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 Redimensionner le menu de combat

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Silent Zephyrus
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MessageSujet: Redimensionner le menu de combat   Redimensionner le menu de combat EmptyDim 12 Jan 2014 - 12:57

Coucou !

Je suis en galère totale,je n'arrive pas à mettre la main sur la ligne de code qui me permet de redimensionner la taille du menu de combat,en effet je voudrais l'élargir (voir ci dessous)

Problème:

Merci d'avance ^w^
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eddy_de_galdon
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MessageSujet: Re: Redimensionner le menu de combat   Redimensionner le menu de combat EmptyDim 12 Jan 2014 - 13:21

Le menu de combat que tu utilise est celui de base ou non.
Envoie le script !
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City Hunter
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MessageSujet: Re: Redimensionner le menu de combat   Redimensionner le menu de combat EmptyDim 12 Jan 2014 - 18:33

Comme eddy le dit.
Mets nous le script que tu utilise entre les balises "code" stp ^^
[code ][ /code] (j'ai volontairement mis des espaces donc retire les quand tu mettras ton script^^)
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MessageSujet: Re: Redimensionner le menu de combat   Redimensionner le menu de combat EmptyLun 13 Jan 2014 - 17:33

Partie 1

Code:
#==============================================================================
#
# ▼ Yami Engine Symphony - Battle Symphony
# -- Version: 1.15 (2013.03.04)
# -- Level: Easy, Normal, Hard, Very Hard
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YES-BattleSymphony"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2013.03.04 - Release Build 1.15.
# 2013.02.07 - Release Build 1.14.
# 2013.02.01 - Release Build 1.13.
# 2013.01.12 - Release Build 1.12.
# 2013.01.09 - Release Build 1.11.
# 2013.01.03 - Release Build 1.10.
# 2012.11.29 - Release Build 1.09.
# 2012.11.29 - Release Build 1.08.
# 2012.11.28 - Release Build 1.07.
# 2012.11.25 - Release Build 1.06.
# 2012.11.24 - Release Build 1.05.
# 2012.11.16 - Release Build 1.04.
# 2012.11.15 - Release Build 1.03.
# 2012.11.12 - Release Build 1.02.
# 2012.11.08 - Release Build 1.01.
# 2012.10.20 - Finished Script.
# 2012.07.01 - Started Script.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Core Engine of Symphony. This script provides a complicated visual battle
# which can be customized and many add-on awaited in the future.
# -----------------------------------------------------------------------------
# There are 8 Sections of Script:
#
# Section I. Basic Settings (S-01)
# Section II. Default Actions (S-02)
# Section III. AutoSymphony (S-03)
# Section IV. Default Symphony Tags (S-04)
# Section V. Imports Symphony Tags (S-05)
# Section VI. Sprites Initialization (S-06)
# Section VII. Icons Sprites Initialization (S-07)
# Section VIII. Core Script (S-08)
#
# You can search these sections by the code next to them (S-xx).
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# To make this script work correctly with YEA - Battle Engine Ace, you have to
# put this script under YEA - Battle Engine Ace.
#
#==============================================================================
# ▼ Credits
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Symphony Tags: Yanfly (From his Melody Tags).
# Inspired: Yanfly, Nessiah, EvilEagles.
# Testers: Many Guys in RPG Maker Community.
# Many Descriptions: Yanfly (From his Yanfly Engine Melody)
#
#==============================================================================

#==============================================================================
# Section I. Basic Settings (S-01)
# -----------------------------------------------------------------------------
# These are all basic requirements for running Battle Engine Symphony.
# Please pay attention to those settings before you touch and read next
# sections and add-ons.
#==============================================================================
module SYMPHONY
  module View
    # Set this to false to set Battle View to Empty.
    # All Sprites of actors as well as Icon (Weapon, Item...) will be hide.
    # All other Symphony Tags are still available.   
    EMPTY_VIEW = false
   
    # Set Party default Direction. For Number of Direction, check NumPad on the
    # Keyboard. Troop Direction will be opposited with Party Direction.
    PARTY_DIRECTION = 4
   
    # Set Party default Location. If You have more than 4 Actors in Battle, You
    # have to add more index in the hash below.
    # For example: If you have 5 Actors, You will have to add default Location
    # for 5th Actor by adding: 4 => [Location X, Location Y],
    # (Don't forget the comma at the end of each line)
    ACTORS_POSITION = { # Begin.
      0 =>  [480, 224],
      1 =>  [428, 244],
      2 =>  [472, 264],
      3 =>  [422, 284],
      3 =>  [452, 304],
    } # End.
  end # View
  module Visual
    # Set this to false to disable Weapon Icon creating for non-charset Battlers.
    # Recommend not to enable this, unless You use a Battler which doesn't show
    # its own weapon in the Battler-set.
    WEAPON_ICON_NON_CHARSET = false
   
    # Set this to true to disable auto Move Posing. When set this to false,
    # You can let the actor to change to any pose while moving.
    DISABLE_AUTO_MOVE_POSE = true
   
    # Set this to true to enable shadow beneath battler.
    BATTLER_SHADOW = true
   
    # Enemies default attack animation ID.
    # First Attack Animation and Second Attack Animation can be defined by
    # notetags <atk ani 1: x> and <atk ani 2: x> respectively.
    ENEMY_ATTACK_ANIMATION = 1
  end # Visual
  module Fixes
    # Set this to false to disable auto turn-off the immortal flag. Many people
    # forgot to turn-off immortal flag in an actions sequence, so the targets
    # remain alive even their HP reach zero.
    # Auto Turn-off Immortal will be push to Finish Actions.
    AUTO_IMMORTAL_OFF = true
  end # Fixes
end # SYMPHONY

#==============================================================================
# Section II. Default Actions (S-02)
# -----------------------------------------------------------------------------
# These are all Default Actions of Symphony. There are Magic Action,
# Physical Action, Item Action and some Misc Actions. If You are really
# good at Symphony Tags and want to customize all of these actions, please
# pay attention here.
# Note: You can use Symphony Tags in each skills so You don't have to check
# this if these actions settings are good for You.
#==============================================================================
module SYMPHONY
  module DEFAULT_ACTIONS
     
    #==========================================================================
    # Default Magic Actions
    # -------------------------------------------------------------------------
    # These are the default magic actions for all Magic Skills as well as Certain
    # hit Skills. Battlers will play these actions when use a Magic/Certain Hit
    # Skill unless You customize it with Symphony Tags.
    #==========================================================================
    MAGIC_SETUP =[
      ["MESSAGE"],
      ["MOVE USER", ["FORWARD", "WAIT"]],
      ["POSE", ["USER", "CAST"]],
      ["STANCE", ["USER", "CAST"]],
    ] # Do not remove this.
    MAGIC_WHOLE =[
      ["IMMORTAL", ["TARGETS", "TRUE"]],
      ["AUTO SYMPHONY", ["SKILL FULL"]],
    ] # Do not remove this.
    MAGIC_TARGET =[
    ] # Do not remove this.
    MAGIC_FOLLOW =[
      ["WAIT FOR MOVE"],
    ] # Do not remove this.
    MAGIC_FINISH =[
      ["IMMORTAL", ["TARGETS", "FALSE"]],
      ["AUTO SYMPHONY", ["RETURN ORIGIN"]],
      ["WAIT FOR MOVE"],
      ["WAIT", ["12", "SKIP"]],
    ] # Do not remove this.
     
    #==========================================================================
    # Default Physical Actions
    # -------------------------------------------------------------------------
    # These are the default physical actions for all Physical Skills as well as
    # Normal Attack. Battlers will play these actions when use a Physical
    # Skill unless You customize it with Symphony Tags.
    #==========================================================================
    PHYSICAL_SETUP =[
      ["MESSAGE"],
      ["MOVE USER", ["FORWARD", "WAIT"]],
    ] # Do not remove this.
    PHYSICAL_WHOLE =[
    ] # Do not remove this.
    PHYSICAL_TARGET =[
      ["IMMORTAL", ["TARGETS", "TRUE"]],
      ["POSE", ["USER", "FORWARD"]],
      ["STANCE", ["USER", "FORWARD"]],
      ["MOVE USER", ["TARGET", "BODY", "WAIT"]],
      ["AUTO SYMPHONY", ["SINGLE SWING"]],
      ["AUTO SYMPHONY", ["SKILL FULL", "unless attack"]],
      ["AUTO SYMPHONY", ["ATTACK FULL", "if attack"]],
    ] # Do not remove this.
    PHYSICAL_FOLLOW =[
      ["WAIT FOR MOVE"],
    ] # Do not remove this.
    PHYSICAL_FINISH =[
      ["IMMORTAL", ["TARGETS", "FALSE"]],
      ["ICON DELETE", ["USER", "WEAPON"]],
      ["AUTO SYMPHONY", ["RETURN ORIGIN"]],
      ["WAIT FOR MOVE"],
      ["WAIT", ["12", "SKIP"]],
    ] # Do not remove this.
   
    #==========================================================================
    # Default Item Actions
    # -------------------------------------------------------------------------
    # These are the default item actions for all Items. Battlers will play these
    # actions when use an Item unless You customize it with Symphony Tags.
    #==========================================================================
    ITEM_SETUP =[
      ["MESSAGE"],
      ["MOVE USER", ["FORWARD", "WAIT"]],
      ["AUTO SYMPHONY", ["ITEM FLOAT"]],
    ] # Do not remove this.
    ITEM_WHOLE =[
      ["IMMORTAL", ["TARGETS", "TRUE"]],
      ["AUTO SYMPHONY", ["ITEM FULL"]],
    ] # Do not remove this.
    ITEM_TARGET =[
    ] # Do not remove this.
    ITEM_FOLLOW =[
      ["WAIT FOR MOVE"],
    ] # Do not remove this.
    ITEM_FINISH =[
      ["IMMORTAL", ["TARGETS", "FALSE"]],
      ["AUTO SYMPHONY", ["RETURN ORIGIN"]],
      ["WAIT FOR MOVE"],
      ["WAIT", ["12", "SKIP"]],
    ] # Do not remove this.
   
    #==========================================================================
    # Critical Action
    # -------------------------------------------------------------------------
    # This is the critical action. This action will be played when a battler
    # scores a critical hit.
    #==========================================================================
    CRITICAL_ACTIONS =[
      ["SCREEN", ["FLASH", "30", "255", "255", "255"]],
    ] # Do not remove this.
   
    #==========================================================================
    # Miss Action
    # -------------------------------------------------------------------------
    # This is the miss action. This action will be played when a battler attacks
    # miss.
    #==========================================================================
    MISS_ACTIONS =[
      ["POSE", ["TARGET", "EVADE"]],
    ] # Do not remove this.
   
    #==========================================================================
    # Evade Action
    # -------------------------------------------------------------------------
    # This is the evade action. This action will be played when a battler evades.
    #==========================================================================
    EVADE_ACTIONS =[
      ["POSE", ["TARGET", "EVADE"]],
    ] # Do not remove this.

    #==========================================================================
    # Fail Action
    # -------------------------------------------------------------------------
    # This is the fail action. This action will be played when a battler fails
    # on casting skill.
    #==========================================================================
    FAIL_ACTIONS =[
   
    ] # Do not remove this.
     
    #==========================================================================
    # Damaged Action
    # -------------------------------------------------------------------------
    # This is the damaged action. This action will be played when a battler is
    # damaged.
    #==========================================================================
    DAMAGED_ACTION = [
      ["POSE", ["TARGET", "DAMAGE"]],
      ["STANCE", ["TARGET", "STRUCK"]],
    ] # Do not remove this.
     
    #==========================================================================
    # Counter Action
    # -------------------------------------------------------------------------
    # This is the counter action. This action will be played when a battler
    # counters an attack.
    #==========================================================================
    COUNTER_ACTION = [
      ["MOVE COUNTER SUBJECT", ["FORWARD", "WAIT"]],
      ["AUTO SYMPHONY", ["SINGLE SWING COUNTER"]],
      ["AUTO SYMPHONY", ["SKILL FULL COUNTER"]],
      ["ICON DELETE", ["COUNTER SUBJECT", "WEAPON"]],
      ["POSE", ["COUNTER SUBJECT", "BREAK"]],
      ["STANCE", ["COUNTER SUBJECT", "BREAK"]],
    ] # Do not remove this.
     
