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 [XP] combat avec système atb

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AuteurMessage
SamynouIM
Paysan (niveau 3)
Paysan (niveau 3)
SamynouIM

Masculin
Messages postés : 21
Date d'inscription : 22/09/2013
Jauge LPC :
[XP] combat avec système atb 891527140011 / 10011 / 100[XP] combat avec système atb 8915271400


[XP] combat avec système atb Empty
MessageSujet: [XP] combat avec système atb   [XP] combat avec système atb EmptySam 28 Sep 2013 - 18:17

j'ai trouvée un script sur xp qui permet d'avoir dans les combats une jauge ATB et des barres de vie,mana et experience dans les combats.

il a été fait par makirouaru (je crois.)
je précise qu'aucune ressources est néssécaire et que le script ne fonctionne pas si vous avez un autre système de combat (ne marche qu'avec les scène_battle de base.)

le script est a nommé New_Battle :
testé est fonctionel.
Code:

#==============================================================================
# ¦ New_Battle
#------------------------------------------------------------------------------
# Compiled By : MakirouAru
#==============================================================================
# ¥£¥ XRXS_BP 3. Ÿ—˜ŽžHP‰ñ•œ ver.1.01 ¥£¥
# by fukuyama, ÷‰ë Ý“y


# Battle_End_Recovery
#
# í“Œã‚̉ñ•œˆ—ƒ‚ƒWƒ…[ƒ‹
#
# Request: stay
# Script: fukuyama
# Test: ƒmƒRƒmŽq
#
# URL: http://www4.big.or.jp/~fukuyama/rgss/Battle_End_Recovery.txt
#


module Battle_End_Recovery


module Scene_Battle_Module


# ‰ñ•œ—¦•Ï”‚ÌID
@@recovery_rate_variable_id = nil


# ‰ñ•œ—¦‚̎擾
def battle_end_recovery_rate
if @@recovery_rate_variable_id.nil?
@@recovery_rate_variable_id =
$data_system.variables.index 'í“Œã‚̉ñ•œ—¦'
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


# í“Œã‚̉ñ•œˆ—
def battle_end_recovery


# ‰ñ•œ—¦
recovery_rate = battle_end_recovery_rate


# ‰ñ•œ—¦•Ï”‚ª‚OˆÈŠO‚©‚ƒAƒNƒ^[‚ª‘‚µ‚Ä‚¢‚éê‡Aí“Œã‚̉ñ•œˆ—‚ðs‚¤
if recovery_rate != 0 and not actor.dead?


# ƒp[ƒeƒB‚̃AƒNƒ^[–ˆ‚Ƀ‹[ƒv
$game_party.actors.each do |actor|


# ‰ñ•œ—ÊŒvŽZ
recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate
recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate


# ŽÀÛ‚ɉñ•œ
actor.hp += recovery_hp
actor.sp += recovery_sp


# ƒAƒjƒ[ƒVƒ‡ƒ“Ý’è
actor.damage = - recovery_hp
actor.damage_pop = true


end


# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðXV
@status_window.refresh


end
end


end # module Scene_Battle_Module
end # module Battle_End_Recovery


#------------------------------
# í“ƒV[ƒ“‚̍Ēè‹`
#------------------------------
class Scene_Battle


