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Lusianl

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Posts posted by Lusianl

  1. Ecco la lista degli script

     

    SDK setup

    Window_base

    Window_Status_battle

    Window_battle face

    Window _Skill battle

    Window_item battle

    Window_battle command

    Real time active battle (RTAB) ver 1.16

    Skill casting time counter ver 1.00

    Cooperative skill ver 1.02

    RTAB changes

    Battle_status

    Hp/Sp/Od bars

    animation sistem

    Game_actor

  2. Il Window_Battle_command

     

    #======================================================================

    ========

    # ■ Window_Battle_command

    #------------------------------------------------------------------------------

    #  バトル画面で、戦うか逃げるかを選択するウィンドウです。

    #==============================================================================

     

    class Window_Battle_command < Window_Selectable

    #--------------------------------------------------------------------------

    # ● オブジェクト初期化

    #--------------------------------------------------------------------------

    def initialize

    super(0, 0, 640, 64)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.contents.font.name = $defaultfonttype # "Battle Command" (Initial Battle Choices) window font

    self.contents.font.size = $defaultfontsize

    self.opacity = 0

    @commands = ["Attack", "Sigil", "Gaurd", "Items", "Escape"]

    @item_max = 5

    @column_max = 5

    @txtc = Color.new(255,255,255,255)

    @txtc_dis = Color.new(0,0,0,200)

    draw_item(0, @txtc)

    draw_item(1, @txtc)

    draw_item(2, @txtc)

    draw_item(3, @txtc)

    draw_item(4, $game_temp.battle_can_escape ? @txtc : @txtc_dis)

    self.active = false

    self.visible = false

    self.index = 0

    end

    #--------------------------------------------------------------------------

    # ● 項目の描画

    # index : 項目番号

    # color : 文字色

    #--------------------------------------------------------------------------

    def draw_item(index, color)

    self.contents.font.color = color

    rect = Rect.new(4 + index * 90, 0, 100 - 10, 32)

    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))

    self.contents.draw_text(rect, @commands[index], 1)

    end

    #--------------------------------------------------------------------------

    # ● カーソルの矩形更新

    #--------------------------------------------------------------------------

     

    Il Battle_status

     

    #======================================================================

    =========

    # ** BattleStatus Modification (RTAB Version) Credits

    # by DerVVulfman

    # Version 2.1

    # 02-18-07

    #

    #-------------------------------------------------------------------------------

    # ** A MODIFICATION OF

    # ** Real time active battle (RTAB) Ver 1.12-1.16

    # ** RTAB engine available at...

    # ** http://members.jcom.home.ne.jp/cogwheel/

    #-------------------------------------------------------------------------------

    # This script is a response to a friend who wanted the battle status window to

    # display the hero(s) information in a different manner. Instead of displaying

    # each hero's information directly underneath of them, it displays it along a

    # single horizontal line in the style of the Final Fantasy games.

    #

    # EX: ARSHES HP 204 / SP 199 [Normal ] [=========]

    # BASIL HP 184 / SP 49 [Knockout] [=========]

    # GLORIA HP 234 / SP 299 [Normal ] [=========]

    # HILDA HP 214 / SP 129 [Normal ] [=========]

    #

    # As a bonus, the system can Right-Justify the display and set the transparency

    # of the status window. The only caveat of this is that it doesn't highlight

    # the name of the hero in action. But, I have altered the battle command window

    # to change its height to appear just over the name (or atb bar) of the current

    # hero in action (instead of moving left to right).

     

    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

     

    # Configuration Section

     

    # Behavior Controls

    $bstat_align = 1 # Left/Right alignment of text (either 0 or 1)

    $bstat_cmnd = 1 # Type of Command Window (0 = Original / 1 = New)

    $bstat_min_size = 6 # Minimum # of slots in the window

     

    # Positioning System

    $bstat_cmnd_ht = 200 # Height of the default 'Command' window 180

    $bstat_top = 480 # Bottom most position of the window (480 is default)

