text(actor_x-2, 90, 96, 24, actor.sp.to_s, 2)
# pê�uHP�vÆpê�uSP�vÌ`Ê
self.contents.font.size = 12 # pê�uHP/SP�v̶Ì嫳
self.contents.font.color = system_color # pê�uHP/SP�v̶Ì�F
draw_shadow_text(actor_x, 60, 96, 12, $data_system.words.hp)
draw_shadow_text(actor_x, 92, 96, 12, $data_system.words.sp)
draw_actor_state(actor, actor_x, 100)
end
end
end
#==============================================================================
# �¡ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# � HP��[^�[ Ì`æ
#--------------------------------------------------------------------------
def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.hp / actor.maxhp
hp_color_1 = Color.new(255, 0, 0, 192)
hp_color_2 = Color.new(255, 255, 0, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# � SP��[^�[ Ì`æ
#--------------------------------------------------------------------------
def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.sp / actor.maxsp
hp_color_1 = Color.new( 0, 0, 255, 192)
hp_color_2 = Color.new( 0, 255, 255, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# � ¼OÌ`æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_name draw_actor_name
def draw_actor_name(actor, x, y)
xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true
end
#--------------------------------------------------------------------------
# � Xe�[gÌ`æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_state draw_actor_state
def draw_actor_state(actor, x, y, width = 120)
xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# � HP Ì`æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# � SP Ì`æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_sp draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
end
end
#==============================================================================
# � OCu
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# � C`æ by �÷ë �Ýy
#--------------------------------------------------------------------------
def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
# `Ê£ÌvZ�Bå«ßɼpÌ·³�B
distance = (start_x - end_x).abs + (start_y - end_y).abs
# `ÊJn
if end_color == start_color
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
self.contents.fill_rect(x, y, width, width, start_color)
end
else
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
r = start_color.red * (distance-i)/distance + end_color.red * i/distance
g = start_color.green * (distance-i)/distance + end_color.green * i/distance
b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
end
end
end
#--------------------------------------------------------------------------
# � e¶`æ by TOMY
#--------------------------------------------------------------------------
def draw_shadow_text(x, y, width, height, string, align = 0)
# ³Ì�FðÛ¶µÄ¨
color = self.contents.font.color.dup
# �Åe`æ
self.contents.font.color = Color.new(0, 0, 0)
self.contents.draw_text(x + 2, y + 2, width, height, string, align)
# ³Ì�FÉßµÄ`æ
self.contents.font.color = color
self.contents.draw_text(x, y, width, height, string, align)
end
end
|
Gaetric -
postι le 05/11/2008 ΰ 17:34:09 (4 messages postιs)
| | J'en ai un qui marche !
mais il est en 3 parties
1 : Créer un script au dessus de main et appelez comme vous le voulez,puis copiez/collez ce script.
#==============================================================================
# ■ Action Battle System
#------------------------------------------------------------------------------
# By: Near Fantastica
# Date: 07/2/05
# Version 2
#
# A key X input Skill Hot Key 1
# S key Y input Skill Hot Key 2
# D key Z input Skill Hot Key 3
# Q key L input Attacking
# W key R input Defending
#
# The Skill Hot Keys can be changed in the Skill Menu by cursering over to the
# skill you want and pressing the hot key you want to set that skill too ~!
#
# Thanks to Harosata, Akura, Hazarim, Deke, Arcaine and
# Thanks to everyone for testing and for your input
#==============================================================================
class Action_Battle_System
#--------------------------------------------------------------------------
# ● Open instance variable
#--------------------------------------------------------------------------
attr_accessor :active_actor
attr_accessor :display
attr_accessor layer_defending
attr_accessor kill_hot_key
attr_accessor :dash_level
#--------------------------------------------------------------------------
# ● Initialization
#--------------------------------------------------------------------------
def initialize
@event_counter = 0
@display = Sprite.new
@display.bitmap = Bitmap.new(88, 48)
@clear_counter = 0
@active_actor = 0
@player_defending = false
@restore = false
@reduce= false
@timer = 0
@dash_level = 5
@sec = 0
@skill_hot_key = {}
@skill_hot_key[1] = 0
@skill_hot_key[2] = 0
@skill_hot_key[3] = 0
@enemy_id = {}
@enemy_name = {}
@enemy_hp = {}
@enemy_sp = {}
@enemy_str = {}
@enemy_dex = {}
@enemy_agi = {}
@enemy_int = {}
@enemy_atk = {}
@enemy_pdef = {}
@enemy_mdef = {}
@enemy_eva = {}
@enemy_animation1_id = {}
@enemy_animation2_id = {}
@enemy_exp = {}
@enemy_gold = {}
@enemy_item_id = {}
@enemy_weapon_id = {}
@enemy_armor_id = {}
@enemy_treasure_prob = {}
@enemy_engagement = {}
@enemy_movment = {}
@enemy_frequency = {}
@enemy_speed = {}
@enemy_defending = {}
@enemy_dex_loop = {}
end
#--------------------------------------------------------------------------
# ● Enemy Setup
#--------------------------------------------------------------------------
def enemy_setup
# Setup Event Max
@event_counter = 0
for i in 1..999
if $game_map.map.events.id > @event_counter
@event_counter = $game_map.map.events.id
end
end
# Setup Event
for i in 1..@event_counter #$game_map.map.events.size
# Set the event to nill setting
@enemy_id = 0
for x in 1..$data_enemies.size - 1
if $game_map.map.events == nil
next i
end
if $game_map.map.events.name == $data_enemies[x].name
# Event is an Enemy Setup Emeny
@enemy_id = $data_enemies[x].id
@enemy_name = $data_enemies[x].name
@enemy_hp = $data_enemies[x].maxhp
@enemy_sp = $data_enemies[x].maxsp
@enemy_str = $data_enemies[x].str
@enemy_dex = $data_enemies[x].dex
@enemy_agi = $data_enemies[x].agi
@enemy_int = $data_enemies[x].int
@enemy_atk = $data_enemies[x].atk
@enemy_pdef = $data_enemies[x].pdef
@enemy_mdef = $data_enemies[x].mdef
@enemy_eva = $data_enemies[x].eva
@enemy_animation1_id = $data_enemies[x].animation1_id
@enemy_animation2_id = $data_enemies[x].animation2_id
@enemy_exp = $data_enemies[x].exp
@enemy_gold = $data_enemies[x].gold
@enemy_item_id = $data_enemies[x].item_id
@enemy_weapon_id = $data_enemies[x].weapon_id
@enemy_armor_id = $data_enemies[x].armor_id
@enemy_treasure_prob = $data_enemies[x].treasure_prob
@enemy_states = []
@enemy_engagement = false
@enemy_movment = 0
@enemy_frequency = 0
@enemy_speed = 0
@enemy_defending = false
@enemy_dex_loop = 0
end
end
end
end
#--------------------------------------------------------------------------
# ● Update Dash
#--------------------------------------------------------------------------
def update_dash
# check if sheild is active
if @player_defending == true
$game_player.move_speed = 3
return
end
# check is Dash Mode Active
if Input.press?(Input::A)
if $game_player.moving?
# If A Key press enter dash mode
# reduce dash level
$game_player.move_speed=5
@restore = false
if @reduce == false
@timer = 50 # Initial time off set
@reduce = true
else
@timer-= 1
end
@sec = (@timer / Graphics.frame_rate)%60
if @sec == 0
if @dash_level != 0
@dash_level -= 1
@timer = 50 # Timer Count
end
end
if @dash_level == 0
$game_player.move_speed=4
end
end
else
# restore dash level
$game_player.move_speed=4
@reduce = false
if @restore == false
@timer = 80 # Initial time off set
@restore = true
else
@timer-= 1
end
@sec = (@timer / Graphics.frame_rate)%60
if @sec == 0
if @dash_level != 5
@dash_level+= 1
@timer = 60 # Timer Count
end
end
end
end
#--------------------------------------------------------------------------
# ● Clear Display
#--------------------------------------------------------------------------
def clear_display
@clear_counter += 1
if @clear_counter == 50
@clear_counter = 0
@display.bitmap.clear
end
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
update_dash
clear_display
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id == 0
next
else
# Enemy Engaged
if @enemy_engagement == true
# Check Range
if in_range?(i,5)
# Update Battle
if in_range?(i,1)
event_melee_attack(i)
else
event_skill_attack(i)
end
next
else
@enemy_engagement = false
# Change Movement
$game_map.events.move_type = @enemy_movment
$game_map.events.move_frequency = @enemy_frequency
$game_map.events.move_speed = @enemy_speed
next
end
end
# Check Range
if in_range?(i,5)
# Check Event Direction
if facing_player?(i)
# Set Enemy Engaged
@enemy_engagement = true
# Change Movement
@enemy_movment = $game_map.events.move_type
$game_map.events.move_type = 2
@enemy_frequency = $game_map.events.move_frequency
$game_map.events.move_frequency = 5
@enemy_speed = $game_map.events.move_speed
$game_map.events.move_speed = 4
# Update Battle
if in_range?(i,1)
event_melee_attack(i)
else
event_skill_attack(i)
end
end
end
end
end
end
#--------------------------------------------------------------------------
# ● Check If Event Is In Range
#--------------------------------------------------------------------------
def in_range?(event_index, range)
playerx = $game_player.x
playery = $game_player.y
eventx = $game_map.events[event_index].x
eventy = $game_map.events[event_index].y
# Determine x and y of circle
x = (playerx - eventx) * (playerx - eventx)
y = (playery - eventy) * (playery - eventy)
# Determine raduis
r = x +y
if r <= (range * range)
return true
else
return false
end
end
#--------------------------------------------------------------------------
# ● Check If Event Is Facing Player
#--------------------------------------------------------------------------
def facing_player?(event_index)
playerx = $game_player.x
playery = $game_player.y
eventx = $game_map.events[event_index].x
eventy = $game_map.events[event_index].y
event_direction = $game_map.events[event_index].direction
# Check down
if event_direction == 2
if playery >= eventy
return true
end
end
# Check Left
if event_direction == 4
if playerx <= eventx
return true
end
end
# Check Right
if event_direction == 6
if playerx >= eventx
return true
end
end
# Check Up
if event_direction == 8
if playery <= eventy
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● Check Event Attack Condisions
# NOTE : there is no turns in the ABS therfore there is no turn percondition
#--------------------------------------------------------------------------
def event_melee_preconditions(event_index)
if @enemy_dex_loop[event_index] >= @enemy_dex[event_index] * 20
@enemy_dex_loop[event_index] = 0
for i in 0..$data_enemies[@enemy_id[event_index]].actions.size - 1
if $data_enemies[@enemy_id[event_index]].actions.kind == 0
actions = $data_enemies[@enemy_id[event_index]].actions
# Check Hp Level condition
if @enemy_hp[event_index] * 100.0 / $data_enemies[@enemy_id[event_index]].maxhp > actions.condition_hp
next
end
# Check Max Level condition
if $game_party.max_level < actions.condition_level
next
end
# Check switch condition
switch_id = actions.condition_switch_id
if actions.condition_switch_id > 0 and $game_switches[switch_id] == false
next
end
# Check Rank to see if it is larger then the dice roll
n = rand(10)
if actions.rating < n
next
end
# Return Action
case actions.basic
when 0
return 0
when 1
return 1
when 2
return 2
when 3
return 3
end
end
end
# No action taken
return 3
else
# add to the dex loop
@enemy_dex_loop[event_index] += @enemy_dex[event_index]
return 3
end
end
#--------------------------------------------------------------------------
# ● Check Event Attack Condisions
# NOTE : there is no turns in the ABS therfore there is no turn percondition
#--------------------------------------------------------------------------
def event_skill_preconditions(event_index)
if @enemy_dex_loop[event_index] >= @enemy_dex[event_index] * 100
@enemy_dex_loop[event_index] = 0
for i in 0..$data_enemies[@enemy_id[event_index]].actions.size - 1
if $data_enemies[@enemy_id[event_index]].actions.kind == 1
actions = $data_enemies[@enemy_id[event_index]].actions
# Check Hp Level condition
if @enemy_hp[event_index] * 100.0 / $data_enemies[@enemy_id[event_index]].maxhp > actions.condition_hp
return 0
end
# Check Max Level condition
if $game_party.max_level < actions.condition_level
return 0
end
# Check switch condition
switch_id = action.condition_switch_id
if actions.condition_switch_id > 0 and $game_switches[switch_id] == false
return 0
end
return actions.skill_id
end
end
return 0
else