# Scene_Battle—pƒ‚ƒWƒ…[ƒ‹‚ðƒCƒ“ƒNƒ‹[ƒh
include Battle_End_Recovery::Scene_Battle_Module


# Œ³‚̃tƒF[ƒY‚TŠJŽn‚É•Ê–¼‚ð‚‚¯‚é
alias battle_end_recovery_original_start_phase5 start_phase5


# ƒtƒF[ƒY‚TŠJŽn‚ðÄ’è‹`
def start_phase5


# í“Œã‚̉ñ•œˆ—‚ðŒÄ‚яo‚·
battle_end_recovery


# Œ³‚̃tƒF[ƒY‚TŠJŽn‚ðŒÄ‚яo‚·
battle_end_recovery_original_start_phase5


end
end




#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# œ ƒXƒŠƒbƒvƒ_ƒ[ƒW‚ÌŒø‰Ê“K—p
#--------------------------------------------------------------------------
alias xrxs_bp7_slip_damage_effect slip_damage_effect
def slip_damage_effect
# ”’l‚̏‰Šú‰»
slip_damage_percent = 0
slip_damage_plus = 0
# Œ»Ý•t‰Á‚³‚ê‚Ä‚¢‚éƒXƒe[ƒg‚Ì’†‚©‚çƒXƒŠƒbƒvƒ_ƒ[ƒW—L‚è‚̃‚ƒm‚ð’T‚·
for i in @states
if $data_states[i].slip_damage
# ‚»‚̃Xƒe[ƒg‚ªŽ‚Á‚Ä‚¢‚éƒXƒŠƒbƒvƒ_ƒ[ƒW‚Ì
# Lvƒvƒ‰ƒXƒXƒe[ƒg‚Ü‚½‚ÍLvƒ}ƒCƒiƒXƒXƒe[ƒg‚ð”»’èB
for j in $data_states[i].plus_state_set
if $data_states[j] != nil
if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
slip_damage_percent += $1.to_i
elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
slip_damage_plus += $1.to_i
end
end
end
for j in $data_states[i].minus_state_set
if $data_states[j] != nil
if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
slip_damage_percent -= $1.to_i
elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
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
# –h‹ï‚ªƒXƒŠƒbƒv–hŒä‚ª‚ ‚éê‡‚ð”»’è
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
next if armor == nil
for j in armor.guard_state_set
if $data_states[j] != nil
if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
if slip_damage_percent > 0
slip_damage_percent = [slip_damage_percent - $1.to_i, 0].max
end
end
if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
if slip_damage_percent > 0
slip_damage_plus = [slip_damage_plus - $1.to_i, 0].max
end
end
end
end
end
# ƒ_ƒ[ƒW‚ðÝ’è
self.damage = self.maxhp * slip_damage_percent / 100 + slip_damage_plus
# •ªŽU
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# HP ‚©‚çƒ_ƒ[ƒW‚ðŒ¸ŽZ
self.hp -= self.damage
# ƒƒ\ƒbƒhI—¹
return true
end
end
end
# ¥£¥ XRXS_BP 1. CP§“±“ü ver.15 ¥£¥
# by ÷‰ë Ý“y, ˜aŠó, Jack-R