    $bstat_dist = 40 # Vertical distance between actors (24 is tight)

    $bstat_marg = 12 # Margin distance from top (12 is pretty tight)

     

    # Opacity settings

    $bstat_opa = 0 # Opacity of the window's border

    $bstat_b_opa = 0 # Opacity of the window's background

    $bcmnd_opa = 0 # Opacity of the Command window's border

    $bcmnd_b_opa = 0 # Opacity of the Command window's background

     

     

    #==============================================================================

    # ** Window_Base

    #------------------------------------------------------------------------------

    # This class is for all in-game windows.

    #==============================================================================

     

    class Window_Base < Window

    #--------------------------------------------------------------------------

    # * Draw Name (battler)

    # actor : actor

    # x : draw spot x-coordinate

    # y : draw spot y-coordinate

    #--------------------------------------------------------------------------

    def draw_battler_name(actor, x, y)

    self.contents.font.color = normal_color

    self.contents.draw_text(x, y, 120, 32, actor.name, 2)

    end

    end

     

     

    #==============================================================================

    # ** Window_BattleStatus

    #------------------------------------------------------------------------------

    #  It is the window which indicates the status of the party member in the

    # battle picture.

    #==============================================================================

     

    class Window_BattleStatus < Window_Base

    #--------------------------------------------------------------------------

    # * Object Initialization

    #--------------------------------------------------------------------------

    def initialize

    y = $game_party.actors.size * (64 - $bstat_dist)

    height = ($game_party.actors.size * (64 - $bstat_dist))

    if $bstat_min_size > $game_party.actors.size

    y = $bstat_min_size * (64 - $bstat_dist)

    height = ($bstat_min_size * (64 - $bstat_dist))

    end

    super(110, 0, 166, 640)

    self.back_opacity = $bstat_b_opa

    self.opacity = $bstat_opa

    self.z = 120

    @actor_window = []

    offset = $bstat_top - height - $bstat_marg

    for i in 0...$game_party.actors.size

    @actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg))#(i, (i * 110) + offset ))

    end

    @level_up_flags = [false, false, false, false]

    refresh

    end

    #--------------------------------------------------------------------------

    # * Dispose

    #--------------------------------------------------------------------------

    def dispose

    for window in @actor_window

    window.dispose

    end

    super

    end

    #--------------------------------------------------------------------------

    # * Refresh

    #--------------------------------------------------------------------------

    def refresh(number = 0)

    if number == 0

    cnt = 0

    for window in @actor_window

    window.refresh(@level_up_flags[cnt])

    cnt += 1

    end

    else

    @actor_window[number - 1].refresh(@level_up_flags[number - 1])

    end

    end

    #--------------------------------------------------------------------------

    # * AT gauge refreshment

    #--------------------------------------------------------------------------

    def at_refresh(number = 0)

    if number == 0

    for window in @actor_window

    window.at_refresh

    end

    else

    @actor_window[number - 1].at_refresh

    end

    end

    #--------------------------------------------------------------------------

    # * Frame Renewal

    #--------------------------------------------------------------------------

    def update

    super

    # Establish if using a set window size, or expandable

    checkvalue = $game_party.actors.size

    if $bstat_min_size > $game_party.actors.size

    checkvalue = $bstat_min_size

    end

    # See if the window size is altered

    if self.y != $bstat_top - (checkvalue * (110 - $bstat_dist)) or

    $game_party.actors.size != @oldsize

    self.y = $bstat_top - (checkvalue * (110 - $bstat_dist))

    self.height = (checkvalue * (110 - $bstat_dist))

    for window in @actor_window

    window.dispose

    end

    @actor_window = []

    for i in 0...$game_party.actors.size

    @actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg))

    end

    @oldsize = $game_party.actors.size

    refresh

    end

    for window in @actor_window

    window.update

    end

    end

    end

     

