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Sora-Master

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Posts posted by Sora-Master

  1. xò l'inizio è bello... hey n1 mario mica t devi demoralizzare sn solo dei giudizi :dry:

     

    nn c ho giocato xò da qll kedicono loro dovresti modificarlo....

    ritenta con 1 nuovo gioco after no Punk day ( :biggrin: skerzo skerzo)!!!!!!!!!!!!!!

  2. credo di aver capito come fare, ora sto guadagnando (anzi cerco di guadagnare) rens

    ho appena postato 1 script x la battaglia fikosa ma hanno cambiato titolo ora è tipo new qlksa

     

    ce la metto tutta

  3. Descrizione

    E' un battle System

    Autore

    MakirouAru

     

    Script

     

     

     

    #==============================================================================
    # ¦ New_Battle
    #------------------------------------------------------------------------------
    # Compiled By : MakirouAru
    #==============================================================================
    # ¥£¥ XRXS_BP 3. Ÿ—˜ŽžHP‰ñ•œ ver.1.01 ¥£¥
    # by fukuyama, ÷‰ë Ý“y
    
    # Battle_End_Recovery
    #
    # 퓬Œã‚̉ñ•œˆ—ƒ‚ƒWƒ…[ƒ‹
    #
    # Request: stay
    # Script: fukuyama
    # Test: ƒmƒRƒmŽq
    #
    # URL: http://www4.big.or.j...nd_Recovery.txt
    #
    
    module Battle_End_Recovery
    	
    	module Scene_Battle_Module
    		
    		# ‰ñ•œ—¦•Ï”‚ÌID
    		@@recovery_rate_variable_id = nil
    		
    		# ‰ñ•œ—¦‚̎擾
    		def battle_end_recovery_rate
    			if @@recovery_rate_variable_id.nil?
    				@@recovery_rate_variable_id =
    				$data_system.variables.index '퓬Œã‚̉ñ•œ—¦'
    				if @@recovery_rate_variable_id.nil?
    					@@recovery_rate_variable_id = false
    				end
    			end
    			return 0 unless @@recovery_rate_variable_id
    			return $game_variables[@@recovery_rate_variable_id]
    		end
    		
    		# 퓬Œã‚̉ñ•œˆ—
    		def battle_end_recovery
    			
    			# ‰ñ•œ—¦
    			recovery_rate = battle_end_recovery_rate
    			
    			# ‰ñ•œ—¦•Ï”‚ª‚OˆÈŠO‚©‚ƒAƒNƒ^[‚ª¶‘¶‚µ‚Ä‚¢‚éê‡A퓬Œã‚̉ñ•œˆ—‚ðs‚¤
    			if recovery_rate != 0 and not actor.dead?
    				
    				# ƒp[ƒeƒB‚̃AƒNƒ^[–ˆ‚Ƀ‹[ƒv
    				$game_party.actors.each do |actor|
    					
    					# ‰ñ•œ—ÊŒvŽZ
    					recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate
    					recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate
    					
    					# ŽÀۂɉñ•œ
    					actor.hp += recovery_hp
    					actor.sp += recovery_sp
    					
    					# ƒAƒjƒ[ƒVƒ‡ƒ“Ý’è
    					actor.damage = - recovery_hp
    					actor.damage_pop = true
    					
    				end
    				
    				# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðXV
    				@status_window.refresh
    				
    			end
    		end
    		
    	end # module Scene_Battle_Module
    end # module Battle_End_Recovery
    
    #------------------------------
    # 퓬ƒV[ƒ“‚ÌÄ’è‹`
    #------------------------------
    class Scene_Battle
    	
    	# Scene_Battle—pƒ‚ƒWƒ…[ƒ‹‚ðƒCƒ“ƒNƒ‹[ƒh
    	include Battle_End_Recovery::Scene_Battle_Module
    	
    	# Œ³‚̃tƒF[ƒY‚TŠJŽn‚ɕʖ¼‚ð‚‚¯‚é
    	alias battle_end_recovery_original_start_phase5 start_phase5
    	
    	# ƒtƒF[ƒY‚TŠJŽn‚ðÄ’è‹`
    	def start_phase5
    		
    		# 퓬Œã‚̉ñ•œˆ—‚ðŒÄ‚Ño‚·
    		battle_end_recovery
    		
    		# Œ³‚̃tƒF[ƒY‚TŠJŽn‚ðŒÄ‚Ño‚·
    		battle_end_recovery_original_start_phase5
    		
    	end
    end
    
    # Battle_End_Recovery
    # ¥£¥ XRXS_BP10. LEVEL UP!ƒEƒBƒ“ƒhƒE ¥£¥
    # by ÷‰ë Ý“y
    
    $data_system_level_up_se = "" # ƒŒƒxƒ‹ƒAƒbƒvSEB""‚Å–³‚µB
    $data_system_level_up_me = "Audio/ME/007-Fanfare01" # ƒŒƒxƒ‹ƒAƒbƒvME
    
