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Battle sistem per un solo personaggio


Minority
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Nel gioco che sto creando si utilizzerà un solo personaggio, ed è qui che arriva il punto, il classico bs di xp non mi pare eccezionale per questa opzione e quindi volevo sapere se qualcuno potesse fare uno script per ottenere qualcosa di simile

http://i56.tinypic.com/4gn05j.png

Le barre non sono necessarie, e solo una cosa in piu ^^

penso basti modificare qualche valore nella posizione delle finestre ma nn sono capace neanche di quello XD

grazie in anticipo a tutti^^

Edited by Minority
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E' tutto abbastanza facile da ottenere, si tratta di scrivere/modificare una dozzina di righe di codice, forse anche meno, se ad esempio non vuoi che la finestrella dei battle commands sia sempre visibile anche quando c'è la party command . . .

 

Per avere i dati del PG in quel modo, senza barre, non devi neanche fare modifiche, tra l'altro . . .

 

Purtroppo sono su una Linux machine e non posso usare rpg maker, quindi non posso nè farti le modifiche personalmente nè spiegare le operazioni da effettuare con precisione . . .

 


SCRIPT RGSS (RPG Maker XP) VINTAGE LIBRARY [2018+]


Breaking (in ogni senso) News: "Treno deraglia per via del seno di Sakurai Aoi . . ." - Info nello spoiler !!

 


http://afantasymachine.altervista.org/_altervista_ht/NOOOOOOOOOilMIOtreninooooo_500.gif


Non riesco a smettere di essere affascinato da immagini come questa . . .

http://anime.vl-vostok.ru/art/photos2011/17/78049800/wall_VladAnime_WWA_1885-1680x1050.jpg


Alcuni wallpapers che faccio ruotare sul mio vecchio PC . . .


http://afantasymachine.altervista.org/_altervista_ht/gits_window.jpg

http://afantasymachine.altervista.org/_altervista_ht/madoka_group01.jpg
http://afantasymachine.altervista.org/_altervista_ht/arisu_picipici_01.jpg
http://afantasymachine.altervista.org/_altervista_ht/phantom_wp01_einzwei.jpg


La parte più spassosa della mia vita è quando gli altri cercano di spiegarmi i miei pensieri . . .


BBCode Testing


Typeface & Size



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Guest gino
E' tutto abbastanza facile da ottenere, si tratta di scrivere/modificare una dozzina di righe di codice, forse anche meno, se ad esempio non vuoi che la finestrella dei battle commands sia sempre visibile anche quando c'è la party command . . .

 

Per avere i dati del PG in quel modo, senza barre, non devi neanche fare modifiche, tra l'altro . . .

 

Purtroppo sono su una Linux machine e non posso usare rpg maker, quindi non posso nè farti le modifiche personalmente nè spiegare le operazioni da effettuare con precisione . . .

Ti prego giver, procurati RPG Maker XP e provaci!

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Va beh, gino, battute a parte, visto che ho già sottolineato la semplicità della cosa (e spiegato in altre occasioni come fare determinate di quelle cose, tipo le windowskin differenziate per window della stessa Scene), potrei lavorare sui txt degli script di default, se non ne usa di particolari, quasi tutti reperibili facilmente in rete su rpgrevolution ad eccezione di Scene_Battle, che serve per la gestione della finestrella dei comandi di battaglia . . .

Se qualcuno vuole farmi la cortesia di postarlo, potrei anche provarci, senza poter testare se funziona, però . . . E dovrei avere più dettagli sul risultato che si vuole ottenere, naturalmente . . .

 


SCRIPT RGSS (RPG Maker XP) VINTAGE LIBRARY [2018+]


Breaking (in ogni senso) News: "Treno deraglia per via del seno di Sakurai Aoi . . ." - Info nello spoiler !!