    #==============================================================================

    # ** Window_ActorStatus

    #------------------------------------------------------------------------------

    #  It is the window which indicates the status of the party member respectively

    # in the battle picture.

    #==============================================================================

     

    class Window_ActorStatus < Window_Base

    #--------------------------------------------------------------------------

    # * Object Initialization

    #--------------------------------------------------------------------------

    def initialize(id, y)

    @actor_num = id

    super(0, $bstat_top - y, 640, 64)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.opacity = 0

    self.z = 120

    self.back_opacity = 0

    actor = $game_party.actors[@actor_num]

    @actor_nm = actor.name

    @actor_mhp = actor.maxhp

    @actor_msp = actor.maxsp

    @actor_hp = actor.hp

    @actor_sp = actor.sp

    @actor_st = make_battler_state_text(actor, 120, true)

    @status_window = []

    for i in 0...5

    @status_window.push(Window_DetailsStatus.new(actor, i, y))

    end

    refresh(false)

    end

    #--------------------------------------------------------------------------

    # * Dispose

    #--------------------------------------------------------------------------

    def dispose

    for i in 0...5

    @status_window.dispose

    end

    super

    end

    #--------------------------------------------------------------------------

    # * Refresh

    #--------------------------------------------------------------------------

    def refresh(level_up_flags)

    self.contents.clear

    actor = $game_party.actors[@actor_num]

    @status_window[0].refresh(actor) if @actor_nm != actor.name

    @status_window[1].refresh(actor) if

    @actor_mhp != actor.maxhp or @actor_hp != actor.hp

    @status_window[2].refresh(actor) if

    @actor_msp != actor.maxsp or @actor_sp != actor.sp

    @status_window[4].refresh(actor, level_up_flags) if

    @actor_st != make_battler_state_text(actor, 120, true) or level_up_flags

    @actor_nm = actor.name

    @actor_mhp = actor.maxhp

    @actor_msp = actor.maxsp

    @actor_hp = actor.hp

    @actor_sp = actor.sp

    @actor_st = make_battler_state_text(actor, 120, true)

    end

    #--------------------------------------------------------------------------

    # * AT gauge refreshment

    #--------------------------------------------------------------------------

    def at_refresh

    @status_window[4].refresh($game_party.actors[@actor_num])

    end

    #--------------------------------------------------------------------------

    # * Frame Renewal

    #--------------------------------------------------------------------------

    def update

    for window in @status_window

    window.update

    end

    end

    end

     

    #==============================================================================

    # ** Window_DetailsStatus

    #------------------------------------------------------------------------------

    #  It is the window which indicates the status of the actor in individually in the battle picture.

    #==============================================================================

     

    class Window_DetailsStatus < Window_Base

    #--------------------------------------------------------------------------

    # * Object Initialization

    #--------------------------------------------------------------------------

    def initialize(actor, id, y)

    @status_id = id

    super(0 , y , 640, 64)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.opacity = 0

    self.z = 120

    self.back_opacity = 0

    refresh(actor, false)

    end

    #--------------------------------------------------------------------------

    # * Dispose

    #--------------------------------------------------------------------------

    def dispose

    super

    end

    #--------------------------------------------------------------------------

    # * Refresh

    #--------------------------------------------------------------------------

    def refresh(actor, level_up_flags = false)

    self.contents.clear

    if $bstat_align == 0

    # Draw Name/Hp etc left to right

    case @status_id

    when 0

    draw_actor_name(actor, 4, -8)

    when 1

    draw_actor_hp(actor, 152, -8, 80)

    when 2

    draw_actor_sp(actor, 248, -8, 80)

    when 3

    if level_up_flags

    self.contents.font.color = normal_color

    self.contents.draw_text(344, -8, 120, 32, "LEVEL UP!")

    else

    draw_actor_state(actor, 344, -8)

    end

    when 4

    draw_actor_atg(actor, 488, -8, 50)

    end

    else

    # Draw Name/Hp etc right to left

    case @status_id

    when 4

    if level_up_flags

    self.contents.font.color = normal_color

    self.contents.draw_text(160, -8, 120, 32, "LEVEL UP!")

