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*Protection System


Valentino
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Protection System

Descrizione

 

Questo script crea una tecnica che permette di proteggere un alleato da quasi tutti gli attacchi per un turno. Tutte le personalizzazioni si possono fare nello script attraverso la Configurazione.
È possibile scegliere quali abilità ignorano la protezione e tante altre piccole cose.

Autore

 

Avon Valentino (Io)

Allegati


DEMO LINK:

http://www.mediafire.com/?urro3uudnr83dpw

SCRIPT LINK:

http://www.mediafire.com/?ilmpeb8sksejfuu

 

 

#-------------------------------#PROTECTION SYSTEM#----------------------------
#
#
#
#
#Script creato da Valentino Avon
#Se questo script viene utilizzato, per favore creditatemi ;)
#
#Questo script permette di difendere un alleato da quasi ogni attacco.
#Tutto è personalizzabile nella sezione CONFIGURAZIONE.
#
#
#--------------------------------#CONFIGURAZIONE#-----------------------------
#
#Se true la tecnica protezione sarà sempre la prima a essere eseguita nel corso 
#di una battaglia (se si vuole un utilizzo legato alla velocità del personaggio,
#mettere false).
FIRST_ACTION_PROTEZIONE = true
#
#ID Magie che ignorano la protezione (Magie status ad esempio)
MAGIE_STATUS = [33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52]

#id della classe con l'abilità di protezione.
DIFENSORE = 9

#Nome dell'abilità visualizzata
PROTEZIONE = "Proteggi"

#nome visualizzato nell'uso della tecnica
PROTEZIONE_HELP = "Protezione"

#nome visualizzato quando un alleato viene protetto
PROTEZIONE_AVVISO = "Protezione!"

#permette la protezione anche dalle magie con target singolo (Mettere false se
#non si vuole utilizzare)
PROTEZIONE_MAGIE = true

#animazione visualizzata quando un alleato viene protetto da un attacco fisico
ATTACCO_ANIM = 64

#animazione visualizzata quando un alleato viene protetto da una magia
MAGIE_ANIM = 65

#animazione visualizzata sull'alleato selezionato da proteggere
USO_PROTEZIONE_ANIM = 64

#animazione visualizzata sul Difensore quando usa la tecnica
PROTEZIONE_ANIM = 101

#
#
#--------------------------------#CONFIGURAZIONE#-----------------------




#-----------------------------------#SCRIPT#--------------------------------


#==============================================================================
# ** Game_Battler (part 1)
#------------------------------------------------------------------------------
# This class deals with battlers. It's used as a superclass for the Game_Actor
# and Game_Enemy classes.
#==============================================================================

class Game_Battler
	
	#--------------------------------------------------------------------------
	# * Determine Action Speed
	#--------------------------------------------------------------------------
	def make_action_speed
		@current_action.speed = agi + rand(10 + agi / 4)
		if self.current_action.basic == 4 and FIRST_ACTION_PROTEZIONE
			@current_action.speed += 9999
		end
	end
end



#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
	#--------------------------------------------------------------------------
	# * Public Instance Variables
	#--------------------------------------------------------------------------
	attr_reader :name # name
	attr_reader :character_name # character file name
	attr_reader :character_hue # character hue
	attr_reader :class_id # class ID
	attr_reader :weapon_id # weapon ID
	attr_reader :armor1_id # shield ID
	attr_reader :armor2_id # helmet ID
	attr_reader :armor3_id # body armor ID
	attr_reader :armor4_id # accessory ID
	attr_reader :level # level
	attr_reader :exp # EXP
	attr_reader :skills # skills
	attr_accessor :alleato # alleato da proteggere
	attr_accessor :actor_id # ID eroe
	#--------------------------------------------------------------------------
	# * Object Initialization
	# actor_id : actor ID
	#--------------------------------------------------------------------------
	def initialize(actor_id)
		super()
		setup(actor_id)
	end
	#--------------------------------------------------------------------------
	# * Setup
	# actor_id : actor ID
	#--------------------------------------------------------------------------
	def setup(actor_id)
		