    #==============================================================================
    # ¡ Window_LevelUpWindow
    #------------------------------------------------------------------------------
    # @ƒoƒgƒ‹I—¹ŽžAƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡‚ɃXƒe[ƒ^ƒX‚ð•\ަ‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
    #==============================================================================
    class Window_LevelUpWindow < Window_Base
    	#--------------------------------------------------------------------------
    	# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    	#--------------------------------------------------------------------------
    	def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
    		super(0, 128, 160, 192)
    		self.contents = Bitmap.new(width - 32, height - 32)
    		self.visible = false
    		refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
    	end
    	#--------------------------------------------------------------------------
    	# œ ƒŠƒtƒŒƒbƒVƒ…
    	#--------------------------------------------------------------------------
    	def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
    		self.contents.clear
    		self.contents.font.color = system_color
    		self.contents.font.name = "Arial"
    		self.contents.font.size = 14
    		self.contents.draw_text( 0, 0, 160, 24, "LEVEL UP!!")
    		self.contents.font.size = 18
    		self.contents.draw_text( 0, 28, 160, 24, $data_system.words.hp)
    		self.contents.draw_text( 0, 50, 160, 24, $data_system.words.sp)
    		self.contents.font.size = 14
    		self.contents.draw_text( 0, 72, 80, 24, $data_system.words.str)
    		self.contents.draw_text( 0, 94, 80, 24, $data_system.words.dex)
    		self.contents.draw_text( 0, 116, 80, 24, $data_system.words.agi)
    		self.contents.draw_text( 0, 138, 80, 24, $data_system.words.int)
    		self.contents.draw_text(92, 0, 128, 24, "¨")
    		self.contents.draw_text(76, 28, 128, 24, "=")
    		self.contents.draw_text(76, 50, 128, 24, "=")
    		self.contents.draw_text(76, 72, 128, 24, "=")
    		self.contents.draw_text(76, 94, 128, 24, "=")
    		self.contents.draw_text(76, 116, 128, 24, "=")
    		self.contents.draw_text(76, 138, 128, 24, "=")
    		self.contents.font.color = normal_color
    		self.contents.draw_text( 0, 0, 88, 24, last_lv.to_s, 2)
    		self.contents.draw_text( 0, 28, 72, 24, "+" + up_hp.to_s, 2)
    		self.contents.draw_text( 0, 50, 72, 24, "+" + up_sp.to_s, 2)
    		self.contents.draw_text( 0, 72, 72, 24, "+" + up_str.to_s, 2)
    		self.contents.draw_text( 0, 94, 72, 24, "+" + up_dex.to_s, 2)
    		self.contents.draw_text( 0, 116, 72, 24, "+" + up_agi.to_s, 2)
    		self.contents.draw_text( 0, 138, 72, 24, "+" + up_int.to_s, 2)
    		self.contents.font.size = 20
    		self.contents.draw_text( 0, 0, 128, 24, actor.level.to_s, 2)
    		self.contents.draw_text( 0, 26, 128, 24, actor.maxhp.to_s, 2)
    		self.contents.draw_text( 0, 48, 128, 24, actor.maxsp.to_s, 2)
    		self.contents.draw_text( 0, 70, 128, 24, actor.str.to_s, 2)
    		self.contents.draw_text( 0, 92, 128, 24, actor.dex.to_s, 2)
    		self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2)
    		self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2)
    	end
    end
    #==============================================================================
    # ¡ Window_BattleStatus
    #==============================================================================
    class Window_BattleStatus < Window_Base
    	#--------------------------------------------------------------------------
    	# œ ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    	#--------------------------------------------------------------------------
    	attr_accessor :level_up_flags # LEVEL UP!•\ަ
    end
    #==============================================================================
    # ¡ Game_Battler
    #==============================================================================
    class Game_Battler
    	#--------------------------------------------------------------------------
    	# œ ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    	#--------------------------------------------------------------------------
    	attr_accessor :exp_gain_ban # EXPŽæ“¾ˆêŽž‹ÖŽ~
    	#--------------------------------------------------------------------------
    	# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    	#--------------------------------------------------------------------------
    	alias xrxs_bp10_initialize initialize
    	def initialize
    		@exp_gain_ban = false
    		xrxs_bp10_initialize
    	end
    	#--------------------------------------------------------------------------
    	# œ ƒXƒe[ƒg [EXP ‚ðŠl“¾‚Å‚«‚È‚¢] ”»’è
    	#--------------------------------------------------------------------------
    	alias xrxs_bp10_cant_get_exp? cant_get_exp?
    	def cant_get_exp?
    		if @exp_gain_ban == true
    			return true
    		else
    			return xrxs_bp10_cant_get_exp?
    		end
    	end
    end
    #==============================================================================
    # ¡ Scene_Battle
    #==============================================================================
    class Scene_Battle
    	#--------------------------------------------------------------------------
    	# œ ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒYŠJŽn
    	#--------------------------------------------------------------------------
    	alias xrxs_bp10_start_phase5 start_phase5
    	def start_phase5
    		# EXP Šl“¾‹ÖŽ~
    		for i in 0...$game_party.actors.size
    			$game_party.actors[i].exp_gain_ban = true
    		end
    		xrxs_bp10_start_phase5
    		# EXP Šl“¾‹ÖŽ~‚̉ðœ
    		for i in 0...$game_party.actors.size
    			$game_party.actors[i].exp_gain_ban = false
    		end
    		# EXP‚ð‰Šú‰»
    		@exp_gained = 0
    		for enemy in $game_troop.enemies
    			# Šl“¾ EXP‚ð’ljÁ # ƒGƒlƒ~[‚ª‰B‚êó‘ԂłȂ¢ê‡
    			@exp_gained += enemy.exp if not enemy.hidden
    		end
    		# Ý’è
    		@phase5_step = 0
    		@exp_gain_actor = -1
    		# ƒŠƒUƒ‹ƒgƒEƒBƒ“ƒhƒE‚ð•\ަ
    		@result_window.y -= 64
    		@result_window.visible = true
    		# ƒŒƒxƒ‹ƒAƒbƒv”»’è‚Ö
    		phase5_next_levelup
    	end
    	#--------------------------------------------------------------------------
    	# œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY)
    	#--------------------------------------------------------------------------
    	alias xrxs_bp10_update_phase5 update_phase5
    	def update_phase5
    		case @phase5_step
    		when 1
    			update_phase5_step1
    		else
    			xrxs_bp10_update_phase5
    			# ƒŒƒxƒ‹ƒAƒbƒv‚µ‚Ä‚¢‚éꇂ͋§ƒoƒgƒ‹I—¹
    			battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
    		end
    	end
    	#--------------------------------------------------------------------------
    	# œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY 1 : ƒŒƒxƒ‹ƒAƒbƒv)
    	#--------------------------------------------------------------------------
    	def update_phase5_step1
    		# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    		if Input.trigger?(Input::C)
    			# ƒEƒBƒ“ƒhƒE‚ð•‚¶‚ÄŽŸ‚̃AƒNƒ^[‚Ö
    			@levelup_window.visible = false if @levelup_window != nil
    			@status_window.level_up_flags[@exp_gain_actor] = false
    			phase5_next_levelup
    		end
    	end
    	#--------------------------------------------------------------------------
    	# œ ŽŸ‚̃AƒNƒ^[‚̃Œƒxƒ‹ƒAƒbƒv•\ަ‚Ö
    	#--------------------------------------------------------------------------
    	def phase5_next_levelup
    		begin
    		# ŽŸ‚̃AƒNƒ^[‚Ö
    		@exp_gain_actor += 1
    		# ÅŒã‚̃AƒNƒ^[‚Ìê‡
    			if @exp_gain_actor >= $game_party.actors.size
    				# ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒYŠJŽn
    				@phase5_step = 0
    				return
    			end
    			actor = $game_party.actors[@exp_gain_actor]
    			if actor.cant_get_exp? == false
    				# Œ»Ý‚Ì”\—Í’l‚ð•ÛŽ
    				last_level = actor.level
    				last_maxhp = actor.maxhp
    				last_maxsp = actor.maxsp
    				last_str = actor.str
    				last_dex = actor.dex
    				last_agi = actor.agi
    				last_int = actor.int
    				# ŒoŒ±’lŽæ“¾‚ÌŒˆ’è“IuŠÔ(“ä
    				actor.exp += @exp_gained
    				# ”»’è
    				if actor.level > last_level
    					# ƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡
    					@status_window.level_up(@exp_gain_actor)
    					if $data_system_level_up_se != ""
    						Audio.se_stop
    						Audio.se_play($data_system_level_up_se)
    					end
    					if $data_system_level_up_me != ""
    						Audio.me_stop
    						Audio.me_play($data_system_level_up_me)
    					end
    					@levelup_window = Window_LevelUpWindow.new(actor, last_level,
    					actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,
    					actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)
    					@levelup_window.x = 160 * @exp_gain_actor
    					@levelup_window.visible = true
    					@phase5_wait_count = 40
    					@phase5_step = 1
    					# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ…
    					@status_window.refresh
    					return
    				end
    			end
    		end until false
    	end
    end
    # ¥£¥ XRXS_17. ƒXƒŠƒbƒvƒ_ƒ[ƒW–hŒä^Œø‰Ê—ÊÚ׉» ver.1.51 ¥£¥
    # by ÷‰ë Ý“y, fukuyama
    
