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Lolindir Falassion

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Posts posted by Lolindir Falassion

  1. Be allora è un bs diverso dallo standard .

    Comunque so che infligge danno perche l'ho provato su un mostro ape co 300Hp

    Prima faccio la magia e mida miss , poi attacco normalmente (danno 125 massimo)e lo eliminio del tutto

  2. Ziel van Brand ci ha azzeccato in pieno.

    Uso questo script per il battle sistem

     

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

    ========

    # ¦ New_Battle

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

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

    # ¥£¥ 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.jp/~fukuyama/rgss/Battle_End_Recovery.txt

    #

     

    module Battle_End_Recovery

     

    module Scene_Battle_Module

     

    # ‰ñ•œ—¦•Ï”‚ÌID

    @@recovery_rate_variable_id = nil

     

    # ‰ñ•œ—¦‚̎擾

    def battle_end_recovery_rate

    if @@recovery_rate_variable_id.nil?

    @@recovery_rate_variable_id =

    $data_system.variables.index '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.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.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.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.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.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

    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

    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, "Fuga"])

    @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

    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

     

     

    Non ci ho messo mano se non per qualche cosa di traduzione.

  3. Sono stato in croazia fino ad oggi non ho ptuto fare molto eccovi il post come lo vuole RagnarokM

     

    Lega Maghi Gamesoft

    presenta

    World of Worlds

    Lolinrin Destiny

     

    1. Introduzione

    Questo gioco è nato da una storiella che stavo raccontando ai miei fratelli,poi ho

    deciso di farne un gioco modificando un po’ la trama e i personaggi ed ecco che vi una presentazione.

    Durante l'avventura si potranno incontrare personaggi di altri videogiochi,film e libri come

    Leagolas dell' signore degli anelli.

     

     

    2. Storia *

    Un bambino di nome Lolinrin vive tranquillo nel suo villaggio

    fino all'arrivo di un guerriero malvagio di nome Bartov(un personaggio di un altro mio gioco)il quale distrugge la sua famiglia e il suo villaggio.

    Lolinrin viene salvato da Fernius,un Eroe che lo porta all' Accademia degli Eroi

    dove Lolinrin viene addestrato a combattere per il bene.

    Dopo il diploma Lolinrin incomincia a vagare per il mondo fino a quando non

    si ritrova a dover combattere con Fernius assieme ad un alleanza del bene ,il Consiglio Blu,contro il male radunato in una altra alleanza ,la Coalizione ,di cui fa parte Bartov.

    Lolinrin viene a sapere dell' esistenza di altri mondi oltre al suo che sono sotto il controllo(almeno la maggior parte) della Coalizione.Lolinrin intraprende un viaggio assieme aFernius attraverso i mondi permliberarli e per inseguire Bartov.

    Durante questo viaggio Lolinrin farà amicizia con personaggi di altri videogiochi e storiecome Edo(Three World By Dodo94 & io),Legolas(il signore degli anelli),Doremi(non quelladei cartoni animati,dovevo dare un nome a una strega e ci ho messo il 1° che mi è venuto in mente)

    e tanti altri.

    Eccovi comunque una citazione pubblicitarià “La sete di risposte lo portò a fare imprese che nessun mortale aveva fatto prima il suo coraggio lo portò a compiere l’impresa che nemmeno gli dei avevano compiuto”

     

     

     

    3. Personaggi

    Non li metto tutti perché potrei rovinarvi quasi tutto il gioco.Metto i più importanti:

    Lolinrin:il protagonista .Perde i genitori da bambino .Sarà la speranza dei popoli di tutti i mondi.

    Fernius: Guerriero superdotato che combatte il male.Aiuta Lolinrin in varie occasioni

    Nadi:La prima della classe di Lolinrin all’Accademia.Molto dotata per le magie di cura.

    Edo:Protagonista di Three World a cui ho lavorato anche io .Conosce Lolinrin nello stesso modo del videogioco di Dodo94.E’ un cavaliere anche lui orfano .

    Nasterio:Anziano capo dell’ Accademia degli Eroi.Per lui Lolinrin e Nadi sono come dei nipoti.

    Bartov:Personaggio di un altro mio gioco che sto remakando.Assassino dei genitori di Lolinrin e sua ossessione per un bel pezzo della sua vita.