    else

    draw_actor_atg(actor, 0, -8, 120)

    end

    end

    end

    end

    #--------------------------------------------------------------------------

    # * Frame renewal

    #--------------------------------------------------------------------------

    def update

    #At the time of main phase opacity is lowered a little

    if $game_temp.battle_main_phase

    self.contents_opacity -= 4 if self.contents_opacity > 191

    else

    self.contents_opacity += 4 if self.contents_opacity < 255

    end

    end

    end

     

     

     

    #==============================================================================

    # ** Scene_Battle (Division definition 3)

    #------------------------------------------------------------------------------

    # * It is the class which processes the battle picture.

    #==============================================================================

    class Scene_Battle

    #--------------------------------------------------------------------------

    # * Setup of actor command window

    #--------------------------------------------------------------------------

    def phase3_setup_command_window

    offset = $bstat_top - ($game_party.actors.size * 64)

    # Nullifying the party command window

    # @party_command_window.active = false

    # @party_command_window.visible = false

    # Enabling the actor command window

    @actor_command_window.active = true

    @actor_command_window.visible = true

    if $bstat_cmnd == 0

    # Get relative position of window in percentages

    x_perc = ((@actor_index +1) * 100) / $game_party.actors.size

    # Apply position to 640 width of screen

    xpos = ((640 * x_perc) / 100)

    # Get window width difference in percentages

    wperc = (($game_party.actors.size - 1) * 100) / $game_party.actors.size

    # Get amount of window to remove

    wperc2 = @actor_command_window.width

    if $game_party.actors.size > 4

    wperc2 = (@actor_command_window.width * wperc) / 100

    end

    if xpos - wperc2 <0

    wperc2 = xpos

    end

    if xpos - wperc2 > (640 - @actor_command_window.width)

    wperc2 = @actor_command_window.width

    end

    # Apply command window difference

    xpos = xpos - wperc2

    #(@actor_command_window.width)

    # Set position

    @actor_command_window.x = -32

    @actor_command_window.y = 200

    #print wperc

    else

    @actor_command_window.x = -32

    if $bstat_align != 0

    @actor_command_window.x = -32

    end

    checkvalue = ($game_party.actors.size * (64 - $bstat_dist))

    if $bstat_min_size > $game_party.actors.size

    checkvalue = $bstat_min_size * (64 - $bstat_dist)

    end

    @actor_command_window.y = 350#($bstat_top - (checkvalue)) -

    #(@actor_command_window.height - (@actor_index * (64 - $bstat_dist)))

    end

    @actor_command_window.back_opacity = $bcmnd_b_opa

     

    il battle_sprite

     

    #======================================================================

    =========

    # ** BattleStatus Modification (RTAB Version) Credits

    # by DerVVulfman

    # Version 2.1

    # 02-18-07

    #

    #-------------------------------------------------------------------------------

    # ** A MODIFICATION OF

    # ** Real time active battle (RTAB) Ver 1.12-1.16

    # ** RTAB engine available at...

    # ** http://members.jcom.home.ne.jp/cogwheel/

    #-------------------------------------------------------------------------------

    # This script is a response to a friend who wanted the battle status window to

    # display the hero(s) information in a different manner. Instead of displaying

    # each hero's information directly underneath of them, it displays it along a

    # single horizontal line in the style of the Final Fantasy games.

    #

    # EX: ARSHES HP 204 / SP 199 [Normal ] [=========]

    # BASIL HP 184 / SP 49 [Knockout] [=========]

    # GLORIA HP 234 / SP 299 [Normal ] [=========]

    # HILDA HP 214 / SP 129 [Normal ] [=========]

    #

    # As a bonus, the system can Right-Justify the display and set the transparency

    # of the status window. The only caveat of this is that it doesn't highlight

    # the name of the hero in action. But, I have altered the battle command window

    # to change its height to appear just over the name (or atb bar) of the current

    # hero in action (instead of moving left to right).

     