# add to the dex loop
@enemy_dex_loop[event_index] += @enemy_dex[event_index]
return 0
end
end
#--------------------------------------------------------------------------
# ● Calculation of attribute correction
# element_set : Attribute
#--------------------------------------------------------------------------
def player_elements_correct(element_set)
# In case of non attribute
if element_set == []
# return 100
return 100
end
# The weakest one is returned in the attribute which is given * method element_rate
# is defined in Game_Actor and the Game_Enemy class which are succeeded from this class
weakest = -100
for i in element_set
weakest = [weakest, $game_party.actors[@active_actor].element_rate(i)].max
end
return weakest
end
#--------------------------------------------------------------------------
# ● Event Melee Attack
#--------------------------------------------------------------------------
def event_melee_attack(event_index)
kind = event_melee_preconditions(event_index)
case kind
when 0 # Enemy Attacking
@enemy_defending[event_index] = false
# First on-target hit decision
hit_rate = 100
for i in @enemy_states
hit_rate *= $data_states.hit_rate / 100.0
end
hit_result = (rand(100) < hit_rate)
# In case of on-target hit
if hit_result == true
# Calculating the basic damage
atk = [@enemy_atk[event_index] - $game_party.actors[@active_actor].pdef / 2, 0].max
damage = atk * (20 + @enemy_str[event_index] ) / 20
# Attribute correction
damage *= player_elements_correct([])
damage /= 100
# When the mark of the damage is correct
if damage > 0
# Critical correction
if rand(100) < 4 * @enemy_dex[event_index] / $game_party.actors[@active_actor].agi
damage *= 2
end
# Defense correction
if @player_defending == true
damage /= 2
end
end
# Dispersion
if damage.abs > 0
amp = [damage.abs * 15 / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * $game_party.actors[@active_actor].agi / @enemy_dex[event_index] + $game_party.actors[@active_actor].eva
hit = damage < 0 ? 100 : 100 - eva
# Check evade
cant_evade = false
for i in $game_party.actors[@active_actor].states
if $data_states.cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
end
# In case of on-target hit
if hit_result == true
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# From HP damage subtraction
damage = damage.abs
$game_party.actors[@active_actor].hp -= damage
hit_player(damage, @enemy_animation2_id[event_index])
if $game_party.actors[@active_actor].hp <= 0
player_dead
end
# State change
# Note : I still can not get the states effects to work correctly
# states_plus(@enemy_states)
# states_minus(@enemy_states)
end
when 1 # Enemy Defening
if @enemy_defending[event_index] != true
@enemy_defending[event_index] = true
$game_map.events[event_index].move_speed = $game_map.events[event_index].move_speed - 1
end
when 2 # Enemy Escaping
# Note : Could Add a Teleport Event to make the Event jump far away from player
when 3 # No Action Taken
end
end
#--------------------------------------------------------------------------
# ● Event Skill Attack
#--------------------------------------------------------------------------
def event_skill_attack(event_index)
# Check Percondisions of the Enemy
skill_id = event_skill_preconditions(event_index)
# If Condisions not meet
if skill_id == 0
return
end
skill = $data_skills[skill_id]
# Check Sp Cost
if skill.sp_cost > @enemy_sp[event_index]
return
end
@enemy_sp[event_index] -= skill.sp_cost
# When the effective range of skill with friend of HP 1 or more, your own HP 0,
# or the effective range of skill with the friend of HP 0, your own HP are 1 or more,
if ((skill.scope == 3 or skill.scope == 4) and @enemy_hp == 0) or
((skill.scope == 5 or skill.scope == 6) and @enemy_hp >= 1)
# メソッド終了
return
end
# Clearing the effective flag
effective = false
# When common event ID is effective, setting the effective flag
effective |= skill.common_event_id > 0
# First on-target hit decision
skill_hit = 100
for i in @enemy_states
skill_hit *= $data_states.hit_rate / 100.0
end
user_hit = 100
for i in @enemy_states
user_hit *= $data_states.hit_rate / 100.0
end
hit = skill_hit
if skill.atk_f > 0
hit *= user_hit / 100
end
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
# In case of on-target hit
if hit_result == true
# Calculating power
power = skill.power + @enemy_atk[event_index] * skill.atk_f / 100
if power > 0
power -= $game_party.actors[@active_actor].pdef * skill.pdef_f / 200
power -= $game_party.actors[@active_actor].mdef * skill.mdef_f / 200
power = [power, 0].max
end
# Calculating magnification ratio
rate = 20
rate += (@enemy_str[event_index] * skill.str_f / 100)
rate += (@enemy_dex[event_index] * skill.dex_f / 100)
rate += (@enemy_agi[event_index] * skill.agi_f / 100)
rate += (@enemy_int[event_index] * skill.int_f / 100)
# Calculating the basic damage
damage = power * rate / 20
# Attribute correction
damage *= player_elements_correct(skill.element_set)
damage /= 100
# When the mark of the damage is correct,
if damage > 0
# Defense correction
if @player_defending == true
damage /= 2
end
end
# Dispersion
if skill.variance > 0 and damage.abs > 0
amp = [damage.abs * skill.variance / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * $game_party.actors[@active_actor].agi / @enemy_dex[event_index] + $game_party.actors[@active_actor].eva
hit = damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
cant_evade = false
for i in $game_party.actors[@active_actor].states
if $data_states.cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
end
# In case of on-target hit
if hit_result == true
# In case of physical attack other than power 0
if skill.power != 0 and skill.atk_f > 0
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# Setting the effective flag
effective = true
end
# From HP damage subtraction
last_hp = $game_party.actors[@active_actor].hp
$game_party.actors[@active_actor].hp -= damage
effective |= $game_party.actors[@active_actor].hp != last_hp
# State change
# Note : I still can not get the states effects to work correctly
# effective |= states_plus(skill.plus_state_set)
# effective |= states_minus(skill.minus_state_set)
if skill.power == 0 # When power is 0
# Set Damage to Zero
damage = 0
end
hit_player(damage, skill.animation2_id)
if $game_party.actors[@active_actor].hp <= 0
player_dead
end
end
end
#--------------------------------------------------------------------------
# ● Display Hit Animation
#--------------------------------------------------------------------------
def player_dead
if $game_party.all_dead?
$game_temp.gameover = true
end
$scene = Scene_Menu.new
end
#--------------------------------------------------------------------------
# ● Display Hit Animation
#--------------------------------------------------------------------------
def hit_player(damage, animation_id)
if damage != 0
$game_player.jump(0, 0)
$game_player.animation_id = animation_id
@display.bitmap.clear
@clear_counter = 0
@display.bitmap.font.name = $defaultfonttype # Unknown At This Time
@display.bitmap.font.size = 32
@display.x = ($game_player.real_x - $game_map.display_x) / 4
@display.y = ($game_player.real_y - $game_map.display_y) / 4
@display.z = 500
@display.bitmap.font.color.set(255, 0, 0)
@display.bitmap.draw_text(@display.bitmap.rect, damage.to_s, 1)
end
end
#--------------------------------------------------------------------------
# ● Calculation of attribute correction
# element_set : Attribute
#--------------------------------------------------------------------------
def event_elements_correct(element_set, event_index)
# In case of non attribute
if element_set == []
# return 100
return 100
end
# The weakest one is returned in the attribute which is given * method element_rate
# is defined in Game_Actor and the Game_Enemy class which are succeeded from this class
weakest = -100
for i in element_set
# Note: I still can not get the states effects to work correctly
weakest = [weakest, $data_enemies[@enemy_id[event_index]].element_rate(i)].max
end
return weakest
end
#--------------------------------------------------------------------------
# ● Player Melee Attack Preconditions
#--------------------------------------------------------------------------
def player_melee_preconditions
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id == 0
next
end
if in_range?(i,1)
player_melee_attack(i)
next
end
end
end
#--------------------------------------------------------------------------
# ● Event Melee Attack
#--------------------------------------------------------------------------
def player_melee_attack(event_index)
# First on-target hit decision
hit_rate = 100
for i in $game_party.actors[@active_actor].states
hit_rate *= $data_states.hit_rate / 100.0
end
hit_result = (rand(100) < hit_rate)
# In case of on-target hit
if hit_result == true
# Calculating the basic damage
atk = [$game_party.actors[@active_actor].atk - @enemy_pdef[event_index] / 2, 0].max
damage = atk * (20 + $game_party.actors[@active_actor].str) / 20
# Attribute correction
damage *= 100 #event_elements_correct($game_party.actors[@active_actor].element_set, event_index)
damage /= 100
# When the mark of the damage is correct
if damage > 0
# Critical correction
if rand(100) < 4 * $game_party.actors[@active_actor].dex / @enemy_agi[event_index]
damage *= 2
end
# Defense correction
if @enemy_defending== true
damage /= 2
end
end
# Dispersion
if damage.abs > 0
amp = [damage.abs * 15 / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * @enemy_agi[event_index] / $game_party.actors[@active_actor].dex + @enemy_eva[event_index]
hit = damage < 0 ? 100 : 100 - eva
# Check evade
cant_evade = false
for i in @enemy_states
if $data_states.cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
end
# In case of on-target hit
if hit_result == true
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# From HP damage subtraction
damage = damage.abs
@enemy_hp[event_index] -= damage
# State change
# Note : I still can not get the states effects to work correctly
# states_plus($game_party.actors[@active_actor].states)
# states_minus($game_party.actors[@active_actor].states)
hit_event(event_index,damage, $game_party.actors[@active_actor].animation2_id)
if @enemy_hp[event_index] <= 0
battle_spoils(event_index)
end
end
end
#--------------------------------------------------------------------------
# ● Player Skill Attack Preconditions
#--------------------------------------------------------------------------
def player_skill_preconditions(index)
if$game_party.actors[@active_actor].skill_learn?(@skill_hot_key[index])
# Set Skill
skill = $data_skills[@skill_hot_key[index]]
# Check Sp Cost
if skill.sp_cost > $game_party.actors[@active_actor].sp
return
end
# Set Sp
$game_party.actors[@active_actor].sp -= skill.sp_cost
# Check Skills Scope
case skill.scope
when 1 # One Enemy
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id == 0
next
else
case $data_classes[$game_party.actors[@active_actor].class_id].position
when 0
if in_range?(i,1)
player_skill_attack(skill, i)
return
end
when 1
if in_range?(i,2)
player_skill_attack(skill, i)
return
end
when 2
if in_range?(i,5)
player_skill_attack(skill, i)
return
end
end
end
end
when 2 # All Emenies
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id == 0
next
else
case $data_classes[$game_party.actors[@active_actor].class_id].position
when 0
if in_range?(i,1)
player_skill_attack(skill, i)
return
end
when 1
if in_range?(i,2)
player_skill_attack(skill, i)
return
end
when 2
if in_range?(i,5)
player_skill_attack(skill, i)
return
end
end
end
end
when 3 # One Ally
# Note : I still can not get the states effects to work correctly and therefore
# can not scrïpt this but these skill can skill be actived from the Main Menu
when 4 # All Allies
# Note : I still can not get the states effects to work correctly and therefore
# can not scrïpt this but these skill can skill be actived from the Main Menu
end
else
return
end
end
#--------------------------------------------------------------------------
# ● Player Skill Attack
#--------------------------------------------------------------------------
def player_skill_attack(skill, event_index)
# When the effective range of skill with friend of HP 1 or more, your own HP 0,
# or the effective range of skill with the friend of HP 0, your own HP are 1 or more,
if ((skill.scope == 3 or skill.scope == 4) and @enemy_hp == 0) or
((skill.scope == 5 or skill.scope == 6) and @enemy_hp >= 1)
return
end
# Clearing the effective flag
effective = false
# When common event ID is effective, setting the effective flag
effective |= skill.common_event_id > 0
# First on-target hit decision
skill_hit = 100
for i in $game_party.actors[@active_actor].states
skill_hit *= $data_states.hit_rate / 100.0