		@alleato = nil
		actor = $data_actors[actor_id]
		@actor_id = actor_id
		@name = actor.name
		@character_name = actor.character_name
		@character_hue = actor.character_hue
		@battler_name = actor.battler_name
		@battler_hue = actor.battler_hue
		@class_id = actor.class_id
		@weapon_id = actor.weapon_id
		@armor1_id = actor.armor1_id
		@armor2_id = actor.armor2_id
		@armor3_id = actor.armor3_id
		@armor4_id = actor.armor4_id
		@level = actor.initial_level
		@exp_list = Array.new(101)
		make_exp_list
		@exp = @exp_list[@level]
		@skills = []
		@hp = maxhp
		@sp = maxsp
		@states = []
		@states_turn = {}
		@maxhp_plus = 0
		@maxsp_plus = 0
		@str_plus = 0
		@dex_plus = 0
		@agi_plus = 0
		@int_plus = 0
		# Learn skill
		for i in 1..@level
			for j in $data_classes[@class_id].learnings
				if j.level == i
					learn_skill(j.skill_id)
				end
			end
		end
		# Update auto state
		update_auto_state(nil, $data_armors[@armor1_id])
		update_auto_state(nil, $data_armors[@armor2_id])
		update_auto_state(nil, $data_armors[@armor3_id])
		update_auto_state(nil, $data_armors[@armor4_id])
	end
	def position
		return 0 if self == $game_party.actors[0]
		return 1 if self == $game_party.actors[1]
		return 2 if self == $game_party.actors[2]
		return 3 if self == $game_party.actors[3]
	end
end




#==============================================================================
# ** Scene_Battle 
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle
	def main
		# Initialize each kind of temporary battle data
		$game_temp.in_battle = true
		$game_temp.battle_turn = 0
		$game_temp.battle_event_flags.clear
		$game_temp.battle_abort = false
		$game_temp.battle_main_phase = false
		$game_temp.battleback_name = $game_map.battleback_name
		$game_temp.forcing_battler = nil
		# Initialize battle event interpreter
		$game_system.battle_interpreter.setup(nil, 0)
		# Prepare troop
		@troop_id = $game_temp.battle_troop_id
		$game_troop.setup(@troop_id)
		# Make actor command window
		s1 = $data_system.words.attack
		s2 = $data_system.words.skill
		s3 = $data_system.words.guard
		s4 = $data_system.words.item
		s5 = PROTEZIONE
		@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
		@actor_command_window.y = 160
		@actor_command_window.back_opacity = 160
		@actor_command_window.active = false
		@actor_command_window.visible = false
		# Make other windows
		@party_command_window = Window_PartyCommand.new
		@help_window = Window_Help.new
		@help_window.back_opacity = 160
		@help_window.visible = false
		
		@status_window = Window_BattleStatus.new
		@message_window = Window_Message.new
		# Make sprite set
		@spriteset = Spriteset_Battle.new
		# Initialize wait count
		@wait_count = 0
		# Execute transition
		if $data_system.battle_transition == ""
			Graphics.transition(20)
		else
			Graphics.transition(40, "Graphics/Transitions/" +
			$data_system.battle_transition)
		end
		# Start pre-battle phase
		start_phase1
		# Main loop
		loop do
			# Update game screen
			Graphics.update
			# Update input information
			Input.update
			# Frame update
			update
			# Abort loop if screen is changed
			if $scene != self
				break
			end
		end
		# Refresh map
		$game_map.refresh
		# Prepare for transition
		Graphics.freeze
		# Dispose of windows
		@actor_command_window.dispose
		@party_command_window.dispose
		@help_window.dispose
		@status_window.dispose
		@message_window.dispose
		
		if @skill_window != nil
			@skill_window.dispose
		end
		if @item_window != nil
			@item_window.dispose
		end
		if @result_window != nil
			@result_window.dispose
		end
		# Dispose of sprite set
		@spriteset.dispose
		# If switching to title screen
		if $scene.is_a?(Scene_Title)
			# Fade out screen
			Graphics.transition
			Graphics.freeze
		end
		# If switching from battle test to any screen other than game over screen
		if $BTEST and not $scene.is_a?(Scene_Gameover)
			$scene = nil
		end
	end
	
	
	def update
		# If battle event is running
		if $game_system.battle_interpreter.running?
			# Update interpreter
			$game_system.battle_interpreter.update
			# If a battler which is forcing actions doesn't exist
			if $game_temp.forcing_battler == nil
				# If battle event has finished running
				unless $game_system.battle_interpreter.running?
					# Rerun battle event set up if battle continues
					unless judge
						setup_battle_event
					end
				end
				# If not after battle phase
				if @phase != 5
					# Refresh status window
					@status_window.refresh
				end
			end
		end
		# Update system (timer) and screen
		$game_system.update
		$game_screen.update
		# If timer has reached 0
		if $game_system.timer_working and $game_system.timer == 0
			# Abort battle
			$game_temp.battle_abort = true
		end
		# Update windows
		@party_command_window.update
		@actor_command_window.update
		@status_window.update
		@message_window.update
		