    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

     

    # Configuration Section

     

    # Behavior Controls

    $bstat_align = 1 # Left/Right alignment of text (either 0 or 1)

    $bstat_cmnd = 1 # Type of Command Window (0 = Original / 1 = New)

    $bstat_min_size = 6 # Minimum # of slots in the window

     

    # Positioning System

    $bstat_cmnd_ht = 200 # Height of the default 'Command' window 180

    $bstat_top = 480 # Bottom most position of the window (480 is default)

    $bstat_dist = 40 # Vertical distance between actors (24 is tight)

    $bstat_marg = 12 # Margin distance from top (12 is pretty tight)

     

    # Opacity settings

    $bstat_opa = 0 # Opacity of the window's border

    $bstat_b_opa = 0 # Opacity of the window's background

    $bcmnd_opa = 0 # Opacity of the Command window's border

    $bcmnd_b_opa = 0 # Opacity of the Command window's background

     

     

    #==============================================================================

    # ** Window_Base

    #------------------------------------------------------------------------------

    # This class is for all in-game windows.

    #==============================================================================

     

    class Window_Base < Window

    #--------------------------------------------------------------------------

    # * Draw Name (battler)

    # actor : actor

    # x : draw spot x-coordinate

    # y : draw spot y-coordinate

    #--------------------------------------------------------------------------

    def draw_battler_name(actor, x, y)

    self.contents.font.color = normal_color

    self.contents.draw_text(x, y, 120, 32, actor.name, 2)

    end

    end

     

     

    #==============================================================================

    # ** Window_BattleStatus

    #------------------------------------------------------------------------------

    #  It is the window which indicates the status of the party member in the

    # battle picture.

    #==============================================================================

     

    class Window_BattleStatus < Window_Base

    #--------------------------------------------------------------------------

    # * Object Initialization

    #--------------------------------------------------------------------------

    def initialize

    y = $game_party.actors.size * (64 - $bstat_dist)

    height = ($game_party.actors.size * (64 - $bstat_dist))

    if $bstat_min_size > $game_party.actors.size

    y = $bstat_min_size * (64 - $bstat_dist)

    height = ($bstat_min_size * (64 - $bstat_dist))

    end

    super(110, 0, 166, 640)

    self.back_opacity = $bstat_b_opa

    self.opacity = $bstat_opa

    self.z = 120

    @actor_window = []

    offset = $bstat_top - height - $bstat_marg

    for i in 0...$game_party.actors.size

    @actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg))#(i, (i * 110) + offset ))

    end

    @level_up_flags = [false, false, false, false]

    refresh

    end

    #--------------------------------------------------------------------------

    # * Dispose

    #--------------------------------------------------------------------------

    def dispose

    for window in @actor_window

    window.dispose

    end

    super

    end

    #--------------------------------------------------------------------------

    # * Refresh

    #--------------------------------------------------------------------------

    def refresh(number = 0)

    if number == 0

    cnt = 0

    for window in @actor_window

    window.refresh(@level_up_flags[cnt])

    cnt += 1

    end

    else

    @actor_window[number - 1].refresh(@level_up_flags[number - 1])

    end

    end

    #--------------------------------------------------------------------------

    # * AT gauge refreshment

    #--------------------------------------------------------------------------

    def at_refresh(number = 0)

    if number == 0

    for window in @actor_window

    window.at_refresh

    end

    else

    @actor_window[number - 1].at_refresh

    end

    end

    #--------------------------------------------------------------------------

    # * Frame Renewal

    #--------------------------------------------------------------------------

    def update

    super

    # Establish if using a set window size, or expandable

    checkvalue = $game_party.actors.size

    if $bstat_min_size > $game_party.actors.size

    checkvalue = $bstat_min_size

    end

    # See if the window size is altered

    if self.y != $bstat_top - (checkvalue * (110 - $bstat_dist)) or

    $game_party.actors.size != @oldsize

    self.y = $bstat_top - (checkvalue * (110 - $bstat_dist))

    self.height = (checkvalue * (110 - $bstat_dist))

    for window in @actor_window

    window.dispose

    end

    @actor_window = []

    for i in 0...$game_party.actors.size

    @actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg))

    end

    @oldsize = $game_party.actors.size

    refresh

    end

    for window in @actor_window

    window.update

    end

    end

    end

     