 


http://afantasymachine.altervista.org/_altervista_ht/NOOOOOOOOOilMIOtreninooooo_500.gif


Non riesco a smettere di essere affascinato da immagini come questa . . .

http://anime.vl-vostok.ru/art/photos2011/17/78049800/wall_VladAnime_WWA_1885-1680x1050.jpg


Alcuni wallpapers che faccio ruotare sul mio vecchio PC . . .


http://afantasymachine.altervista.org/_altervista_ht/gits_window.jpg

http://afantasymachine.altervista.org/_altervista_ht/madoka_group01.jpg
http://afantasymachine.altervista.org/_altervista_ht/arisu_picipici_01.jpg
http://afantasymachine.altervista.org/_altervista_ht/phantom_wp01_einzwei.jpg


La parte più spassosa della mia vita è quando gli altri cercano di spiegarmi i miei pensieri . . .


BBCode Testing


Typeface & Size



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Va beh, gino, battute a parte, visto che ho già sottolineato la semplicità della cosa (e spiegato in altre occasioni come fare determinate di quelle cose, tipo le windowskin differenziate per window della stessa Scene), potrei lavorare sui txt degli script di default, se non ne usa di particolari, quasi tutti reperibili facilmente in rete su rpgrevolution ad eccezione di Scene_Battle, che serve per la gestione della finestrella dei comandi di battaglia . . .

Se qualcuno vuole farmi la cortesia di postarlo, potrei anche provarci, senza poter testare se funziona, però . . . E dovrei avere più dettagli sul risultato che si vuole ottenere, naturalmente . . .

che script ti servirebbere esattamente?

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(E' per giver! Le 4 scene battle)

#==============================================================================# ** Scene_Battle (part 1)#------------------------------------------------------------------------------#  This class performs battle screen processing.#============================================================================== class Scene_Battle  #--------------------------------------------------------------------------  # * Main Processing  #--------------------------------------------------------------------------  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	@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  #--------------------------------------------------------------------------  # * Determine Battle Win/Loss Results  #--------------------------------------------------------------------------  def judge	# If all dead determinant is true, or number of members in party is 0	if $game_party.all_dead? or $game_party.actors.size == 0	  # If possible to lose	  if $game_temp.battle_can_lose		# Return to BGM before battle starts		$game_system.bgm_play($game_temp.map_bgm)		# Battle ends		battle_end(2)		# Return true		return true	  end	  # Set game over flag	  $game_temp.gameover = true	  # Return true	  return true	end	# Return false if even 1 enemy exists	for enemy in $game_troop.enemies	  if enemy.exist?		return false	  end	end	# Start after battle phase (win)	start_phase5	# Return true	return true  end  #--------------------------------------------------------------------------  # * Battle Ends  #	 result : results (0:win 1:lose 2:escape)  #--------------------------------------------------------------------------  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.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  #--------------------------------------------------------------------------  # * Battle Event Setup  #--------------------------------------------------------------------------  def setup_battle_event	# If battle event is running	if $game_system.battle_interpreter.running?	  return	end	# Search for all battle event pages	for index in 0...$data_troops[@troop_id].pages.size	  # Get event pages	  page = $data_troops[@troop_id].pages[index]	  # Make event conditions possible for reference with c	  c = page.condition	  # Go to next page if no conditions are appointed	  unless c.turn_valid or c.enemy_valid or			 c.actor_valid or c.switch_valid		next	  end	  # Go to next page if action has been completed	  if $game_temp.battle_event_flags[index]		next	  end	  # Confirm turn conditions	  if c.turn_valid		n = $game_temp.battle_turn		a = c.turn_a		b = c.turn_b		if (b == 0 and n != a) or		   (b > 0 and (n < 1 or n < a or n % b != a % b))		  next		end	  end	  # Confirm enemy conditions	  if c.enemy_valid		enemy = $game_troop.enemies[c.enemy_index]		if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp		  next		end	  end	  # Confirm actor conditions	  if c.actor_valid		actor = $game_actors[c.actor_id]		if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp		  next		end	  end	  # Confirm switch conditions	  if c.switch_valid		if $game_switches[c.switch_id] == false		  next		end	  end	  # Set up event	  $game_system.battle_interpreter.setup(page.list, 0)	  # If this page span is [battle] or [turn]	  if page.span <= 1		# Set action completed flag		$game_temp.battle_event_flags[index] = true	  end	  return	end  end  #--------------------------------------------------------------------------  # * Frame Update  #--------------------------------------------------------------------------  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	@help_window.update	@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  endend