end
user_hit = 100
for i in $game_party.actors[@active_actor].states
user_hit *= $data_states.hit_rate / 100.0
end
hit = skill_hit
if skill.atk_f > 0
hit *= user_hit / 100
end
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
# In case of on-target hit
if hit_result == true
# Calculating power
power = skill.power + $game_party.actors[@active_actor].atk * skill.atk_f / 100
if power > 0
power -= @enemy_pdef[event_index] * skill.pdef_f / 200
power -= @enemy_mdef[event_index] * skill.mdef_f / 200
power = [power, 0].max
end
# Calculating magnification ratio
rate = 20
rate += ($game_party.actors[@active_actor].str * skill.str_f / 100)
rate += ($game_party.actors[@active_actor].dex * skill.dex_f / 100)
rate += ($game_party.actors[@active_actor].agi * skill.agi_f / 100)
rate += ($game_party.actors[@active_actor].int * skill.int_f / 100)
# Calculating the basic damage
damage = power * rate / 20
# Attribute correction
damage *= 100 #event_elements_correct(skill.element_set, event_index)
damage /= 100
# When the mark of the damage is correct,
if damage > 0
# Defense correction
if @enemy_defending == true
damage /= 2
end
end
# Dispersion
if skill.variance > 0 and damage.abs > 0
amp = [damage.abs * skill.variance / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * @enemy_agi[event_index] / $game_party.actors[@active_actor].dex + @enemy_eva[event_index]
hit = damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
cant_evade = false
for i in @enemy_states
if $data_states.cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
end
# In case of on-target hit
if hit_result == true
# In case of physical attack other than power 0
if skill.power != 0 and skill.atk_f > 0
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# Setting the effective flag
effective = true
end
# From HP damage subtraction
last_hp = @enemy_hp[event_index]
@enemy_hp[event_index] -= damage
effective |= @enemy_hp[event_index] != last_hp
# State change
# Note : I still can not get the states effects to work correctly
# effective |= states_plus(skill.plus_state_set)
# effective |= states_minus(skill.minus_state_set)
if skill.power == 0 # When power is 0
# Set Damage to Zero
damage = 0
end
hit_event(event_index, damage, skill.animation2_id)
if @enemy_hp[event_index] <= 0
battle_spoils(event_index)
end
return
end
end
#--------------------------------------------------------------------------
# ● Display Hit Animation
#--------------------------------------------------------------------------
def hit_event(event_index, damage, animation_id)
if damage != 0
$game_map.events[event_index].jump(0, 0)
$game_map.events[event_index].animation_id = animation_id
@display.bitmap.clear
@clear_counter = 0
@display.bitmap.font.name = $defaultfonttype # Unknown At This Time
@display.bitmap.font.size = 32
@display.x = ($game_map.events[event_index].real_x - $game_map.display_x) / 4
@display.y = ($game_map.events[event_index].real_y - $game_map.display_y) / 4
@display.z = 500
@display.bitmap.font.color.set(255, 0, 0)
@display.bitmap.draw_text(@display.bitmap.rect, damage.to_s, 1)
end
end
#--------------------------------------------------------------------------
# ● Spoils of Battle
#--------------------------------------------------------------------------
def battle_spoils(event_index)
$game_map.map.events[event_index].name = "Dead"
@enemy_id[event_index] = 0
$game_map.events[event_index].erase
treasures = []
if rand(100) < @enemy_treasure_prob[event_index]
if @enemy_item_id[event_index] > 0
treasures.push($data_items[@enemy_item_id[event_index]])
end
if @enemy_weapon_id[event_index]> 0
treasures.push($data_weapons[@enemy_weapon_id[event_index]])
end
if @enemy_armor_id[event_index] > 0
treasures.push($data_armors[@enemy_armor_id[event_index]])
end
end
# トレジャーの数を 6 個までに限定
treasures = treasures[0..5]
# EXP 獲得
for i in 0...$game_party.actors.size
actor = $game_party.actors
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += @enemy_exp[event_index]
end
end
# ゴールド獲得
$game_party.gain_gold(@enemy_gold[event_index] )
# トレジャー獲得
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
end
end
2 faites pareil qu'avant (dans un autre script)
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
# It is the class which processes the title picture
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ● Refer setup to Scene Map
#--------------------------------------------------------------------------
alias scene_map_main main
alias scene_map_update update
#--------------------------------------------------------------------------
# ● Refers to Main
#--------------------------------------------------------------------------
def main
@on_map_diplay = Window_Mapstats.new
$ABS.display = Sprite.new
$ABS.display.bitmap = Bitmap.new(88, 48)
scene_map_main
$ABS.display.dispose
@on_map_diplay.dispose
end
#--------------------------------------------------------------------------
# ● Refers to Update
#--------------------------------------------------------------------------
def update
@on_map_diplay.update
$ABS.update
if Input.trigger?(Input::L)
# Player Attack
if $ABS.player_defending == false
$ABS.player_melee_preconditions
end
end
if Input.press?(Input::R)
# Player Shield Active
$ABS.player_defending= true
else
# Player Sheild Disactive
$ABS.player_defending = false
end
if Input.trigger?(Input::
# Player Skill Hot Key 1
$ABS.player_skill_preconditions(1)
end
if Input.trigger?(Input::Y)
# Player Skill Hot Key 2
$ABS.player_skill_preconditions(2)
end
if Input.trigger?(Input::Z)
# Player Skill Hot Key 3
$ABS.player_skill_preconditions(3)
end
scene_map_update
end
end
#==============================================================================
# Window_Base
#------------------------------------------------------------------------------
# Adds Draw line function, Draw Hp, Draw Sp, Draw Exp,
# Adds Draw Actors Battler, Refines Draw Text Actors Level
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● The drawing of HP
# actor : actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y-coordinate
# width : Width ahead drawing
#--------------------------------------------------------------------------
def draw_actor_hp_text(actor, x, y, width = 144)
# Character string "HP" It draws
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# Calculates is a space which draws MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# Drawing HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 40, 32, actor.hp.to_s, 2)
# Drawing MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 40, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 52, y, 48, 32, actor.maxhp.to_s)
end
end
#--------------------------------------------------------------------------
# ● The drawing of SP
# actor : actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y-coordinate
# width : Width ahead drawing
#--------------------------------------------------------------------------
def draw_actor_sp_text(actor, x, y, width = 144)
# Character string "sP" It draws
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
# Calculates is a space which draws MaxSP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Drawing HP
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 40, 32, actor.sp.to_s, 2)
# Drawing MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 40, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 52, y, 48, 32, actor.maxsp.to_s)
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Hp meter
#--------------------------------------------------------------------------
def draw_actor_hp_bar(actor, x, y, width = 100, height = 10, bar_color = Color.new(255, 0, 0, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.hp / actor.maxhp
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Sp meter
#--------------------------------------------------------------------------
def draw_actor_sp_bar(actor, x, y, width = 100, height = 10, bar_color = Color.new(0, 0, 255, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.sp / actor.maxsp
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Exp meter
#--------------------------------------------------------------------------
def draw_actor_exp_bar(actor, x, y, width = 100, height = 10, bar_color = Color.new(255, 255, 0, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
if actor.level == 99
w = 0
else
w = width * actor.exp / actor.next_exp_s.to_f
end
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Str meter
#--------------------------------------------------------------------------
def draw_actor_str_bar(actor, i, x, y, width = 100, height = 10, bar_color = Color.new(255, 0, 0, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.str / 999
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Dex meter
#--------------------------------------------------------------------------
def draw_actor_dex_bar(actor, i, x, y, width = 100, height = 10, bar_color = Color.new(0, 255, 0, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.dex / 999
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Agi meter
#--------------------------------------------------------------------------
def draw_actor_agi_bar(actor, i, x, y, width = 100, height = 10, bar_color = Color.new(0, 0, 255, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.agi / 999
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Int meter
#--------------------------------------------------------------------------
def draw_actor_int_bar(actor, i, x, y, width = 100, height = 10, bar_color = Color.new(180, 100, 200, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.int / 999
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Dash Power bar
#--------------------------------------------------------------------------
def draw_dash_bar(x, y, width = 50, height = 10)
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
case $ABS.dash_level
when 0 .. 1
bar_color = Color.new(255, 0, 0, 255)
when 2 .. 3
bar_color = Color.new(255, 255, 0, 255)
else
bar_color = Color.new(0, 255, 0, 255)
end
w = width * $ABS.dash_level / 5
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Battler
#--------------------------------------------------------------------------
def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.character_name, actor.character_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
#==============================================================================
# ■ On Map Display
#------------------------------------------------------------------------------
# Displayes curent player stats to the window
#=============================================================================
class Window_Mapstats < Window_Base
#--------------------------------------------------------------------------
# ● Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 400, 640, 80)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 20
self.back_opacity = 125
# self.opacity = 0
update
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def refresh
self.contents.clear
actor = $game_party.actors[$ABS.active_actor]
draw_actor_graphic(actor, 10, 45) # draws the actor graphic
draw_actor_name(actor, 30, -5) #draws the actors name
draw_actor_level(actor, 30, 15) #draws the actor level
draw_actor_hp_text(actor, 110, -5) #draws the actors hp
draw_actor_hp_bar(actor, 260, 5) #draws the actors hp bar
draw_actor_sp_text(actor,110, 15) #draws the actors sp
draw_actor_sp_bar(actor, 260, 27) #draws the actors sp bar
draw_dash_bar(375, 27) #draws the dash level bar
self.contents.draw_text(377, -5, 120, 32, "Dash")
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# It is the class which processes the title picture
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● Refer setup to Scene Title
#--------------------------------------------------------------------------
alias scene_title_update update
#--------------------------------------------------------------------------
# ● Loads Event names
#--------------------------------------------------------------------------
def update
$ABS = Action_Battle_System.new
scene_title_update
end
end
#==============================================================================
# ■ Game_Map
#------------------------------------------------------------------------------
# Add defenision of the names to Game Map Class
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ● Refer setup to Game Map
#--------------------------------------------------------------------------
attr_accessor :map
alias game_map_setup setup
#--------------------------------------------------------------------------
# ● Refers the Map Setup
#--------------------------------------------------------------------------
def setup(map_id)
game_map_setup(map_id)