    #==============================================================================

    # ** Window_ActorStatus

    #------------------------------------------------------------------------------

    #  It is the window which indicates the status of the party member respectively

    # in the battle picture.

    #==============================================================================

     

    class Window_ActorStatus < Window_Base

    #--------------------------------------------------------------------------

    # * Object Initialization

    #--------------------------------------------------------------------------

    def initialize(id, y)

    @actor_num = id

    super(0, $bstat_top - y, 640, 64)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.opacity = 0

    self.z = 120

    self.back_opacity = 0

    actor = $game_party.actors[@actor_num]

    @actor_nm = actor.name

    @actor_mhp = actor.maxhp

    @actor_msp = actor.maxsp

    @actor_hp = actor.hp

    @actor_sp = actor.sp

    @actor_st = make_battler_state_text(actor, 120, true)

    @status_window = []

    for i in 0...5

    @status_window.push(Window_DetailsStatus.new(actor, i, y))

    end

    refresh(false)

    end

    #--------------------------------------------------------------------------

    # * Dispose

    #--------------------------------------------------------------------------

    def dispose

    for i in 0...5

    @status_window.dispose

    end

    super

    end

    #--------------------------------------------------------------------------

    # * Refresh

    #--------------------------------------------------------------------------

    def refresh(level_up_flags)

    self.contents.clear

    actor = $game_party.actors[@actor_num]

    @status_window[0].refresh(actor) if @actor_nm != actor.name

    @status_window[1].refresh(actor) if

    @actor_mhp != actor.maxhp or @actor_hp != actor.hp

    @status_window[2].refresh(actor) if

    @actor_msp != actor.maxsp or @actor_sp != actor.sp

    @status_window[4].refresh(actor, level_up_flags) if

    @actor_st != make_battler_state_text(actor, 120, true) or level_up_flags

    @actor_nm = actor.name

    @actor_mhp = actor.maxhp

    @actor_msp = actor.maxsp

    @actor_hp = actor.hp

    @actor_sp = actor.sp

    @actor_st = make_battler_state_text(actor, 120, true)

    end

    #--------------------------------------------------------------------------

    # * AT gauge refreshment

    #--------------------------------------------------------------------------

    def at_refresh

    @status_window[4].refresh($game_party.actors[@actor_num])

    end

    #--------------------------------------------------------------------------

    # * Frame Renewal

    #--------------------------------------------------------------------------

    def update

    for window in @status_window

    window.update

    end

    end

    end

     

    #==============================================================================

    # ** Window_DetailsStatus

    #------------------------------------------------------------------------------

    #  It is the window which indicates the status of the actor in individually in the battle picture.

    #==============================================================================

     

    class Window_DetailsStatus < Window_Base

    #--------------------------------------------------------------------------

    # * Object Initialization

    #--------------------------------------------------------------------------

    def initialize(actor, id, y)

    @status_id = id

    super(0 , y , 640, 64)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.opacity = 0

    self.z = 120

    self.back_opacity = 0

    refresh(actor, false)

    end

    #--------------------------------------------------------------------------

    # * Dispose

    #--------------------------------------------------------------------------

    def dispose

    super

    end

    #--------------------------------------------------------------------------

    # * Refresh

    #--------------------------------------------------------------------------

    def refresh(actor, level_up_flags = false)

    self.contents.clear

    if $bstat_align == 0

    # Draw Name/Hp etc left to right

    case @status_id

    when 0

    draw_actor_name(actor, 4, -8)

    when 1

    draw_actor_hp(actor, 152, -8, 80)

    when 2

    draw_actor_sp(actor, 248, -8, 80)

    when 3

    if level_up_flags

    self.contents.font.color = normal_color

    self.contents.draw_text(344, -8, 120, 32, "LEVEL UP!")