    Miblin: Supremo Consigliere del Consiglio Blu.

     

     

     

    4. Disegni/Fan Art

    Aspettate un po’ e ve le metto.

     

     

    5. Caratteristiche Tecniche/Gameplay *

    Battaglie in bs standard modificato trovato su internet.

    Hud preso da Three World (Dodo94) con Vita ,Magia ,Esperienza ,livello e soldi.

    Menù ad anello trovato sul sito di questo forum di Dani3

    Un casino di missioni importanti che fanno andare avanti la storia e ancora di più secondarie che non intaccano la continuità della storia.

    Un centinaio di armi disponibili

    Esclusiva novità:La cucina da campo con cui modificare i cibi per ottenerne altri migliori

    Centinaia di mostri e nemici da sconfiggere.

    Magie acquistabili e potenziabili.

    Salvate i mondi e poi attraversateli dopo che li avete liberati per vivere nuove avventure.

     

     

     

    6. Screenshot * (se disponibili ovviamente)

    Sono troppo indietro con la programmazione per poter fare degli Sreen decenti.

     

     

    7. Demo/Link alla versione giocabile *

    Sono così indietro che non vale neanche la pena di mettere il demo.Lo mettero quando sarò più avanti.

     

     

    8. Crediti Vari *

    Characters ,Battlers :Dodo94

    Per il momento basta.

  4. Sto creando un gioco fantasy per XP e l'ho intitolato World of World.

    La trama:Un bambino di nome Lolinrin vive tranquillo nel suo villaggio

    fino all'arrivo di un guerriero malvagio di nome Bartov(un personaggio di un altro mio gioco)

    il quale distrugge la sua famiglia e il suo villaggio.

    Lolinrin viene salvato da Fernius,un Eroe che lo porta all' Accademia degli Eroi

    dove Lolinrin viene addestrato a combattere.

    Dopo il diploma Lolinrin incomincia a vagare per il mondo fino a quando non

    si ritrova a dover combattere con Fernius assieme ad un alleanza del bene ,il Consiglio Blu,

    contro il male radunato in una altra alleanza ,la Coalizione ,di cui fa parte Bartov.

    Lolinrin viene a sapere dell' esistenza di altri mondi oltre al suo che sono sotto il controllo

    (almeno la maggior parte) della Coalizione.Lolinrin intraprende un viaggio assieme a

    Fernius attraverso i mondi permliberarli e per inseguire Bartov.

    Durante questo viaggio Lolinrin farà amicizia con personaggi di altri videogiochi e storie

    come Edo(Three World By Dodo94 & io),Legolas(il signore degli anelli),Doremi(non quella

    dei cartoni animati,dovevo dare un nome a una strega e ci ho messo il 1° che mi è venuto in mente)

    e tanti altri.

    Chiedetemi qualsiasi informazione( tranne su come finisce la storia) e ve la dirò .

     

    Screenshot:li sto ancora facendo.

  5. Allora, avevo nell' editor lo questo script.

     

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

    # ** Game_Actor

    # Script by MeisMe

    # Graphics added by Peaches

    # Icons made by Joshie666 & Axerax

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

    # This class handles the actor. It's used within the Game_Actors class

    # ($game_actors) and refers to the Game_Party class ($game_party).

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

    class Game_Actor

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

    # * Get the current EXP

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

    def now_exp

    return @exp - @exp_list[@level]

    end

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

    # * Get the next level's EXP

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

    def next_exp

    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0

    end

    end

     

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

    # ** Window_HUD

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

    # This class is used to display HP, SP and Gold on the map.

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

    class Window_HUD < Window_Base

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

    # * Object Initialization

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

    def initialize

    super(-16, -16, 672, 150)

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

    self.opacity = 0

    self.contents.font.size = 14

    self.contents.font.name = "Arial"

    @actors = []

    @old_hp = []

    @old_sp = []

    @old_exp = []

    @old_level = []

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

    @actors.push($game_party.actors)

    @old_hp.push(@actors.hp)

    @old_sp.push(@actors.sp)

    @old_exp.push(@actors.now_exp)