		# Update sprite set
		@spriteset.update
		# If transition is processing
		if $game_temp.transition_processing
			# Clear transition processing flag
			$game_temp.transition_processing = false
			# Execute transition
			if $game_temp.transition_name == ""
				Graphics.transition(20)
			else
				Graphics.transition(40, "Graphics/Transitions/" +
				$game_temp.transition_name)
			end
		end
		# If message window is showing
		if $game_temp.message_window_showing
			return
		end
		# If effect is showing
		if @spriteset.effect?
			return
		end
		# If game over
		if $game_temp.gameover
			# Switch to game over screen
			$scene = Scene_Gameover.new
			return
		end
		# If returning to title screen
		if $game_temp.to_title
			# Switch to title screen
			$scene = Scene_Title.new
			return
		end
		# If battle is aborted
		if $game_temp.battle_abort
			# Return to BGM used before battle started
			$game_system.bgm_play($game_temp.map_bgm)
			# Battle ends
			battle_end(1)
			return
		end
		# If waiting
		if @wait_count > 0
			# Decrease wait count
			@wait_count -= 1
			return
		end
		# If battler forcing an action doesn't exist,
		# and battle event is running
		if $game_temp.forcing_battler == nil and
			$game_system.battle_interpreter.running?
			return
		end
		# Branch according to phase
		case @phase
		when 1 # pre-battle phase
			update_phase1
		when 2 # party command phase
			update_phase2
		when 3 # actor command phase
			update_phase3
		when 4 # main phase
			update_phase4
		when 5 # after battle phase
			update_phase5
		end
	end
	
	
	
	#--------------------------------------------------------------------------
	# * Frame Update (actor command phase)
	#--------------------------------------------------------------------------
	def update_phase3
		# If enemy arrow is enabled
		if @enemy_arrow != nil
			update_phase3_enemy_select
			# If actor arrow is enabled
		elsif @actor_arrow != nil
			update_phase3_actor_select
			# If skill window is enabled
		elsif @skill_window != nil
			update_phase3_skill_select
			# If item window is enabled
		elsif @item_window != nil
			update_phase3_item_select
			# If actor command window is enabled
		elsif @actor_command_window.active
			update_phase3_basic_command
		end
	end
	#--------------------------------------------------------------------------
	# * Frame Update (actor command phase : basic command)
	#--------------------------------------------------------------------------
	def update_phase3_basic_command
		# If B button was pressed
		if Input.trigger?(Input::B)
			# Play cancel SE
			$game_system.se_play($data_system.cancel_se)
			# Go to command input for previous actor
			
			phase3_prior_actor
			return
		end
		# If C button was pressed
		if Input.trigger?(Input::C)
			# Branch by actor command window cursor position
			case @actor_command_window.index
			when 0 # attack
				# Play decision SE
				$game_system.se_play($data_system.decision_se)
				# Set action
				@active_battler.current_action.kind = 0
				@active_battler.current_action.basic = 0
				# Start enemy selection
				start_enemy_select
			when 1 # skill
				# Play decision SE
				$game_system.se_play($data_system.decision_se)
				# Set action
				@active_battler.current_action.kind = 1
				# Start skill selection
				start_skill_select
			when 2 # guard
				# Play decision SE
				$game_system.se_play($data_system.decision_se)
				# Set action
				@active_battler.current_action.kind = 0
				@active_battler.current_action.basic = 1
				phase3_next_actor
				
				
				# Go to command input for next actor
			when 3 # item
				# Se è un difensore, proteggi
				if @active_battler.class_id == DIFENSORE
					$game_system.se_play($data_system.decision_se)
					@active_battler.current_action.basic = 4
					start_actor_select
				else
					$game_system.se_play($data_system.decision_se)
					# Set action
					@active_battler.current_action.kind = 2
					# Start item selection
					start_item_select
				end
			when 4
				if @active_battler.class_id == DIFENSORE
					$game_system.se_play($data_system.decision_se)
					@active_battler.current_action.kind = 2
					start_item_select
				end
			end
			return
		end
	end
	#--------------------------------------------------------------------------
	# * Frame Update (actor command phase : actor selection)
	#--------------------------------------------------------------------------
	def update_phase3_actor_select
		# Update actor arrow
		@actor_arrow.update
		# If B button was pressed
		if Input.trigger?(Input::B)
			# Play cancel SE
			$game_system.se_play($data_system.cancel_se)
			# End actor selection
			end_actor_select
			return
		end
		# If C button was pressed
		
		if Input.trigger?(Input::C)
			