$ABS.enemy_setup
end
end
#==============================================================================
# ■ Game_Character
#------------------------------------------------------------------------------
# Add move_type to the accessor adderse
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# ● Open instance variable
#--------------------------------------------------------------------------
attr_accessor :move_type
attr_accessor :move_speed
attr_accessor :move_frequency
attr_accessor :character_name
end
#==============================================================================
# ■ Scene_Skill
#------------------------------------------------------------------------------
# It is the class which processes the skill picture.
#==============================================================================
class Scene_Skill
#--------------------------------------------------------------------------
# ● Object initialization
# actor_index : Actor index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# ● Main processing
#--------------------------------------------------------------------------
def main
# Acquiring the actor
@actor = $game_party.actors[@actor_index]
# Drawing up the help window, the status window and the skill window
@help_window = Window_Help.new
@status_window = Window_SkillStatus.new(@actor)
@skill_window = Window_Skill.new(@actor)
# Help window association
@skill_window.help_window = @help_window
# Target window compilation (invisibility non actively setting)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# Skill Hot Key Window
@shk_window = Window_Command.new(250, ["Compétence assignée à cette touche"])
@shk_window.visible = false
@shk_window.active = false
@shk_window.x = 200
@shk_window.y = 250
@shk_window.z = 1500
# Transition execution
Graphics.transition
# Main loop
loop do
# Renewing the game picture
Graphics.update
# Updating the information of input
Input.update
# Frame renewal
update
# When the picture changes, discontinuing the loop
if $scene != self
break
end
end
# Transition preparation
Graphics.freeze
# Releasing the window
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
@shk_window.dispose
end
#--------------------------------------------------------------------------
# ● Frame renewal
#--------------------------------------------------------------------------
def update
# Renewing the windows
@help_window.update
@status_window.update
@skill_window.update
@target_window.update
@shk_window.update
# When the skill window is active: Update_skill is called
if @skill_window.active
update_skill
return
end
# When the target window is active: Update_target is called
if @target_window.active
update_target
return
end
# When the skill_hot_key window is active: Update_shk is called
if @shk_window.active
update_shk
return
end
end
#--------------------------------------------------------------------------
# ● When frame renewal (the skill window is active)
#--------------------------------------------------------------------------
def update_skill
# The B when button is pushed,
if Input.trigger?(Input::B)
# Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
# Change to menu screen
$scene = Scene_Menu.new(1)
return
end
# When C button is pushed,
if Input.trigger?(Input::C)
# Acquiring the data which presently is selected in the skill window
@skill = @skill_window.skill
# When you cannot use,
if @skill == nil or not @actor.skill_can_use?(@skill.id)
# Performing buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# When the effective range takes part,
if @skill.scope >= 3
# Active conversion target window
@skill_window.active = false
@target_window.x = (@skill_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
# Setting cursor position the effective range (the single unit/the whole) according to
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
# When the effective range is other than taking part,
else
# When common event ID is effective,
if @skill.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @skill.common_event_id
# When using the skill performing SE
$game_system.se_play(@skill.menu_se)
#SP consumption
@actor.sp -= @skill.sp_cost
# Rewriting the contents of each window
@status_window.refresh
@skill_window.refresh
@target_window.refresh
# Change to map picture
$scene = Scene_Map.new
return
end
end
return
end
# When X button is pushed,
if Input.trigger?(Input::
# Performing decision SE
$game_system.se_play($data_system.decision_se)
@skill_window.active = false
@shk_window.active = true
@shk_window.visible = true
$ABS.skill_hot_key[1] = @skill_window.skill.id
end
#The Y when button is pushed,
if Input.trigger?(Input::Y)
# Performing decision SE
$game_system.se_play($data_system.decision_se)
@skill_window.active = false
@shk_window.active = true
@shk_window.visible = true
$ABS.skill_hot_key[2] = @skill_window.skill.id
end
# The Z when button is pushed,
if Input.trigger?(Input::Z)
# Performing decision SE
$game_system.se_play($data_system.decision_se)
@skill_window.active = false
@shk_window.active = true
@shk_window.visible = true
$ABS.skill_hot_key[3] = @skill_window.skill.id
end
# The R when button is pushed,
if Input.trigger?(Input::R)
# Performing cursor SE
$game_system.se_play($data_system.cursor_se)
# To the following actor
@actor_index += 1
@actor_index %= $game_party.actors.size
# Change to another skill picture
$scene = Scene_Skill.new(@actor_index)
return
end
#The L when button is pushed,
if Input.trigger?(Input::L)
# Performing cursor SE
$game_system.se_play($data_system.cursor_se)
# To actor before
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# Change to another skill picture
$scene = Scene_Skill.new(@actor_index)
return
end
end
#--------------------------------------------------------------------------
# ● When frame renewal (the shk window is active)
#--------------------------------------------------------------------------
def update_shk
# The C when button is pushed,
if Input.trigger?(Input::C)
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Reset Skill hot key window
@shk_window.active = false
@shk_window.visible = false
@skill_window.active = true
#Change to menu screen
$scene = Scene_Skill.new(@actor_index)
return
end
end
end
Et enfin 3 : remplacez le script scene-menu par celui-la
#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
# メニュー画面の処理を行うクラスです。
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# menu_index : コマンドのカーソル初期位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
# コマンドウィンドウを作成
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Sauvegarder"
s6 = "Sortir"
s7 = "Changer perso."
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
@command_window.height = 224
# パーティ人数が 0 人の場合
if $game_party.actors.size == 0
# アイテム、スキル、装備、ステータスを無効化
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
@command_window.disable_item(6)
end
# セーブ禁止の場合
if $game_system.save_disabled
# セーブを無効にする
@command_window.disable_item(4)
end
# プレイ時間ウィンドウを作成
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# 歩数ウィンドウを作成
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# ゴールドウィンドウを作成
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# ステータスウィンドウを作成
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# トランジション実行
Graphics.transition
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報&
|
squall564 -
postι le 07/11/2008 ΰ 22:52:14 (27 messages postιs)
| | en faite il y en a aucun qui marche mais j'ai essayer de le réparer chez moi ca marche donc c'est ca:
#--------------------------------------------------------------------------
# � öJCX^XÏ�
#--------------------------------------------------------------------------
#attr_accessor :update_cp_only # CP��[^�[ÌÝÌ�X�V
#--------------------------------------------------------------------------
# � IuWFNg�ú»
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize
@update_cp_only = false
xrxs_bp1_initialize
end
#--------------------------------------------------------------------------
# � tbV
#--------------------------------------------------------------------------
#alias xrxs_bp1_refresh refresh
def refresh
if @update_cp_only == false
xrxs_bp1_refresh
end
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 4
draw_actor_cp_meter(actor, actor_x, 96, 120, 0)
end
end
#--------------------------------------------------------------------------
# � CP��[^�[ Ì`æ
#--------------------------------------------------------------------------
def draw_actor_cp_meter(actor, x, y, width = 156, type = 0)
self.contents.font.color = system_color
self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
if actor.cp == nil
actor.cp = 0
end
w = width * [actor.cp,65535].min / 65535
self.contents.fill_rect(x, y+28, w,1, Color.new(255, 255, 128, 255))
self.contents.fill_rect(x, y+29, w,1, Color.new(255, 255, 0, 255))
self.contents.fill_rect(x, y+30, w,1, Color.new(192, 192, 0, 255))
self.contents.fill_rect(x, y+31, w,1, Color.new(128, 128, 0, 255))
end
#==============================================================================
# �¡ Scene_Battle
#==============================================================================
class Scene_Battle
# ±±Éøʹð�Ýè·éÆ�AAN^�[R}hª|bvµ½Æ«Éøʹð�Ä�¶
$data_system_command_up_se = ""
#--------------------------------------------------------------------------
# � og�I¹
# result : Ê (0:� 1:sk 2:¦)
#--------------------------------------------------------------------------
alias xrxs_bp1_battle_end battle_end
def battle_end(result)
# CPJEgâ~
#@cp_thread.stop
xrxs_bp1_battle_end(result)
end
#--------------------------------------------------------------------------
# � vogtF�[YJn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase1 start_phase1
def start_phase1
@agi_total = 0
#@cp_thread = Scene_Battle_CP.new
# AN^�[R}hEBhEð�Ä�ì�¬
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "Run"])
@actor_command_window.y = 128
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
@actor_command_window.draw_item(4, $game_temp.battle_can_escape ? @actor_command_window.normal_color : @actor_command_window.disabled_color)
xrxs_bp1_start_phase1
end
#--------------------------------------------------------------------------
# � p�[eBR}htF�[YJn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase2 start_phase2
def start_phase2
xrxs_bp1_start_phase2
@party_command_window.active = false
@party_command_window.visible = false
# Ö
start_phase3
end
#--------------------------------------------------------------------------
# � t�[�X�V (p�[eBR}htF�[Y)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase2 update_phase2
def update_phase2
# C {^ª³ê½�ê�
if Input.trigger?(Input::C)
# p�[eBR}hEBhEÌJ�[\ÊuŪò
case @party_command_window.index
when 0 # �í¤
# è SE ðt
$game_system.se_play($data_system.decision_se)
@cp_thread.start
# AN^�[R}htF�[YJn
start_phase3
end
return
end
xrxs_bp1_update_phase2
end
#--------------------------------------------------------------------------
# � ÌAN^�[ÌR}hüÍÖ
#--------------------------------------------------------------------------
def phase3_next_actor
# �[v
begin
# AN^�[̾ÅGtFNg OFF
if @active_battler != nil
@active_battler.blink = false
end
# �ÅãÌAN^�[Ì�ê�
if @actor_index == $game_party.actors.size-1
# �CtF�[YJn
#@cp_thread.start
start_phase4
return
end
# AN^�[ÌCfbNXð�ißé
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
if @active_battler.inputable? == false
@active_battler.current_action.kind = -1
end
# AN^�[ªR}hüÍðó¯t¯È¢�óÔÈçà¤êx
end until @active_battler.inputable?