    else

    draw_actor_state(actor, 344, -8)

    end

    when 4

    draw_actor_atg(actor, 488, -8, 50)

    end

    else

    # Draw Name/Hp etc right to left

    case @status_id

    when 4

    if level_up_flags

    self.contents.font.color = normal_color

    self.contents.draw_text(160, -8, 120, 32, "LEVEL UP!")

    else

    draw_actor_atg(actor, 0, -8, 120)

    end

    end

    end

    end

    #--------------------------------------------------------------------------

    # * Frame renewal

    #--------------------------------------------------------------------------

    def update

    #At the time of main phase opacity is lowered a little

    if $game_temp.battle_main_phase

    self.contents_opacity -= 4 if self.contents_opacity > 191

    else

    self.contents_opacity += 4 if self.contents_opacity < 255

    end

    end

    end

     

     

     

    #==============================================================================

    # ** Scene_Battle (Division definition 3)

    #------------------------------------------------------------------------------

    # * It is the class which processes the battle picture.

    #==============================================================================

    class Scene_Battle

    #--------------------------------------------------------------------------

    # * Setup of actor command window

    #--------------------------------------------------------------------------

    def phase3_setup_command_window

    offset = $bstat_top - ($game_party.actors.size * 64)

    # Nullifying the party command window

    # @party_command_window.active = false

    # @party_command_window.visible = false

    # Enabling the actor command window

    @actor_command_window.active = true

    @actor_command_window.visible = true

    if $bstat_cmnd == 0

    # Get relative position of window in percentages

    x_perc = ((@actor_index +1) * 100) / $game_party.actors.size

    # Apply position to 640 width of screen

    xpos = ((640 * x_perc) / 100)

    # Get window width difference in percentages

    wperc = (($game_party.actors.size - 1) * 100) / $game_party.actors.size

    # Get amount of window to remove

    wperc2 = @actor_command_window.width

    if $game_party.actors.size > 4

    wperc2 = (@actor_command_window.width * wperc) / 100

    end

    if xpos - wperc2 <0

    wperc2 = xpos

    end

    if xpos - wperc2 > (640 - @actor_command_window.width)

    wperc2 = @actor_command_window.width

    end

    # Apply command window difference

    xpos = xpos - wperc2

    #(@actor_command_window.width)

    # Set position

    @actor_command_window.x = -32

    @actor_command_window.y = 200

    #print wperc

    else

    @actor_command_window.x = -32

    if $bstat_align != 0

    @actor_command_window.x = -32

    end

    checkvalue = ($game_party.actors.size * (64 - $bstat_dist))

    if $bstat_min_size > $game_party.actors.size

    checkvalue = $bstat_min_size * (64 - $bstat_dist)

    end

    @actor_command_window.y = 350#($bstat_top - (checkvalue)) -

    #(@actor_command_window.height - (@actor_index * (64 - $bstat_dist)))

    end

    @actor_command_window.back_opacity = $bcmnd_b_opa

    @actor_command_window.opacity = $bcmnd_opa

    @actor_command_window.z = 125

    @actor_command_window.index = 0

    end

     

    Poi ci sono i window_base-RTAB_change-Cooperative skill ver 1.02-real time active battle-windows_battle face-windows-skill_battle e l'animation sistem...

  3. Siamo lieti di darle il benvenuto nella nostra comunity!Siamo certi che vostra presenza renderà il mondo dell'rpg maker ancora più evoluto e interessante!Benvenuto!!

     

    Più professionale di così!!!!! :sisi:

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