    #==========================================================================
    # Reflect Action
    # -------------------------------------------------------------------------
    # This is the reflect action. This action will be played when a battler
    # reflects a magic.
    #==========================================================================
    REFLECT_ACTION = [
      ["MOVE REFLECT SUBJECT", ["FORWARD", "WAIT"]],
      ["POSE", ["REFLECT SUBJECT", "CAST"]],
      ["STANCE", ["REFLECT SUBJECT", "CAST"]],
      ["AUTO SYMPHONY", ["SKILL FULL COUNTER"]],
      ["POSE", ["REFLECT SUBJECT", "BREAK"]],
      ["STANCE", ["REFLECT SUBJECT", "BREAK"]],
    ] # Do not remove this.
   
  end # DEFAULT_ACTIONS
end # SYMPHONY

#==============================================================================
# Section III. AutoSymphony (S-03)
# -----------------------------------------------------------------------------
# These are all Settings of AutoSymphony. You can make a sequence of Actions
# and Symphony Tags and reuse it with a single tag: AutoSymphony.
#==============================================================================
module SYMPHONY
  AUTO_SYMPHONY = { # Start
    # "Key" => [Symphony Sequence],
   
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # autosymphony: return origin
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This AutoSymphony returns the active battler and all of its targets back
    # to their original locations. Used often at the end of a skill, item,
    # or any other action sequence.
    # --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This is a default-used AutoSymphony. Do not remove this.
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    "RETURN ORIGIN" => [
      ["STANCE", ["USER", "ORIGIN"]],
      ["MOVE USER", ["ORIGIN", "WAIT"]],
      ["POSE", ["USER", "BREAK"]],
      ["MOVE EVERYTHING", ["ORIGIN"]],
    ], # end RETURN ORIGIN
   
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # autosymphony: single swing
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This causes the active battler to perform a single-handed weapon swing
    # downwards.
    # --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This is a default-used AutoSymphony. Do not remove this.
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    "SINGLE SWING" => [
      ["ICON CREATE", ["USER", "WEAPON"]],
      ["ICON", ["USER", "WEAPON", "SWING"]],
      ["POSE", ["USER", "2H SWING"]],
      ["STANCE", ["USER", "ATTACK"]],
    ], # end SINGLE SWING
     
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # autosymphony: single swing counter
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This causes the countering battler to perform a single-handed weapon
    # swing downwards.
    # --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This is a default-used AutoSymphony. Do not remove this.
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    "SINGLE SWING COUNTER" => [
      ["ICON CREATE", ["COUNTER SUBJECT", "WEAPON"]],
      ["ICON", ["COUNTER SUBJECT", "WEAPON", "SWING"]],
      ["POSE", ["COUNTER SUBJECT", "2H SWING"]],
      ["STANCE", ["USER", "ATTACK"]],
    ], # end SINGLE SWING COUNTER
           
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # autosymphony: item float
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This causes the active battler to enter a "Cast" stance to make the
    # active battler appear to throw the item upward. The icon of the item
    # is then created and floats upward.
    # --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This is a default-used AutoSymphony. Do not remove this.
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    "ITEM FLOAT" => [
      ["POSE", ["USER", "CAST"]],
      ["STANCE", ["USER", "ITEM"]],
      ["ICON CREATE", ["USER", "ITEM"]],
      ["ICON", ["USER", "ITEM", "FLOAT", "WAIT"]],
    ], # end ITEM FLOAT
     
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # autosymphony: attack full
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This triggers the full course for an attack effect. Attack's animation
    # plays and waits until it ends. The damage, status changes, and anything
    # else the attack may do to the target. Once the attack effect is over,
    # the target is sent sliding backwards a little bit.
    # --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This is a default-used AutoSymphony. Do not remove this.
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    "ATTACK FULL" => [
      ["ATTACK EFFECT", ["COUNTER CHECK"]],
      ["ATTACK ANIMATION", ["WAIT"]],
      ["ATTACK EFFECT", ["WHOLE"]],
      ["MOVE TARGETS", ["BACKWARD"]],
    ], # end ATTACK FULL
     
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # autosymphony: skill full
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This trigger the full course for a skill's effect. The skill animation
    # plays and waits to the end. The damage, status changes, and anything
    # else the skill may do to the target. Once the skill effect is over, the
    # target is sent sliding backwards a little bit.
    # --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This is a default-used AutoSymphony. Do not remove this.
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    "SKILL FULL" => [
      ["SKILL EFFECT", ["COUNTER CHECK"]],
      ["SKILL EFFECT", ["REFLECT CHECK"]],
      ["SKILL ANIMATION", ["WAIT"]],
      ["SKILL EFFECT", ["WHOLE"]],
      ["MOVE TARGETS", ["BACKWARD", "unless skill.for_friend?"]],
    ], # end SKILL FULL
     
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # autosymphony: skill full counter
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This trigger the full course for a skill's effect. The skill animation
    # plays and waits to the end. The damage, status changes, and anything
    # else the skill may do to the target. Once the skill effect is over, the
    # target is sent sliding backwards a little bit.
    # This trigger is used in countering/reflecting skill.
    # --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This is a default-used AutoSymphony. Do not remove this.
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    "SKILL FULL COUNTER" => [
      ["ATTACK ANIMATION", ["TARGETS", "WAIT", "if attack"]],
      ["SKILL ANIMATION", ["TARGETS", "WAIT", "unless attack"]],
      ["SKILL EFFECT", ["WHOLE"]],
      ["MOVE TARGETS", ["BACKWARD", "unless skill.for_friend?"]],
    ], # end SKILL FULL COUNTER
   
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # autosymphony: item full
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This triggers the full course for an item's effect. The item animation
    # plays and waits to the end. The damage, status changes, and anything
    # else the item may do to the target. Once the skill effect is over, the
    # target is sent sliding backwards a little bit.
    # --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # This is a default-used AutoSymphony. Do not remove this.
    #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    "ITEM FULL" => [
      ["SKILL EFFECT", ["COUNTER CHECK"]],
      ["SKILL EFFECT", ["REFLECT CHECK", "unless skill.for_all?"]],
      ["SKILL ANIMATION", ["WAIT"]],
      ["ICON", ["USER", "ITEM", "FADE OUT", "WAIT"]],
      ["ICON DELETE", ["USER", "ITEM"]],
      ["SKILL EFFECT", ["WHOLE"]],
      ["MOVE TARGETS", ["BACKWARD", "unless item.for_friend?"]],
    ], # end ITEM FULL
   
  } # Do not remove this.
end # SYMPHONY

#==============================================================================
# Section IV. Default Symphony Tags (S-04)
# -----------------------------------------------------------------------------
# These are all Default Symphony Tags. They define actions that will be played
# when the tags are called. All these tags are optimized for the best
# performance through testings.
# -----------------------------------------------------------------------------
# Do not edit anything below here unless You have read carefully the Tutorial
# at Creating and Editing Symphony Tags.
#==============================================================================
#==============================================================================
# ■ Scene_Battle - Defines Tags Names
#==============================================================================
class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # new method: perform_actions_list
  #--------------------------------------------------------------------------
  def perform_actions_list(actions, targets)
    #--- Create Formers ---
    former_action = @action
    former_values = (@action_values != nil) ? @action_values.clone : nil
    former_targets = (@action_targets != nil) ? @action_targets.clone : nil
    former_item = (@scene_item != nil) ? @scene_item.clone : nil
    #--- Create Current ---
    @action_targets = targets
    actions.each { |action|
      @action = action[0].upcase; @action_values = action[1]
      @action_values.each { |s| s.upcase! if s.is_a?(String) } if @action_values
      break unless SceneManager.scene_is?(Scene_Battle)
      break if @subject && @subject.dead?
      next unless action_condition_met
      case @action.upcase
     
        when /ANIMATION[ ](\d+)|SKILL ANIMATION|ATTACK ANIMATION|ANIMATION/i
          action_animation
     
        when /ATTACK EFFECT|SKILL EFFECT/i
          action_skill_effect
         
        when /AUTO SYMPHONY|AUTOSYMPHONY/i
          action_autosymphony
         
        when /ICON CREATE|CREATE ICON/i
          action_create_icon
         
        when /ICON DELETE|DELETE ICON/i
          action_delete_icon
         
        when "ICON", "ICON EFFECT"
          action_icon_effect
         
        when /ICON THROW[ ](.*)/i
          action_icon_throw
         
        when /IF[ ](.+)/i
          action_condition
         
        when /JUMP[ ](.*)/i
          action_move
                   
        when /MESSAGE/i
          action_message
         
        when /MOVE[ ](.*)/i
          action_move
         
        when /IMMORTAL/i
          action_immortal
         
        when /POSE/i
          action_pose
         
        when /STANCE/i
          action_stance
         
        when /UNLESS[ ](.+)/i
          action_condition
         
        when /TELEPORT[ ](.*)/i
          action_move
         
        when "WAIT", "WAIT SKIP", "WAIT FOR ANIMATION", "WAIT FOR MOVE",
          "WAIT FOR MOVEMENT", "ANI WAIT"
          action_wait
         
        else
          imported_symphony
      end
    }
    #--- Release Formers ---
    @action = former_action
    @action_values = former_values
    @action_targets = former_targets
    @scene_item = former_item
  end
 
end # Scene_Battle
#==============================================================================
# ■ Scene_Battle - Defines Tags Actions
#==============================================================================
class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # new method: action_condition_met
  #--------------------------------------------------------------------------
  def action_condition_met
    target = @action_targets[0]
    targets = @action_targets
    user = @subject
    skill = item = @scene_item
    attack = false
    if @counter_subject || (user.current_action && user.current_action.attack?)
      attack = true
    end
    weapons = user.weapons if user.actor?
    @action_condition ||= []
    @action_condition.pop if @action.upcase == "END"
    if @action_condition.size > 0
      @action_condition.each { |action_condition|
        action_condition =~ /(IF|UNLESS)[ ](.+)/i
        condition_type = $1.upcase
        condition_value = $2.downcase
        #---
        if condition_type == "IF"
          return false unless eval(condition_value)
        elsif condition_type == "UNLESS"
          return false if eval(condition_value)
        end
      }
    end
    if @action_values
      @action_values.each { |value|
        case value
        when /IF[ ](.*)/i
          eval("return false unless " + $1.to_s.downcase)
        when /UNLESS[ ](.*)/i
          eval("return false if " + $1.to_s.downcase)
        end
      }
    end
    return true
  end
 
  #--------------------------------------------------------------------------
  # new method: get_action_mains
  #--------------------------------------------------------------------------
  def get_action_mains
    result = []
    case @action.upcase
    when /(?:USER)/i
      result.push(@subject) if @subject
    when /(?:TARGET|TARGETS)/i
      result = @action_targets
    when /(?:COUNTER SUBJECT)/i
      result = [@counter_subject]
    when /(?:REFLECT SUBJECT)/i
      result = [@reflect_subject]
    when /(?:ACTORS|PARTY|ACTORS LIVING)/i
      result = $game_party.alive_members
    when /(?:ALL ACTORS|ACTORS ALL)/i
      result = $game_party.battle_members
    when /(?:ACTORS NOT USER|PARTY NOT USER)/i
      result = $game_party.alive_members
      result.delete(@subject) if @subject
    when /(?:ENEMIES|TROOP|ENEMIES LIVING)/i
      result = $game_troop.alive_members
    when /(?:ALL ENEMIES|ENEMIES ALL)/i
      result = $game_troop.battle_members
    when /(?:ENEMIES NOT USER|ENEMIES NOT USER)/i
      result = $game_troop.alive_members
      result.delete(@subject) if @subject
    when /ACTOR[ ](\d+)/i
      result.push($game_party.battle_members[$1.to_i])
    when /ENEMY[ ](\d+)/i
      result.push($game_troop.battle_members[$1.to_i])
    when /(?:EVERYTHING|EVERYBODY)/i
      result = $game_party.alive_members + $game_troop.alive_members
    when /(?:EVERYTHING NOT USER|EVERYBODY NOT USER)/i
      result = $game_party.alive_members + $game_troop.alive_members
      result.delete(@subject) if @subject
    when /(?:ALLIES|FRIENDS)/i
      result = @subject.friends_unit.alive_members if @subject
    when /(?:OPPONENTS|RIVALS)/i
      result = @subject.opponents_unit.alive_members if @subject
    when /(?:FRIENDS NOT USER)/i
      if @subject
        result = @subject.friends_unit.alive_members
        result.delete(@subject)
      end
    when /(?:FOCUS)/i
      result = @action_targets
      result.push(@subject) if @subject
    when /(?:NOT FOCUS|NON FOCUS)/i
      result = $game_party.alive_members + $game_troop.alive_members
      result -= @action_targets
      result.delete(@subject) if @subject
    else;
    end
    return result.compact
  end
 
  #--------------------------------------------------------------------------
  # new method: get_action_targets
  #--------------------------------------------------------------------------
  def get_action_targets
    result = []
    @action_values.reverse.each { |value|
      next if value.nil?
      case value.upcase
      when /(?:USER)/i
        result.push(@subject) if @subject
      when /(?:TARGET|TARGETS)/i
        result = @action_targets
      when /(?:COUNTER SUBJECT)/i
        result = [@counter_subject]
      when /(?:REFLECT SUBJECT)/i
        result = [@reflect_subject]
      when /(?:ACTORS|PARTY|ACTORS LIVING)/i
        result = $game_party.alive_members
      when /(?:ALL ACTORS|ACTORS ALL)/i
        result = $game_party.battle_members
      when /(?:ACTORS NOT USER|PARTY NOT USER)/i
        result = $game_party.alive_members
        result.delete(@subject) if @subject
      when /(?:ENEMIES|TROOP|ENEMIES LIVING)/i
        result = $game_troop.alive_members
      when /(?:ALL ENEMIES|ENEMIES ALL)/i
        result = $game_troop.battle_members
      when /(?:ENEMIES NOT USER|ENEMIES NOT USER)/i
        result = $game_troop.alive_members
        result.delete(@subject) if @subject
      when /ACTOR[ ](\d+)/i
        result.push($game_party.battle_members[$1.to_i])
      when /ENEMY[ ](\d+)/i
        result.push($game_troop.battle_members[$1.to_i])
      when /(?:EVERYTHING|EVERYBODY)/i
        result = $game_party.alive_members + $game_troop.alive_members
      when /(?:EVERYTHING NOT USER|EVERYBODY NOT USER)/i
        result = $game_party.alive_members + $game_troop.alive_members
        result.delete(@subject) if @subject
      when /(?:ALLIES|FRIENDS)/i
        result = @subject.friends_unit.alive_members if @subject
      when /(?:OPPONENTS|RIVALS)/i
        result = @subject.opponents_unit.alive_members if @subject
      when /(?:FRIENDS NOT USER)/i
        if @subject
          result = @subject.friends_unit.alive_members
          result.delete(@subject)
        end
      when /(?:NOT FOCUS|NON FOCUS)/i
        result = $game_party.alive_members + $game_troop.alive_members
        result -= @action_targets
        result.delete(@subject)
      when /(?:FOCUS)/i
        result = @action_targets
        result.push(@subject) if @subject
      else;
      end
    }
    return result.compact
  end
 