#@cp_thread.stop
# AN^�[R}hEBhEðZbgAbv
#@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# � OÌAN^�[ÌR}hüÍÖ
#--------------------------------------------------------------------------
def phase3_prior_actor
# �[v
begin
# AN^�[̾ÅGtFNg OFF
if @active_battler != nil
@active_battler.blink = false
end
# �Å�ÌAN^�[Ì�ê�
if @actor_index == 0
# �Å�Ößé
start_phase3
return
end
# AN^�[ÌCfbNXðß·
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# AN^�[ªR}hüÍðó¯t¯È¢�óÔÈçà¤êx
end until @active_battler.inputable?
@cp_thread.stop
# AN^�[R}hEBhEðZbgAbv
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# � AN^�[R}hEBhEÌZbgAbv
#--------------------------------------------------------------------------
alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
# øʹÌ�Ä�¶
Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != ""
# ß·
xrxs_bp1_phase3_setup_command_window
end
#--------------------------------------------------------------------------
# � t�[�X�V (AN^�[R}htF�[Y : î{R}h)
#--------------------------------------------------------------------------
alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
# C {^ª³ê½�ê�
if Input.trigger?(Input::C)
# AN^�[R}hEBhEÌJ�[\ÊuŪò
case @actor_command_window.index
when 4 # ¦°é
if $game_temp.battle_can_escape
# è SE ðt
$game_system.se_play($data_system.decision_se)
# ANVð�Ýè
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 4
# ÌAN^�[ÌR}hüÍÖ
phase3_next_actor
else
# uU�[ SE ðt
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
xrxs_bsp1_update_phase3_basic_command
end
#--------------------------------------------------------------------------
# � �CtF�[YJn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase4 start_phase4
def start_phase4
xrxs_bp1_start_phase4
# Gl~�[ANV��
for enemy in $game_troop.enemies
#if enemy.cp > 65535
enemy.current_action.clear
enemy.current_action.kind = -1 # ^�[òε�B
next
end
enemy.make_action
end
# �s®���ì�¬
#make_action_orders
end
#--------------------------------------------------------------------------
# � t�[�X�V (�CtF�[Y Xebv 1 : ANV�õ)
#--------------------------------------------------------------------------
#alias xrxs_bp1_update_phase4_step1 update_phase4_step1
def update_phase4_step1
# �ú»
@phase4_act_continuation = 0
# �s»è
if judge
@cp_thread.stop
# �ܽÍskÌ�ê� : �\bh�I¹
return
end
# ¢�s®og�[zñÌ�檩çæ¾
@active_battler = @action_battlers[0]
# Xe�[^X�X�VðCP¾¯ÉÀè�B
@status_window.update_cp_only = true
# Xe�[g�X�VðÖ~�B
@active_battler.slip_state_update_ban = true if @active_battler != nil
# ß·
xrxs_bp1_update_phase4_step1
# Ö~ðð�
@status_window.update_cp_only = false
@active_battler.slip_state_update_ban = false if @active_battler != nil
end
#--------------------------------------------------------------------------
# � t�[�X�V (�CtF�[Y Xebv 2 : ANVJn)
#--------------------------------------------------------------------------
#alias xrxs_bp1_update_phase4_step2 update_phase4_step2
def update_phase4_step2
# �§ANVÅȯêÎ
unless @active_battler.current_action.forcing
# CPª«èĢȢ�ê�
if @phase4_act_continuation == 0 and @active_battler.cp > 65535
@phase4_step = 6
return
end
# �§ñª [GðÊ�í�U·é] © [¡ûðÊ�í�U·é] Ì�ê�
if @active_battler.restriction == 2 or @active_battler.restriction == 3
# ANVÉ�Uð�Ýè
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
# �§ñª [�s®Å«È¢] Ì�ê�
if @active_battler.restriction == 4
# ANV�§Î�ÛÌog�[ðNA
$game_temp.forcing_battler = nil
if @phase4_act_continuation == 0 and @active_battler.cp <= 65535
# Xe�[g©Rð�
@active_battler.remove_states_auto
# CP�Áï
@active_battler.cp = [(@active_battler.cp - 65535),0].max
# Xe�[^XEBhEðtbV
@status_window.refresh
end
# Xebv 1 ÉÚ�s
@phase4_step = 1
return
end
end
# ANVÌíÊŪò
case @active_battler.current_action.kind
when 0
# �U¥hä�E¦°é�E½àµÈ¢Ì¤Ê�ÁïCP
@active_battler.cp -= 0 if @phase4_act_continuation == 0
when 1
# XLgpÌ�ÁïCP
@active_battler.cp -= 65535 if @phase4_act_continuation == 0
when 2
# ACegpÌ�ÁïCP
@active_battler.cp -= 65535 if @phase4_act_continuation == 0
when -1
# CPªÜÁĢȢ
@phase4_step = 6
return
end
# CPÁZðêâ~·é
@cp_thread.stop = true
# Xe�[g©Rð�
@active_battler.remove_states_auto
xrxs_bp1_update_phase4_step2
end
#--------------------------------------------------------------------------
# � î{ANV Ê�ì�¬
#--------------------------------------------------------------------------
#alias xrxs_bp1_make_basic_action_result make_basic_action_result
def make_basic_action_result
# �UÌ�ê�
if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # �UÌCP�Áï
end
# häÌ�ê�
if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
@active_battler.cp -= 32767 # häÌCP�Áï
end
# G̦°éÌ�ê�
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # ¦ÌCP�Áï
end
# ½àµÈ¢Ì�ê�
if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
@active_battler.cp -= 32767 # ½àµÈ¢ÌCP�Áï
end
# ¦°éÌ�ê�
if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # ¦ÌCP�Áï
# ¦Â\ÅÍÈ¢�ê�
if $game_temp.battle_can_escape == false
# uU�[ SE ðt
$game_system.se_play($data_system.buzzer_se)
return
end
# è SE ðt
$game_system.se_play($data_system.decision_se)
# ¦��
update_phase2_escape
return
end
xrxs_bp1_make_basic_action_result
end
#--------------------------------------------------------------------------
# � t�[�X�V (�CtF�[Y Xebv 5 : _��[W\¦)
#--------------------------------------------------------------------------
#alias xrxs_bp1_update_phase4_step5 update_phase4_step5
def update_phase4_step5
# Xbv_��[W
if @active_battler.hp < 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
xrxs_bp1_update_phase4_step5
end
#--------------------------------------------------------------------------
# � t�[�X�V (�CtF�[Y Xebv 6 : tbV
)
#--------------------------------------------------------------------------
#alias xrxs_bp1_update_phase4_step6 update_phase4_step6
def update_phase4_step6
# CPÁZð�ÄJ·é
@cp_thread.stop = false
# wvEBhEðB·
@help_window.visible = false
xrxs_bp1_update_phase4_step6
end
#end
# �¥�£�¥ XRXS_BP 7. ogXe�[^X�ENAfUC ver.1.02 �¥�£�¥
# by �÷ë �Ýy, TOMY
#==============================================================================
# �¡ Window_BattleStatus
#==============================================================================
#class Window_BattleStatus > Window_Base
#--------------------------------------------------------------------------
# � öJCX^XÏ�
#--------------------------------------------------------------------------
#attr_accessor :update_cp_only # CP��[^�[ÌÝÌ�X�V
#--------------------------------------------------------------------------
# � IuWFNg�ú»
#--------------------------------------------------------------------------
#alias xrxs_bp7_initialize initialize
def initialize
#xrxs_bp7_initialize
# �«Full-ViewÌ�ê�ͺñ�sÌ # ð�ÁµÄ¾³¢�B
#self.opacity = 0
#self.back_opacity = 0
end
#--------------------------------------------------------------------------
# � tbV
#--------------------------------------------------------------------------
#alias xrxs_bp7_refresh refresh
def refresh
if @update_cp_only
xrxs_bp7_refresh
return
end
# `ÊðÖ~µÈªçß·
@draw_ban = true
xrxs_bp7_refresh
# `ÊÌÖ~ðð�
@draw_ban = false
# `ÊðJn
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 21
# à�sLOtBbNÌ`Ê
draw_actor_graphic(actor, actor_x - 9, 116)
# HP/SP��[^�[Ì`Ê
draw_actor_hp_meter_line(actor, actor_x, 72, 96, 12)
draw_actor_sp_meter_line(actor, actor_x, 104, 96, 12)
# HP�lÌ`Ê
self.contents.font.size = 24 # HP/SP�l̶Ì嫳
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp >= actor.maxhp / 4 ? crisis_color : normal_color
draw_shadow_text(actor_x-2, 58, 96, 24, actor.hp.to_s, 2)
# SP�lÌ`Ê
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp >= actor.maxsp / 4 ? crisis_color : normal_color
draw_shadow_text(actor_x-2, 90, 96, 24, actor.sp.to_s, 2)
# pê�uHP�vÆpê�uSP�vÌ`Ê
self.contents.font.size = 12 # pê�uHP/SP�v̶Ì嫳
self.contents.font.color = system_color # pê�uHP/SP�v̶Ì�F
draw_shadow_text(actor_x, 60, 96, 12, $data_system.words.hp)
draw_shadow_text(actor_x, 92, 96, 12, $data_system.words.sp)
draw_actor_state(actor, actor_x, 100)
end
end
#==============================================================================
# �¡ Window_Base
#==============================================================================
#class Window_Base > Window
#--------------------------------------------------------------------------
# � HP��[^�[ Ì`æ
#--------------------------------------------------------------------------
def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.hp / actor.maxhp
hp_color_1 = Color.new(255, 0, 0, 192)
hp_color_2 = Color.new(255, 255, 0, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# � SP��[^�[ Ì`æ
#--------------------------------------------------------------------------
def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.sp / actor.maxsp
hp_color_1 = Color.new( 0, 0, 255, 192)
hp_color_2 = Color.new( 0, 255, 255, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# � ¼OÌ`æ
#--------------------------------------------------------------------------
#alias xrxs_bp7_draw_actor_name draw_actor_name
def draw_actor_name(actor, x, y)
xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true
end
#--------------------------------------------------------------------------
# � Xe�[gÌ`æ
#--------------------------------------------------------------------------
#alias xrxs_bp7_draw_actor_state draw_actor_state
def draw_actor_state(actor, x, y, width = 120)
xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# � HP Ì`æ
#--------------------------------------------------------------------------
#alias xrxs_bp7_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# � SP Ì`æ
#--------------------------------------------------------------------------
#alias xrxs_bp7_draw_actor_sp draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
end
#==============================================================================
# � OCu
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# � C`æ by �÷ë �Ýy
#--------------------------------------------------------------------------
def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
# `Ê£ÌvZ�Bå«ßɼpÌ·³�B
distance = (start_x - end_x).abs + (start_y - end_y).abs
# `ÊJn
if end_color == start_color
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
self.contents.fill_rect(x, y, width, width, start_color)
end
else
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
r = start_color.red * (distance-i)/distance + end_color.red * i/distance
g = start_color.green * (distance-i)/distance + end_color.green * i/distance
b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
end
end
end
#--------------------------------------------------------------------------
# � e¶`æ by TOMY
#--------------------------------------------------------------------------
def draw_shadow_text(x, y, width, height, string, align = 0)
# ³Ì�FðÛ¶µÄ¨
color = self.contents.font.color.dup
# �Åe`æ
self.contents.font.color = Color.new(0, 0, 0)
self.contents.draw_text(x + 2, y + 2, width, height, string, align)
# ³Ì�FÉßµÄ`æ
self.contents.font.color = color
self.contents.draw_text(x, y, width, height, string, align)
end
end
|
Squall564 |
zacktop -
postι le 26/07/2009 ΰ 14:34:26 (15 messages postιs)
| | nan mais c'est quoi ce delire y'a pas un seul script qui fonctionne
dans tout le lot mdrx)
|
zacktop => old snake (kingdom ultimate va fermer remetez lui une petite mise a niveau please ^^) |
pourquoi -
postι le 03/08/2009 ΰ 16:03:09 (24 messages postιs)
| Projet en cours: The last World | Y'x)a Peut-être un peutXD beaucoup de smileys dans ces scripts!