			@active_battler.current_action.target_index = @actor_arrow.index
			if @active_battler.is_a?(Game_Actor)
				if @active_battler.current_action.basic == 4 and @active_battler.current_action.kind != 2
					if @active_battler.class_id == DIFENSORE #se è un difensore
						if @actor_arrow.index == @active_battler.position #se non difende se stesso
							$game_system.se_play($data_system.buzzer_se)
							# @help.set_text("Non puoi auto-proteggerti!")
							return
						else
							
							@active_battler.alleato = @active_battler.current_action.target_index #proteggi alleato
						end
					end
				end
			end
			# Set action
			
			
			$game_system.se_play($data_system.decision_se)
			end_actor_select
			# If skill window is showing
			if @skill_window != nil
				# End skill selection
				end_skill_select
			end
			# If item window is showing
			if @item_window != nil
				# End item selection
				end_item_select
			end
			
			# Go to command input for next actor
			phase3_next_actor
			# End actor selection
			
		end
	end
	
	#--------------------------------------------------------------------------
	# * Start Actor Selection
	#--------------------------------------------------------------------------
	def start_actor_select
		# Make actor arrow
		@actor_arrow = Arrow_Actor.new(@spriteset.viewport2)
		@actor_arrow.index = @actor_index
		if @active_battler.is_a?(Game_Actor)
			if @active_battler.class_id == DIFENSORE
				if @active_battler.current_action.basic == 4
					@help_window.visible = true #mostra obiettivo
				end
			end
		end
		# Associate help window
		@actor_arrow.help_window = @help_window
		# Disable actor command window
		@actor_command_window.active = false
		@actor_command_window.visible = false
	end
	#--------------------------------------------------------------------------
	# * End Actor Selection
	#--------------------------------------------------------------------------
	def end_actor_select
		# Dispose of actor arrow
		@actor_arrow.dispose
		@actor_arrow = nil
		if @active_battler.is_a?(Game_Actor)
			if @active_battler.class_id == DIFENSORE
				if @active_battler.current_action.basic == 4
					@actor_command_window.active = true
					@actor_command_window.visible = true
					@help_window.visible = false
				end
			end
		end
	end
	def make_basic_action_result
		# If attack
		if @active_battler.current_action.basic == 0
			# Set anaimation ID
			@animation1_id = @active_battler.animation1_id
			@animation2_id = @active_battler.animation2_id
			# If action battler is enemy
			if @active_battler.is_a?(Game_Enemy)
				if @active_battler.restriction == 3
					target = $game_troop.random_target_enemy
				elsif @active_battler.restriction == 2
					target = $game_party.random_target_actor
				else
					index = @active_battler.current_action.target_index
					target = $game_party.smooth_target_actor(index)
				end
			end
			# If action battler is actor
			if @active_battler.is_a?(Game_Actor)
				if @active_battler.restriction == 3
					target = $game_party.random_target_actor
				elsif @active_battler.restriction == 2
					target = $game_troop.random_target_enemy
				else
					index = @active_battler.current_action.target_index
					target = $game_troop.smooth_target_enemy(index)
				end
			end
			
			for actor in $game_party.actors
				if @active_battler.is_a?(Game_Enemy)
					#proteggi se attacca il protetto
					if actor.alleato == @active_battler.current_action.target_index and actor.hp > 0#target 
						target.damage_pop = true
						target.animation_id = ATTACCO_ANIM
						target.damage = PROTEZIONE_AVVISO
						target = actor
					end
				end
			end
			
			# Set array of targeted battlers
			@target_battlers = [target]
			# Apply normal attack results
			for target in @target_battlers
				
				target.attack_effect(@active_battler)
			end
			return
		end
		
		# If guard
		
		if @active_battler.current_action.basic == 1
			@help_window.set_text($data_system.words.guard, 1)
			return
		end
		
		if @active_battler.current_action.basic == 4
			if @active_battler.class_id == DIFENSORE
				@active_battler.animation_id = PROTEZIONE_ANIM
				@help_window.set_text(PROTEZIONE_HELP, 1)
			end
			return
		end
		