#==============================================================================# ** Scene_Battle (part 2)#------------------------------------------------------------------------------#  This class performs battle screen processing.#============================================================================== class Scene_Battle  #--------------------------------------------------------------------------  # * Start Pre-Battle Phase  #--------------------------------------------------------------------------  def start_phase1	# Shift to phase 1	@phase = 1	# Clear all party member actions	$game_party.clear_actions	# Set up battle event	setup_battle_event  end  #--------------------------------------------------------------------------  # * Frame Update (pre-battle phase)  #--------------------------------------------------------------------------  def update_phase1	# Determine win/loss situation	if judge	  # If won or lost: end method	  return	end	# Start party command phase	start_phase2  end  #--------------------------------------------------------------------------  # * Start Party Command Phase  #--------------------------------------------------------------------------  def start_phase2	# Shift to phase 2	@phase = 2	# Set actor to non-selecting	@actor_index = -1	@active_battler = nil	# Enable party command window	@party_command_window.active = true	@party_command_window.visible = true	# Disable actor command window	@actor_command_window.active = false	@actor_command_window.visible = false	# Clear main phase flag	$game_temp.battle_main_phase = false	# Clear all party member actions	$game_party.clear_actions	# If impossible to input command	unless $game_party.inputable?	  # Start main phase	  start_phase4	end  end  #--------------------------------------------------------------------------  # * Frame Update (party command phase)  #--------------------------------------------------------------------------  def update_phase2	# If C button was pressed	if Input.trigger?(Input::C)	  # Branch by party command window cursor position	  case @party_command_window.index	  when 0  # fight		# Play decision SE		$game_system.se_play($data_system.decision_se)		# Start actor command phase		start_phase3	  when 1  # escape		# If it's not possible to escape		if $game_temp.battle_can_escape == false		  # Play buzzer SE		  $game_system.se_play($data_system.buzzer_se)		  return		end		# Play decision SE		$game_system.se_play($data_system.decision_se)		# Escape processing		update_phase2_escape	  end	  return	end  end  #--------------------------------------------------------------------------  # * Frame Update (party command phase: escape)  #--------------------------------------------------------------------------  def update_phase2_escape	# Calculate enemy agility average	enemies_agi = 0	enemies_number = 0	for enemy in $game_troop.enemies	  if enemy.exist?		enemies_agi += enemy.agi		enemies_number += 1	  end	end	if enemies_number > 0	  enemies_agi /= enemies_number	end	# Calculate actor agility average	actors_agi = 0	actors_number = 0	for actor in $game_party.actors	  if actor.exist?		actors_agi += actor.agi		actors_number += 1	  end	end	if actors_number > 0	  actors_agi /= actors_number	end	# Determine if escape is successful	success = rand(100) < 50 * actors_agi / enemies_agi	# If escape is successful	if success	  # Play escape SE	  $game_system.se_play($data_system.escape_se)	  # Return to BGM before battle started	  $game_system.bgm_play($game_temp.map_bgm)	  # Battle ends	  battle_end(1)	# If escape is failure	else	  # Clear all party member actions	  $game_party.clear_actions	  # Start main phase	  start_phase4	end  end  #--------------------------------------------------------------------------  # * Start After Battle Phase  #--------------------------------------------------------------------------  def start_phase5	# Shift to phase 5	@phase = 5	# Play battle end ME	$game_system.me_play($game_system.battle_end_me)	# Return to BGM before battle started	$game_system.bgm_play($game_temp.map_bgm)	# Initialize EXP, amount of gold, and treasure	exp = 0	gold = 0	treasures = []	# Loop	for enemy in $game_troop.enemies	  # If enemy is not hidden	  unless enemy.hidden		# Add EXP and amount of gold obtained		exp += enemy.exp		gold += enemy.gold		# Determine if treasure appears		if rand(100) < enemy.treasure_prob		  if enemy.item_id > 0			treasures.push($data_items[enemy.item_id])		  end		  if enemy.weapon_id > 0			treasures.push($data_weapons[enemy.weapon_id])		  end		  if enemy.armor_id > 0			treasures.push($data_armors[enemy.armor_id])		  end		end	  end	end	# Treasure is limited to a maximum of 6 items	treasures = treasures[0..5]	# Obtaining EXP	for i in 0...$game_party.actors.size	  actor = $game_party.actors[i]	  if actor.cant_get_exp? == false		last_level = actor.level		actor.exp += exp		if actor.level > last_level		  @status_window.level_up(i)		end	  end	end	# Obtaining gold	$game_party.gain_gold(gold)	# Obtaining treasure	for item in treasures	  case item	  when RPG::Item		$game_party.gain_item(item.id, 1)	  when RPG::Weapon		$game_party.gain_weapon(item.id, 1)	  when RPG::Armor		$game_party.gain_armor(item.id, 1)	  end	end	# Make battle result window	@result_window = Window_BattleResult.new(exp, gold, treasures)	# Set wait count	@phase5_wait_count = 100  end  #--------------------------------------------------------------------------  # * Frame Update (after battle phase)  #--------------------------------------------------------------------------  def update_phase5	# If wait count is larger than 0	if @phase5_wait_count > 0	  # Decrease wait count	  @phase5_wait_count -= 1	  # If wait count reaches 0	  if @phase5_wait_count == 0		# Show result window		@result_window.visible = true		# Clear main phase flag		$game_temp.battle_main_phase = false		# Refresh status window		@status_window.refresh	  end	  return	end	# If C button was pressed	if Input.trigger?(Input::C)	  # Battle ends	  battle_end(0)	end  endend