#==============================================================================
# ¡ Scene_Battle_CP
#==============================================================================
class Scene_Battle_CP
#--------------------------------------------------------------------------
# œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
#--------------------------------------------------------------------------
attr_accessor :stop # CP‰ÁŽZƒXƒgƒbƒv
#----------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‚̏‰Šú‰»
#----------------------------------------------------------------------------
def initialize
@battlers = []
@cancel = false
@agi_total = 0
# ”z—ñ @count_battlers ‚ð‰Šú‰»
@count_battlers = []
# ƒGƒlƒ~[‚ð”z—ñ @count_battlers ‚ɒljÁ
for enemy in $game_troop.enemies
@count_battlers.push(enemy)
end
# ƒAƒNƒ^[‚ð”z—ñ @count_battlers ‚ɒljÁ
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
#----------------------------------------------------------------------------
# œ CPƒJƒEƒ“ƒg‚ÌŠJŽn
#----------------------------------------------------------------------------
def start
if @cp_thread != nil then
return
end
@cancel = false
@stop = false
# ‚±‚±‚©‚çƒXƒŒƒbƒh
@cp_thread = Thread.new do
while @cancel != true
if @stop != true
self.update # XV
sleep(0.05)
end
end
end
# ‚±‚±‚܂ŃXƒŒƒbƒh
end
#----------------------------------------------------------------------------
# œ CPƒJƒEƒ“ƒgƒAƒbƒv
#----------------------------------------------------------------------------
def update
if @count_battlers != nil then
for battler in @count_battlers
# s“®o—ˆ‚È‚¯‚ê‚Ζ³Ž‹
if battler.dead? == true #or battler.movable? == false then
battler.cp = 0
next
end
# ‚±‚±‚Ì 1.3‚ð•Ï‚¦‚邱‚ƂŁ«ƒXƒs[ƒh‚ð•ÏX‰Â”\B‚½‚¾‚µ”“_‚ÍŽg—p‚·‚邱‚ƁB
battler.cp = [[battler.cp + 1.3 * 4096 * battler.agi / @agi_total, 0].max, 65535].min
end
end
end
#----------------------------------------------------------------------------
# œ CPƒJƒEƒ“ƒg‚ÌŠJŽn
#----------------------------------------------------------------------------
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 # Œ»Ý–hŒä’†ƒtƒ‰ƒO
attr_accessor :cp # Œ»ÝCP
attr_accessor :slip_state_update_ban # ƒXƒŠƒbƒvEƒXƒe[ƒgŽ©“®ˆ—‚Ì‹ÖŽ~
#--------------------------------------------------------------------------
# œ ƒRƒ}ƒ“ƒh“ü—͉”\”»’è
#--------------------------------------------------------------------------
def inputable?
return (not @hidden and restriction <= 1 and @cp >=65535)
end
#--------------------------------------------------------------------------
# œ ƒXƒe[ƒg [ƒXƒŠƒbƒvƒ_ƒ[ƒW] ”»’è
#--------------------------------------------------------------------------
alias xrxs_bp1_slip_damage? slip_damage?
def slip_damage?
return false if @slip_state_update_ban
return xrxs_bp1_slip_damage?
end
#--------------------------------------------------------------------------
# œ ƒXƒe[ƒgŽ©‘R‰ðœ (ƒ^[ƒ“‚²‚ƂɌĂяo‚µ)
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# œ ƒZƒbƒgƒAƒbƒv
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
#--------------------------------------------------------------------------
attr_accessor :update_cp_only # CPƒ[ƒ^[‚݂̂̍XV
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize
@update_cp_only = false
xrxs_bp1_initialize
end
#--------------------------------------------------------------------------
# œ ƒŠƒtƒŒƒbƒVƒ…
#--------------------------------------------------------------------------
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[i]
actor_x = i * 160 + 4
draw_actor_cp_meter(actor, actor_x, 96, 120, 0)
end
end
#--------------------------------------------------------------------------
# œ CPƒ[ƒ^[ ‚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
# ‚±‚±‚ÉŒø‰Ê‰¹‚ðÝ’è‚·‚é‚ƁAƒAƒNƒ^[ƒRƒ}ƒ“ƒh‚ªƒ|ƒbƒv‚µ‚½‚Æ‚«‚ÉŒø‰Ê‰¹‚ðÄ
$data_system_command_up_se = ""
#--------------------------------------------------------------------------