    @old_level.push(@actors.level)

    end

    @old_gold = $game_party.gold

    refresh

    end

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

    # * Refresh

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

    def refresh

    self.contents.clear

    self.contents.font.color = system_color

    #self.contents.draw_text(6, 0, 32, 14, $data_system.words.hp + "")

    #self.contents.draw_text(6, 14, 32, 14, $data_system.words.sp + "")

    self.contents.draw_text(6, 28, 32, 14, "")

    #self.contents.draw_text(6, 42, 32, 14, $data_system.words.gold + "")

    self.contents.font.color = normal_color

    #Images

     

    case @actors.size

    when 1

    bitmap = RPG::Cache.picture("HUD Graphic")

    self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))

    when 2

    bitmap = RPG::Cache.picture("HUD Graphic2")

    self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))

    when 3

    bitmap = RPG::Cache.picture("HUD Graphic2")

    self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))

    when 4

    bitmap = RPG::Cache.picture("HUD Graphic3")

    self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 640, 500))

    when 5

    bitmap = RPG::Cache.picture("HUD Graphic3")

    self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 640, 500))

    end

     

    #bitmap = RPG::Cache.picture("HUD Graphic")

    #self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))

    bitmap = RPG::Cache.icon("HP Symbol")

    self.contents.blt(3, 10, bitmap, Rect.new(0, 0, 24, 24))

    bitmap = RPG::Cache.icon("SP Symbol")

    self.contents.blt(3, 30, bitmap, Rect.new(0, 0, 24, 24))

    bitmap = RPG::Cache.icon("EXP Symbol")

    self.contents.blt(3, 50, bitmap, Rect.new(0, 0, 24, 24))

    bitmap = RPG::Cache.icon("Gold")

    self.contents.blt(25, 67, bitmap, Rect.new(0, 0, 24, 24))

     

    if $game_switches[99] == true

    if $game_variables[99] == 0

    self.contents.draw_text(x, y, 210, 14, $game_party.item_number[1])

    elsif $game_variables[8] == 1

    self.contents.draw_text(x, y, 210, 14, $game_party.item_number(2))

    elsif $game_variables[8] ==2

    self.contents.draw_text(x, y, 110, 14, @actors.name)

    end

    end

    x = 32

    for i in 0...@actors.size

    y = 6

    self.contents.draw_text(x, y, 110, 14, @actors.name)

    self.contents.draw_text(x, y, 110, 14, "Lv: #{@actors.level}", 2)

    y += 16

    draw_hp_bar(@actors, x, y, 112, 5)

    y += 19

    draw_sp_bar(@actors, x, y, 104, 5)

    y += 19

    draw_exp_bar(@actors, x, y, 88, 5)

    y += 19

    x += 130

    end

    x = 32

    self.contents.draw_text(45, 73, 110, 14, $game_party.gold.to_s)

    end

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

    # * Frame Update

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

    def update

    super

    if @actors.size != $game_party.actors.size

    @actors = []

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

    @actors.push($game_party.actors)

    end

    refresh

    return

    end

    for i in 0...@actors.size

    if @old_hp != @actors.hp or

    @old_sp != @actors.sp or

    @old_exp != @actors.now_exp or

    @old_level != @actors.level or

    @old_gold != $game_party.gold

    refresh

    @old_hp = @actors.hp

    @old_sp = @actors.sp

    @old_exp = @actors.now_exp

    @old_level = @actors.level

    @old_gold = $game_party.gold

    end

    end

    end

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

    # * Draw HP Bar

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

    def draw_hp_bar(actor, x, y, length, thick)

    width = length

    height = thick

    c1 = Color.new(255, 0, 0)

    c2 = Color.new(155, 0, 0)

    e1 = actor.hp

    e2 = actor.maxhp

    self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))

    self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))

    w = width * e1 / e2

    for i in 0..height

    r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height

    g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height

    b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height

    a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height

    self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))

    end

    end

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

    # * Draw SP Bar

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

    def draw_sp_bar(actor, x, y, length, thick)

    width = length

    height = thick

    c1 = Color.new(0, 0, 255)

    c2 = Color.new(0, 0, 155)

    e1 = actor.sp

    e2 = actor.maxsp

    self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255))

    self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0))

