Jump to content
Rpg²S Forum

Remias

Utenti
  • Posts

    19
  • Joined

  • Last visited

Posts posted by Remias

  1. No Guardian, non è quello, il mio era una modifica al bs standard, non uso bs laterali, comunque rimetto lo script.

     

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

    # ■ New_Battle

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

    # Compiled By : Maki

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

    # Original Scripts By : Fukuyama, and 桜雅 在土

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

    # ¥£¥ XRXS_BP 3. Ÿ—˜ŽžHP‰ñ•œ ver.1.01 ¥£¥

    # by fukuyama, ÷‰ë Ý“y

     

    # Battle_End_Recovery

    #

    # 퓬Œã‚̉ñ•œˆ—ƒ‚ƒWƒ…[ƒ‹

    #

    # Request: stay

    # Script: fukuyama

    # Test: ƒmƒRƒmŽq

    #

    # URL: http://www4.big.or.j...nd_Recovery.txt

    #

     

    module Battle_End_Recovery

     

    module Scene_Battle_Module

     

    # ‰ñ•œ—¦•Ï”‚ÌID

    @@recovery_rate_variable_id = nil

     

    # ‰ñ•œ—¦‚̎擾

    def battle_end_recovery_rate

    if @@recovery_rate_variable_id.nil?

    @@recovery_rate_variable_id =

    $data_system.variables.index '퓬Œã‚̉ñ•œ—¦'

    if @@recovery_rate_variable_id.nil?

    @@recovery_rate_variable_id = false

    end

    end

    return 0 unless @@recovery_rate_variable_id

    return $game_variables[@@recovery_rate_variable_id]

    end

     

    # 퓬Œã‚̉ñ•œˆ—

    def battle_end_recovery

     

    # ‰ñ•œ—¦

    recovery_rate = battle_end_recovery_rate

     

    # ‰ñ•œ—¦•Ï”‚ª‚OˆÈŠO‚©‚ƒAƒNƒ^[‚ª¶‘¶‚µ‚Ä‚¢‚éê‡A퓬Œã‚̉ñ•œˆ—‚ðs‚¤

    if recovery_rate != 0 and not actor.dead?

     

    # ƒp[ƒeƒB‚̃AƒNƒ^[–ˆ‚Ƀ‹[ƒv

    $game_party.actors.each do |actor|

     

    # ‰ñ•œ—ÊŒvŽZ

    recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate

    recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate

     

    # ŽÀۂɉñ•œ

    actor.hp += recovery_hp

    actor.sp += recovery_sp

     

    # ƒAƒjƒ[ƒVƒ‡ƒ“Ý’è

    actor.damage = - recovery_hp

    actor.damage_pop = true

     

    end

     

    # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðXV

    @status_window.refresh

     

    end

    end

     

    end # module Scene_Battle_Module

    end # module Battle_End_Recovery

     

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

    # 퓬ƒV[ƒ“‚ÌÄ’è‹`

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

    class Scene_Battle

     

    # Scene_Battle—pƒ‚ƒWƒ…[ƒ‹‚ðƒCƒ“ƒNƒ‹[ƒh

    include Battle_End_Recovery::Scene_Battle_Module

     

    # Œ³‚̃tƒF[ƒY‚TŠJŽn‚ɕʖ¼‚ð‚‚¯‚é

    alias battle_end_recovery_original_start_phase5 start_phase5

     

    # ƒtƒF[ƒY‚TŠJŽn‚ðÄ’è‹`

    def start_phase5

     

    # 퓬Œã‚̉ñ•œˆ—‚ðŒÄ‚Ño‚·

    battle_end_recovery

     

    # Œ³‚̃tƒF[ƒY‚TŠJŽn‚ðŒÄ‚Ño‚·

    battle_end_recovery_original_start_phase5

     

    end

    end

     

    # Battle_End_Recovery

    # ¥£¥ XRXS_BP10. LEVEL UP!ƒEƒBƒ“ƒhƒE ¥£¥

    # by ÷‰ë Ý“y

     

    $data_system_level_up_se = "" # ƒŒƒxƒ‹ƒAƒbƒvSEB""‚Å–³‚µB

    $data_system_level_up_me = "Audio/ME/007-Fanfare01" # ƒŒƒxƒ‹ƒAƒbƒvME

     