    #==============================================================================
    # ¡ Game_Battler
    #==============================================================================
    class Game_Battler
    #--------------------------------------------------------------------------
    # œ ƒXƒŠƒbƒvƒ_ƒ[ƒW‚ÌŒø‰Ê“K—p
    #--------------------------------------------------------------------------
    alias xrxs_bp7_slip_damage_effect slip_damage_effect
    	def slip_damage_effect
    		# ”’l‚̉Šú‰»
    		slip_damage_percent = 0
    		slip_damage_plus = 0
    		# Œ»Ý•t‰Á‚³‚ê‚Ä‚¢‚éƒXƒe[ƒg‚Ì’†‚©‚çƒXƒŠƒbƒvƒ_ƒ[ƒW—L‚è‚̃‚ƒm‚ð’T‚·
    		for i in @states
    			if $data_states[i].slip_damage
    				# ‚»‚̃Xƒe[ƒg‚ªŽ‚Á‚Ä‚¢‚éƒXƒŠƒbƒvƒ_ƒ[ƒW‚Ì
    				# Lvƒvƒ‰ƒXƒXƒe[ƒg‚Ü‚½‚ÍLvƒ}ƒCƒiƒXƒXƒe[ƒg‚ð”»’èB
    				for j in $data_states[i].plus_state_set
    					if $data_states[j] != nil
    						if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
    							slip_damage_percent += $1.to_i
    						elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
    							slip_damage_plus += $1.to_i
    						end
    					end
    				end
    				for j in $data_states[i].minus_state_set
    					if $data_states[j] != nil
    						if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
    							slip_damage_percent -= $1.to_i
    						elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
    							slip_damage_plus -= $1.to_i
    						end
    					end
    				end
    			end
    		end
    		if slip_damage_percent == 0 and slip_damage_plus == 0
    			xrxs_bp7_slip_damage_effect
    		else
    			# –h‹ï‚ªƒXƒŠƒbƒv–hŒä‚ª‚ ‚éꇂ𔻒è
    			for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
    				armor = $data_armors[i]
    				next if armor == nil
    				for j in armor.guard_state_set
    					if $data_states[j] != nil
    						if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
    							if slip_damage_percent > 0
    								slip_damage_percent = [slip_damage_percent - $1.to_i, 0].max
    							end
    						end
    						if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
    							if slip_damage_percent > 0
    								slip_damage_plus = [slip_damage_plus - $1.to_i, 0].max
    							end
    						end
    					end
    				end
    			end
    			# ƒ_ƒ[ƒW‚ðÝ’è
    			self.damage = self.maxhp * slip_damage_percent / 100 + slip_damage_plus
    			# •ªŽU
    			if self.damage.abs > 0
    				amp = [self.damage.abs * 15 / 100, 1].max
    				self.damage += rand(amp+1) + rand(amp+1) - amp
    			end
    			# HP ‚©‚çƒ_ƒ[ƒW‚ðŒ¸ŽZ
    			self.hp -= self.damage
    			# ƒƒ\ƒbƒhI—¹
    			return true
    		end
    	end
    end
    # ¥£¥ XRXS_BP 1. CP§“±“ü ver.15 ¥£¥
    # by ÷‰ë Ý“y, ˜aŠó, Jack-R
    