  #--------------------------------------------------------------------------
  # new method: action_animation
  #--------------------------------------------------------------------------
  def action_animation
    targets = get_action_targets
    targets = @action_targets if ["SKILL ANIMATION", "ATTACK ANIMATION"].include?(@action.upcase)
    return if targets.size == 0
    #---
    case @action.upcase
    when /ANIMATION[ ](\d+)/i
      animation_id = [$1.to_i]
    when "SKILL ANIMATION", "ANIMATION"
      return unless @subject.current_action.item
      animation_id = [@subject.current_action.item.animation_id]
    when "ATTACK ANIMATION"
      animation_id = [@subject.atk_animation_id1]
      animation_id = [@subject.atk_animation_id2] if @subject.atk_animation_id2 > 0 && @action_values[1].to_i == 2
    when "LAST ANIMATION"
      animation_id = [@last_animation_id]
    end
    mirror = true if @action_values.include?("MIRROR")
    #---
    animation_id = [@subject.atk_animation_id1] if animation_id == [-1]
    #---
    ani_count = 0
    animation_id.each { |id|
      wait_for_animation if ani_count > 0
      mirror = !mirror if ani_count > 0
      animation = $data_animations[id]
      #---
      return unless animation
      if animation.to_screen?; targets[0].animation_id = id; end
      if !animation.to_screen?
        targets.each {|target| target.animation_id = id}
      end
      targets.each {|target| target.animation_mirror = mirror}
      ani_count += 1
    }
    @last_animation_id = animation_id[0]
    return unless @action_values.include?("WAIT")
    wait_for_animation
  end
 
  #--------------------------------------------------------------------------
  # new method: action_skill_effect
  #--------------------------------------------------------------------------
  def action_skill_effect
    return unless @subject
    return unless @subject.alive?
    return unless @subject.current_action.item
    targets = @action_targets.uniq
    item = @subject.current_action.item
    #---
    if @action_values.include?("CLEAR")
      targets.each { |target| target.result.set_calc; target.result.clear }
      return
    end
    #---
    if @action_values.include?("COUNTER CHECK")
      targets.each { |target| target.result.set_counter }
      return
    elsif @action_values.include?("REFLECT CHECK")
      targets.each { |target| target.result.set_reflection }
      return
    end
    #---
    array = []
    array.push("calc") if @action_values.include?("CALC")
    array = ["perfect"] if @action_values.include?("PERFECT")
    @action_values.each {|value| array.push(value.downcase) unless ["PERFECT", "CALC"].include?(value)}
    array = ["calc", "dmg", "effect"] if @action_values.include?("WHOLE") || @action_values.size == 0
    #---
    targets.each {|target|
      target.result.clear_bes_flag
      array.each {|value| str = "target.result.set_#{value}"; eval(str)}
      item.repeats.times { invoke_item(target, item) }
      target.result.clear_change_target
    }
  end
 
  #--------------------------------------------------------------------------
  # new method: action_autosymphony
  #--------------------------------------------------------------------------
  def action_autosymphony
    key = @action_values[0].to_s.upcase
    return unless SYMPHONY::AUTO_SYMPHONY.include?(key)
    actions_list = SYMPHONY::AUTO_SYMPHONY[key]
    perform_actions_list(actions_list, @action_targets)
  end
 
  #--------------------------------------------------------------------------
  # new method: action_create_icon
  #--------------------------------------------------------------------------
  def action_create_icon
    targets = get_action_targets
    return if targets.size == 0
    return if SYMPHONY::View::EMPTY_VIEW
    #---
    case @action_values[1]
    when "WEAPON", "WEAPON1"
      symbol = :weapon1
      attachment = :hand1
    when "WEAPON2"
      symbol = :weapon2
      attachment = :hand2
    when "SHIELD"
      symbol = :shield
      attachment = :shield
    when "ITEM"
      symbol = :item
      attachment = :middle
    else
      symbol = @action_values[1]
      attachment = :middle
    end
    #---
    case @action_values[2]
    when "HAND", "HAND1"
      attachment = :hand1
    when "HAND2", "SHIELD"
      attachment = :hand2
    when "ITEM"
      attachment = :item
    when "MIDDLE", "BODY"
      attachment = :middle
    when "TOP", "HEAD"
      attachment = :top
    when "BOTTOM", "FEET", "BASE"
      attachment = :base
    end
    #---
    targets.each { |target|
      next if target.sprite.nil?
      next if !target.use_charset? && !SYMPHONY::Visual::WEAPON_ICON_NON_CHARSET && [:weapon1, :weapon2].include?(symbol)
      target.create_icon(symbol, @action_values[3].to_i)
      next if target.icons[symbol].nil?
      target.icons[symbol].set_origin(attachment)
    }
  end
 
  #--------------------------------------------------------------------------
  # new method: action_delete_icon
  #--------------------------------------------------------------------------
  def action_delete_icon
    targets = get_action_targets
    return if targets.size == 0
    #---
    case @action_values[1]
    when "WEAPON", "WEAPON1"
      symbol = :weapon1
    when "WEAPON2"
      symbol = :weapon2
    when "SHIELD"
      symbol = :shield
    when "ITEM"
      symbol = :item
    else
      symbol = @action_values[1]
    end
    #---
    targets.each { |target| target.delete_icon(symbol) }
  end
 
  #--------------------------------------------------------------------------
  # new method: action_icon_effect
  #--------------------------------------------------------------------------
  def action_icon_effect
    targets = get_action_targets
    return if targets.size == 0
    #---
    case @action_values[1]
    when "WEAPON", "WEAPON1"
      symbol = :weapon1
    when "WEAPON2"
      symbol = :weapon2
    when "SHIELD"
      symbol = :shield
    when "ITEM"
      symbol = :item
    else
      symbol = @action_values[1]
    end
    #---
    targets.each { |target|
      icon = target.icons[symbol]
      next if icon.nil?
      total_frames = 8
      case @action_values[2]
      when "ANGLE"
        angle = @action_values[3].to_i
        icon.set_angle(angle)
      when "ROTATE", "REROTATE"
        angle = @action_values[3].to_i
        angle = -angle if @action_values[2] == "REROTATE"
        total_frames = @action_values[4].to_i
        total_frames = 8 if total_frames == 0
        icon.create_angle(angle, total_frames)
      when /ANIMATION[ ](\d+)/i
        animation = $1.to_i
        if $data_animations[animation].nil?; return; end
        total_frames = $data_animations[animation].frame_max
        total_frames *= 4 unless $imported["YEA-CoreEngine"]
        total_frames *= YEA::CORE::ANIMATION_RATE if $imported["YEA-CoreEngine"]
        icon.start_animation($data_animations[animation])
      when /MOVE_X[ ](\d+)/i
        move_x = $1.to_i
        total_frames = @action_values[3].to_i
        total_frames = 8 if total_frames == 0
        icon.create_movement(move_x, icon.y, total_frames)
      when /MOVE_Y[ ](\d+)/i
        move_y = $1.to_i
        total_frames = @action_values[3].to_i
        total_frames = 8 if total_frames == 0
        icon.create_movement(icon.x, move_y, total_frames)
      when /CUR_X[ ]([\-]?\d+)/i
        move_x = icon.x + $1.to_i
        total_frames = @action_values[3].to_i
        total_frames = 8 if total_frames == 0
        icon.create_movement(move_x, icon.y, total_frames)
      when /CUR_Y[ ]([\-]?\d+)/i
        move_y = icon.y + $1.to_i
        total_frames = @action_values[3].to_i
        total_frames = 8 if total_frames == 0
        icon.create_movement(icon.x, move_y, total_frames)
      when "FADE IN"
        total_frames = @action_values[3].to_i
        total_frames = 8 if total_frames == 0
        rate = Integer(256.0/total_frames)
        icon.set_fade(rate)
      when "FADE OUT"
        total_frames = @action_values[3].to_i
        total_frames = 8 if total_frames == 0
        rate = Integer(256.0/total_frames)
        icon.set_fade(-rate)
      when "FLOAT"
        total_frames = @action_values[3].to_i
        total_frames = 24 if total_frames == 0
        icon.create_move_direction(8, total_frames, total_frames)
      when "SWING"
        total_frames = 10
        icon.set_angle(0)
        icon.create_angle(90, total_frames)
      when "UPSWING"
        total_frames = 10
        icon.set_angle(90)
        icon.create_angle(0, total_frames)
      when "STAB", "THRUST"
        total_frames = 8
        direction = Direction.direction(target.pose)
        direction = Direction.opposite(direction) if target.sprite.mirror
        case direction
        when 8
          icon_direction = 8
          icon.set_angle(-45)
        when 4
          icon_direction = 4
          icon.set_angle(45)
        when 6
          icon_direction = 6
          icon.set_angle(-135)
        when 2
          icon_direction = 2
          icon.set_angle(135)
        end
        icon.create_move_direction(Direction.opposite(icon_direction), 40, 1)
        icon.update
        icon.create_move_direction(icon_direction, 32, total_frames)
      when "CLAW"
        total_frames = 8
        direction = Direction.direction(target.pose)
        direction = Direction.opposite(direction) if target.sprite.mirror
        case direction
        when 8
          icon_direction = 7
          back_direction = 3
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Paysan (niveau 2)
Paysan (niveau 2)
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Messages postés : 12
Date d'inscription : 02/01/2014
Jauge LPC :
Redimensionner le menu de combat 89152714000 / 1000 / 100Redimensionner le menu de combat 8915271400


Redimensionner le menu de combat Empty
MessageSujet: Re: Redimensionner le menu de combat   Redimensionner le menu de combat EmptyLun 13 Jan 2014 - 17:33

Partie 2

Code:
        when 4
          icon_direction = 1
          back_direction = 9
        when 6
          icon_direction = 3
          back_direction = 7
        when 2
          icon_direction = 9
          back_direction = 1
        end
        icon.create_move_direction(back_direction, 32, 1)
        icon.update
        icon.create_move_direction(icon_direction, 52, total_frames)
      end
      #---
      if @action_values.include?("WAIT")
        update_basic while icon.effecting?
      end
    }
  end
 
  #--------------------------------------------------------------------------
  # new method: action_icon_throw
  #--------------------------------------------------------------------------
  def action_icon_throw
    mains = get_action_mains
    targets = get_action_targets
    return if mains.size == 0
    #---
    case @action_values[1]
    when "WEAPON", "WEAPON1"
      symbol = :weapon1
    when "WEAPON2"
      symbol = :weapon2
    when "SHIELD"
      symbol = :shield
    when "ITEM"
      symbol = :item
    else
      symbol = @action_values[1]
    end
    #---
    mains.each { |main|
      icon = main.icons[symbol]
      next if icon.nil?
      total_frames = @action_values[3].to_i
      total_frames = 12 if total_frames <= 0
      arc = @action_values[2].to_f
      #---
      targets.each { |target|
        move_x = target.screen_x
        move_y = target.screen_y - target.sprite.height / 2
        icon.create_movement(move_x, move_y, total_frames)
        icon.create_arc(arc)
        if @action_values.include?("WAIT")
          update_basic while icon.effecting?
        end
      }
    }
  end
 
  #--------------------------------------------------------------------------
  # new method: action_condition
  #--------------------------------------------------------------------------
  def action_condition
    @action_condition ||= []
    @action_condition.push(@action.dup)
  end
 
  #--------------------------------------------------------------------------
  # new method: action_message
  #--------------------------------------------------------------------------
  def action_message
    user = @subject
    return unless user
    item = @subject.current_action.item
    return unless item
    @log_window.display_use_item(@subject, item)
  end
 