Mais voilà: j'ai corigé!
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| #===============================================================================
# ¦ New_Battle
#-------------------------------------------------------------------------------
# Compiled By : Radius
#===============================================================================
# by fukuyama
# Battle_End_Recovery
module Battle_End_Recovery
module Scene_Battle_Module
# ρ¦ΟΜID
@@recovery_rate_variable_id = nil
# ρ¦ΜζΎ
def battle_end_recovery_rate
if @@recovery_rate_variable_id.nil?
@@recovery_rate_variable_id =
$data_system.variables.index 'ν¬γΜρ¦'
if @@recovery_rate_variable_id.nil?
@@recovery_rate_variable_id = false
end
end
return 0 unless @@recovery_rate_variable_id
return $game_variables[@@recovery_rate_variable_id]
end
# ν¬γΜρ
def battle_end_recovery
# ρ¦
recovery_rate = battle_end_recovery_rate
# ρ¦ΟͺOΘO©ΒAN^[ͺΆΆ΅Δ’ικAν¬γΜρπs€
if recovery_rate != 0 and not actor.dead?
# p[eBΜAN^[Ι[v
$game_party.actors.each do |actor|
# ρΚvZ
recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate
recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate
# ΐΫΙρ
actor.hp += recovery_hp
actor.sp += recovery_sp
# Aj[Vέθ
actor.damage = - recovery_hp
actor.damage_pop = true
end
# Xe[^XEBhEπXV
@status_window.refresh
end
end
end # module Scene_Battle_Module
end # module Battle_End_Recovery
#------------------------------
# ν¬V[ΜΔθ`
#------------------------------
class Scene_Battle
# Scene_BattlepW
[πCN[h
include Battle_End_Recovery::Scene_Battle_Module
# ³ΜtF[YTJnΙΚΌπΒ―ι
alias battle_end_recovery_original_start_phase5 start_phase5
# tF[YTJnπΔθ`
def start_phase5
# ν¬γΜρπΔΡo·
battle_end_recovery
# ³ΜtF[YTJnπΔΡo·
battle_end_recovery_original_start_phase5
end
end
# Battle_End_Recovery
# ₯£₯ XRXS_BP10. LEVEL UP!EBhE ₯£₯
# by χλ έy
$data_system_level_up_se = "" # xAbvSEB""Ε³΅B
$data_system_level_up_me = "Audio/ME/007-Fanfare01" # xAbvME
#=====================
# ‘ Window_LevelUpWindow
#------------------------------------------------------------------------------
# @ogIΉAxAbv΅½κΙXe[^Xπ¦·ιEBhEΕ·B
#=====================
class Window_LevelUpWindow < Window_Base
#--------------------------------------------------------------------------
# IuWFNgϊ»
#--------------------------------------------------------------------------
def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
super(0, 128, 160, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
end
#--------------------------------------------------------------------------
# tbV
#--------------------------------------------------------------------------
def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
self.contents.clear
self.contents.font.color = system_color
self.contents.font.name = "Arial"
self.contents.font.size = 14
self.contents.draw_text( 0, 0, 160, 24, "LEVEL UP!!!")
self.contents.font.size = 18
self.contents.draw_text( 0, 28, 160, 24, $data_system.words.hp)
self.contents.draw_text( 0, 50, 160, 24, $data_system.words.sp)
self.contents.font.size = 14
self.contents.draw_text( 0, 72, 80, 24, $data_system.words.str)
self.contents.draw_text( 0, 94, 80, 24, $data_system.words.dex)
self.contents.draw_text( 0, 116, 80, 24, $data_system.words.agi)
self.contents.draw_text( 0, 138, 80, 24, $data_system.words.int)
self.contents.draw_text(92, 0, 128, 24, "¨")
self.contents.draw_text(76, 28, 128, 24, "=")
self.contents.draw_text(76, 50, 128, 24, "=")
self.contents.draw_text(76, 72, 128, 24, "=")
self.contents.draw_text(76, 94, 128, 24, "=")
self.contents.draw_text(76, 116, 128, 24, "=")
self.contents.draw_text(76, 138, 128, 24, "=")
self.contents.font.color = normal_color
self.contents.draw_text( 0, 0, 88, 24, last_lv.to_s, 2)
self.contents.draw_text( 0, 28, 72, 24, "+" + up_hp.to_s, 2)
self.contents.draw_text( 0, 50, 72, 24, "+" + up_sp.to_s, 2)
self.contents.draw_text( 0, 72, 72, 24, "+" + up_str.to_s, 2)
self.contents.draw_text( 0, 94, 72, 24, "+" + up_dex.to_s, 2)
self.contents.draw_text( 0, 116, 72, 24, "+" + up_agi.to_s, 2)
self.contents.draw_text( 0, 138, 72, 24, "+" + up_int.to_s, 2)
self.contents.font.size = 20
self.contents.draw_text( 0, 0, 128, 24, actor.level.to_s, 2)
self.contents.draw_text( 0, 26, 128, 24, actor.maxhp.to_s, 2)
self.contents.draw_text( 0, 48, 128, 24, actor.maxsp.to_s, 2)
self.contents.draw_text( 0, 70, 128, 24, actor.str.to_s, 2)
self.contents.draw_text( 0, 92, 128, 24, actor.dex.to_s, 2)
self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2)
self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2)
end
end
#=====================
# ‘ Window_BattleStatus
#=====================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ΗΑEφJCX^XΟ
#--------------------------------------------------------------------------
attr_accessor :level_up_flags # LEVEL UP!¦
end
#=====================
# ‘ Game_Battler
#=====================
class Game_Battler
#--------------------------------------------------------------------------
# ΗΑEφJCX^XΟ
#--------------------------------------------------------------------------
attr_accessor :exp_gain_ban # EXPζΎκΦ~
#--------------------------------------------------------------------------
# IuWFNgϊ»
#--------------------------------------------------------------------------
alias xrxs_bp10_initialize initialize
def initialize
@exp_gain_ban = false
xrxs_bp10_initialize
end
#--------------------------------------------------------------------------
# Xe[g [EXP πlΎΕ«Θ’] »θ
#--------------------------------------------------------------------------
alias xrxs_bp10_cant_get_exp? cant_get_exp?
def cant_get_exp?
if @exp_gain_ban == true
return true
else
return xrxs_bp10_cant_get_exp?