# œ ƒoƒgƒ‹I—¹
# result : Œ‹‰Ê (0:Ÿ—˜ 1:”s–k 2:“¦‘–)
#--------------------------------------------------------------------------
alias xrxs_bp1_battle_end battle_end
def battle_end(result)
# CPƒJƒEƒ“ƒg’âŽ~
@cp_thread.stop
xrxs_bp1_battle_end(result)
end
#--------------------------------------------------------------------------
# œ ƒvƒŒƒoƒgƒ‹ƒtƒF[ƒYŠJŽn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase1 start_phase1
def start_phase1
@agi_total = 0
@cp_thread = Scene_Battle_CP.new
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ð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, "Fuir"])
@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
#--------------------------------------------------------------------------
# œ ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase2 start_phase2
def start_phase2
xrxs_bp1_start_phase2
@party_command_window.active = false
@party_command_window.visible = false
# ŽŸ‚Ö
start_phase3
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒY)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase2 update_phase2
def update_phase2
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
case @party_command_window.index
when 0 # í‚¤
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
@cp_thread.start
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn
start_phase3
end
return
end
xrxs_bp1_update_phase2
end
#--------------------------------------------------------------------------
# œ ŽŸ‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö
#--------------------------------------------------------------------------
def phase3_next_actor
# ƒ‹[ƒv
begin
# ƒAƒNƒ^[‚Ì–¾–ŃGƒtƒFƒNƒg OFF
if @active_battler != nil
@active_battler.blink = false
end
# ÅŒã‚̃AƒNƒ^[‚̏ꍇ
if @actor_index == $game_party.actors.size-1
# ƒƒCƒ“ƒtƒF[ƒYŠJŽn
@cp_thread.start
start_phase4
return
end
# ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ði‚ß‚é
@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
# ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x
end until @active_battler.inputable?
@cp_thread.stop
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# œ ‘O‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö
#--------------------------------------------------------------------------
def phase3_prior_actor
# ƒ‹[ƒv
begin
# ƒAƒNƒ^[‚Ì–¾–ŃGƒtƒFƒNƒg OFF
if @active_battler != nil
@active_battler.blink = false
end
# Å‰‚̃AƒNƒ^[‚̏ꍇ
if @actor_index == 0
# Å‰‚Ö–ß‚é
start_phase3
return
end
# ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ð–ß‚·
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x
end until @active_battler.inputable?
@cp_thread.stop
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃ZƒbƒgƒAƒbƒv
#--------------------------------------------------------------------------
alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
# Œø‰Ê‰¹‚̍Đ
Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != ""
# –ß‚·
xrxs_bp1_phase3_setup_command_window
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒY : Šî–{ƒRƒ}ƒ“ƒh)
#--------------------------------------------------------------------------
alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
case @actor_command_window.index
when 4 # “¦‚°‚é
if $game_temp.battle_can_escape
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒNƒVƒ‡ƒ“‚ðÝ’è
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 4
# ŽŸ‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö
phase3_next_actor
else
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
xrxs_bsp1_update_phase3_basic_command
end
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ƒtƒF[ƒYŠJŽn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase4 start_phase4
def start_phase4
xrxs_bp1_start_phase4
# ƒGƒlƒ~[ƒAƒNƒVƒ‡ƒ“ì
for enemy in $game_troop.enemies
if enemy.cp < 65535
enemy.current_action.clear
enemy.current_action.kind = -1 # ƒ^[ƒ“”ò‚΂µB
next
end
enemy.make_action