    #==============================================================================
    # ¡ Scene_Battle_CP
    #==============================================================================
    class Scene_Battle_CP
    #--------------------------------------------------------------------------
    # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    #--------------------------------------------------------------------------
    attr_accessor :stop # CP‰ÁŽZƒXƒgƒbƒv
    #----------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‚̉Šú‰»
    #----------------------------------------------------------------------------
    	def initialize
    		@battlers = []
    		@cancel = false
    		@agi_total = 0
    		# ”z—ñ @count_battlers ‚ð‰Šú‰»
    		@count_battlers = []
    		# ƒGƒlƒ~[‚ð”z—ñ @count_battlers ‚ɒljÁ
    		for enemy in $game_troop.enemies
    			@count_battlers.push(enemy)
    		end
    		# ƒAƒNƒ^[‚ð”z—ñ @count_battlers ‚ɒljÁ
    		for actor in $game_party.actors
    			@count_battlers.push(actor)
    		end
    		for battler in @count_battlers
    			@agi_total += battler.agi
    		end
    		for battler in @count_battlers
    			battler.cp = [[65535 * (rand(15) + 85) / 100 * battler.agi / @agi_total * 4, 0].max, 65535].min
    		end
    	end
    	#----------------------------------------------------------------------------
    	# œ CPƒJƒEƒ“ƒg‚ÌŠJŽn
    	#----------------------------------------------------------------------------
    	def start
    		if @cp_thread != nil then
    			return
    		end
    		@cancel = false
    		@stop = false
    		# ‚±‚±‚©‚çƒXƒŒƒbƒh
    		@cp_thread = Thread.new do
    			while @cancel != true
    			if @stop != true
    				self.update # XV
    				sleep(0.05)
    			end
    		end
    	end
    	# ‚±‚±‚܂ŃXƒŒƒbƒh
    	end
    	#----------------------------------------------------------------------------
    	# œ CPƒJƒEƒ“ƒgƒAƒbƒv
    	#----------------------------------------------------------------------------
    	def update
    		if @count_battlers != nil then
    			for battler in @count_battlers
    				# s“®o—ˆ‚È‚¯‚ê‚Ζ³Ž‹
    				if battler.dead? == true #or battler.movable? == false then
    					battler.cp = 0
    					next
    				end
    				# ‚±‚±‚Ì 1.3‚ð•Ï‚¦‚邱‚ƂūƒXƒs[ƒh‚ð•ÏX‰Â”\B‚½‚¾‚µ¬”“_‚ÍŽg—p‚·‚邱‚ÆB
    				battler.cp = [[battler.cp + 1.3 * 4096 * battler.agi / @agi_total, 0].max, 65535].min
    			end
    		end
    	end
    	#----------------------------------------------------------------------------
    	# œ CPƒJƒEƒ“ƒg‚ÌŠJŽn
    	#----------------------------------------------------------------------------
    	def stop
    	@cancel = true
    		if @cp_thread != nil then
    			@cp_thread.join
    			@cp_thread = nil
    		end
    	end
    end
    #==============================================================================
    # ¡ Game_Battler
    #==============================================================================
    class Game_Battler
    attr_accessor :now_guarding # Œ»Ý–hŒä’†ƒtƒ‰ƒO
    attr_accessor :cp # Œ»ÝCP
    attr_accessor :slip_state_update_ban # ƒXƒŠƒbƒvEƒXƒe[ƒgŽ©“®ˆ—‚̋֎~
    #--------------------------------------------------------------------------
    # œ ƒRƒ}ƒ“ƒh“ü—͉”\”»’è
    #--------------------------------------------------------------------------
    	def inputable?
    		return (not @hidden and restriction <= 1 and @cp >=65535)
    	end
    #--------------------------------------------------------------------------
    # œ ƒXƒe[ƒg [ƒXƒŠƒbƒvƒ_ƒ[ƒW] ”»’è
    #--------------------------------------------------------------------------
    alias xrxs_bp1_slip_damage? slip_damage?
    	def slip_damage?
    		return false if @slip_state_update_ban
    		return xrxs_bp1_slip_damage?
    	end
    #--------------------------------------------------------------------------
    # œ ƒXƒe[ƒgŽ©‘R‰ðœ (ƒ^[ƒ“‚²‚ƂɌĂÑo‚µ)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_remove_states_auto remove_states_auto
    	def remove_states_auto
    		return if @slip_state_update_ban
    		xrxs_bp1_remove_states_auto
    	end
    end
    #==============================================================================
    # ¡ Game_Actor
    #==============================================================================
    class Game_Actor < Game_Battler
    #--------------------------------------------------------------------------
    # œ ƒZƒbƒgƒAƒbƒv
    #--------------------------------------------------------------------------
    alias xrxs_bp1_setup setup
    	def setup(actor_id)
    		xrxs_bp1_setup(actor_id)
    		@hate = 100 # init-value is 100
    		@cp = 0
    		@now_guarding = false
    		@slip_state_update_ban = false
    	end
    end
    #==============================================================================
    # ¡ Game_Enemy
    #==============================================================================
    class Game_Enemy < Game_Battler
    #--------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    #--------------------------------------------------------------------------
    alias xrxs_bp1_initialize initialize
    	def initialize(troop_id, member_index)
    		xrxs_bp1_initialize(troop_id, member_index)
    		@hate = 100 # init-value is 100
    		@cp = 0
    		@now_guarding = false
    		@slip_state_update_ban = false
    	end
    end
    #==============================================================================
    # ¡ Window_BattleStatus
    #==============================================================================
    class Window_BattleStatus < Window_Base
    #--------------------------------------------------------------------------
    # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    #--------------------------------------------------------------------------
    attr_accessor :update_cp_only # CPƒ[ƒ^[‚݂̂ÌXV
    #--------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    #--------------------------------------------------------------------------
    alias xrxs_bp1_initialize initialize
    	def initialize
    		@update_cp_only = false
    		xrxs_bp1_initialize
    	end
    #--------------------------------------------------------------------------
    # œ ƒŠƒtƒŒƒbƒVƒ…
    #--------------------------------------------------------------------------
    alias xrxs_bp1_refresh refresh
    	def refresh
    		if @update_cp_only == false
    			xrxs_bp1_refresh
    		end
    		for i in 0...$game_party.actors.size
    			actor = $game_party.actors[i]
    			actor_x = i * 160 + 4
    			draw_actor_cp_meter(actor, actor_x, 96, 120, 0)