		# If escape
		if @active_battler.is_a?(Game_Enemy) and
			@active_battler.current_action.basic == 2
			# Display "Escape" in help window
			@help_window.set_text("Escape", 1)
			# Escape
			@active_battler.escape
			return
		end
		# If doing nothing
		if @active_battler.current_action.basic == 4
			# Clear battler being forced into action
			$game_temp.forcing_battler = nil
			# Shift to step 1
			@phase4_step = 1
			return
		end
	end
	
	
	
	
	def set_target_battlers(scope)
		# If battler performing action is enemy
		if @active_battler.is_a?(Game_Enemy)
			# Branch by effect scope
			case scope
			when 1 # single enemy
				index = @active_battler.current_action.target_index
				if PROTEZIONE_MAGIE
					unless MAGIE_STATUS.include?(@skill.id)
						for actor in $game_party.actors
							if actor.class_id == DIFENSORE
								#proteggi se attacca il protetto
								if actor.alleato == @active_battler.current_action.target_index and actor.hp > 0#target 
									$game_party.smooth_target_actor(index).damage_pop = true
									$game_party.smooth_target_actor(index).animation_id = MAGIE_ANIM
									$game_party.smooth_target_actor(index).damage = PROTEZIONE_AVVISO
									@target_battlers.push(actor)
									return
								end
							end
						end
					end
				end
				@target_battlers.push($game_party.smooth_target_actor(index))
			when 2 # all enemies
				for actor in $game_party.actors
					if actor.exist?
						@target_battlers.push(actor)
					end
				end
			when 3 # single ally
				index = @active_battler.current_action.target_index
				@target_battlers.push($game_troop.smooth_target_enemy(index))
			when 4 # all allies
				for enemy in $game_troop.enemies
					if enemy.exist?
						@target_battlers.push(enemy)
					end
				end
			when 5 # single ally (HP 0) 
				index = @active_battler.current_action.target_index
				enemy = $game_troop.enemies[index]
				if enemy != nil and enemy.hp0?
					@target_battlers.push(enemy)
				end
			when 6 # all allies (HP 0) 
				for enemy in $game_troop.enemies
					if enemy != nil and enemy.hp0?
						@target_battlers.push(enemy)
					end
				end
			when 7 # user
				@target_battlers.push(@active_battler)
			end
		end
		# If battler performing action is actor
		if @active_battler.is_a?(Game_Actor)
			# Branch by effect scope
			case scope
			when 1 # single enemy
				index = @active_battler.current_action.target_index
				@target_battlers.push($game_troop.smooth_target_enemy(index))
			when 2 # all enemies
				for enemy in $game_troop.enemies
					if enemy.exist?
						@target_battlers.push(enemy)
					end
				end
			when 3 # single ally
				index = @active_battler.current_action.target_index
				@target_battlers.push($game_party.smooth_target_actor(index))
			when 4 # all allies
				for actor in $game_party.actors
					if actor.exist?
						@target_battlers.push(actor)
					end
				end
			when 5 # single ally (HP 0) 
				index = @active_battler.current_action.target_index
				actor = $game_party.actors[index]
				if actor != nil and actor.hp0?
					@target_battlers.push(actor)
				end
			when 6 # all allies (HP 0) 
				for actor in $game_party.actors
					if actor != nil and actor.hp0?
						@target_battlers.push(actor)
					end
				end
			when 7 # user
				@target_battlers.push(@active_battler)
			end
		end
	end
	
	
	
	def battle_end(result)
		# Clear in battle flag
		$game_temp.in_battle = false
		# Clear entire party actions flag
		$game_party.clear_actions
		# Remove battle states
		for actor in $game_party.actors
			actor.alleato = nil
			actor.remove_states_battle
		end
		# Clear enemies
		$game_troop.enemies.clear
		# Call battle callback
		if $game_temp.battle_proc != nil
			$game_temp.battle_proc.call(result)
			$game_temp.battle_proc = nil
		end
		# Switch to map screen
		$scene = Scene_Map.new
	end
	
