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Hearhcliff

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Posts posted by Hearhcliff

  1. Ah, quindi, ci sono 3 possibilità? Fammi vedere se ho capito bene:

    1. Insieme agli elementi (Fuoco / Anti-NonMorto ecc) dovrei aggiungerne uno con scritto 2handed;

    2. Mettere l'id dell'arma in quei riquadri nello script, ma devo scrivere 1 oppure 001?

    3. Scrivere nel nome (2handed) che è il meno producente credo visto che poi si vedrebbe nel nome credo. xD

    Comunque per i gioielli non intendevo metterli a due mani, intendevo se dovevo scrivere qualcosa pure per equipaggiarli in determinati slot, per evitare di avere gli slot che si chiamino: Accessorio, Guanti, Stivali e trovare degli stivali che puoi metterli al posto dei guanti. xD

  2. Ciao a tutti, ormai vi starò rovinando la vita a furia di richieste, ma questa non costringe a scrivere o modificare uno script, allora, io volevo scaricare lo script a questo Link, però non funziona il download, adesso, so che molti potrebbero dirmi che ci sono le istruzioni nello script, ma senza la dimostrazione pratica, purtroppo non mi regolo. xD Qualcuno sa dove posso scaricare la demo? Ho provato anche dal link a fine pagina, ma anche da li mi porta ad un link dove non funziona il download.

  3. Mi serve solo la barra uguale per tutti, insomma i nomi messi uno sotto l'altro, e una sola barra dei comandi, non dico che non potrò farci niente senza, però per adesso ho messo come battler un'immagine con il nome del personaggio, non metto le immagini invisibili perché poi ci sarebbe troppo spazio vuoto e volevo usare questo perché non ci sono i battler e la finestra dei personaggi è tutta piena, mi andava bene anche solo la finestra principale.

  4. Ciao a tutti, come da titolo, vorrei sapere se qualcuno di voi ha mai trovato uno script che cambi il battle system, rendendolo come quello di rpg maker vx, insomma, passare dal classico bs di xp, con battler, eccetera eccetera, ad uno come questo.

    http://www.rpgrevolution.com/rmvx/image/rmvx6.jpg

  5. Ciao a tutti, ho ripreso da poco ad utilizzare RPG Maker, ho riesumato alcuni script della battaglia, di questo non riesco proprio a ricordare dove l'ho preso, quindi se qualcuno sa chi ne è lo sviluppatore e me ne potesse mettere a conoscenza, farò i dovuti ringraziamenti. In ogni caso, dovrei riuscire ad abbassare la finestra con i battler dei personaggi in party, visto che non uso battler, allego un'immagine della schermata di battaglia in questione "Link", vorrei riuscire ad abbassare la finestra blu dietro i parametri dei personaggi in modo da non occupare spazio a vuoto. Di seguito posto sotto spoiler lo script in questione, ho provato a modificarlo, ma senza ottenere risultati, se per caso per ridurre la grandezza della schermata si dovesse modificare un altro script, vi sarei molto grato se mi diceste quale, e la riga da modificare.

     

     

    #==============================================================================
    # ? New_Battle
    #------------------------------------------------------------------------------
    # Compiled By : Maki
    #==============================================================================
    # Original Scripts By : Fukuyama, and ?? ??
    #==============================================================================
    # ¥£¥ XRXS_BP 3. Ÿ—˜ŽžHP‰ñ•œ ver.1.01 ¥£¥
    # by fukuyama, ÷‰ë Ý“y