  #--------------------------------------------------------------------------
  # new method: action_move
  #--------------------------------------------------------------------------
  def action_move
    movers = get_action_mains
    return unless movers.size > 0
    return if SYMPHONY::View::EMPTY_VIEW
    #--- Get Location ---
    case @action_values[0]
    #---
    when "FORWARD", "BACKWARD"
      distance = @action_values[1].to_i
      distance = @action_values[0] == "FORWARD" ? 16 : 8 if distance <= 0
      frames = @action_values[2].to_i
      frames = 8 if frames <= 0
      movers.each { |mover|
        next unless mover.exist?
        direction = mover.direction
        destination_x = mover.screen_x
        destination_y = mover.screen_y
        case direction
        when 1; move_x = distance / -2; move_y = distance /  2
        when 2; move_x = distance *  0; move_y = distance *  1
        when 3; move_x = distance / -2; move_y = distance /  2
        when 4; move_x = distance * -1; move_y = distance *  0
        when 6; move_x = distance *  1; move_y = distance *  0
        when 7; move_x = distance / -2; move_y = distance / -2
        when 8; move_x = distance *  0; move_y = distance * -1
        when 9; move_x = distance /  2; move_y = distance / -2
        else; return
        end
        destination_x += @action_values[0] == "FORWARD" ? move_x : - move_x
        destination_y += @action_values[0] == "FORWARD" ? move_y : - move_y
        mover.face_coordinate(destination_x, destination_y) unless @action_values[0] == "BACKWARD"
        mover.create_movement(destination_x, destination_y, frames)
        case @action.upcase
        when /JUMP[ ](.*)/i
          arc_scan = $1.scan(/(?:ARC)[ ](\d+)/i)
          arc = $1.to_i
          mover.create_jump(arc)
        end
      }
    #---
    when "ORIGIN", "RETURN"
      frames = @action_values[1].to_i
      frames = 20 if frames <= 0
      movers.each { |mover|
        next unless mover.exist?
        destination_x = mover.origin_x
        destination_y = mover.origin_y
        next if destination_x == mover.screen_x && destination_y == mover.screen_y
        if @action_values[0] == "ORIGIN"
          mover.face_coordinate(destination_x, destination_y)
        end
        mover.create_movement(destination_x, destination_y, frames)
        case @action.upcase
        when /JUMP[ ](.*)/i
          arc_scan = $1.scan(/(?:ARC)[ ](\d+)/i)
          arc = $1.to_i
          mover.create_jump(arc)
        end
      }
    #---
    when "TARGET", "TARGETS", "USER"
      frames = @action_values[2].to_i
      frames = 20 if frames <= 0
      #---
      case @action_values[0]
      when "USER"
        targets = [@subject]
      when "TARGET", "TARGETS"
        targets = @action_targets
      end
      #---
      destination_x = destination_y = 0
      case @action_values[1]
      when "BASE", "FOOT", "FEET"
        targets.each { |target|
          destination_x += target.screen_x; destination_y += target.screen_y
          side_l = target.screen_x - target.sprite.width/2
          side_r = target.screen_x + target.sprite.width/2
          side_u = target.screen_y - target.sprite.height
          side_d = target.screen_y
          movers.each { |mover|
            next unless mover.exist?
            if side_l > mover.origin_x
              destination_x -= target.sprite.width/2
              destination_x -= mover.sprite.width/2
            elsif side_r < mover.origin_x
              destination_x += target.sprite.width/2
              destination_x += mover.sprite.width/2
            elsif side_u > mover.origin_y - mover.sprite.height
              destination_y -= target.sprite.height
            elsif side_d < mover.origin_y - mover.sprite.height
              destination_y += mover.sprite.height
            end
          }
        }
      #---
      when "BODY", "MIDDLE", "MID"
        targets.each { |target|
          destination_x += target.screen_x
          destination_y += target.screen_y - target.sprite.height / 2
          side_l = target.screen_x - target.sprite.width/2
          side_r = target.screen_x + target.sprite.width/2
          side_u = target.screen_y - target.sprite.height
          side_d = target.screen_y
          movers.each { |mover|
            next unless mover.exist?
            if side_l > mover.origin_x
              destination_x -= target.sprite.width/2
              destination_x -= mover.sprite.width/2
            elsif side_r < mover.origin_x
              destination_x += target.sprite.width/2
              destination_x += mover.sprite.width/2
            elsif side_u > mover.origin_y - mover.sprite.height
              destination_y -= target.sprite.height
            elsif side_d < mover.origin_y - mover.sprite.height
              destination_y += mover.sprite.height
            end
            destination_y += mover.sprite.height
            destination_y -= mover.sprite.height/2
            if $imported["BattleSymphony-8D"] && $imported["BattleSymphony-HB"]
              destination_y += mover.sprite.height if mover.use_8d? && target.use_hb?
              destination_y -= mover.sprite.height/4 if mover.use_hb? && target.use_8d?
            end
          }
        }
      #---
      when "CENTER"
        targets.each { |target|
          destination_x += target.screen_x
          destination_y += target.screen_y - target.sprite.height/2
        }
      #---
      when "HEAD", "TOP"
        targets.each { |target|
          destination_x += target.screen_x
          destination_y += target.screen_y - target.sprite.height
          side_l = target.screen_x - target.sprite.width/2
          side_r = target.screen_x + target.sprite.width/2
          side_u = target.screen_y - target.sprite.height
          side_d = target.screen_y
          movers.each { |mover|
            next unless mover.exist?
            if side_l > mover.origin_x
              destination_x -= target.sprite.width/2
              destination_x -= mover.sprite.width/2
            elsif side_r < mover.origin_x
              destination_x += target.sprite.width/2
              destination_x += mover.sprite.width/2
            elsif side_u > mover.origin_y - mover.sprite.height
              destination_y -= target.sprite.height
            elsif side_d < mover.origin_y - mover.sprite.height
              destination_y += mover.sprite.height
            end
            destination_y += mover.sprite.height
            destination_y -= mover.sprite.height/2
            if $imported["BattleSymphony-8D"] && $imported["BattleSymphony-HB"]
              destination_y += mover.sprite.height if mover.use_8d? && target.use_hb?
              destination_y -= mover.sprite.height/4 if mover.use_hb? && target.use_8d?
            end
          }
        }
      #---
      when "BACK"
        targets.each { |target|
          destination_x += target.screen_x
          destination_y += target.screen_y - target.sprite.height
          side_l = target.screen_x - target.sprite.width/2
          side_r = target.screen_x + target.sprite.width/2
          side_u = target.screen_y - target.sprite.height
          side_d = target.screen_y
          movers.each { |mover|
            next unless mover.exist?
            if side_l > mover.origin_x
              destination_x += target.sprite.width/2
              destination_x += mover.sprite.width/2
            elsif side_r < mover.origin_x
              destination_x -= target.sprite.width/2
              destination_x -= mover.sprite.width/2
            elsif side_u > mover.origin_y - mover.sprite.height
              destination_y -= target.sprite.height
            elsif side_d < mover.origin_y - mover.sprite.height
              destination_y += mover.sprite.height
            end
            destination_y += mover.sprite.height
            destination_y -= mover.sprite.height/2
            if $imported["BattleSymphony-8D"] && $imported["BattleSymphony-HB"]
              destination_y += mover.sprite.height if mover.use_8d? && target.use_hb?
              destination_y -= mover.sprite.height/4 if mover.use_hb? && target.use_8d?
            end
          }
        }
      #---
      else
        targets.each { |target|
          destination_x += target.screen_x
          destination_y += target.screen_y
        }
      end
      #---
      destination_x /= targets.size
      destination_y /= targets.size
      movers.each { |mover|
        next unless mover.exist?
        next if mover.screen_x == destination_x && mover.screen_y == destination_y
        case @action.upcase
        when /MOVE[ ](.*)/i
          mover.face_coordinate(destination_x, destination_y)
          mover.create_movement(destination_x, destination_y, frames)
        when /TELEPORT[ ](.*)/i
          mover.screen_x = destination_x
          mover.screen_y = destination_y
        when /JUMP[ ](.*)/i
          arc_scan = $1.scan(/(?:ARC)[ ](\d+)/i)
          arc = $1.to_i
          mover.face_coordinate(destination_x, destination_y)
          mover.create_movement(destination_x, destination_y, frames)
          mover.create_jump(arc)
        end
      }
    #---
    end
    #---
    return unless @action_values.include?("WAIT")
    wait_for_move
  end
 
  #--------------------------------------------------------------------------
  # new method: action_immortal
  #--------------------------------------------------------------------------
  def action_immortal
    targets = get_action_targets
    return unless targets.size > 0
    targets.each { |target|
      next unless target.alive?
      case @action_values[1].upcase
      when "TRUE", "ON", "ENABLE"
        target.immortal = true
      when "OFF", "FALSE", "DISABLE"
        target.immortal = false
        target.refresh
        perform_collapse_check(target)
      end
    }
  end
 
  #--------------------------------------------------------------------------
  # new method: action_pose
  #--------------------------------------------------------------------------
  def action_pose
    targets = get_action_targets
    return unless targets.size > 0
    #---
    case @action_values[1]
    when "BREAK", "CANCEL", "RESET", "NORMAL"
      targets.each { |target| target.break_pose }
      return
    when "IDLE", "READY"
      pose_key = :ready
    when "DAMAGE", "DMG"
      pose_key = :damage
    when "PIYORI", "CRITICAL", "DAZED", "DAZE", "DIZZY"
      pose_key = :critical
    when "MARCH", "FORWARD"
      pose_key = :marching
    when "VICTORY", "POSE"
      pose_key = :victory
    when "EVADE", "DODGE"
      pose_key = :dodge
    when "DOWN", "DOWNED", "FALLEN"
      pose_key = :fallen
    when "2H", "2H SWING"
      pose_key = :swing2h
    when "1H", "1H SWING"
      pose_key = :swing1h
    when "2H REVERSE", "2H SWING REVERSE"
      pose_key = :r2hswing
      reverse_pose = true
    when "1H REVERSE", "1H SWING REVERSE"
      pose_key = :r1hswing
      reverse_pose = true
    when "CAST", "INVOKE", "ITEM", "MAGIC"
      pose_key = :cast
    when "CHANT", "CHANNEL", "CHARGE"
      pose_key = :channeling
    else; return
    end
    #---
    return unless $imported["BattleSymphony-8D"]
    #---
    targets.each { |target|
      next unless target.exist?
      next unless target.use_8d?
      target.pose = pose_key
      target.force_pose = true
      target.reverse_pose = reverse_pose
    }
  end
 
  #--------------------------------------------------------------------------
  # new method: action_stance
  #--------------------------------------------------------------------------
  def action_stance
    targets = get_action_targets
    return unless targets.size > 0
    #---
    case @action_values[1]
    when "BREAK", "CANCEL", "RESET", "NORMAL"
      targets.each { |target| target.break_pose }
      return
    when "IDLE", "READY"
      pose_key = :idle
    when "DAMAGE", "DMG", "STRUCK"
      pose_key = :struck
    when "PIYORI", "CRITICAL", "DAZED", "DAZE", "DIZZY", "WOOZY"
      pose_key = :woozy
    when "VICTORY"
      pose_key = :victory
    when "EVADE", "DODGE", "DEFEND"
      pose_key = :defend
    when "DOWN", "DOWNED", "FALLEN", "DEAD"
      pose_key = :dead
    when "SWING", "ATTACK", "SLASH"
      pose_key = :attack
    when "CAST", "INVOKE", "MAGIC"
      pose_key = :magic
    when "ITEM"
      pose_key = :item
    when "SKILL", "PHYSICAL"
      pose_key = :skill
    when "FORWARD", "MOVE", "TARGET"
      pose_key = :advance
    when "ORIGIN", "BACK", "RETREAT"
      pose_key = :retreat
    else; return
    end
    #---
    return unless $imported["BattleSymphony-HB"]
    #---
    targets.each { |target|
      next unless target.exist?
      next unless target.use_hb?
      target.pose = pose_key
      target.force_pose = true
    }
  end
 
  #--------------------------------------------------------------------------
  # action_wait
  #--------------------------------------------------------------------------
  def action_wait
    case @action
    when "WAIT FOR ANIMATION"
      wait_for_animation
      return
    when "WAIT FOR MOVE", "WAIT FOR MOVEMENT"
      wait_for_move
      return
    end
    frames = @action_values[0].to_i
    frames *= $imported["YEA-CoreEngine"] ? YEA::CORE::ANIMATION_RATE : 4 if @action == "ANI WAIT"
    skip = @action_values.include?("SKIP")
    skip = true if @action == "WAIT SKIP"
    skip ? wait(frames) : abs_wait(frames)
  end
 
end # Scene_Battle

#==============================================================================
# Section V. Imports Symphony Tags (S-05)
# -----------------------------------------------------------------------------
# This section is the field for You to create your own Symphony Tags. Please
# read carefully the Tutorial at Creating Symphony Tags before touching this.
#==============================================================================
#==============================================================================
# ■ Scene_Battle - Imported Symphony Configuration
#==============================================================================
class Scene_Battle < Scene_Base

  #--------------------------------------------------------------------------
  # new method: imported_symphony
  #--------------------------------------------------------------------------
  def imported_symphony
    case @action.upcase
     
      #--- Start Importing ---
     
      #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
      # sample symphony
      # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
      # This is the most basic sample, it will put a line which contains
      # action name and action values in Console.
      #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
      when /SAMPLE SYMPHONY/i
        action_sample_symphony
     
      #--- End Importing ---
      else
        if SYMPHONY::AUTO_SYMPHONY.include?(@action.upcase)
          @action_values = [@action.upcase]
          @action = "AUTO SYMPHONY"
          action_autosymphony
        end
    end
  end

end # Scene_Battle
#==============================================================================
# ■ Scene_Battle - Imported Symphony Actions
#==============================================================================
class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # new method: action_sample_symphony
  #--------------------------------------------------------------------------
  def action_sample_symphony
    str = "#{@action.upcase}: "
    @action_values.each {|value| str += "#{value} "}
    puts str
  end
 
end # Scene_Battle

#==============================================================================
# Section VI. Sprites Initialization (S-06)
# -----------------------------------------------------------------------------
# This section is the first section of core script. It will Initializes and
# Creates Sprites for all Battlers and Maintains them.
# -----------------------------------------------------------------------------
# Do not touch below script unless You know what You do and How it works.
#==============================================================================
#==============================================================================
# ■ Game_Battler
#==============================================================================

class Game_Battler < Game_BattlerBase
 
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :origin_x
  attr_accessor :origin_y
  attr_accessor :screen_x
  attr_accessor :screen_y
  attr_accessor :pose
  attr_accessor :immortal
  attr_accessor :icons
  attr_accessor :direction
  attr_accessor :force_pose
  attr_accessor :reverse_pose
 
  #--------------------------------------------------------------------------
  # alias method: initialize
  #--------------------------------------------------------------------------
  alias bes_initialize initialize
  def initialize
    bes_initialize
    @screen_x = 0
    @screen_y = 0
    #---
    @move_x_rate = 0
    @move_y_rate = 0
    #---
    @immortal = false
    #---
    @icons = {}
    @force_pose = false
    @reverse_pose = false
    #---
    @hp = 1 # Fix Change Party in Battle.
    #---
    @arc = 0
    @parabola = {}
    @f = 0
    @arc_y = 0
  end
 
  #--------------------------------------------------------------------------
  # new method: use_charset?
  #--------------------------------------------------------------------------
  def use_charset?
    return false
  end 
 
  #--------------------------------------------------------------------------
  # new method: emptyview?
  #--------------------------------------------------------------------------
  def emptyview?
    return SYMPHONY::View::EMPTY_VIEW
  end
 
  #--------------------------------------------------------------------------
  # new method: battler
  #--------------------------------------------------------------------------
  def battler
    self.actor? ? self.actor : self.enemy
  end
 
  #--------------------------------------------------------------------------
  # new method: use_custom_charset?
  #--------------------------------------------------------------------------
  def use_custom_charset?
    if $imported["BattleSymphony-8D"]; return true if use_8d?; end
    if $imported["BattleSymphony-HB"]; return true if use_hb?; end
    return false
  end
 
  #--------------------------------------------------------------------------
  # new method: screen_z
  #--------------------------------------------------------------------------
  def screen_z
    return 100
  end
 