	
	
	def phase3_prior_actor
		@actor_command_window.dispose if @actor_index != 0
		# Loop
		begin
			# Actor blink effect OFF
			if @active_battler != nil
				@active_battler.blink = false
			end
			# If first actor
			if @actor_index == 0
				# Start party command phase
				start_phase2
				return
			end
			# Return to actor index
			@actor_index -= 1
			@active_battler = $game_party.actors[@actor_index]
			s1 = $data_system.words.attack
			s2 = $data_system.words.skill
			s3 = $data_system.words.guard
			s4 = $data_system.words.item
			s5 = PROTEZIONE
			if @active_battler.class_id == DIFENSORE
				@actor_command_window = Window_Command.new(160, [s1, s2, s3, s5, s4])
			else
				@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
			end
			@actor_command_window.y = 160
			@actor_command_window.back_opacity = 160
			@active_battler.alleato = nil
			@active_battler.blink = true
			# Once more if actor refuses command input
		end until @active_battler.inputable?
		# Set up actor command window
		phase3_setup_command_window
	end
	
	
	def phase3_next_actor
		@actor_command_window.dispose if @actor_index != $game_party.actors.size-1
		# Loop
		begin
			# Actor blink effect OFF
			if @active_battler != nil
				@active_battler.blink = false
			end
			# If last actor
			if @actor_index == $game_party.actors.size-1
				# Start main phase
				
				start_phase4
				return
			end
			# Advance actor index
			@actor_index += 1
			@active_battler = $game_party.actors[@actor_index]
			@active_battler.alleato = nil
			s1 = $data_system.words.attack
			s2 = $data_system.words.skill
			s3 = $data_system.words.guard
			s4 = $data_system.words.item
			s5 = PROTEZIONE
			if @active_battler.class_id == DIFENSORE
				@actor_command_window = Window_Command.new(160, [s1, s2, s3, s5, s4])
			else
				@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
			end
			@actor_command_window.y = 160
			@actor_command_window.back_opacity = 160
			@active_battler.blink = true
			# Once more if actor refuses command input
		end until @active_battler.inputable?
		# Set up actor command window
		phase3_setup_command_window
	end
	
	
	def update_phase4_step3
		# Animation for action performer (if ID is 0, then white flash)
		if @animation1_id == 0
			unless @active_battler.current_action.basic == 4 and @active_battler.class_id == DIFENSORE
				@active_battler.white_flash = true
			else
				case @active_battler.current_action.target_index
				when 0
					$game_party.actors[0].animation_id = USO_PROTEZIONE_ANIM
				when 1
					$game_party.actors[1].animation_id = USO_PROTEZIONE_ANIM
				when 2
					$game_party.actors[2].animation_id = USO_PROTEZIONE_ANIM
				when 3
					$game_party.actors[3].animation_id = USO_PROTEZIONE_ANIM
				end
			end
		else
			@active_battler.animation_id = @animation1_id
			@active_battler.animation_hit = true
		end
		# Shift to step 4
		@phase4_step = 4
	end
	
	
	def phase3_setup_command_window
		
		# Disable party command window
		@party_command_window.active = false
		@party_command_window.visible = false
		# Enable actor command window
		@actor_command_window.active = true
		@actor_command_window.visible = true
		@actor_command_window.y = 160
		@actor_command_window.y = 128 if @active_battler.class_id == DIFENSORE
		# Set actor command window position
		@actor_command_window.x = @actor_index * 160
		# Set index to 0
		@actor_command_window.index = 0
	end
end

#----------------------------------#SCRIPT#-------------------------------------

 

 

 

Istruzioni per l'uso

 

Trovate tutto all'interno dello script, se lo usate creditatemi per favore :wink:

Bugs e Conflitti Noti

 

N/A

Altri Dettagli

 

Per qualsiasi cosa rivolgetevi pure a me, non fatevi problemi. :)

Edited by Dilos
Script monoriga sistemato.
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Molto utile. :biggrin:

In teoria non mi pare che servano modifiche, se col tempo avrò delle difficoltà, te lo dirò! ;)

Comunque mi piace, da l'idea che si protegga con una magia ma al contempo, è il pg protettore che si becca il danno. :sisi:

 

Ps: grazie ancora!! XD non sapevo dove sbattere la mia testa bakata per fare una cosa simile!! Euuiii!!

Edited by Atzlith

Targhetta: http://img717.imageshack.us/img717/7703/fcp3.png Face Contest (e non me n'ero accorta°-°)

- o - o -

http://i670.photobucket.com/albums/vv69/Atzlith/OdiernaTitlemini.png

Il miglior negozio Kawai trovato! Ve lo consiglio! ;)

http://i670.photobucket.com/albums/vv69/Atzlith/MilkShop.png

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