    		end
    	end
    	#--------------------------------------------------------------------------
    	# œ CPƒ[ƒ^[ ‚Ì•`‰æ
    	#--------------------------------------------------------------------------
    	def draw_actor_cp_meter(actor, x, y, width = 156, type = 0)
    		self.contents.font.color = system_color
    		self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
    			if actor.cp == nil
    				actor.cp = 0
    			end
    		w = width * [actor.cp,65535].min / 65535
    		self.contents.fill_rect(x, y+28, w,1, Color.new(255, 255, 128, 255))
    		self.contents.fill_rect(x, y+29, w,1, Color.new(255, 255, 0, 255))
    		self.contents.fill_rect(x, y+30, w,1, Color.new(192, 192, 0, 255))
    		self.contents.fill_rect(x, y+31, w,1, Color.new(128, 128, 0, 255))
    	end
    end
    #==============================================================================
    # ¡ Scene_Battle
    #==============================================================================
    class Scene_Battle
    # ‚±‚±‚ÉŒø‰Ê‰¹‚ðÝ’è‚·‚邯AƒAƒNƒ^[ƒRƒ}ƒ“ƒh‚ªƒ|ƒbƒv‚µ‚½‚Æ‚«‚ÉŒø‰Ê‰¹‚ðĶ
    $data_system_command_up_se = ""
    #--------------------------------------------------------------------------
    # œ ƒoƒgƒ‹I—¹
    # result : Œ‹‰Ê (0:Ÿ—˜ 1:”s–k 2:“¦‘–)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_battle_end battle_end
    	def battle_end(result)
    	# CPƒJƒEƒ“ƒg’âŽ~
    	@cp_thread.stop
    	xrxs_bp1_battle_end(result)
    	end
    #--------------------------------------------------------------------------
    # œ ƒvƒŒƒoƒgƒ‹ƒtƒF[ƒYŠJŽn
    #--------------------------------------------------------------------------
    alias xrxs_bp1_start_phase1 start_phase1
    	def start_phase1
    	@agi_total = 0
    	@cp_thread = Scene_Battle_CP.new
    	# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðÄì¬
    	s1 = $data_system.words.attack
    	s2 = $data_system.words.skill
    	s3 = $data_system.words.guard
    	s4 = $data_system.words.item
    	@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "Gambe!"])
    	@actor_command_window.y = 128
    	@actor_command_window.back_opacity = 160
    	@actor_command_window.active = false
    	@actor_command_window.visible = false
    	@actor_command_window.draw_item(4, $game_temp.battle_can_escape ? @actor_command_window.normal_color : @actor_command_window.disabled_color)
    	xrxs_bp1_start_phase1
    	end
    #--------------------------------------------------------------------------
    # œ ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn
    #--------------------------------------------------------------------------
    alias xrxs_bp1_start_phase2 start_phase2
    	def start_phase2
    	xrxs_bp1_start_phase2
    	@party_command_window.active = false
    	@party_command_window.visible = false
    	# ŽŸ‚Ö
    	start_phase3
    	end
    #--------------------------------------------------------------------------
    # œ ƒtƒŒ[ƒ€XV (ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒY)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase2 update_phase2
    	def update_phase2
    	# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    	if Input.trigger?(Input::C)
    		# ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
    		case @party_command_window.index
    		when 0 # 키
    			# Œˆ’è SE ‚ð‰‰‘t
    			$game_system.se_play($data_system.decision_se)
    			@cp_thread.start
    			# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn
    			start_phase3
    		end
    		return
    	end
    	xrxs_bp1_update_phase2
    	end
    	#--------------------------------------------------------------------------
    	# œ ŽŸ‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö
    	#--------------------------------------------------------------------------
    	def phase3_next_actor
    	# ƒ‹[ƒv
    	begin
    	# ƒAƒNƒ^[‚Ì–¾–ŃGƒtƒFƒNƒg OFF
    		if @active_battler != nil
    			@active_battler.blink = false
    		end
    	# ÅŒã‚̃AƒNƒ^[‚Ìê‡
    		if @actor_index == $game_party.actors.size-1
    			# ƒƒCƒ“ƒtƒF[ƒYŠJŽn
    			@cp_thread.start
    			start_phase4
    		return
    		end
    	# ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ði‚ß‚é
    	@actor_index += 1
    	@active_battler = $game_party.actors[@actor_index]
    	@active_battler.blink = true
    		if @active_battler.inputable? == false
    			@active_battler.current_action.kind = -1
    		end
    	# ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x
    	end until @active_battler.inputable?
    	@cp_thread.stop
    	# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv
    	@active_battler.now_guarding = false
    	phase3_setup_command_window
    	end
    	#--------------------------------------------------------------------------
    	# œ ‘O‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö
    	#--------------------------------------------------------------------------
    	def phase3_prior_actor
    	# ƒ‹[ƒv
    	begin
    		# ƒAƒNƒ^[‚Ì–¾–ŃGƒtƒFƒNƒg OFF
    		if @active_battler != nil
    			@active_battler.blink = false
    		end
    		# ʼn‚̃AƒNƒ^[‚Ìê‡
    		if @actor_index == 0
    			# ʼn‚Ö–ß‚é
    			start_phase3
    		return
    		end
    		# ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ð–ß‚·
    		@actor_index -= 1
    		@active_battler = $game_party.actors[@actor_index]
    		@active_battler.blink = true
    		# ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x
    	end until @active_battler.inputable?
    	@cp_thread.stop
    	# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv
    	@active_battler.now_guarding = false
    	phase3_setup_command_window
    	end
    	#--------------------------------------------------------------------------
    	# œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃ZƒbƒgƒAƒbƒv
    	#--------------------------------------------------------------------------
    alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
    	def phase3_setup_command_window
    		# Œø‰Ê‰¹‚ÌĶ
    		Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != ""
    		# –ß‚·
    		xrxs_bp1_phase3_setup_command_window
    	end
    	#--------------------------------------------------------------------------
    	# œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒY : Šî–{ƒRƒ}ƒ“ƒh)
    	#--------------------------------------------------------------------------
    alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
    	def update_phase3_basic_command
    	# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    		if Input.trigger?(Input::C)
    			# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