end
# s“®‡˜ì
make_action_orders
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 1 : ƒAƒNƒVƒ‡ƒ“€”õ)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step1 update_phase4_step1
def update_phase4_step1
# ‰Šú‰»
@phase4_act_continuation = 0
# Ÿ”s”»’è
if judge
@cp_thread.stop
# Ÿ—˜‚Ü‚½‚Í”s–k‚̏ꍇ : ƒƒ\ƒbƒhI—¹
return
end
# –¢s“®ƒoƒgƒ‰[”z—ñ‚̐擪‚©‚çŽæ“¾
@active_battler = @action_battlers[0]
# ƒXƒe[ƒ^ƒXXV‚ðCP‚¾‚¯‚ÉŒÀ’èB
@status_window.update_cp_only = true
# ƒXƒe[ƒgXV‚ð‹ÖŽ~B
@active_battler.slip_state_update_ban = true if @active_battler != nil
# –ß‚·
xrxs_bp1_update_phase4_step1
# ‹ÖŽ~‚ð‰ðœ
@status_window.update_cp_only = false
@active_battler.slip_state_update_ban = false if @active_battler != nil
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 2 : ƒAƒNƒVƒ‡ƒ“ŠJŽn)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step2 update_phase4_step2
def update_phase4_step2
# ‹§ƒAƒNƒVƒ‡ƒ“‚Å‚È‚¯‚ê‚Î
unless @active_battler.current_action.forcing
# CP‚ª‘«‚è‚Ä‚¢‚È‚¢ê‡
if @phase4_act_continuation == 0 and @active_battler.cp < 65535
@phase4_step = 6
return
end
# §–ñ‚ª [“G‚ð’ʏíUŒ‚‚·‚é] ‚© [–¡•û‚ð’ʏíUŒ‚‚·‚é] ‚̏ꍇ
if @active_battler.restriction == 2 or @active_battler.restriction == 3
# ƒAƒNƒVƒ‡ƒ“‚ɍUŒ‚‚ðÝ’è
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
# §–ñ‚ª [s“®‚Å‚«‚È‚¢] ‚̏ꍇ
if @active_battler.restriction == 4
# ƒAƒNƒVƒ‡ƒ“‹§‘Ώۂ̃oƒgƒ‰[‚ðƒNƒŠƒA
$game_temp.forcing_battler = nil
if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
# ƒXƒe[ƒgŽ©‘R‰ðœ
@active_battler.remove_states_auto
# CPÁ”ï
@active_battler.cp = [(@active_battler.cp - 65535),0].max
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ…
@status_window.refresh
end
# ƒXƒeƒbƒv 1 ‚Ɉڍs
@phase4_step = 1
return
end
end
# ƒAƒNƒVƒ‡ƒ“‚ÌŽí•Ê‚Å•ªŠò
case @active_battler.current_action.kind
when 0
# UŒ‚¥–hŒäE“¦‚°‚éE‰½‚à‚µ‚È‚¢Žž‚Ì‹¤’ʏÁ”ïCP
@active_battler.cp -= 0 if @phase4_act_continuation == 0
when 1
# ƒXƒLƒ‹Žg—pŽž‚̏Á”ïCP
@active_battler.cp -= 65535 if @phase4_act_continuation == 0
when 2
# ƒAƒCƒeƒ€Žg—pŽž‚̏Á”ïCP
@active_battler.cp -= 65535 if @phase4_act_continuation == 0
when -1
# CP‚ª—‚Ü‚Á‚Ä‚¢‚È‚¢
@phase4_step = 6
return
end
# CP‰ÁŽZ‚ðˆêŽž’âŽ~‚·‚é
@cp_thread.stop = true
# ƒXƒe[ƒgŽ©‘R‰ðœ
@active_battler.remove_states_auto
xrxs_bp1_update_phase4_step2
end
#--------------------------------------------------------------------------
# œ Šî–{ƒAƒNƒVƒ‡ƒ“ Œ‹‰Êì
#--------------------------------------------------------------------------
alias xrxs_bp1_make_basic_action_result make_basic_action_result
def make_basic_action_result
# UŒ‚‚̏ꍇ
if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # UŒ‚Žž‚ÌCPÁ”ï
end
# –hŒä‚̏ꍇ
if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
@active_battler.cp -= 32767 # –hŒäŽž‚ÌCPÁ”ï
end
# “G‚Ì“¦‚°‚é‚̏ꍇ
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï
end
# ‰½‚à‚µ‚È‚¢‚̏ꍇ
if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
@active_battler.cp -= 32767 # ‰½‚à‚µ‚È‚¢Žž‚ÌCPÁ”ï
end
# “¦‚°‚é‚̏ꍇ
if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï
# “¦‘–‰Â”\‚Å‚Í‚È‚¢ê‡
if $game_temp.battle_can_escape == false
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# “¦‘–ˆ—
update_phase2_escape
return
end
xrxs_bp1_make_basic_action_result
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 5 : ƒ_ƒ[ƒW•\Ž¦)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step5 update_phase4_step5
def update_phase4_step5
# ƒXƒŠƒbƒvƒ_ƒ[ƒW
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
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 6 : ƒŠƒtƒŒƒbƒVƒ…)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step6 update_phase4_step6
def update_phase4_step6
# CP‰ÁŽZ‚ðÄŠJ‚·‚é
@cp_thread.stop = false
# ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ð‰B‚·
@help_window.visible = false
xrxs_bp1_update_phase4_step6
end
end
# ¥£¥ XRXS_BP 7. ƒoƒgƒ‹ƒXƒe[ƒ^ƒXEƒNƒŠƒAƒfƒUƒCƒ“ ver.1.02 ¥£¥
# by ÷‰ë Ý“y, TOMY