  #--------------------------------------------------------------------------
  # alias method: on_battle_start
  #--------------------------------------------------------------------------
  alias bes_on_battle_start on_battle_start
  def on_battle_start
    reset_position
    #---
    bes_on_battle_start
    #---
    return if self.actor? && !$game_party.battle_members.include?(self)
    set_default_position
  end
 
  #--------------------------------------------------------------------------
  # new method: set_default_position
  #--------------------------------------------------------------------------
  def set_default_position
    @move_rate_x = 0
    @move_rate_y = 0
    #---
    @destination_x = self.screen_x
    @destination_y = self.screen_y
  end
 
  #--------------------------------------------------------------------------
  # new method: correct_origin_position
  #--------------------------------------------------------------------------
  def correct_origin_position
    # Compatible
  end
 
  #--------------------------------------------------------------------------
  # new method: reset_position
  #--------------------------------------------------------------------------
  def reset_position
    break_pose
  end
 
  #--------------------------------------------------------------------------
  # new method: break_pose
  #--------------------------------------------------------------------------
  def break_pose
    @direction = SYMPHONY::View::PARTY_DIRECTION
    @direction = Direction.opposite(@direction) if self.enemy?
    #---
    @pose = Direction.pose(@direction)
    #---
    @force_pose = false
    @reverse_pose = false
  end
 
  #--------------------------------------------------------------------------
  # new method: pose=
  #--------------------------------------------------------------------------
  def pose=(pose)
    @pose = pose
    return if self.actor? && !$game_party.battle_members.include?(self)
    self.sprite.correct_change_pose if SceneManager.scene.spriteset
  end
 
  #--------------------------------------------------------------------------
  # new method: can_collapse?
  #--------------------------------------------------------------------------
  def can_collapse?
    return false unless dead?
    unless actor?
      return false unless sprite.battler_visible
      array = [:collapse, :boss_collapse, :instant_collapse]
      return false if array.include?(sprite.effect_type)
    end
    return true
  end
 
  #--------------------------------------------------------------------------
  # new method: weapons
  #--------------------------------------------------------------------------
  def weapons
    return []
  end
 
  #--------------------------------------------------------------------------
  # new method: equips
  #--------------------------------------------------------------------------
  def equips
    return []
  end
 
  #--------------------------------------------------------------------------
  # alias method: add_state
  #--------------------------------------------------------------------------
  alias bes_add_state add_state
  def add_state(state_id)
    bes_add_state(state_id)
    #--- Fix Death pose ---
    return unless SceneManager.scene_is?(Scene_Battle)
    break_pose if state_id == death_state_id
  end
 
end # Game_Battler

#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # overwrite method: use_sprite?
  #--------------------------------------------------------------------------
  def use_sprite?
    return true
  end
 
  #--------------------------------------------------------------------------
  # new method: use_charset?
  #--------------------------------------------------------------------------
  def use_charset?
    return true
  end
 
  #--------------------------------------------------------------------------
  # new method: set_default_position
  #--------------------------------------------------------------------------
  def set_default_position
    super
    return if @origin_x && @origin_y
    return unless $game_party.battle_members.include?(self)
    @origin_x = @screen_x = @destination_x = SYMPHONY::View::ACTORS_POSITION[index][0]
    @origin_y = @screen_y = @destination_y = SYMPHONY::View::ACTORS_POSITION[index][1]
    return unless emptyview?
    @origin_x = @screen_x = @destination_x = self.screen_x
    @origin_y = @screen_y = @destination_y = self.screen_y
  end
 
  #--------------------------------------------------------------------------
  # new method: reset_position
  #--------------------------------------------------------------------------
  def reset_position
    super
    @origin_x = @origin_y = nil
  end
 
  #--------------------------------------------------------------------------
  # alias method: screen_x
  #--------------------------------------------------------------------------
  alias bes_screen_x screen_x
  def screen_x
    emptyview? ? bes_screen_x : @screen_x
  end
 
  #--------------------------------------------------------------------------
  # alias method: screen_y
  #--------------------------------------------------------------------------
  alias bes_screen_y screen_y
  def screen_y
    emptyview? ? bes_screen_y : @screen_y
  end
 
  #--------------------------------------------------------------------------
  # new method: correct_origin_position
  #--------------------------------------------------------------------------
  def correct_origin_position
    return if @origin_x && @origin_y
    @origin_x = @screen_x = SYMPHONY::View::ACTORS_POSITION[index][0]
    @origin_y = @screen_y = SYMPHONY::View::ACTORS_POSITION[index][1]
    return unless emptyview?
    @origin_x = @screen_x = @destination_x = self.screen_x
    @origin_y = @screen_y = @destination_y = self.screen_y
  end
 
  #--------------------------------------------------------------------------
  # new method: sprite
  #--------------------------------------------------------------------------
  def sprite
    index = $game_party.battle_members.index(self)
    return nil unless index
    return nil unless SceneManager.scene_is?(Scene_Battle)
    return SceneManager.scene.spriteset.actor_sprites[index]
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: perform_collapse_effect
  #--------------------------------------------------------------------------
  def perform_collapse_effect
    if $game_party.in_battle
      @sprite_effect_type = :collapse unless self.use_custom_charset?
      Sound.play_actor_collapse
    end
  end
   
end # Game_Actor

#==============================================================================
# ■ Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
 
  #--------------------------------------------------------------------------
  # new method: correct_origin_position
  #--------------------------------------------------------------------------
  def correct_origin_position
    @origin_x ||= @screen_x
    @origin_y ||= @screen_y
  end
 
  #--------------------------------------------------------------------------
  # new method: use_charset?
  #--------------------------------------------------------------------------
  def use_charset?
    return super
  end 
 
  #--------------------------------------------------------------------------
  # new method: sprite
  #--------------------------------------------------------------------------
  def sprite
    return nil unless SceneManager.scene_is?(Scene_Battle)
    return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index]
  end
 
  #--------------------------------------------------------------------------
  # new method: atk_animation_id1
  #--------------------------------------------------------------------------
  def atk_animation_id1
    return enemy.atk_animation_id1
  end
 
  #--------------------------------------------------------------------------
  # new method: atk_animation_id2
  #--------------------------------------------------------------------------
  def atk_animation_id2
    return enemy.atk_animation_id2
  end
 
end # Game_Enemy

#==============================================================================
# ■ Sprite_Battler
#==============================================================================

class Sprite_Battler < Sprite_Base
 
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :effect_type
  attr_accessor :battler_visible
 
  #--------------------------------------------------------------------------
  # new method: pose
  #--------------------------------------------------------------------------
  alias bes_initialize initialize
  def initialize(viewport, battler = nil)
    bes_initialize(viewport, battler)
    correct_change_pose if @battler
    #---
    self.visible = false if SYMPHONY::View::EMPTY_VIEW && (@battler.nil? || @battler.actor?)
    #---
    return if SYMPHONY::View::EMPTY_VIEW
    #---
    return unless SYMPHONY::Visual::BATTLER_SHADOW
    #---
    @charset_shadow = Sprite.new(viewport)
    @charset_shadow.bitmap = Cache.system("Shadow")
    @charset_shadow.ox = @charset_shadow.width / 2
    @charset_shadow.oy = @charset_shadow.height
  end
 
  #--------------------------------------------------------------------------
  # new method: pose
  #--------------------------------------------------------------------------
  def pose
    @battler.pose
  end
 
  #--------------------------------------------------------------------------
  # alias method: update
  #--------------------------------------------------------------------------
  alias bes_update update
  def update
    bes_update
    #---
    return if SYMPHONY::View::EMPTY_VIEW
    #---
    return unless SYMPHONY::Visual::BATTLER_SHADOW
    #---
    @charset_shadow.opacity = self.opacity
    @charset_shadow.visible = self.visible
    @charset_shadow.x = self.x + (self.mirror ? 0 : - 2)
    @charset_shadow.y = self.y + 2
    @charset_shadow.z = self.z - 1
    #---
    @charset_shadow.opacity = 0 if @battler.nil?
  end
 
  #--------------------------------------------------------------------------
  # alias method: update_bitmap
  #--------------------------------------------------------------------------
  alias bes_update_bitmap update_bitmap
  def update_bitmap
    correct_change_pose if @timer.nil?
    @battler.use_charset? ? update_charset : bes_update_bitmap
  end
 
  #--------------------------------------------------------------------------
  # alias method: update_origin
  #--------------------------------------------------------------------------
  alias bes_update_origin update_origin
  def update_origin
    @battler.update_visual
    @battler.use_charset? ? update_charset_origin : bes_update_origin
  end
 
  #--------------------------------------------------------------------------
  # new method: update_charset
  #--------------------------------------------------------------------------
  def update_charset
    @battler.set_default_position unless pose
    #---
    update_charset_bitmap
    update_src_rect
  end
 
  #--------------------------------------------------------------------------
  # new method: correct_change_pose
  #--------------------------------------------------------------------------
  def correct_change_pose
    @pattern = 1
    @timer = 15
    @back_step = false
    @last_pose = pose
  end
 
  #--------------------------------------------------------------------------
  # new method: update_charset_origin
  #--------------------------------------------------------------------------
  def update_charset_origin
    if bitmap
      self.ox = @cw / 2
      self.oy = @ch
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: graphic_changed?
  #--------------------------------------------------------------------------
  def graphic_changed?
    self.bitmap.nil? || @character_name != @battler.character_name ||
    @character_index != @battler.character_index
  end
 
  #--------------------------------------------------------------------------
  # new method: set_character_bitmap
  #--------------------------------------------------------------------------
  def set_character_bitmap
    self.bitmap = Cache.character(@character_name)
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = bitmap.width / 3
      @ch = bitmap.height / 4
    else
      @cw = bitmap.width / 12
      @ch = bitmap.height / 8
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: update_charset_bitmap
  #--------------------------------------------------------------------------
  def update_charset_bitmap
    if graphic_changed?
      @character_name = @battler.character_name
      @character_index = @battler.character_index
      set_character_bitmap
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: update_src_rect
  #--------------------------------------------------------------------------
  def update_src_rect
    @timer -= 1
    if @battler.force_pose
      array = []
      array = Direction.index_8d(pose) if $imported["BattleSymphony-8D"] && @battler.use_8d?
      if !@battler.reverse_pose && @pattern < 2 && @timer <= 0
        @pattern += 1
        @timer = array[2].nil? ? 15 : array[2]
      elsif @battler.reverse_pose && @pattern > 0 && @timer <= 0
        @pattern -= 1
        @timer = array[2].nil? ? 15 : array[2]
      end
    else
      #--- Quick Fix
      @pattern = 2 if @pattern > 2
      @pattern = 0 if @pattern < 0
      #--- End
      if @timer <= 0
        @pattern += @back_step ? -1 : 1
        @back_step = true if @pattern >= 2
        @back_step = false if @pattern <= 0
        @timer = 15
      end
Revenir en haut Aller en bas
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Paysan (niveau 2)
Paysan (niveau 2)
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Messages postés : 12
Date d'inscription : 02/01/2014
Jauge LPC :
Redimensionner le menu de combat 89152714000 / 1000 / 100Redimensionner le menu de combat 8915271400


Redimensionner le menu de combat Empty
MessageSujet: Re: Redimensionner le menu de combat   Redimensionner le menu de combat EmptyLun 13 Jan 2014 - 17:34

Partie 3

Code:
  end
    #---
    @battler.break_pose unless pose
    direction = Direction.direction(pose)
    character_index = @character_index
    #---
    if $imported["BattleSymphony-8D"] && @battler.use_8d?
      array = Direction.index_8d(pose)
      character_index = array[0]
      direction = array[1]
    end
    sx = (character_index % 4 * 3 + @pattern) * @cw
    sy = (character_index / 4 * 4 + (direction - 2) / 2) * @ch
    self.src_rect.set(sx, sy, @cw, @ch)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: revert_to_normal
  #--------------------------------------------------------------------------
  def revert_to_normal
    self.blend_type = 0
    self.color.set(0, 0, 0, 0)
    self.opacity = 255
  end
 
  #--------------------------------------------------------------------------
  # alias method: animation_set_sprites
  # Make Animation Opacity independent of Sprite Opacity
  #--------------------------------------------------------------------------
  alias bes_animation_set_sprites animation_set_sprites
  def animation_set_sprites(frame)
    bes_animation_set_sprites(frame)
    cell_data = frame.cell_data
    @ani_sprites.each_with_index do |sprite, i|
      next unless sprite
      pattern = cell_data[i, 0]
      if !pattern || pattern < 0
        sprite.visible = false
        next
      end
      sprite.opacity = cell_data[i, 6]
    end
  end
 
end # Sprite_Battler

#==============================================================================
# ■ Spriteset_Battle
#==============================================================================

class Spriteset_Battle
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :actor_sprites
  attr_accessor :enemy_sprites
 
  #--------------------------------------------------------------------------
  # overwrite method: create_actors
  # Fixed Large Party.
  #--------------------------------------------------------------------------
  def create_actors
    max_members = $game_party.max_battle_members
    @actor_sprites = Array.new(max_members) { Sprite_Battler.new(@viewport1) }
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: update_actors
  # Fixed Change Party.
  #--------------------------------------------------------------------------
  def update_actors
    @actor_sprites.each_with_index do |sprite, i|
      party_member = $game_party.battle_members[i]
      if party_member != sprite.battler
        sprite.battler = $game_party.battle_members[i]
        #---
        if party_member
          party_member.reset_position
          party_member.correct_origin_position
          party_member.break_pose if party_member.dead?
        end
        sprite.init_visibility if sprite.battler && !sprite.battler.use_custom_charset?
      end
      sprite.update
    end
  end
 
end # Spriteset_Battle

#==============================================================================
# Section VII. Icons Sprites Initialization (S-07)
# -----------------------------------------------------------------------------
# This section is the second section of core script. It will Initializes and
# Creates Sprites for all Object like Weapons, Items and Maintains them.
# -----------------------------------------------------------------------------
# Do not touch below script unless You know what You do and How it works.
#==============================================================================
#==============================================================================
# ■ Sprite_Object
#==============================================================================

class Sprite_Object < Sprite_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(viewport = nil)
    super(viewport)
    #---
    @dest_angle = 0
    @dest_x = 0
    @dest_y = 0
    #---
    @angle_rate = 0
    @move_x_rate = 0
    @move_y_rate = 0
    @fade_rate = 0
    #---
    @arc = 0
    @parabola = {}
    @f = 0
    @arc_y = 0
    #---
    @battler = nil
    @offset_x = 0
    @offset_y = 0
    @offset_z = 0
    @attach_x = 0
    @attach_y = 0
    @attachment = :middle
  end
 