    			case @actor_command_window.index
    			when 4 # “¦‚°‚é
    				if $game_temp.battle_can_escape
    					# Œˆ’è SE ‚ð‰‰‘t
    				$game_system.se_play($data_system.decision_se)
    				# ƒAƒNƒVƒ‡ƒ“‚ðÝ’è
    				@active_battler.current_action.kind = 0
    				@active_battler.current_action.basic = 4
    				# ŽŸ‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö
    				phase3_next_actor
    			else
    				# ƒuƒU[ SE ‚ð‰‰‘t
    				$game_system.se_play($data_system.buzzer_se)
    				end
    			return
    			end
    		end
    	xrxs_bsp1_update_phase3_basic_command
    	end
    	#--------------------------------------------------------------------------
    	# œ ƒƒCƒ“ƒtƒF[ƒYŠJŽn
    	#--------------------------------------------------------------------------
    alias xrxs_bp1_start_phase4 start_phase4
    	def start_phase4
    	xrxs_bp1_start_phase4
    	# ƒGƒlƒ~[ƒAƒNƒVƒ‡ƒ“ì¬
    		for enemy in $game_troop.enemies
    			if enemy.cp < 65535
    				enemy.current_action.clear
    				enemy.current_action.kind = -1 # ƒ^[ƒ“”ò‚΂µB
    			next
    			end
    		enemy.make_action
    		end
    	# s“®‡˜ì¬
    	make_action_orders
    	end
    	#--------------------------------------------------------------------------
    	# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 1 : ƒAƒNƒVƒ‡ƒ“€”õ)
    	#--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase4_step1 update_phase4_step1
    	def update_phase4_step1
    	# ‰Šú‰»
    	@phase4_act_continuation = 0
    	# Ÿ”s”»’è
    		if judge
    			@cp_thread.stop
    			# Ÿ—˜‚Ü‚½‚Í”s–k‚Ìê‡ : ƒƒ\ƒbƒhI—¹
    		return
    		end
    	# –¢s“®ƒoƒgƒ‰[”z—ñ‚Ìæ“ª‚©‚çŽæ“¾
    	@active_battler = @action_battlers[0]
    	# ƒXƒe[ƒ^ƒXXV‚ðCP‚¾‚¯‚ÉŒÀ’èB
    	@status_window.update_cp_only = true
    	# ƒXƒe[ƒgXV‚ð‹ÖŽ~B
    	@active_battler.slip_state_update_ban = true if @active_battler != nil
    	# –ß‚·
    	xrxs_bp1_update_phase4_step1
    	# ‹ÖŽ~‚ð‰ðœ
    	@status_window.update_cp_only = false
    	@active_battler.slip_state_update_ban = false if @active_battler != nil
    	end
    	#--------------------------------------------------------------------------
    	# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 2 : ƒAƒNƒVƒ‡ƒ“ŠJŽn)
    	#--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase4_step2 update_phase4_step2
    	def update_phase4_step2
    	# ‹§ƒAƒNƒVƒ‡ƒ“‚łȂ¯‚ê‚Î
    	unless @active_battler.current_action.forcing
    	# CP‚ª‘«‚è‚Ä‚¢‚È‚¢ê‡
    		if @phase4_act_continuation == 0 and @active_battler.cp < 65535
    			@phase4_step = 6
    		return
    		end
    	# §–ñ‚ª [“G‚ð’ÊíUŒ‚‚·‚é] ‚© [–¡•û‚ð’ÊíUŒ‚‚·‚é] ‚Ìê‡
    		if @active_battler.restriction == 2 or @active_battler.restriction == 3
    			# ƒAƒNƒVƒ‡ƒ“‚ÉUŒ‚‚ðÝ’è
    			@active_battler.current_action.kind = 0
    			@active_battler.current_action.basic = 0
    		end
    	# §–ñ‚ª [s“®‚Å‚«‚È‚¢] ‚Ìê‡
    		if @active_battler.restriction == 4
    			# ƒAƒNƒVƒ‡ƒ“‹§‘Îۂ̃oƒgƒ‰[‚ðƒNƒŠƒA
    			$game_temp.forcing_battler = nil
    				if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
    					# ƒXƒe[ƒgŽ©‘R‰ðœ
    					@active_battler.remove_states_auto
    					# CPÁ”ï
    					@active_battler.cp = [(@active_battler.cp - 65535),0].max
    					# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ…
    					@status_window.refresh
    				end
    			# ƒXƒeƒbƒv 1 ‚ɈÚs
    			@phase4_step = 1
    		return
    		end
    	end
    	# ƒAƒNƒVƒ‡ƒ“‚ÌŽí•ʂŕªŠò
    		case @active_battler.current_action.kind
    		when 0
    			# UŒ‚¥–hŒäE“¦‚°‚éE‰½‚à‚µ‚È‚¢Žž‚Ì‹¤’ÊÁ”ïCP
    			@active_battler.cp -= 0 if @phase4_act_continuation == 0
    		when 1
    			# ƒXƒLƒ‹Žg—pŽž‚ÌÁ”ïCP
    			@active_battler.cp -= 65535 if @phase4_act_continuation == 0
    		when 2
    			# ƒAƒCƒeƒ€Žg—pŽž‚ÌÁ”ïCP
    			@active_battler.cp -= 65535 if @phase4_act_continuation == 0
    		when -1
    			# CP‚ª—‚Ü‚Á‚Ä‚¢‚È‚¢
    			@phase4_step = 6
    		return
    		end
    	# CP‰ÁŽZ‚ðˆêŽž’âŽ~‚·‚é
    	@cp_thread.stop = true
    	# ƒXƒe[ƒgŽ©‘R‰ðœ
    	@active_battler.remove_states_auto
    	xrxs_bp1_update_phase4_step2
    	end
    	#--------------------------------------------------------------------------
    	# œ Šî–{ƒAƒNƒVƒ‡ƒ“ Œ‹‰Êì¬
    	#--------------------------------------------------------------------------
    alias xrxs_bp1_make_basic_action_result make_basic_action_result
    	def make_basic_action_result
    	# UŒ‚‚Ìê‡
    	if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
    	@active_battler.cp -= 65535 # UŒ‚Žž‚ÌCPÁ”ï
    	end
    	# –hŒä‚Ìê‡
    	if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
    	@active_battler.cp -= 32767 # –hŒäŽž‚ÌCPÁ”ï
    	end
    	# “G‚Ì“¦‚°‚é‚Ìê‡
    	if @active_battler.is_a?(Game_Enemy) and
    	@active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
    	@active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï
    	end
    	# ‰½‚à‚µ‚È‚¢‚Ìê‡
    	if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
    	@active_battler.cp -= 32767 # ‰½‚à‚µ‚È‚¢Žž‚ÌCPÁ”ï
    	end
    	# “¦‚°‚é‚Ìê‡
    	if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
    	@active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï
    	# “¦‘–‰Â”\‚ł͂Ȃ¢ê‡
    	if $game_temp.battle_can_escape == false
    	# ƒuƒU[ SE ‚ð‰‰‘t
    	$game_system.se_play($data_system.buzzer_se)
    	return
    	end
    	# Œˆ’è SE ‚ð‰‰‘t
    	$game_system.se_play($data_system.decision_se)
    	# “¦‘–ˆ—
    	update_phase2_escape
    	return
    	end
    	xrxs_bp1_make_basic_action_result
    	end
    	#--------------------------------------------------------------------------
    	# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 5 : ƒ_ƒ[ƒW•\ަ)
    	#--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase4_step5 update_phase4_step5
    	def update_phase4_step5
    	# ƒXƒŠƒbƒvƒ_ƒ[ƒW
    	if @active_battler.hp > 0 and @active_battler.slip_damage?
    	@active_battler.slip_damage_effect
    	@active_battler.damage_pop = true
    	end
    	xrxs_bp1_update_phase4_step5
    	end
    	#--------------------------------------------------------------------------
    	# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 6 : ƒŠƒtƒŒƒbƒVƒ…)
    	#--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase4_step6 update_phase4_step6
    	def update_phase4_step6
    		# CP‰ÁŽZ‚ðÄŠJ‚·‚é
    		@cp_thread.stop = false
    		# ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ð‰B‚·
    		@help_window.visible = false
    		xrxs_bp1_update_phase4_step6
    	end
    end
    # ¥£¥ XRXS_BP 7. ƒoƒgƒ‹ƒXƒe[ƒ^ƒXEƒNƒŠƒAƒfƒUƒCƒ“ ver.1.02 ¥£¥
    # by ÷‰ë Ý“y, TOMY
    