#==============================================================================
# ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
#--------------------------------------------------------------------------
attr_accessor :update_cp_only # CPƒ[ƒ^[‚݂̂̍XV
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
alias xrxs_bp7_initialize initialize
def initialize
xrxs_bp7_initialize
# «Full-View‚̏ꍇ‚͉º“ñs‚Ì # ‚ðÁ‚µ‚Ä‚‚¾‚³‚¢B
#self.opacity = 0
#self.back_opacity = 0
end
#--------------------------------------------------------------------------
# œ ƒŠƒtƒŒƒbƒVƒ…
#--------------------------------------------------------------------------
alias xrxs_bp7_refresh refresh
def refresh
if @update_cp_only
xrxs_bp7_refresh
return
end
# •`ŽÊ‚ð‹ÖŽ~‚µ‚È‚ª‚ç–ß‚·
@draw_ban = true
xrxs_bp7_refresh
# •`ŽÊ‚Ì‹ÖŽ~‚ð‰ðœ
@draw_ban = false
# •`ŽÊ‚ðŠJŽn
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
actor_x = i * 160 + 21
# •àsƒLƒƒƒ‰ƒOƒ‰ƒtƒBƒbƒN‚Ì•`ŽÊ
draw_actor_graphic(actor, actor_x - 9, 116)
# HP/SPƒ[ƒ^[‚Ì•`ŽÊ
draw_actor_hp_meter_line(actor, actor_x, 72, 96, 12)
draw_actor_sp_meter_line(actor, actor_x, 104, 96, 12)
# HP”’l‚Ì•`ŽÊ
self.contents.font.size = 24 # HP/SP”’l‚Ì•Žš‚Ì‘å‚«‚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)
# SP”’l‚Ì•`ŽÊ
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)
# —pŒêuHPv‚Æ—pŒêuSPv‚Ì•`ŽÊ
self.contents.font.size = 12 # —pŒêuHP/SPv‚Ì•Žš‚Ì‘å‚«‚³
self.contents.font.color = system_color # —pŒêuHP/SPv‚Ì•Žš‚̐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
#--------------------------------------------------------------------------
# œ HPƒ[ƒ^[ ‚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
#--------------------------------------------------------------------------
# œ SPƒ[ƒ^[ ‚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
#--------------------------------------------------------------------------
# œ –¼‘O‚Ì•`‰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
#--------------------------------------------------------------------------
# œ ƒXƒe[ƒg‚Ì•`‰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
#--------------------------------------------------------------------------
# œ 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
#--------------------------------------------------------------------------
# œ 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
#==============================================================================
# ž ŠO•”ƒ‰ƒCƒuƒ‰ƒŠ
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# œ ƒ‰ƒCƒ“•`‰æ by ÷‰ë Ý“y
#--------------------------------------------------------------------------
def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
# •`ŽÊ‹——£‚ÌŒvŽZB‘å‚«‚ß‚É’¼ŠpŽž‚Ì’·‚³B
distance = (start_x - end_x).abs + (start_y - end_y).abs
# •`ŽÊŠJŽn
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


#--------------------------------------------------------------------------
# œ ‰e•Žš•`‰æ by TOMY
#--------------------------------------------------------------------------
def draw_shadow_text(x, y, width, height, string, align = 0)
# Œ³‚̐F‚ð•Û‘‚µ‚Ä‚¨‚
color = self.contents.font.color.dup
# •Žš‚ʼne•`‰æ
self.contents.font.color = Color.new(0, 0, 0)
self.contents.draw_text(x + 2, y + 2, width, height, string, align)
# Œ³‚̐F‚É–ß‚µ‚Ä•`‰æ
self.contents.font.color = color
self.contents.draw_text(x, y, width, height, string, align)
end
end
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[XP] combat avec système atb Captur10
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