end
end
end
#=====================
# ‘ Scene_Battle
#=====================
class Scene_Battle
#--------------------------------------------------------------------------
# At^[ogtF[YJn
#--------------------------------------------------------------------------
alias xrxs_bp10_start_phase5 start_phase5
def start_phase5
# EXP lΎΦ~
for i in 0...$game_party.actors.size
$game_party.actors.exp_gain_ban = true
end
xrxs_bp10_start_phase5
# EXP lΎΦ~Μπ
for i in 0...$game_party.actors.size
$game_party.actors.exp_gain_ban = false
end
# EXPπϊ»
@exp_gained = 0
for enemy in $game_troop.enemies
# lΎ EXPπΗΑ # Gl~[ͺBκσΤΕΘ’κ
@exp_gained += enemy.exp if not enemy.hidden
end
# έθ
@phase5_step = 0
@exp_gain_actor = -1
# UgEBhEπ¦
@result_window.y -= 64
@result_window.visible = true
# xAbv»θΦ
phase5_next_levelup
end
#--------------------------------------------------------------------------
# t[XV (At^[ogtF[Y)
#--------------------------------------------------------------------------
alias xrxs_bp10_update_phase5 update_phase5
def update_phase5
case @phase5_step
when 1
update_phase5_step1
else
xrxs_bp10_update_phase5
# xAbv΅Δ’ικΝ§ogIΉ
battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
end
end
#--------------------------------------------------------------------------
# t[XV (At^[ogtF[Y 1 : xAbv)
#--------------------------------------------------------------------------
def update_phase5_step1
# C {^ͺ³κ½κ
if Input.trigger?(Input::C)
# EBhEπΒΆΔΜAN^[Φ
@levelup_window.visible = false if @levelup_window != nil
@status_window.level_up_flags[@exp_gain_actor] = false
phase5_next_levelup
end
end
#--------------------------------------------------------------------------
# ΜAN^[ΜxAbv¦Φ
#--------------------------------------------------------------------------
def phase5_next_levelup
begin
# ΜAN^[Φ
@exp_gain_actor += 1
# ΕγΜAN^[Μκ
if @exp_gain_actor >= $game_party.actors.size
# At^[ogtF[YJn
@phase5_step = 0
return
end
actor = $game_party.actors[@exp_gain_actor]
if actor.cant_get_exp? == false
# »έΜΝlπΫ
last_level = actor.level
last_maxhp = actor.maxhp
last_maxsp = actor.maxsp
last_str = actor.str
last_dex = actor.dex
last_agi = actor.agi
last_int = actor.int
# o±lζΎΜθIuΤ(δ
actor.exp += @exp_gained
# »θ
if actor.level > last_level
# xAbv΅½κ
@status_window.level_up(@exp_gain_actor)
if $data_system_level_up_se != ""
Audio.se_stop
Audio.se_play($data_system_level_up_se)
end
if $data_system_level_up_me != ""
Audio.me_stop
Audio.me_play($data_system_level_up_me)
end
@levelup_window = Window_LevelUpWindow.new(actor, last_level,
actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,
actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)
@levelup_window.x = 160 * @exp_gain_actor
@levelup_window.visible = true
@phase5_wait_count = 40
@phase5_step = 1
# Xe[^XEBhEπtbV
@status_window.refresh
return
end
end
end until false
end
end
# ₯£₯ XRXS_17. Xbv_[Whδ^ψΚΚΪΧ» ver.1.51 ₯£₯
# by χλ έy, fukuyama
#=====================
# ‘ Game_Battler
#=====================
class Game_Battler
#--------------------------------------------------------------------------
# Xbv_[WΜψΚKp
#--------------------------------------------------------------------------
alias xrxs_bp7_slip_damage_effect slip_damage_effect
def slip_damage_effect
# lΜϊ»
slip_damage_percent = 0
slip_damage_plus = 0
# »έtΑ³κΔ’ιXe[gΜ©ηXbv_[WLθΜmπT·
for i in @states
if $data_states.slip_damage
# »ΜXe[gͺΑΔ’ιXbv_[WΜ
# LvvXXe[gά½ΝLv}CiXXe[gπ»θB
for j in $data_states.plus_state_set
if $data_states[j] != nil
if $data_states[j].name =~ /^Xbv([0-9]+)(%|)/
slip_damage_percent += $1.to_i
elsif $data_states[j].name =~ /^Xbv([0-9]+)$/
slip_damage_plus += $1.to_i
end
end
end
for j in $data_states.minus_state_set
if $data_states[j] != nil
if $data_states[j].name =~ /^Xbv([0-9]+)(%|)/
slip_damage_percent -= $1.to_i
elsif $data_states[j].name =~ /^Xbv([0-9]+)$/
slip_damage_plus -= $1.to_i
end
end
end
end
end
if slip_damage_percent == 0 and slip_damage_plus == 0
xrxs_bp7_slip_damage_effect
else
# hοͺXbvhδͺ ικπ»θ
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors
next if armor == nil
for j in armor.guard_state_set
if $data_states[j] != nil
if $data_states[j].name =~ /^Xbv([0-9]+)(%|)/
if slip_damage_percent > 0
slip_damage_percent = [slip_damage_percent - $1.to_i, 0].max
end
end
if $data_states[j].name =~ /^Xbv([0-9]+)$/
if slip_damage_percent > 0
slip_damage_plus = [slip_damage_plus - $1.to_i, 0].max
end
end
end
end
end
# _[Wπέθ
self.damage = self.maxhp * slip_damage_percent / 100 + slip_damage_plus
# ͺU
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# HP ©η_[WπΈZ
self.hp -= self.damage
# bhIΉ
return true
end
end
end
# ₯£₯ XRXS_BP 1. CP§±ό ver.15 ₯£₯
# by χλ έy, aσ, Jack-R
#=====================
# ‘ Scene_Battle_CP
#=====================
class Scene_Battle_CP
#--------------------------------------------------------------------------
# φJCX^XΟ
#--------------------------------------------------------------------------
attr_accessor :stop # CPΑZXgbv
#----------------------------------------------------------------------------
# IuWFNgΜϊ»
#----------------------------------------------------------------------------
def initialize
@battlers = []
@cancel = false
@agi_total = 0
# zρ @count_battlers πϊ»
@count_battlers = []
# Gl~[πzρ @count_battlers ΙΗΑ
for enemy in $game_troop.enemies
@count_battlers.push(enemy)
end
# AN^[πzρ @count_battlers ΙΗΑ
for actor in $game_party.actors
@count_battlers.push(actor)
end
for battler in @count_battlers
@agi_total += battler.agi
end
for battler in @count_battlers
battler.cp = [[65535 * (rand(15) + 85) / 100 * battler.agi / @agi_total * 4, 0].max, 65535].min
end
end
#----------------------------------------------------------------------------
# CPJEgΜJn
#----------------------------------------------------------------------------
def start
if @cp_thread != nil then
return
end
@cancel = false
@stop = false
# ±±©ηXbh
@cp_thread = Thread.new do
while @cancel != true
if @stop != true
self.update # XV
sleep(0.05)
end
end
end
# ±±άΕXbh
end
#----------------------------------------------------------------------------
# CPJEgAbv
#----------------------------------------------------------------------------
def update
if @count_battlers != nil then
for battler in @count_battlers
# soΘ―κΞ³
if battler.dead? == true #or battler.movable? == false then
battler.cp = 0
next
end
# ±±Μ 1.3πΟ¦ι±ΖΕ«Xs[hπΟXΒB½Ύ΅¬_Νgp·ι±ΖB
battler.cp = [[battler.cp + 1.3 * 4096 * battler.agi / @agi_total, 0].max, 65535].min
end
end
end
#----------------------------------------------------------------------------
# CPJEgΜJn
#----------------------------------------------------------------------------
def stop
@cancel = true
if @cp_thread != nil then
@cp_thread.join
@cp_thread = nil
end
end
end
#=====================
# ‘ Game_Battler
#=====================
class Game_Battler
attr_accessor :now_guarding # »έhδtO
attr_accessor :cp # »έCP
attr_accessor :slip_state_update_ban # XbvEXe[g©ΜΦ~
#--------------------------------------------------------------------------
# R}hόΝΒ»θ
#--------------------------------------------------------------------------
def inputable?
return (not @hidden and restriction <= 1 and @cp >=65535)
end
#--------------------------------------------------------------------------
# Xe[g [Xbv_[W] »θ
#--------------------------------------------------------------------------
alias xrxs_bp1_slip_damage? slip_damage?
def slip_damage?
return false if @slip_state_update_ban
return xrxs_bp1_slip_damage?
end
#--------------------------------------------------------------------------
# Xe[g©Rπ (^[²ΖΙΔΡo΅)
#--------------------------------------------------------------------------
alias xrxs_bp1_remove_states_auto remove_states_auto
def remove_states_auto
return if @slip_state_update_ban
xrxs_bp1_remove_states_auto
end
end
#=====================
# ‘ Game_Actor
#=====================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ZbgAbv
#--------------------------------------------------------------------------
alias xrxs_bp1_setup setup
def setup(actor_id)
xrxs_bp1_setup(actor_id)
@hate = 100 # init-value is 100
@cp = 0
@now_guarding = false
@slip_state_update_ban = false
end
end
#=====================
# ‘ Game_Enemy
#=====================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# IuWFNgϊ»
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize(troop_id, member_index)
xrxs_bp1_initialize(troop_id, member_index)
@hate = 100 # init-value is 100
@cp = 0
@now_guarding = false
@slip_state_update_ban = false
end
end
#=====================
# ‘ Window_BattleStatus
#=====================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# φJCX^XΟ
#--------------------------------------------------------------------------
attr_accessor :update_cp_only # CP[^[ΜέΜXV
#--------------------------------------------------------------------------
# IuWFNgϊ»
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize
@update_cp_only = false
xrxs_bp1_initialize
end
#--------------------------------------------------------------------------
# tbV
#--------------------------------------------------------------------------
alias xrxs_bp1_refresh refresh
def refresh
if @update_cp_only == false
xrxs_bp1_refresh
end
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 4
draw_actor_cp_meter(actor, actor_x, 96, 120, 0)
end
end
#--------------------------------------------------------------------------
# CP[^[ Μ`ζ
#--------------------------------------------------------------------------
def draw_actor_cp_meter(actor, x, y, width = 156, type = 0)
self.contents.font.color = system_color
self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
if actor.cp == nil
actor.cp = 0
end
w = width * [actor.cp,65535].min / 65535
self.contents.fill_rect(x, y+28, w,1, Color.new(255, 255, 128, 255))
self.contents.fill_rect(x, y+29, w,1, Color.new(255, 255, 0, 255))
self.contents.fill_rect(x, y+30, w,1, Color.new(192, 192, 0, 255))
self.contents.fill_rect(x, y+31, w,1, Color.new(128, 128, 0, 255))
end
end
#=====================
# ‘ Scene_Battle
#=====================
class Scene_Battle
# ±±ΙψΚΉπέθ·ιΖAAN^[R}hͺ|bv΅½Ζ«ΙψΚΉπΔΆ
$data_system_command_up_se = ""
#--------------------------------------------------------------------------
# ogIΉ
# result : Κ (0: 1:sk 2:¦)
#--------------------------------------------------------------------------
alias xrxs_bp1_battle_end battle_end
def battle_end(result)
# CPJEgβ~
@cp_thread.stop
xrxs_bp1_battle_end(result)
end
#--------------------------------------------------------------------------
# vogtF[YJn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase1 start_phase1
def start_phase1
@agi_total = 0
@cp_thread = Scene_Battle_CP.new
# AN^[R}hEBhEπΔμ¬
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "Courir"])
@actor_command_window.y = 128
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
@actor_command_window.draw_item(4, $game_temp.battle_can_escape ? @actor_command_window.normal_color : @actor_command_window.disabled_color)
xrxs_bp1_start_phase1
end
#--------------------------------------------------------------------------
# p[eBR}htF[YJn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase2 start_phase2
def start_phase2
xrxs_bp1_start_phase2
@party_command_window.active = false
@party_command_window.visible = false
# Φ
start_phase3
end
#--------------------------------------------------------------------------
# t[XV (p[eBR}htF[Y)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase2 update_phase2
def update_phase2
# C {^ͺ³κ½κ
if Input.trigger?(Input::C)
# p[eBR}hEBhEΜJ[ΚuΕͺς
case @party_command_window.index
when 0 # ν€
# θ SE πt
$game_system.se_play($data_system.decision_se)
@cp_thread.start
# AN^[R}htF[YJn
start_phase3
end
return
end
xrxs_bp1_update_phase2
end
#--------------------------------------------------------------------------
# ΜAN^[ΜR}hόΝΦ
#--------------------------------------------------------------------------
def phase3_next_actor
# [v
begin
# AN^[ΜΎΕGtFNg OFF
if @active_battler != nil
@active_battler.blink = false
end
# ΕγΜAN^[Μκ
if @actor_index == $game_party.actors.size-1
# CtF[YJn
@cp_thread.start
start_phase4
return
end
# AN^[ΜCfbNXπiίι
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
if @active_battler.inputable? == false
@active_battler.current_action.kind = -1
end
# AN^[ͺR}hόΝπσ―t―Θ’σΤΘηΰ€κx
end until @active_battler.inputable?
@cp_thread.stop
# AN^[R}hEBhEπZbgAbv
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# OΜAN^[ΜR}hόΝΦ
#--------------------------------------------------------------------------
def phase3_prior_actor
# [v
begin
# AN^[ΜΎΕGtFNg OFF
if @active_battler != nil
@active_battler.blink = false
end
# ΕΜAN^[Μκ
if @actor_index == 0
# ΕΦίι
start_phase3
return
end
# AN^[ΜCfbNXπί·
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# AN^[ͺR}hόΝπσ―t―Θ’σΤΘηΰ€κx
end until @active_battler.inputable?