    #==============================================================================
    # ¡ Window_BattleStatus
    #==============================================================================
    class Window_BattleStatus < Window_Base
    #--------------------------------------------------------------------------
    # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    #--------------------------------------------------------------------------
    attr_accessor :update_cp_only # CPƒ[ƒ^[‚݂̂ÌXV
    #--------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    #--------------------------------------------------------------------------
    alias xrxs_bp7_initialize initialize
    def initialize
    xrxs_bp7_initialize
    # «Full-View‚Ìꇂ͉º“ñs‚Ì # ‚ðÁ‚µ‚Ä‚‚¾‚³‚¢B
    #self.opacity = 0
    #self.back_opacity = 0
    end
    #--------------------------------------------------------------------------
    # œ ƒŠƒtƒŒƒbƒVƒ…
    #--------------------------------------------------------------------------
    alias xrxs_bp7_refresh refresh
    def refresh
    if @update_cp_only
    xrxs_bp7_refresh
    return
    end
    # •`ŽÊ‚ð‹ÖŽ~‚µ‚È‚ª‚ç–ß‚·
    @draw_ban = true
    xrxs_bp7_refresh
    # •`ŽÊ‚̋֎~‚ð‰ðœ
    @draw_ban = false
    # •`ŽÊ‚ðŠJŽn
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
    actor = $game_party.actors[i]
    actor_x = i * 160 + 21
    # •àsƒLƒƒƒ‰ƒOƒ‰ƒtƒBƒbƒN‚Ì•`ŽÊ
    draw_actor_graphic(actor, actor_x - 9, 116)
    # HP/SPƒ[ƒ^[‚Ì•`ŽÊ
    draw_actor_hp_meter_line(actor, actor_x, 72, 96, 12)
    draw_actor_sp_meter_line(actor, actor_x, 104, 96, 12)
    # HP”’l‚Ì•`ŽÊ
    self.contents.font.size = 24 # HP/SP”’l‚Ì•¶Žš‚̑傫‚³
    self.contents.font.color = actor.hp == 0 ? knockout_color :
    actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
    draw_shadow_text(actor_x-2, 58, 96, 24, actor.hp.to_s, 2)
    # SP”’l‚Ì•`ŽÊ
    self.contents.font.color = actor.sp == 0 ? knockout_color :
    actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
    draw_shadow_text(actor_x-2, 90, 96, 24, actor.sp.to_s, 2)
    # —pŒêuHPv‚Æ—pŒêuSPv‚Ì•`ŽÊ
    self.contents.font.size = 12 # —pŒêuHP/SPv‚Ì•¶Žš‚̑傫‚³
    self.contents.font.color = system_color # —pŒêuHP/SPv‚Ì•¶Žš‚ÌF
    draw_shadow_text(actor_x, 60, 96, 12, $data_system.words.hp)
    draw_shadow_text(actor_x, 92, 96, 12, $data_system.words.sp)
    