    w = width * e1 / e2

    for i in 0..height

    r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height

    g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height

    b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height

    a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height

    self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))

    end

    end

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

    # * Draw EXP Bar

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

    def draw_exp_bar(actor, x, y, length, thick)

    width = length

    height = thick

    c1 = Color.new(158, 208, 9)

    c2 = Color.new(58, 108, 0)

    e1 = actor.now_exp

    e2 = actor.next_exp

    if actor.next_exp == 0

    e1 = 1

    e2 = 1

    end

    self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))

    self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))

    w = width * e1 / e2

    for i in 0..height

    r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height

    g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height

    b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height

    a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height

    self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))

    end

    end

    end

     

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

    # ** Scene_Map

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

    # This class performs map screen processing.

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

    class Scene_Map

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

    # * Object Aliasing

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

    alias hud_scene_map_main main

    alias hud_scene_map_update update

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

    # * Object Initialization

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

    def main

    @HUD = Window_HUD.new

    hud_scene_map_main

    @HUD.dispose

    end

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

    # * Frame Update

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

    def update

    @HUD.update

    hud_scene_map_update

    end

    end

     

     

     

     

    poi ho inserito lo script del menu ad anelli e non mi va piu.

    Cosa faccio????????????????????????????

     

    Lo script del menù e questo

     

     

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

    ========

    # ¡ Window_RingMenu

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

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

    # Edited by MakirouAru

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

    class Window_RingMenu < Window_Base

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

    # › ƒNƒ‰ƒX’è”

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

    STARTUP_FRAMES = 20 # ‰ŠúƒAƒjƒ[ƒVƒ‡ƒ“‚̃tƒŒ[ƒ€”

    MOVING_FRAMES = 5 # ƒŠƒ“ƒO‚ð‰ñ‚µ‚½Žž‚̃tƒŒ[ƒ€”

    RING_R = 64 # ƒŠƒ“ƒO‚Ì”¼Œa

    ICON_ITEM = RPG::Cache.icon("Menu0") # uƒAƒCƒeƒ€vƒƒjƒ…[‚̃AƒCƒRƒ“

    ICON_SKILL = RPG::Cache.icon("4") # uƒXƒLƒ‹vƒƒjƒ…[‚̃AƒCƒRƒ“

    ICON_EQUIP = RPG::Cache.icon("Menu2") # u‘•”õvƒƒjƒ…[‚̃AƒCƒRƒ“

    ICON_STATUS = RPG::Cache.icon("Menu3") # uƒXƒe[ƒ^ƒXvƒƒjƒ…[‚̃AƒCƒRƒ“

    ICON_SAVE = RPG::Cache.icon("3") # uƒZ[ƒuvƒƒjƒ…[‚̃AƒCƒRƒ“

    ICON_EXIT = RPG::Cache.icon("2") # uI—¹vƒƒjƒ…[‚̃AƒCƒRƒ“

    ICON_DISABLE= RPG::Cache.icon("") # Žg—p‹ÖŽ~€–Ú‚É•t‚­ƒAƒCƒRƒ“

    SE_STARTUP = "056-Right02" # ƒƒjƒ…[‚ðŠJ‚¢‚½‚Æ‚«‚ɖ‚炷SE

    MODE_START = 1 # ƒXƒ^[ƒgƒAƒbƒvƒAƒjƒ[ƒVƒ‡ƒ“

    MODE_WAIT = 2 # ‘Ò‹@

    MODE_MOVER = 3 # ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“

    MODE_MOVEL = 4 # ”½ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“

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

    # › ƒAƒNƒZƒT

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

    attr_accessor :index

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

    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

    def initialize( center_x, center_y )

    super(0, 0, 640, 480)

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

    self.contents.font.name = "Arial"

    self.opacity = 0

    self.back_opacity = 0

    s1 = "Oggetti"

    s2 = "Abilità"

    s3 = "Equipaggiamento"

    s4 = "Status"

    s5 = "Salva"

    s6 = "Esci"

    @commands = [ s1, s2, s3, s4, s5, s6 ]

    @item_max = 6

    @index = 0

    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]

    @disabled = [ false, false, false, false, false, false ]