    # Battle_End_Recovery
    #
    # 퓬Œã‚̉ñ•œˆ—ƒ‚ƒWƒ…[ƒ‹
    #
    # Request: stay
    # Script: fukuyama
    # Test: ƒmƒRƒmŽq
    #
    # URL: http://www4.big.or.jp/~fukuyama/rgss/Battle_End_Recovery.txt
    #

    module Battle_End_Recovery

    module Scene_Battle_Module

    # ‰ñ•œ—¦•Ï”‚ÌID
    @@recovery_rate_variable_id = nil

    # ‰ñ•œ—¦‚̎擾
    def battle_end_recovery_rate
    if @@recovery_rate_variable_id.nil?
    @@recovery_rate_variable_id =
    $data_system.variables.index '퓬Œã‚̉ñ•œ—¦'
    if @@recovery_rate_variable_id.nil?
    @@recovery_rate_variable_id = false
    end
    end
    return 0 unless @@recovery_rate_variable_id
    return $game_variables[@@recovery_rate_variable_id]
    end

    # 퓬Œã‚̉ñ•œˆ—
    def battle_end_recovery

    # ‰ñ•œ—¦
    recovery_rate = battle_end_recovery_rate

    # ‰ñ•œ—¦•Ï”‚ª‚OˆÈŠO‚©‚ƒAƒNƒ^[‚ª¶‘¶‚µ‚Ä‚¢‚éê‡A퓬Œã‚̉ñ•œˆ—‚ðs‚¤
    if recovery_rate != 0 and not actor.dead?

    # ƒp[ƒeƒB‚̃AƒNƒ^[–ˆ‚Ƀ‹[ƒv
    $game_party.actors.each do |actor|

    # ‰ñ•œ—ÊŒvŽZ
    recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate
    recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate

    # ŽÀۂɉñ•œ
    actor.hp += recovery_hp
    actor.sp += recovery_sp

    # ƒAƒjƒ[ƒVƒ‡ƒ“Ý’è
    actor.damage = - recovery_hp
    actor.damage_pop = true

    end

    # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðXV
    @status_window.refresh

    end
    end

    end # module Scene_Battle_Module
    end # module Battle_End_Recovery

    #------------------------------
    # 퓬ƒV[ƒ“‚ÌÄ’è‹`
    #------------------------------
    class Scene_Battle

    # Scene_Battle—pƒ‚ƒWƒ…[ƒ‹‚ðƒCƒ“ƒNƒ‹[ƒh
    include Battle_End_Recovery::Scene_Battle_Module

    # Œ³‚̃tƒF[ƒY‚TŠJŽn‚ɕʖ¼‚ð‚‚¯‚é
    alias battle_end_recovery_original_start_phase5 start_phase5

    # ƒtƒF[ƒY‚TŠJŽn‚ðÄ’è‹`
    def start_phase5

    # 퓬Œã‚̉ñ•œˆ—‚ðŒÄ‚Ño‚·
    battle_end_recovery

    # Œ³‚̃tƒF[ƒY‚TŠJŽn‚ðŒÄ‚Ño‚·
    battle_end_recovery_original_start_phase5

    end
    end

    # Battle_End_Recovery
    # ¥£¥ XRXS_BP10. LEVEL UP!ƒEƒBƒ“ƒhƒE ¥£¥
    # by ÷‰ë Ý“y

    $data_system_level_up_se = "" # ƒŒƒxƒ‹ƒAƒbƒvSEB""‚Å–³‚µB
    $data_system_level_up_me = "Audio/ME/007-Fanfare01" # ƒŒƒxƒ‹ƒAƒbƒvME

    #==============================================================================
    # ¡ Window_LevelUpWindow
    #------------------------------------------------------------------------------
    # @ƒoƒgƒ‹I—¹ŽžAƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡‚ɃXƒe[ƒ^ƒX‚ð•\ަ‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
    #==============================================================================
    class Window_LevelUpWindow < Window_Base
    #--------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    #--------------------------------------------------------------------------
    def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
    super(0, 128, 160, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
    end
    #--------------------------------------------------------------------------
    # œ ƒŠƒtƒŒƒbƒVƒ…
    #--------------------------------------------------------------------------
    def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.font.name = "Arial"
    self.contents.font.size = 14
    self.contents.draw_text( 0, 0, 160, 24, "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

     

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