    draw_actor_state(actor, actor_x, 100)
    end
    end
    end
    #==============================================================================
    # ¡ Window_Base
    #==============================================================================
    class Window_Base < Window
    #--------------------------------------------------------------------------
    # œ HPƒ[ƒ^[ ‚Ì•`‰æ
    #--------------------------------------------------------------------------
    def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
    w = width * actor.hp / actor.maxhp
    hp_color_1 = Color.new(255, 0, 0, 192)
    hp_color_2 = Color.new(255, 255, 0, 192)
    self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
    draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
    x -= 1
    y += (height/4).floor
    self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
    draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
    x -= 1
    y += (height/4).ceil
    self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
    draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
    x -= 1
    y += (height/4).ceil
    self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
    draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
    end
    #--------------------------------------------------------------------------
    # œ SPƒ[ƒ^[ ‚Ì•`‰æ
    #--------------------------------------------------------------------------
    def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
    w = width * actor.sp / actor.maxsp
    hp_color_1 = Color.new( 0, 0, 255, 192)
    hp_color_2 = Color.new( 0, 255, 255, 192)
    self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
    draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
    x -= 1
    y += (height/4).floor
    self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
    draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
    x -= 1
    y += (height/4).ceil
    self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
    draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
    x -= 1
    y += (height/4).ceil
    self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
    draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
    end
    #--------------------------------------------------------------------------
    # œ –¼‘O‚Ì•`‰æ
    #--------------------------------------------------------------------------
    alias xrxs_bp7_draw_actor_name draw_actor_name
    def draw_actor_name(actor, x, y)
    xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true
    end
    #--------------------------------------------------------------------------
    # œ ƒXƒe[ƒg‚Ì•`‰æ
    #--------------------------------------------------------------------------
    alias xrxs_bp7_draw_actor_state draw_actor_state
    def draw_actor_state(actor, x, y, width = 120)
    xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
    end
    #--------------------------------------------------------------------------
    # œ HP ‚Ì•`‰æ
    #--------------------------------------------------------------------------
    alias xrxs_bp7_draw_actor_hp draw_actor_hp
    def draw_actor_hp(actor, x, y, width = 144)
    xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
    end
    #--------------------------------------------------------------------------
    # œ SP ‚Ì•`‰æ
    #--------------------------------------------------------------------------
    alias xrxs_bp7_draw_actor_sp draw_actor_sp
    def draw_actor_sp(actor, x, y, width = 144)
    xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
    end
    end
    #==============================================================================
    # ž ŠO•”ƒ‰ƒCƒuƒ‰ƒŠ
    #==============================================================================
    class Window_Base
    #--------------------------------------------------------------------------
    # œ ƒ‰ƒCƒ“•`‰æ by ÷‰ë Ý“y
    #--------------------------------------------------------------------------
    def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
    # •`ŽÊ‹——£‚ÌŒvŽZB‘å‚«‚߂ɒ¼ŠpŽž‚Ì’·‚³B
    distance = (start_x - end_x).abs + (start_y - end_y).abs
    # •`ŽÊŠJŽn
    if end_color == start_color
    for i in 1..distance
    x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
    y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
    self.contents.fill_rect(x, y, width, width, start_color)
    end
    else
    for i in 1..distance
    x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
    y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
    r = start_color.red * (distance-i)/distance + end_color.red * i/distance
    g = start_color.green * (distance-i)/distance + end_color.green * i/distance
    b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
    a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
    self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
    end
    end
    end
    
    #--------------------------------------------------------------------------
    # œ ‰e•¶Žš•`‰æ by TOMY
    #--------------------------------------------------------------------------
    def draw_shadow_text(x, y, width, height, string, align = 0)
    # Œ³‚ÌF‚ð•Û‘¶‚µ‚Ä‚¨‚
    color = self.contents.font.color.dup
    # •Žš‚ʼne•`‰æ
    self.contents.font.color = Color.new(0, 0, 0)
    self.contents.draw_text(x + 2, y + 2, width, height, string, align)
    # Œ³‚ÌF‚É–ß‚µ‚Ä•`‰æ
    self.contents.font.color = color
    self.contents.draw_text(x, y, width, height, string, align)
    end
    end
    

     

     

     

     

     

     

    Bugs e Conflitti Noti

    Come da titolo. Campo obbligatorio. (Se non si conoscono bug o conflitti, scrivere N/A)

     

    Altri dettagli

    Non l'ho creato io xò l'ho trovato XD (spero di guadagnare almeno 1 rens )

    EDIT: Ho cambiato titolo. Il precedente era "script battaglia fikosa". ._.

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