    @cx = center_x - 16

    @cy = center_y - 16

    setup_move_start

    refresh

    end

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

    # œ ƒtƒŒ[ƒ€XV

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

    def update

    super

    refresh

    end

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

    # œ ‰æ–ÊÄ•‰æ

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

    def refresh

    self.contents.clear

    # ƒAƒCƒRƒ“‚ð•‰æ

    case @mode

    when MODE_START

    refresh_start

    when MODE_WAIT

    refresh_wait

    when MODE_MOVER

    refresh_move(1)

    when MODE_MOVEL

    refresh_move(0)

    end

    # ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\ަ

    rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)

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

    end

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

    # › ‰æ–ÊÄ•‰æ(‰Šú‰»Žž)

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

    def refresh_start

    d1 = 2.0 * Math::PI / @item_max

    d2 = 1.0 * Math::PI / STARTUP_FRAMES

    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES

    for i in 0...@item_max

    j = i - @index

    d = d1 * j + d2 * @steps

    x = @cx + ( r * Math.sin( d ) ).to_i

    y = @cy - ( r * Math.cos( d ) ).to_i

    draw_item(x, y, i)

    end

    @steps -= 1

    if @steps < 1

    @mode = MODE_WAIT

    end

    end

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

    # › ‰æ–ÊÄ•‰æ(‘Ò‹@Žž)

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

    def refresh_wait

    d = 2.0 * Math::PI / @item_max

    for i in 0...@item_max

    j = i - @index

    x = @cx + ( RING_R * Math.sin( d * j ) ).to_i

    y = @cy - ( RING_R * Math.cos( d * j ) ).to_i

    draw_item(x, y, i)

    end

    end

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

    # › ‰æ–ÊÄ•‰æ(‰ñ“]Žž)

    # mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è

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

    def refresh_move( mode )

    d1 = 2.0 * Math::PI / @item_max

    d2 = d1 / MOVING_FRAMES

    d2 *= -1 if mode != 0

    for i in 0...@item_max

    j = i - @index

    d = d1 * j + d2 * @steps

    x = @cx + ( RING_R * Math.sin( d ) ).to_i

    y = @cy - ( RING_R * Math.cos( d ) ).to_i

    draw_item(x, y, i)

    end

    @steps -= 1

    if @steps < 1

    @mode = MODE_WAIT

    end

    end

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

    # œ €–Ú‚Ì•‰æ

    # x :

    # y :

    # i : €–Ú”Ô†

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

    def draw_item(x, y, i)

    #p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items.to_s

    rect = Rect.new(0, 0, @items.width, @items.height)

    if @index == i

    self.contents.blt( x, y, @items, rect )

    if @disabled[@index]

    self.contents.blt( x, y, ICON_DISABLE, rect )

    end

    else

    self.contents.blt( x, y, @items, rect, 128 )

    if @disabled[@index]

    self.contents.blt( x, y, ICON_DISABLE, rect, 128 )

    end

    end

    end

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

    # œ €–ڂ𖳌ø‚É‚·‚é

    # index : €–Ú”Ô†

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

    def disable_item(index)

    @disabled[index] = true

    end

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

    # › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚Ì€”õ

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

    def setup_move_start

    @mode = MODE_START

    @steps = STARTUP_FRAMES

    if SE_STARTUP != nil and SE_STARTUP != ""

    Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)

    end

    end

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

    # › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚Ì€”õ

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

    def setup_move_move(mode)

    if mode == MODE_MOVER

    @index -= 1

    @index = @items.size - 1 if @index < 0

    elsif mode == MODE_MOVEL

    @index += 1

    @index = 0 if @index >= @items.size

    else

    return

    end

    @mode = mode

    @steps = MOVING_FRAMES

    end

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

    # › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚©

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

    def animation?

    return @mode != MODE_WAIT

    end

    end

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

    # ¡ Window_MenuStatus

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

    # @ƒƒjƒ…[‰æ–ʂŃp[ƒeƒBƒƒ“ƒo[‚̃Xƒe[ƒ^ƒX‚ð•\ަ‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B

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

     

    class Window_RingMenuStatus < Window_Selectable

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

    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

    def initialize

    super(204, 64, 232, 352)