  #--------------------------------------------------------------------------
  # set_battler
  #--------------------------------------------------------------------------
  def set_battler(battler = nil)
    @battler = battler
    update
  end
 
  #--------------------------------------------------------------------------
  # set_position
  #--------------------------------------------------------------------------
  def set_position(x, y)
    @dest_x = self.x = x
    @dest_y = self.y = y
  end
 
  #--------------------------------------------------------------------------
  # set_angle
  #--------------------------------------------------------------------------
  def set_angle(angle)
    @dest_angle = self.angle = angle
    @dest_angle = self.angle = -angle if mirror_battler?
  end
 
  #--------------------------------------------------------------------------
  # set_icon
  #--------------------------------------------------------------------------
  def set_icon(index)
    return if index <= 0
    bitmap = Cache.system("Iconset")
    self.bitmap ||= bitmap
    self.src_rect.set(index % 16 * 24, index / 16 * 24, 24, 24)
    self.ox = self.oy = 12
  end
 
  #--------------------------------------------------------------------------
  # set_origin
  #--------------------------------------------------------------------------
  def set_origin(type)
    @offset_z = 2
    @attachment = type
    case type
    when :item
      self.ox = 12
      self.oy = 12
      @offset_y = -@battler.sprite.height
      @offset_x = -@battler.sprite.width / 2
    when :hand1
      self.ox = 24
      self.oy = 24
      @attach_y = -@battler.sprite.height/3
      @attach_x = -@battler.sprite.width/5
    when :hand2
      self.ox = 24
      self.oy = 24
      @attach_y = -@battler.sprite.height/3
      @attach_x = @battler.sprite.width/5
    when :middle
      self.ox = 12
      self.oy = 12
      @offset_y = -@battler.sprite.height/2
    when :top
      self.ox = 12
      self.oy = 24
      @offset_y = -@battler.sprite.height
    when :base
      self.ox = 12
      self.oy = 24
    end
    self.y = @battler.screen_y + @attach_y + @offset_y + @arc_y
  end
 
  #--------------------------------------------------------------------------
  # set_fade
  #--------------------------------------------------------------------------
  def set_fade(rate)
    @fade_rate = rate
  end
 
  #--------------------------------------------------------------------------
  # create_angle
  #--------------------------------------------------------------------------
  def create_angle(angle, frames = 8)
    return if angle == self.angle
    @dest_angle = angle
    @dest_angle = - @dest_angle if mirror_battler?
    frames = [frames, 1].max
    @angle_rate = [(self.angle - @dest_angle).abs / frames, 2].max
  end
 
  #--------------------------------------------------------------------------
  # create_arc
  #--------------------------------------------------------------------------
  def create_arc(arc)
    @arc = arc
    @parabola[:x] = 0
    @parabola[:y0] = 0
    @parabola[:y1] = @dest_y - self.y
    @parabola[:h]  = - (@parabola[:y0] + @arc * 5)
    @parabola[:d]  = (self.x - @dest_x).abs
  end
 
  #--------------------------------------------------------------------------
  # create_movement
  #--------------------------------------------------------------------------
  def create_movement(destination_x, destination_y, frames = 12)
    return if self.x == destination_x && self.y == destination_y
    @arc = 0
    @dest_x = destination_x
    @dest_y = destination_y
    frames = [frames, 1].max
    @f = frames.to_f / 2
    @move_x_rate = [(self.x - @dest_x).abs / frames, 2].max
    @move_y_rate = [(self.y - @dest_y).abs / frames, 2].max
  end
 
  #--------------------------------------------------------------------------
  # create_move_direction
  #--------------------------------------------------------------------------
  def create_move_direction(direction, distance, frames = 12)
    case direction
    when 1; move_x = distance / -2; move_y = distance /  2
    when 2; move_x = distance *  0; move_y = distance *  1
    when 3; move_x = distance / -2; move_y = distance /  2
    when 4; move_x = distance * -1; move_y = distance *  0
    when 6; move_x = distance *  1; move_y = distance *  0
    when 7; move_x = distance / -2; move_y = distance / -2
    when 8; move_x = distance *  0; move_y = distance * -1
    when 9; move_x = distance /  2; move_y = distance / -2
    else; return
    end
    #---
    move_x += self.x
    move_y += self.y
    #---
    create_movement(move_x, move_y, frames)
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    update_angle
    @arc == 0 ? update_movement : update_arc
    update_position
    update_opacity
  end
 
  #--------------------------------------------------------------------------
  # update_angle
  #--------------------------------------------------------------------------
  def update_angle
    return if @angle_rate == 0
    @angle_rate = 0 if self.angle == @dest_angle
    value = [(self.angle - @dest_angle).abs, @angle_rate].min
    self.angle += (@dest_angle > self.angle) ? value : -value
  end
 
  #--------------------------------------------------------------------------
  # update_arc
  #--------------------------------------------------------------------------
  def update_arc
    return unless [@move_x_rate, @move_y_rate].any? { |x| x != 0 }
    #---
    value = [(self.x - @dest_x).abs, @move_x_rate].min
    @offset_x += (@dest_x > self.x) ? value : -value
    @parabola[:x] += value
    #---
    if @dest_x == self.x
      self.y = @dest_y
    else
      a = (2*(@parabola[:y0]+@parabola[:y1])-4*@parabola[:h])/(@parabola[:d]**2)
      b = (@parabola[:y1]-@parabola[:y0]-a*(@parabola[:d]**2))/@parabola[:d]
      @arc_y = a * @parabola[:x] * @parabola[:x] + b * @parabola[:x] + @parabola[:y0]
    end
    #---
    @move_x_rate = 0 if self.x == @dest_x
    @move_y_rate = 0 if self.y == @dest_y
  end
 
  #--------------------------------------------------------------------------
  # update_movement
  #--------------------------------------------------------------------------
  def update_movement
    return unless [@move_x_rate, @move_y_rate].any? { |x| x != 0 }
    @move_x_rate = 0 if self.x == @dest_x
    @move_y_rate = 0 if self.y == @dest_y
    value = [(self.x - @dest_x).abs, @move_x_rate].min
    @offset_x += (@dest_x > self.x) ? value : -value
    value = [(self.y - @dest_y).abs, @move_y_rate].min
    @offset_y += (@dest_y > self.y) ? value : -value
  end
 
  #--------------------------------------------------------------------------
  # update_position
  #--------------------------------------------------------------------------
  def update_position
    if @battler != nil
      self.mirror = mirror_battler?
      update_attachment(self.mirror)
      attach_x = self.mirror ? -@attach_x : @attach_x
      self.x = @battler.screen_x + attach_x + @offset_x
      self.y = @battler.screen_y + @attach_y + @offset_y + @arc_y
    else
      self.x = @offset_x
      self.y = @offset_y
      self.z = @offset_z
    end
  end
 
  #--------------------------------------------------------------------------
  # update_attachment
  #--------------------------------------------------------------------------
  def update_attachment(mirror = false)
    case @attachment
    when :hand1
      self.ox = mirror ? 0 : 24
      self.oy = 24
      @attach_y = -@battler.sprite.height/3
      @attach_x = -@battler.sprite.width/5
    when :hand2
      self.ox = mirror ? 0 : 24
      self.oy = 24
      @attach_y = -@battler.sprite.height/3
      @attach_x = @battler.sprite.width/5
    else
      @attach_x = 0
      @attach_y = 0
    end
  end
 
  #--------------------------------------------------------------------------
  # update_attachment
  #--------------------------------------------------------------------------
  def update_opacity
    self.opacity += @fade_rate
  end
 
  #--------------------------------------------------------------------------
  # mirror_battler?
  #--------------------------------------------------------------------------
  def mirror_battler?
    return false if @battler.sprite == nil
    direction = Direction.direction(@battler.pose)
    return true if [9, 6, 3].include?(direction)
    return true if @battler.sprite.mirror
    return false
  end
 
  #--------------------------------------------------------------------------
  # effecting?
  #--------------------------------------------------------------------------
  def effecting?
    [@angle_rate,@move_y_rate,@move_x_rate,@fade_rate].any? { |x| x > 0 }
  end
 
end # Sprite_Object

#==============================================================================
# Section VIII. Core Script (S-08)
# -----------------------------------------------------------------------------
# This section is the most important section of Core SCript. It will Initialize
# Database as well as Symphony Tags and put them in actions.
# -----------------------------------------------------------------------------
# Do not touch below script unless You know what You do and How it works.
#==============================================================================
#==============================================================================
# ■ Regular Expression
#==============================================================================

module REGEXP
  module SYMPHONY
    SETUP_ANI_ON  = /<(?:SETUP_ACTION|setup action|setup)>/i
    SETUP_ANI_OFF  = /<\/(?:SETUP_ACTION|setup action|setup)>/i
    WHOLE_ANI_ON  = /<(?:WHOLE_ACTION|whole action|whole)>/i
    WHOLE_ANI_OFF  = /<\/(?:WHOLE_ACTION|whole action|whole)>/i
    TARGET_ANI_ON  = /<(?:TARGET_ACTION|target action|target)>/i
    TARGET_ANI_OFF = /<\/(?:TARGET_ACTION|target action|target)>/i
    FOLLOW_ANI_ON  = /<(?:FOLLOW_ACTION|follow action|follow)>/i
    FOLLOW_ANI_OFF = /<\/(?:FOLLOW_ACTION|follow action|follow)>/i
    FINISH_ANI_ON  = /<(?:FINISH_ACTION|finish action|finish)>/i
    FINISH_ANI_OFF = /<\/(?:FINISH_ACTION|finish action|finish)>/i
   
    SYMPHONY_TAG_NONE = /[ ]*(.*)/i
    SYMPHONY_TAG_VALUES = /[ ]*(.*):[ ]*(.*)/i
   
    ATK_ANI1 = /<(?:ATK_ANI_1|atk ani 1):[ ]*(\d+)>/i
    ATK_ANI2 = /<(?:ATK_ANI_2|atk ani 2):[ ]*(\d+)>/i

  end
end

# Scan values: /\w+[\s*\w+]*/i

#==============================================================================
# ■ DataManager
#==============================================================================

module DataManager
 
  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  class <<self; alias load_database_bes load_database; end
  def self.load_database
    load_database_bes
    load_notetags_bes
  end
 
  #--------------------------------------------------------------------------
  # new method: load_notetags_bes
  #--------------------------------------------------------------------------
  def self.load_notetags_bes
    groups = [$data_skills, $data_items, $data_weapons, $data_enemies]
    groups.each { |group|
      group.each { |obj|
        next if obj.nil?
        obj.battle_symphony_initialize
      }
    }
  end
 
end # DataManager

#==============================================================================
# ■ RPG::BaseItem
#==============================================================================

class RPG::BaseItem
 
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :setup_actions_list
  attr_accessor :whole_actions_list
  attr_accessor :target_actions_list
  attr_accessor :follow_actions_list
  attr_accessor :finish_actions_list
  attr_accessor :atk_animation_id1
  attr_accessor :atk_animation_id2
 
  #--------------------------------------------------------------------------
  # new method: battle_symphony_initialize
  #--------------------------------------------------------------------------
  def battle_symphony_initialize
    create_default_animation
    create_default_symphony
    create_tags_symphony
  end
 
  #--------------------------------------------------------------------------
  # new method: create_default_animation
  #--------------------------------------------------------------------------
  def create_default_animation
    @atk_animation_id1 = SYMPHONY::Visual::ENEMY_ATTACK_ANIMATION
    @atk_animation_id2 = 0
    self.note.split(/[\r\n]+/).each { |line|
      case line
      when REGEXP::SYMPHONY::ATK_ANI1
        @atk_animation_id1 = $1.to_i
      when REGEXP::SYMPHONY::ATK_ANI2
        @atk_animation_id2 = $1.to_i
      end
    }
  end
 