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

    # ¡ Window_LevelUpWindow

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

    # @ƒoƒgƒ‹I—¹ŽžAƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡‚ɃXƒe[ƒ^ƒX‚ð•\ަ‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B

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

    class Window_LevelUpWindow < Window_Base

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

    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

    def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)

    super(0, 128, 160, 192)

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

    self.visible = false

    refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)

    end

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

    # œ ƒŠƒtƒŒƒbƒVƒ…

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

    def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)

    self.contents.clear

    self.contents.font.color = system_color

    self.contents.font.name = "Arial"

    self.contents.font.size = 14

    self.contents.draw_text( 0, 0, 160, 24, "Livel 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

     

  2. Ciao giver, forse ho trovato una soluzione, ho riesumato un vecchio script di battaglia e ho risolto il problema delle scritte, adesso mi servirebbe una soluzione per rimuovere l'immagine del pg (il chara) e per sollevare l'immagine piccola, metto lo script, potresti dargli uno sguardo e scrivermi dove modificarlo per sollevare l'immagine e togliere il chara?

     

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

    # ■ New_Battle

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

    # Compiled By : Maki

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

    # Original Scripts By : Fukuyama, and 桜雅 在土

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

    # ¥£¥ 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: <a data-cke-saved-href="http://www4.big.or.jp/%7Efukuyama/rgss/Battle_End_Recovery.txt" href="http://www4.big.or.jp/%7Efukuyama/rgss/Battle_End_Recovery.txt" class="bbc_url" title="Link esterno" rel="nofollow external">http://www4.big.or.j...nd_Recovery.txt</a>

    #

     

    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, "Livel 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&sect;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&sect;“±“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

    # ‹­&sect;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

      # &sect;–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

      # &sect;–ñ‚ª [s“®‚Å‚«‚È‚¢] ‚Ìê‡

      if @active_battler.restriction == 4

        # ƒAƒNƒVƒ‡ƒ“‹­&sect;‘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

     

  3. Allora, intanto ti posto il modo in cui si vede per adesso con i face 81x81;

    -->Link<--

     

    Invece qui uso dei face 136x136 ed è il modo in cui vorrei che si vedessero;

    -->Link<--

     

    Spero di essere stato più preciso sta volta, in caso ti esca uno script che riesca a rendere visibile sia hp/mp che face meglio, gradirei che mi dicessi dove modificare e la dimensione delle immagini da utilizzare, inoltre se non ti dispiacerebbe, potresti mettermi delle immagini del lavoro dopo la modifica, per sapere se vada bene... Grazie in anticipo. ^_^

  4. Allora, ho provato a ridurre un poco le dimensioni dei battler, adesso sono 96x96, ma sono davvero troppo piccoli, avrei voluto utilizzarli 136x136, ma non si vedono gli hp/mp molto bene, anzi affatto bene, per il fatto che i face o parametri invadano la zona dei battler dei mostri, dipende, potresti farmi uno schizzo di come ti potrebbe uscire la modifica?
  5. Ciao a tutti, come da titolo, con questa discussione avrei bisogno di una modifica al bs standard, mi spiego meglio, nel mio progetto avevo intenzione di utilizzare come battler dei semplici Face, tuttavia l'utilizzo di questi face non rende molto leggibili gli hp/mp del personaggio, vorrei sapere se qualcuno ha una piccola idea per modificare il bs e rendermi possibile usufruire dei face senza rendere poco leggibili i suddetti parametri, faccio presente che è uno scritp libero, cioè che ognuno può giocare con la fantasia, mi interessa soltanto che il face non copra eventuali gruppi sostanziosi di mostri. Grazie in anticipo, sbizzarritevi con la fantasia. ^_^
  6. Salve a tutti, come da titolo mi servirebbe una modifica al bs di base semplice semplice, nel gioco che sto realizzando vorrei usare dei face come battler, tuttavia con il bs originale i numeri degli hp e degli mp non si vedono perché sono sull'immagine del battler e non si vedono bene, volevo sapere se qualcuno potesse fare una modifica al bs base per spostare le barre o i battler in modo che non si tocchino, decidete voi come, grazie in anticipo.
  7. Grazie di avermelo fatto notare, in ogni caso il battler mi servirebbe nello stesso stile dei battler originali del gioco, ad esempio "001-Fighter01" sempre relativo al suo battler, non al chara, spero di esserti stato utile. P.S. ho editato il post principale, vorrei che fosse fatto senza benda e possibilmente, dato che nell'immagine che ho messo a disposizione dell'organizzazione 13 non si vede cosa c'è sotto l'impermeabile, vorrei che avesse una canottiera nera, magari sempre simile a quella di Cloud.
  8. Salve a tutti, vorrei richiamare la vostra attenzione per prestarmi aiuto nella creazione di un battler e del suo relativo character... Allora, mi servirebbe un battler che sembrasse un membro dell'organizzazione 13 di Kingdom Hearts, per aiutare chi non li conoscesse aggiungo un'immagine semplice e classica "Link", con l'impermeabile aperto e con dei pantaloni e delle scarpe simili a questi "Link" (però il tutto nero, non azzurro e bianco) e vorrei che avesse una faccia molto simile a quella di Cloud di final fantasy dissidia, quasi insespressiva "Link", un occhio rosso e l'altro occhio bendato, mentre i capelli dovrebbero essere neri, con lo stesso taglio di Cloud, inoltre vorrei che le maniche venissero eliminate e che avesse dei guanti a mezze dita e che arrivino quasi fino al gomito, spero di non chiedere troppo, buon lavoro a chi vorrà aiutarmi.