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

    refresh

    self.active = false

    self.index = -1

    end

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

    # œ ƒŠƒtƒŒƒbƒVƒ…

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

    def refresh

    self.contents.clear

    self.contents.font.name = "Arial"

    @item_max = $game_party.actors.size

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

    x = 80

    y = 80 * i

    actor = $game_party.actors

    draw_actor_graphic(actor, x - 40, y + 80)

    draw_actor_name(actor, x, y + 24)

    end

    end

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

    # œ ƒJ[ƒ\ƒ‹‚Ì‹éŒXV

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

    def update_cursor_rect

    if @index < 0

    self.cursor_rect.empty

    else

    self.cursor_rect.set(0, @index * 80, self.width - 32, 80)

    end

    end

    end

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

    # #¡ Scene_RingMenu

    # ¡ Scene_Menu

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

    # @ƒƒjƒ…[‰æ–ʂ̈—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B

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

     

    #class Scene_RingMenu

    class Scene_Menu

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

    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

    # menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u

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

    def initialize(menu_index = 0)

    @menu_index = menu_index

    end

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

    # œ ƒƒCƒ“ˆ—

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

    def main

    # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬

    @spriteset = Spriteset_Map.new

    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬

    px = $game_player.screen_x - 15

    py = $game_player.screen_y - 24

    @command_window = Window_RingMenu.new(px,py)

    @command_window.index = @menu_index

    # ƒp[ƒeƒBl”‚ª 0 l‚Ìê‡

    if $game_party.actors.size == 0

    # ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•”õAƒXƒe[ƒ^ƒX‚𖳌ø‰»

    @command_window.disable_item(0)

    @command_window.disable_item(1)

    @command_window.disable_item(2)

    @command_window.disable_item(3)

    end

    @command_window.z = 100

    # ƒZ[ƒu‹ÖŽ~‚Ìê‡

    if $game_system.save_disabled

    # ƒZ[ƒu‚𖳌ø‚É‚·‚é

    @command_window.disable_item(4)

    end

    # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬

    @status_window = Window_RingMenuStatus.new

    @status_window.x = 160

    @status_window.y = 0

    @status_window.z = 200

    @status_window.visible = false

    # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs

    Graphics.transition

    # ƒƒCƒ“ƒ‹[ƒv

    loop do

    # ƒQ[ƒ€‰æ–Ê‚ðXV

    Graphics.update

    # “ü—Íî•ñ‚ðXV

    Input.update

    # ƒtƒŒ[ƒ€XV

    update

    # ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f

    if $scene != self

    break

    end

    end

    # ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ

    Graphics.freeze

    # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú

    @spriteset.dispose

    # ƒEƒBƒ“ƒhƒE‚ð‰ð•ú

    @command_window.dispose

    @status_window.dispose

    end

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

    # œ ƒtƒŒ[ƒ€XV

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

    def update

    # ƒEƒBƒ“ƒhƒE‚ðXV

    @command_window.update

    @status_window.update

    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡: update_command ‚ðŒÄ‚Ô

    if @command_window.active

    update_command

    return

    end

    # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡: update_status ‚ðŒÄ‚Ô

    if @status_window.active

    update_status

    return

    end

    end

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

    # œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡)

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

    def update_command

    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

    if Input.trigger?(Input::B)

    # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t

    $game_system.se_play($data_system.cancel_se)

    # ƒ}ƒbƒv‰æ–Ê‚ÉØ‚è‘Ö‚¦

    $scene = Scene_Map.new

    return

    end

    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

    if Input.trigger?(Input::C)

    # ƒp[ƒeƒBl”‚ª 0 l‚ÅAƒZ[ƒuAƒQ[ƒ€I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚Ìê‡

    if $game_party.actors.size == 0 and @command_window.index < 4

    # ƒuƒU[ SE ‚ð‰‰‘t

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò

    case @command_window.index

    when 0 # ƒAƒCƒeƒ€

    # Œˆ’è SE ‚ð‰‰‘t

    $game_system.se_play($data_system.decision_se)

    # ƒAƒCƒeƒ€‰æ–Ê‚ÉØ‚è‘Ö‚¦

    $scene = Scene_Item.new

    when 1 # ƒXƒLƒ‹

    # Œˆ’è SE ‚ð‰‰‘t

    $game_system.se_play($data_system.decision_se)

    # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é

    @command_window.active = false

    @status_window.active = true

    @status_window.visible = true

    @status_window.index = 0

    when 2 # ‘•”õ

    # Œˆ’è SE ‚ð‰‰‘t

    $game_system.se_play($data_system.decision_se)

    # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é

    @command_window.active = false

    @status_window.active = true

    @status_window.visible = true

    @status_window.index = 0

    when 3 # ƒXƒe[ƒ^ƒX

    # Œˆ’è SE ‚ð‰‰‘t

    $game_system.se_play($data_system.decision_se)

    # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é

    @command_window.active = false

    @status_window.active = true

    @status_window.visible = true

    @status_window.index = 0

    when 4 # ƒZ[ƒu

    # ƒZ[ƒu‹ÖŽ~‚Ìê‡

    if $game_system.save_disabled

    # 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)

    # ƒZ[ƒu‰æ–Ê‚ÉØ‚è‘Ö‚¦

    $scene = Scene_Save.new

    when 5 # ƒQ[ƒ€I—¹

    # Œˆ’è SE ‚ð‰‰‘t

    $game_system.se_play($data_system.decision_se)

    # ƒQ[ƒ€I—¹‰æ–Ê‚ÉØ‚è‘Ö‚¦

    $scene = Scene_End.new

    end

    return

    end

    # ƒAƒjƒ[ƒVƒ‡ƒ“’†‚È‚çƒJ[ƒ\ƒ‹‚̈—‚ðs‚í‚È‚¢

    return if @command_window.animation?

    # ªor© ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

    if Input.press?(Input::UP) or Input.press?(Input::LEFT)

    $game_system.se_play($data_system.cursor_se)

    @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)

    return

    end

    # «or¨ ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

    if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)

    $game_system.se_play($data_system.cursor_se)

    @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)

    return

    end

    end

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

    # œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡)

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

    def update_status

    # B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

    if Input.trigger?(Input::B)

    # ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t

    $game_system.se_play($data_system.cancel_se)

    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é

    @command_window.active = true

    @status_window.active = false

    @status_window.visible = false

    @status_window.index = -1

    return

    end

    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

    if Input.trigger?(Input::C)

    # ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò

    case @command_window.index

    when 1 # ƒXƒLƒ‹

    # ‚±‚̃AƒNƒ^[‚Ìs“®§ŒÀ‚ª 2 ˆÈã‚Ìê‡

    if $game_party.actors[@status_window.index].restriction >= 2

    # 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)

    # ƒXƒLƒ‹‰æ–Ê‚ÉØ‚è‘Ö‚¦

    $scene = Scene_Skill.new(@status_window.index)

    when 2 # ‘•”õ

    # Œˆ’è SE ‚ð‰‰‘t

    $game_system.se_play($data_system.decision_se)

    # ‘•”õ‰æ–Ê‚ÉØ‚è‘Ö‚¦

    $scene = Scene_Equip.new(@status_window.index)

    when 3 # ƒXƒe[ƒ^ƒX

    # Œˆ’è SE ‚ð‰‰‘t

    $game_system.se_play($data_system.decision_se)

    # ƒXƒe[ƒ^ƒX‰æ–Ê‚ÉØ‚è‘Ö‚¦

    $scene = Scene_Status.new(@status_window.index)

    end

    return

    end

    end

    end

     

     

    Vi prego datemi una mano.

    HO UN GIOCO CHE E' RIMASTO SENZA HUD !

  6. Io l' ho aiutato a programmarlo e a sviluppare la storia visto (vERSO LA FINE C'E' IL

    protagonista del mio gioco.)per cui non posso essere molto parziale ma comunque

    io gli darei un bell' 7/10

     

    1 - la storia non si capisce molto bene visto i cambi che sono stati fatti tra me e lui nella

    programazzione.

    2 - le battaglie sono tutte pre-impostate

    3 - La storia dei tre mondi e simile a quella del mio gioco ma in parte diversa.

    4 - I dialoghi sono piutosto simpatici.

    5 - Raldon se vuoi qualche consiglio su come andare avanti posso darti una mano.

    lo sai che c'è un paese chiamato Raldon?

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