  #--------------------------------------------------------------------------
  # new method: create_default_symphony
  #--------------------------------------------------------------------------
  def create_default_symphony
    @setup_actions_list = []; @finish_actions_list = []
    @whole_actions_list = []; @target_actions_list = []
    @follow_actions_list = []
    #---
    if self.is_a?(RPG::Skill) and !self.physical?
      @setup_actions_list = SYMPHONY::DEFAULT_ACTIONS::MAGIC_SETUP
      @whole_actions_list = SYMPHONY::DEFAULT_ACTIONS::MAGIC_WHOLE
      @target_actions_list = SYMPHONY::DEFAULT_ACTIONS::MAGIC_TARGET
      @follow_actions_list = SYMPHONY::DEFAULT_ACTIONS::MAGIC_FOLLOW
      @finish_actions_list = SYMPHONY::DEFAULT_ACTIONS::MAGIC_FINISH
      return
    elsif self.is_a?(RPG::Skill) and self.physical?
      @setup_actions_list = SYMPHONY::DEFAULT_ACTIONS::PHYSICAL_SETUP
      @whole_actions_list = SYMPHONY::DEFAULT_ACTIONS::PHYSICAL_WHOLE
      @target_actions_list = SYMPHONY::DEFAULT_ACTIONS::PHYSICAL_TARGET
      @follow_actions_list = SYMPHONY::DEFAULT_ACTIONS::PHYSICAL_FOLLOW
      @finish_actions_list = SYMPHONY::DEFAULT_ACTIONS::PHYSICAL_FINISH
      return
    elsif self.is_a?(RPG::Item)
      @setup_actions_list = SYMPHONY::DEFAULT_ACTIONS::ITEM_SETUP
      @whole_actions_list = SYMPHONY::DEFAULT_ACTIONS::ITEM_WHOLE
      @target_actions_list = SYMPHONY::DEFAULT_ACTIONS::ITEM_TARGET
      @follow_actions_list = SYMPHONY::DEFAULT_ACTIONS::ITEM_FOLLOW
      @finish_actions_list = SYMPHONY::DEFAULT_ACTIONS::ITEM_FINISH
      return
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: create_tags_symphony
  #--------------------------------------------------------------------------
  def create_tags_symphony
    self.note.split(/[\r\n]+/).each { |line|
      case line
      when REGEXP::SYMPHONY::SETUP_ANI_ON
        @symphony_tag = true
        @setup_actions_list = []
        @setup_action_flag = true
      when REGEXP::SYMPHONY::SETUP_ANI_OFF
        @symphony_tag = false
        @setup_action_flag = false
      when REGEXP::SYMPHONY::WHOLE_ANI_ON
        @symphony_tag = true
        @whole_actions_list = []
        @whole_action_flag = true
      when REGEXP::SYMPHONY::WHOLE_ANI_OFF
        @symphony_tag = false
        @whole_action_flag = false
      when REGEXP::SYMPHONY::TARGET_ANI_ON
        @symphony_tag = true
        @target_actions_list = []
        @target_action_flag = true
      when REGEXP::SYMPHONY::TARGET_ANI_OFF
        @symphony_tag = false
        @target_action_flag = false
      when REGEXP::SYMPHONY::FOLLOW_ANI_ON
        @symphony_tag = true
        @follow_actions_list = []
        @follow_action_flag = true
      when REGEXP::SYMPHONY::FOLLOW_ANI_OFF
        @symphony_tag = false
        @follow_action_flag = false
      when REGEXP::SYMPHONY::FINISH_ANI_ON
        @symphony_tag = true
        @finish_actions_list = []
        @finish_action_flag = true
      when REGEXP::SYMPHONY::FINISH_ANI_OFF
        @symphony_tag = false
        @finish_action_flag = false
      #---
      else
        next unless @symphony_tag
        case line
        when REGEXP::SYMPHONY::SYMPHONY_TAG_VALUES
          action = $1
          value = $2.scan(/[^, ]+[^,]*/i)
        when REGEXP::SYMPHONY::SYMPHONY_TAG_NONE
          action = $1
          value = [nil]
        else; next
        end
        array = [action, value]
        if @setup_action_flag
          @setup_actions_list.push(array)
        elsif @whole_action_flag
          @whole_actions_list.push(array)
        elsif @target_action_flag
          @target_actions_list.push(array)
        elsif @follow_action_flag
          @follow_actions_list.push(array)
        elsif @finish_action_flag
          @finish_actions_list.push(array)
        end
      end
    }
  end
 
  #--------------------------------------------------------------------------
  # new method: valid_actions?
  #--------------------------------------------------------------------------
  def valid_actions?(phase)
    case phase
    when :setup
      return @setup_actions_list.size > 0
    when :whole
      return @whole_actions_list.size > 0
    when :target
      return @target_actions_list.size > 0
    when :follow
      return @follow_actions_list.size > 0
    when :finish
      return @finish_actions_list.size > 0
    end
  end
 
end # RPG::BaseItem

#==============================================================================
# ■ Direction
#==============================================================================

module Direction
 
  #--------------------------------------------------------------------------
  # self.pose
  #--------------------------------------------------------------------------
  def self.pose(direction)
    case direction
    when 4; return :left
    when 6; return :right
    when 8; return :up
    when 2; return :down
    when 7; return :left
    when 1; return :left
    when 9; return :right
    when 3; return :right
    end
  end
 
  #--------------------------------------------------------------------------
  # self.non8d_pose
  #--------------------------------------------------------------------------
  def self.non8d_pose(pose)
    case pose
    when :down_l; return :left
    when :down_r; return :right
    when :up_l; return :left
    when :up_r; return :right
    end
  end
 
  #--------------------------------------------------------------------------
  # self.pose
  #--------------------------------------------------------------------------
  def self.direction(pose)
    case pose
    when :left; return 4
    when :right; return 6
    when :up; return 8
    when :down; return 2
    end
  end
 
  #--------------------------------------------------------------------------
  # self.opposite
  #--------------------------------------------------------------------------
  def self.opposite(direction)
    case direction
    when 1; return 9
    when 2; return 8
    when 3; return 7
    when 4; return 6
    when 6; return 4
    when 7; return 3
    when 8; return 2
    when 9; return 1
    else; return direction
    end
  end
 
  #--------------------------------------------------------------------------
  # self.face_coordinate
  #--------------------------------------------------------------------------
  def self.face_coordinate(screen_x, screen_y, destination_x, destination_y)
    x1 = Integer(screen_x)
    x2 = Integer(destination_x)
    y1 = Graphics.height - Integer(screen_y)
    y2 = Graphics.height - Integer(destination_y)
    return if x1 == x2 and y1 == y2
    #---
    angle = Integer(Math.atan2((y2-y1),(x2-x1)) * 1800 / Math::PI)
    if (0..225) === angle or (-225..0) === angle
      direction = 6
    elsif (226..675) === angle
      direction = 9
    elsif (676..1125) === angle
      direction = 8
    elsif (1126..1575) === angle
      direction = 7
    elsif (1576..1800) === angle or (-1800..-1576) === angle
      direction = 4
    elsif (-1575..-1126) === angle
      direction = 1
    elsif (-1125..-676) === angle
      direction = 2
    elsif (-675..-226) === angle
      direction = 3
    end
    return direction
  end
 
end # Direction

#==============================================================================
# ■ Game_ActionResult
#==============================================================================

class Game_ActionResult
 
  #--------------------------------------------------------------------------
  # alias method: clear_hit_flags
  #--------------------------------------------------------------------------
  alias bes_clear_hit_flags clear_hit_flags
  def clear_hit_flags
    return unless @calc
    bes_clear_hit_flags
    @temp_missed = @temp_evaded = @temp_critical = nil
  end
 
  #--------------------------------------------------------------------------
  # new method: clear_bes_flag
  #--------------------------------------------------------------------------
  def clear_bes_flag
    @perfect_hit = false
    @calc = false
    @dmg = false
    @effect = false
  end
 
  #--------------------------------------------------------------------------
  # new method: clear_change_target
  #--------------------------------------------------------------------------
  def clear_change_target
    @check_counter = false
    @check_reflection = false
  end
 
  #--------------------------------------------------------------------------
  # new method: set_perfect
  #--------------------------------------------------------------------------
  def set_perfect
    @perfect_hit = true
  end
 
  #--------------------------------------------------------------------------
  # new method: set_calc
  #--------------------------------------------------------------------------
  def set_calc
    @calc = true
  end
 
  #--------------------------------------------------------------------------
  # new method: set_dmg
  #--------------------------------------------------------------------------
  def set_dmg
    @dmg = true
  end
 
  #--------------------------------------------------------------------------
  # new method: set_effect
  #--------------------------------------------------------------------------
  def set_effect
    @effect = true
  end
 
  #--------------------------------------------------------------------------
  # new method: set_counter
  #--------------------------------------------------------------------------
  def set_counter
    @check_counter = true
  end
 
  #--------------------------------------------------------------------------
  # new method: set_reflection
  #--------------------------------------------------------------------------
  def set_reflection
    @check_reflection = true
  end
 
  #--------------------------------------------------------------------------
  # new method: used=
  #--------------------------------------------------------------------------
  def evaded=(flag)
    @evaded = @temp_evaded.nil? ? flag : @temp_evaded
  end
 
  #--------------------------------------------------------------------------
  # new method: used=
  #--------------------------------------------------------------------------
  def critical=(flag)
    @critical = @temp_critical.nil? ? flag : @temp_critical
  end
 
  #--------------------------------------------------------------------------
  # new method: used=
  #--------------------------------------------------------------------------
  def misssed=(flag)
    @missed = @temp_missed.nil? ? flag : @temp_missed
  end
 
  #--------------------------------------------------------------------------
  # alias method: hit?
  #--------------------------------------------------------------------------
  alias bes_hit? hit?
  def hit?
    bes_hit? || (@used && @perfect_hit)
  end
 
  #--------------------------------------------------------------------------
  # new method: dmg?
  #--------------------------------------------------------------------------
  def dmg?
    @dmg || !SceneManager.scene_is?(Scene_Battle)
  end
 
  #--------------------------------------------------------------------------
  # new method: effect?
  #--------------------------------------------------------------------------
  def effect?
    @effect || !SceneManager.scene_is?(Scene_Battle)
  end
 
  #--------------------------------------------------------------------------
  # new method: has_damage?
  #--------------------------------------------------------------------------
  def has_damage?
    [@hp_damage, @mp_damage, @tp_damage].any? { |x| x > 0 }
  end
 
  #--------------------------------------------------------------------------
  # new method: check_counter?
  #--------------------------------------------------------------------------
  def check_counter?
    @check_counter
  end
 
  #--------------------------------------------------------------------------
  # new method: check_reflection?
  #--------------------------------------------------------------------------
  def check_reflection?
    @check_reflection
  end
 
end # Game_ActionResult

#==============================================================================
# ■ Game_Battler
#==============================================================================

class Game_Battler < Game_BattlerBase
 
  #--------------------------------------------------------------------------
  # new method: backup_actions
  #--------------------------------------------------------------------------
  def backup_actions
    @backup_actions = @actions.dup if @actions
  end
 
  #--------------------------------------------------------------------------
  # new method: restore_actions
  #--------------------------------------------------------------------------
  def restore_actions
    @actions = @backup_actions.dup if @backup_actions
    @backup_actions.clear
    @backup_actions = nil
  end
 
  #--------------------------------------------------------------------------
  # alias method: item_cnt
  #--------------------------------------------------------------------------
  alias bes_item_cnt item_cnt
  def item_cnt(user, item)
    return 0 unless @result.check_counter?
    return bes_item_cnt(user, item)
  end
 
  #--------------------------------------------------------------------------
  # alias method: item_mrf
  #--------------------------------------------------------------------------
  alias bes_item_mrf item_mrf
  def item_mrf(user, item)
    return 0 unless @result.check_reflection?
    return 0 if @magic_reflection
    return bes_item_mrf(user, item)
  end
 
  #--------------------------------------------------------------------------
  # alias method: state_resist_set
  #--------------------------------------------------------------------------
  alias bes_state_resist_set state_resist_set
  def state_resist_set
    result = bes_state_resist_set
    result += [death_state_id] if @immortal
    result
  end
 
  #--------------------------------------------------------------------------
  # alias method: execute_damage
  #--------------------------------------------------------------------------
  alias bes_execute_damage execute_damage
  def execute_damage(user)
    return unless @result.dmg?
    bes_execute_damage(user)
  end
 
  #--------------------------------------------------------------------------
  # alias method: make_damage_value
  #--------------------------------------------------------------------------
  alias bes_make_damage_value make_damage_value
  def make_damage_value(user, item)
    return unless @result.dmg?
    bes_make_damage_value(user, item)
  end
 
  #--------------------------------------------------------------------------
  # alias method: item_effect_apply
  #--------------------------------------------------------------------------
  alias bes_item_effect_apply item_effect_apply
  def item_effect_apply(user, item, effect)
    return unless @result.effect?
    bes_item_effect_apply(user, item, effect)
  end
 
  #--------------------------------------------------------------------------
  # alias method: item_user_effect
  #--------------------------------------------------------------------------
  alias bes_item_user_effect item_user_effect
  def item_user_effect(user, item)
    return unless @result.effect?
    bes_item_user_effect(user, item)
  end
 
  #--------------------------------------------------------------------------
  # alias method: make_miss_popups
  #--------------------------------------------------------------------------
  if $imported["YEA-BattleEngine"]
  alias bes_make_miss_popups make_miss_popups
  def make_miss_popups(user, item)
    @result.restore_damage unless @result.effect?
    bes_make_miss_popups(user, item)
    unless @result.effect?
      @result.store_damage
      @result.clear_damage_values
    end
  end
  end
 
  #--------------------------------------------------------------------------
  # new method: face_coordinate
  #--------------------------------------------------------------------------
  def face_coordinate(destination_x, destination_y)
    direction = Direction.face_coordinate(self.screen_x, self.screen_y, destination_x, destination_y)
    #direction = Direction.opposite(direction) if self.sprite.mirror
    @direction = direction
    return if $imported["BattleSymphony-HB"] && self.use_hb?
    return if SYMPHONY::Visual::DISABLE_AUTO_MOVE_POSE && self.use_custom_charset?
    @pose = Direction.pose(direction)
  end
 
  #--------------------------------------------------------------------------
  # new method: create_movement
  #--------------------------------------------------------------------------
  def create_movement(destination_x, destination_y, frames = 12)
    return if @screen_x == destination_x && @screen_y == destination_y
    @destination_x = destination_x
    @destination_y = destination_y
    frames = [frames, 1].max
    @f = frames.to_f / 2
    @move_x_rate = [(@screen_x - @destination_x).abs / frames, 2].max
    @move_y_rate = [(@screen_y - @destination_y).abs / frames, 2].max
  end
 
  #--------------------------------------------------------------------------
  # new method: create_jump
  #--------------------------------------------------------------------------
  def create_jump(arc)
    @arc = arc
    @parabola[:x] = 0
    @parabola[:y0] = 0
    @parabola[:y1] = @destination_y - @screen_y
    @parabola[:h]  = - (@parabola[:y0] + @arc * 5)
    @parabola[:d]  = (@screen_x - @destination_x).abs
  end
 