     

    Edit: Dimenticatevi della benda, mi sono pentito, vorrei che l'altro occhio sia sul verde acqua, sotto l'impermeabile vorrei che avesse una canottiera simile a quella di Cloud. P.S. vorrei che il battler non sia identico all'immagine da me linkata, vorrei avesse lo stile dei battler originali di RPGMXP, ossia più cartoon e meno computer grafica.

     

    Re-Edit: Ho notato di non aver spiegato bene la mia richiesta per gli occhi, vorrei che il sinistro sia rosso, mentre quello destro, invece che verde acqua, sia su un blu scuro, quasi nero, metto il face che vorrei usare, così da darvi un maggiore aiuto per crearne il battler "Link"

  9. Chiedo scusa per la mia ulteriore dimostrazione di aver perso ogni familiarità con rpg maker xp, ma purtroppo ho ancora bisogno di voi; andiamo dritti al sodo, nel gioco che sto creando come battler uso i face dei miei pg, purtroppo però il font di hp ed mp è troppo chiaro e sull'immagine chiara è quasi illeggibile, qualcuno potrebbe dirmi quale script devo modificare per cambiare il colore del font solo in battaglia? E se non è possibile cambiarlo, almeno il codice per farlo più scuro. Grazie in anticipo. ^_^
  10. Ciao a tutti, sono nuovo, ho un autentica passione per gli rpg, uso rpg maker da qualche anno ma da un po'di tempo a questa parte per cause di forza maggiore ho dovuto abbandonare molti progetti, adesso ho ripreso a creare rpg, spero di poter trovare aiuti e a mia volta di poter aiutare i frequentatori del forum. :tongue:
  11. Ciao a tutti sono nuovo del forum, non so se esistesse già in precedenza un link trattante lo stesso argomento, se esiste chiedo scusa già da ora. Torniamo al discorso però... Avete presente il bs di base? Perfetto, mi serve una modifica a quello, più precisamente è lo script "Window_PartyCommand". Adesso parliamo della mia necessità: inizia la battaglia e esce scritto In una finestra in alto "Combatti" e "Fuggi" (o in qualunque altro modo sia scritto), poi selezionando "combatti" mi esce la finestra con "Attacca" "Skill" "Difendi" "Oggetti", fino a qui ci siamo, io vorrei che non uscisse la finestra in cui mi chiede se voglio combattere o fuggire e che appaia la scelta di fuga nella finestra insieme ad "attacca" e affiliati vari, ho provato a modificare lo script base con pessimi risultati, vorrei chiedervi se qualcuno ha già a disposizione questo script o potrebbe dirmi i punti da modificare, spero qualcuno sia tanto gentile da venire in mio aiuto, grazie in principio. ^_^
×
×
  • Create New...