@cp_thread.stop
# AN^[R}hEBhEπZbgAbv
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# AN^[R}hEBhEΜZbgAbv
#--------------------------------------------------------------------------
alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
# ψΚΉΜΔΆ
Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != ""
# ί·
xrxs_bp1_phase3_setup_command_window
end
#--------------------------------------------------------------------------
# t[XV (AN^[R}htF[Y : ξ{R}h)
#--------------------------------------------------------------------------
alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
# C {^ͺ³κ½κ
if Input.trigger?(Input::C)
# AN^[R}hEBhEΜJ[ΚuΕͺς
case @actor_command_window.index
when 4 # ¦°ι
if $game_temp.battle_can_escape
# θ SE πt
$game_system.se_play($data_system.decision_se)
# ANVπέθ
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 4
# ΜAN^[ΜR}hόΝΦ
phase3_next_actor
else
# uU[ SE πt
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
xrxs_bsp1_update_phase3_basic_command
end
#--------------------------------------------------------------------------
# CtF[YJn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase4 start_phase4
def start_phase4
xrxs_bp1_start_phase4
# Gl~[ANVμ¬
for enemy in $game_troop.enemies
if enemy.cp < 65535
enemy.current_action.clear
enemy.current_action.kind = -1 # ^[ςΞ΅B
next
end
enemy.make_action
end
# sμ¬
make_action_orders
end
#--------------------------------------------------------------------------
# t[XV (CtF[Y Xebv 1 : ANVυ)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step1 update_phase4_step1
def update_phase4_step1
# ϊ»
@phase4_act_continuation = 0
# s»θ
if judge
@cp_thread.stop
# ά½ΝskΜκ : bhIΉ
return
end
# ’sog[zρΜζͺ©ηζΎ
@active_battler = @action_battlers[0]
# Xe[^XXVπCPΎ―ΙΐθB
@status_window.update_cp_only = true
# Xe[gXVπΦ~B
@active_battler.slip_state_update_ban = true if @active_battler != nil
# ί·
xrxs_bp1_update_phase4_step1
# Φ~ππ
@status_window.update_cp_only = false
@active_battler.slip_state_update_ban = false if @active_battler != nil
end
#--------------------------------------------------------------------------
# t[XV (CtF[Y Xebv 2 : ANVJn)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step2 update_phase4_step2
def update_phase4_step2
# §ANVΕΘ―κΞ
unless @active_battler.current_action.forcing
# CPͺ«θΔ’Θ’κ
if @phase4_act_continuation == 0 and @active_battler.cp < 65535
@phase4_step = 6
return
end
# §ρͺ [GπΚνU·ι] © [‘ϋπΚνU·ι] Μκ
if @active_battler.restriction == 2 or @active_battler.restriction == 3
# ANVΙUπέθ
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
# §ρͺ [sΕ«Θ’] Μκ
if @active_battler.restriction == 4
# ANV§ΞΫΜog[πNA
$game_temp.forcing_battler = nil
if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
# Xe[g©Rπ
@active_battler.remove_states_auto
# CPΑο
@active_battler.cp = [(@active_battler.cp - 65535),0].max
# Xe[^XEBhEπtbV
@status_window.refresh
end
# Xebv 1 ΙΪs
@phase4_step = 1
return
end
end
# ANVΜνΚΕͺς
case @active_battler.current_action.kind
when 0
# U₯hδE¦°ιE½ΰ΅Θ’Μ€ΚΑοCP
@active_battler.cp -= 0 if @phase4_act_continuation == 0
when 1
# XLgpΜΑοCP
@active_battler.cp -= 65535 if @phase4_act_continuation == 0
when 2
# ACegpΜΑοCP
@active_battler.cp -= 65535 if @phase4_act_continuation == 0
when -1
# CPͺάΑΔ’Θ’
@phase4_step = 6
return
end
# CPΑZπκβ~·ι
@cp_thread.stop = true
# Xe[g©Rπ
@active_battler.remove_states_auto
xrxs_bp1_update_phase4_step2
end
#--------------------------------------------------------------------------
# ξ{ANV Κμ¬
#--------------------------------------------------------------------------
alias xrxs_bp1_make_basic_action_result make_basic_action_result
def make_basic_action_result
# UΜκ
if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # UΜCPΑο
end
# hδΜκ
if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
@active_battler.cp -= 32767 # hδΜCPΑο
end
# GΜ¦°ιΜκ
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # ¦ΜCPΑο
end
# ½ΰ΅Θ’Μκ
if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
@active_battler.cp -= 32767 # ½ΰ΅Θ’ΜCPΑο
end
# ¦°ιΜκ
if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # ¦ΜCPΑο
# ¦ΒΕΝΘ’κ
if $game_temp.battle_can_escape == false
# uU[ SE πt
$game_system.se_play($data_system.buzzer_se)
return
end
# θ SE πt
$game_system.se_play($data_system.decision_se)
# ¦
update_phase2_escape
return
end
xrxs_bp1_make_basic_action_result
end
#--------------------------------------------------------------------------
# t[XV (CtF[Y Xebv 5 : _[W¦)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step5 update_phase4_step5
def update_phase4_step5
# Xbv_[W
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
xrxs_bp1_update_phase4_step5
end
#--------------------------------------------------------------------------
# t[XV (CtF[Y Xebv 6 : tbV
)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step6 update_phase4_step6
def update_phase4_step6
# CPΑZπΔJ·ι
@cp_thread.stop = false
# wvEBhEπB·
@help_window.visible = false
xrxs_bp1_update_phase4_step6
end
end
# ₯£₯ XRXS_BP 7. ogXe[^XENAfUC ver.1.02 ₯£₯
# by χλ έy, TOMY
#=====================
# ‘ Window_BattleStatus
#=====================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# φJCX^XΟ
#--------------------------------------------------------------------------
attr_accessor :update_cp_only # CP[^[ΜέΜXV
#--------------------------------------------------------------------------
# IuWFNgϊ»
#--------------------------------------------------------------------------
alias xrxs_bp7_initialize initialize
def initialize
xrxs_bp7_initialize
# «Full-ViewΜκΝΊρsΜ # πΑ΅ΔΎ³’B
#self.opacity = 0
#self.back_opacity = 0
end
#--------------------------------------------------------------------------
# tbV
#--------------------------------------------------------------------------
alias xrxs_bp7_refresh refresh
def refresh
if @update_cp_only
xrxs_bp7_refresh
return
end
# `ΚπΦ~΅Θͺηί·
@draw_ban = true
xrxs_bp7_refresh
# `ΚΜΦ~ππ
@draw_ban = false
# `ΚπJn
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 21
# ΰsLOtBbNΜ`Κ
draw_actor_graphic(actor, actor_x - 9, 116)
# HP/SP[^[Μ`Κ
draw_actor_hp_meter_line(actor, actor_x, 72, 96, 12)
draw_actor_sp_meter_line(actor, actor_x, 104, 96, 12)
# HPlΜ`Κ
self.contents.font.size = 24 # HP/SPlΜΆΜε«³
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
draw_shadow_text(actor_x-2, 58, 96, 24, actor.hp.to_s, 2)
# SPlΜ`Κ
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
draw_shadow_text(actor_x-2, 90, 96, 24, actor.sp.to_s, 2)
# pκuHPvΖpκuSPvΜ`Κ
self.contents.font.size = 12 # pκuHP/SPvΜΆΜε«³
self.contents.font.color = system_color # pκuHP/SPvΜΆΜF
draw_shadow_text(actor_x, 60, 96, 12, $data_system.words.hp)
draw_shadow_text(actor_x, 92, 96, 12, $data_system.words.sp)
draw_actor_state(actor, actor_x, 100)
end
end
end
#=====================
# ‘ Window_Base
#=====================
class Window_Base < Window
#--------------------------------------------------------------------------
# HP[^[ Μ`ζ
#--------------------------------------------------------------------------
def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.hp / actor.maxhp
hp_color_1 = Color.new(255, 0, 0, 192)
hp_color_2 = Color.new(255, 255, 0, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# SP[^[ Μ`ζ
#--------------------------------------------------------------------------
def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.sp / actor.maxsp
hp_color_1 = Color.new( 0, 0, 255, 192)
hp_color_2 = Color.new( 0, 255, 255, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# ΌOΜ`ζ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_name draw_actor_name
def draw_actor_name(actor, x, y)
xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true
end
#--------------------------------------------------------------------------
# Xe[gΜ`ζ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_state draw_actor_state
def draw_actor_state(actor, x, y, width = 120)
xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# HP Μ`ζ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# SP Μ`ζ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_sp draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
end
end
#=====================
# OCu
#=====================
class Window_Base
#--------------------------------------------------------------------------
# C`ζ by χλ έy
#--------------------------------------------------------------------------
def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
# `Κ£ΜvZBε«ίΙΌpΜ·³B
distance = (start_x - end_x).abs + (start_y - end_y).abs
# `ΚJn
if end_color == start_color
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
self.contents.fill_rect(x, y, width, width, start_color)
end
else
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
r = start_color.red * (distance-i)/distance + end_color.red * i/distance
g = start_color.green * (distance-i)/distance + end_color.green * i/distance
b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
end
end
end
#--------------------------------------------------------------------------
# eΆ`ζ by TOMY
#--------------------------------------------------------------------------
def draw_shadow_text(x, y, width, height, string, align = 0)
# ³ΜFπΫΆ΅Δ¨
color = self.contents.font.color.dup
# Εe`ζ
self.contents.font.color = Color.new(0, 0, 0)
self.contents.draw_text(x + 2, y + 2, width, height, string, align)
# ³ΜFΙί΅Δ`ζ
self.contents.font.color = color
self.contents.draw_text(x, y, width, height, string, align)
end
end |
EDIT:Sa marche tjr pas --'
|
TracerTong -
postι le 04/09/2009 ΰ 17:59:47 (27 messages postιs)
| | Apres quelques rajouts de # et quelques supprimations de end, le script qu'à posté Dark itachi marche très bien...Mis a part que je ne vois pas ce qui change en combat. Et c'est tres ENERVANT
de voir qu'on nous propose un script qui change le systeme de combat et qui change RIEN DU TOUT
|
vins84 -
postι le 04/09/2009 ΰ 20:12:34 (3 messages postιs)
| | Donc, il ne marche pas, cqfd.
|
Vivre tue. |
Matthew2 -
postι le 05/11/2009 ΰ 08:23:05 (5 messages postιs)
| | Moi on ma mit une erreur a la ligne 388
|
Exemples -
postι le 29/12/2009 ΰ 16:21:36 (2021 messages postιs)
| Pff. | Pour ceux qui postent des scripts, pour éviter les smilets dans le texte, mettez le en code: [code][/code]
|
Bouh. |
bigraph -
postι le 31/03/2011 ΰ 19:35:35 (448 messages postιs)
| Hum... | Bon sang... L'orthographe...
On n'est quand même pas en cours de français, mais il y a des limites, quoi...
En plus, trois quarts des utilisateurs de ce topic parlent en langage SMS...
|
Non, rien. | Na. | "Le suicide me semble très attirant en ce moment... Et si on suicidait pokéfan ?" : je suis fan officiel du docteur 8-) | J'ai été ban... Pour une connerie de dispute... M'aprendra à être con, tiens. | D'ailleur, en parlant du ban: ça fait un mois jour pour jour aujourd'hui! Et je suis toujours pas déban! WTF? | |
|
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