  #--------------------------------------------------------------------------
  # new method: create_icon
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Messages postés : 12
Date d'inscription : 02/01/2014
Jauge LPC :
Redimensionner le menu de combat 89152714000 / 1000 / 100Redimensionner le menu de combat 8915271400


Redimensionner le menu de combat Empty
MessageSujet: Re: Redimensionner le menu de combat   Redimensionner le menu de combat EmptyLun 13 Jan 2014 - 17:34

Partie 4

Code:
  #--------------------------------------------------------------------------
  def create_icon(symbol, icon_id = 0)
    delete_icon(symbol)
    #---
    icon = Sprite_Object.new(self.sprite.viewport)
    case symbol
    when :weapon1
      object = self.weapons[0]
      icon_id = object.nil? ? nil : object.icon_index
    when :weapon2
      object = dual_wield? ? self.weapons[1] : nil
      icon_id = object.nil? ? nil : object.icon_index
    when :shield
      object = dual_wield? ? nil : self.equips[1]
      icon_id = object.nil? ? nil : object.icon_index
    when :item
      object = self.current_action.item
      icon_id = object.nil? ? nil : object.icon_index
    else; end
    return if icon_id.nil? || icon_id <= 0
    icon.set_icon(icon_id)
    icon.set_battler(self)
    #---
    @icons[symbol] = icon
  end
   
  #--------------------------------------------------------------------------
  # new method: delete_icon
  #--------------------------------------------------------------------------
  def delete_icon(symbol)
    return unless @icons[symbol]
    @icons[symbol].dispose
    @icons.delete(symbol)
  end
 
  #--------------------------------------------------------------------------
  # new method: clear_icons
  #--------------------------------------------------------------------------
  def clear_icons
    @icons.each { |key, value|
      value.dispose
      @icons.delete(key)
    }
  end
 
  #--------------------------------------------------------------------------
  # new method: update_movement
  #--------------------------------------------------------------------------
  def update_movement
    return unless self.is_moving?
    @move_x_rate = 0 if @screen_x == @destination_x || @move_x_rate.nil?
    @move_y_rate = 0 if @screen_y == @destination_y || @move_y_rate.nil?
    value = [(@screen_x - @destination_x).abs, @move_x_rate].min
    @screen_x += (@destination_x > @screen_x) ? value : -value
    value = [(@screen_y - @destination_y).abs, @move_y_rate].min
    @screen_y += (@destination_y > @screen_y) ? value : -value
  end
 
  #--------------------------------------------------------------------------
  # new method: update_jump
  #--------------------------------------------------------------------------
  def update_jump
    return unless self.is_moving?
    #---
    value = [(@screen_x - @destination_x).abs, @move_x_rate].min
    @screen_x += (@destination_x > @screen_x) ? value : -value
    @parabola[:x] += value
    @screen_y -= @arc_y
    #---
    if @destination_x == @screen_x
      @screen_y = @destination_y
      @arc_y = 0
      @arc = 0
    else
      a = (2.0*(@parabola[:y0]+@parabola[:y1])-4*@parabola[:h])/(@parabola[:d]**2)
      b = (@parabola[:y1]-@parabola[:y0]-a*(@parabola[:d]**2))/@parabola[:d]
      @arc_y = a * @parabola[:x] * @parabola[:x] + b * @parabola[:x] + @parabola[:y0]
    end
    #---
    @screen_y += @arc_y
    @move_x_rate = 0 if @screen_x == @destination_x
    @move_y_rate = 0 if @screen_y == @destination_y
  end
 
  #--------------------------------------------------------------------------
  # new method: update_icons
  #--------------------------------------------------------------------------
  def update_icons
    @icons ||= {}
    @icons.each_value { |value| value.update }
  end
 
  #--------------------------------------------------------------------------
  # new method: update_visual
  #--------------------------------------------------------------------------
  def update_visual
    return unless SceneManager.scene_is?(Scene_Battle)
    return unless SceneManager.scene.spriteset
    correct_origin_position
    #---
    @arc == 0 ? update_movement : update_jump
    update_icons
  end
 
  #--------------------------------------------------------------------------
  # new method: is_moving?
  #--------------------------------------------------------------------------
  def is_moving?
    [@move_x_rate, @move_y_rate].any? { |x| x != 0 }
  end
 
  #--------------------------------------------------------------------------
  # new method: is_moving?
  #--------------------------------------------------------------------------
  def dual_attack?
    self.actor? && self.current_action.attack? && self.dual_wield? && self.weapons.size > 1
  end
 
end # Game_Battler

#==============================================================================
# ■ Sprite_Battler
#==============================================================================

class Sprite_Battler < Sprite_Base
 
  #--------------------------------------------------------------------------
  # new method: is_moving?
  #--------------------------------------------------------------------------
  def is_moving?
    return unless @battler
    @battler.is_moving?
  end
 
end # Sprite_Battler

#==============================================================================
# ■ Spriteset_Battle
#==============================================================================

class Spriteset_Battle
 
  #--------------------------------------------------------------------------
  # new method: is_moving?
  #--------------------------------------------------------------------------
  def is_moving?
    self.battler_sprites.any? { |sprite| sprite.is_moving? }
  end
 
end # Spriteset_Battle

#==============================================================================
# ■ Window_BattleLog
#==============================================================================

class Window_BattleLog < Window_Selectable
 
 
 
end # Window_BattleLog

#==============================================================================
# ■ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # overwrite method: use_item
  #--------------------------------------------------------------------------
  def use_item
    @scene_item = item = @subject.current_action.item
    targets = @subject.current_action.make_targets.compact
    #---
    attack = @subject.current_action.attack?
    weapon = @subject.weapons[0]
    w_action = attack && weapon
    #---
    targets = targets * 2 if attack && @subject.dual_attack?
    #--- Setup Actions ---
    actions_list = item.setup_actions_list
    actions_list = weapon.setup_actions_list if w_action && weapon.valid_actions?(:setup)
    perform_actions_list(actions_list, targets)
    #--- Item Costs ---
    @subject.use_item(item)
    refresh_status
    #--- YEA - Cast Animation
    process_casting_animation if $imported["YEA-CastAnimations"]
    #--- YEA - Lunatic Object
    if $imported["YEA-LunaticObjects"]
      lunatic_object_effect(:before, item, @subject, @subject)
    end
    #--- Whole Actions ---
    actions_list = item.whole_actions_list
    actions_list = weapon.whole_actions_list if w_action && weapon.valid_actions?(:whole)
    perform_actions_list(actions_list, targets)
    #--- Target Actions ---
    actions_list = item.target_actions_list
    actions_list = weapon.target_actions_list if w_action && weapon.valid_actions?(:target)
    targets.each { |target|
      next if target.dead?
      perform_actions_list(actions_list, [target])
    }
    #--- Follow Actions ---
    actions_list = item.follow_actions_list
    actions_list = weapon.follow_actions_list if w_action && weapon.valid_actions?(:follow)
    perform_actions_list(actions_list, targets)
    #--- Finish Actions ---
    actions_list = item.finish_actions_list
    actions_list = weapon.finish_actions_list if w_action && weapon.valid_actions?(:finish)
    immortal_flag = ["IMMORTAL", ["TARGETS", "FALSE"]]
    if !actions_list.include?(immortal_flag)
      if SYMPHONY::Fixes::AUTO_IMMORTAL_OFF
        actions_list = [immortal_flag] + actions_list
      end
    end
    perform_actions_list(actions_list, targets)
    #--- YEA - Lunatic Object
    if $imported["YEA-LunaticObjects"]
      lunatic_object_effect(:after, item, @subject, @subject)
    end
    targets.each { |target|
      next unless target.actor?
      @status_window.draw_item(target.index)
    }
  end
 
  #--------------------------------------------------------------------------
  # alias method: invoke_item
  #--------------------------------------------------------------------------
  alias bes_invoke_item invoke_item
  def invoke_item(target, item)
    if $imported["YEA-TargetManager"]
      target = alive_random_target(target, item) if item.for_random?
    end
    bes_invoke_item(target, item)
    #--- Critical Actions ---
    actions_list = SYMPHONY::DEFAULT_ACTIONS::CRITICAL_ACTIONS
    perform_actions_list(actions_list, [target]) if target.result.critical
    #--- Miss Actions ---
    actions_list = SYMPHONY::DEFAULT_ACTIONS::MISS_ACTIONS
    perform_actions_list(actions_list, [target]) if target.result.missed
    #--- Evade Actions ---
    actions_list = SYMPHONY::DEFAULT_ACTIONS::EVADE_ACTIONS
    perform_actions_list(actions_list, [target]) if target.result.evaded
    #--- Fail Actions ---
    actions_list = SYMPHONY::DEFAULT_ACTIONS::FAIL_ACTIONS
    perform_actions_list(actions_list, [target]) if !target.result.success
    #--- Damaged Actions
    actions_list = SYMPHONY::DEFAULT_ACTIONS::DAMAGED_ACTION
    perform_actions_list(actions_list, [target]) if target.result.has_damage?
  end
 
  #--------------------------------------------------------------------------
  # alias method: execute_action
  #--------------------------------------------------------------------------
  alias bes_execute_action execute_action
  def execute_action
    bes_execute_action
    #--- Reset Flags ---
    ($game_party.battle_members + $game_troop.members).each { |battler|
      battler.result.set_calc; battler.result.clear
      battler.clear_icons
      battler.set_default_position
      battler.break_pose
    }
    $game_troop.screen.clear_bes_ve if $imported["BattleSymphony-VisualEffect"]
    @status_window.draw_item(@status_window.index)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: invoke_counter_attack
  #--------------------------------------------------------------------------
  def invoke_counter_attack(target, item)
    @log_window.display_counter(target, item)
    last_subject = @subject
    @counter_subject = target
    @subject = target
    #---
    @subject.backup_actions
    #---
    @subject.make_actions
    @subject.current_action.set_attack
    #---
    actions_list = SYMPHONY::DEFAULT_ACTIONS::COUNTER_ACTION
    perform_actions_list(actions_list, [last_subject])
    #---
    @subject.clear_actions
    @subject = last_subject
    #---
    @counter_subject.restore_actions
    #---
    @counter_subject = nil
    @log_window.display_action_results(@subject, item)
    refresh_status
    perform_collapse_check(@subject)
    perform_collapse_check(target)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: invoke_magic_reflection
  #--------------------------------------------------------------------------
  def invoke_magic_reflection(target, item)
    @subject.magic_reflection = true
    @log_window.display_reflection(target, item)
    last_subject = @subject
    @reflect_subject = target
    @subject = target
    #---
    @subject.backup_actions
    #---
    @subject.make_actions
    if item.is_a?(RPG::Skill); @subject.current_action.set_skill(item.id)
      else; @subject.current_action.set_item(item.id); end
    #---
    actions_list = SYMPHONY::DEFAULT_ACTIONS::REFLECT_ACTION
    perform_actions_list(actions_list, [last_subject])
    #---
    @subject.clear_actions
    @subject = last_subject
    #---
    @reflect_subject.restore_actions
    #---
    @reflect_subject = nil
    @log_window.display_action_results(@subject, item)
    refresh_status
    perform_collapse_check(@subject)
    perform_collapse_check(target)
    @subject.magic_reflection = false
  end
   
  #--------------------------------------------------------------------------
  # new method: wait_for_move
  #--------------------------------------------------------------------------
  def wait_for_move
    update_for_wait
    update_for_wait while @spriteset.is_moving?
  end
 
  #--------------------------------------------------------------------------
  # new method: spriteset
  #--------------------------------------------------------------------------
  def spriteset
    @spriteset
  end
 
  #--------------------------------------------------------------------------
  # compatible overwrite method: separate_ani?
  #--------------------------------------------------------------------------
  if $imported["YEA-BattleEngine"]
  def separate_ani?(target, item)
    return false
  end
  end

  #--------------------------------------------------------------------------
  # new method: perform_collapse_check
  #--------------------------------------------------------------------------
  def perform_collapse_check(target)
    target.perform_collapse_effect if target.can_collapse?
    @log_window.wait_for_effect
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: create_log_window
  #--------------------------------------------------------------------------
#~  def create_log_window
#~    @log_window = Window_BattleLog.new
#~  end
 
end # Scene_Battle

#===============================================================================
#
# END OF FILE
#
#===============================================================================
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eddy_de_galdon
Chevalier Dragon (niveau 2)
Chevalier Dragon (niveau 2)
eddy_de_galdon

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MessageSujet: Re: Redimensionner le menu de combat   Redimensionner le menu de combat EmptyLun 13 Jan 2014 - 19:14

J'ai essayer le script sur VXACE (il est plutôt pas mal ^^) mais, les fenêtres des combats ne sont pas les même que les tienne. A-tu d'autres script de combat ou un script qui change la taille de l'ecran du jeu ?
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Zexion
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Zexion

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MessageSujet: Re: Redimensionner le menu de combat   Redimensionner le menu de combat EmptyLun 13 Jan 2014 - 19:42

La taille de l'écran a été modifiée à 640*480 visiblement.

Je veux pas paraître désagréable, mais quand on fait une demande d'aide, on fait en sorte de préciser ce genre de choses pour faciliter la tâche de ceux qui veulent t'aider.
C'est comme demander à quelqu'un de te trouver une ligne de script sans poster le script. Ahem.
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eddy_de_galdon
Chevalier Dragon (niveau 2)
Chevalier Dragon (niveau 2)
eddy_de_galdon

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MessageSujet: Re: Redimensionner le menu de combat   Redimensionner le menu de combat EmptyLun 13 Jan 2014 - 19:47

Si ça peut t'aider, a la ligne 95, Tu peux changer l'emplacement des personnages.
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MessageSujet: Re: Redimensionner le menu de combat   Redimensionner le menu de combat Empty

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