#==============================================================================# ** Scene_Battle (part 3)#------------------------------------------------------------------------------#  This class performs battle screen processing.#============================================================================== class Scene_Battle  #--------------------------------------------------------------------------  # * Start Actor Command Phase  #--------------------------------------------------------------------------  def start_phase3	# Shift to phase 3	@phase = 3	# Set actor as unselectable	@actor_index = -1	@active_battler = nil	# Go to command input for next actor	phase3_next_actor  end  #--------------------------------------------------------------------------  # * Go to Command Input for Next Actor  #--------------------------------------------------------------------------  def phase3_next_actor	# 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.blink = true	# Once more if actor refuses command input	end until @active_battler.inputable?	# Set up actor command window	phase3_setup_command_window  end  #--------------------------------------------------------------------------  # * Go to Command Input of Previous Actor  #--------------------------------------------------------------------------  def phase3_prior_actor	# 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]	  @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  #--------------------------------------------------------------------------  # * Actor Command Window Setup  #--------------------------------------------------------------------------  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	# Set actor command window position	@actor_command_window.x = @actor_index * 160	# Set index to 0	@actor_command_window.index = 0  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		# Go to command input for next actor		phase3_next_actor	  when 3  # item		# Play decision SE		$game_system.se_play($data_system.decision_se)		# Set action		@active_battler.current_action.kind = 2		# Start item selection		start_item_select	  end	  return	end  end  #--------------------------------------------------------------------------  # * Frame Update (actor command phase : skill selection)  #--------------------------------------------------------------------------  def update_phase3_skill_select	# Make skill window visible	@skill_window.visible = true	# Update skill window	@skill_window.update	# If B button was pressed	if Input.trigger?(Input::B)	  # Play cancel SE	  $game_system.se_play($data_system.cancel_se)	  # End skill selection	  end_skill_select	  return	end	# If C button was pressed	if Input.trigger?(Input::C)	  # Get currently selected data on the skill window	  @skill = @skill_window.skill	  # If it can't be used	  if @skill == nil or not @active_battler.skill_can_use?(@skill.id)		# Play buzzer SE		$game_system.se_play($data_system.buzzer_se)		return	  end	  # Play decision SE	  $game_system.se_play($data_system.decision_se)	  # Set action	  @active_battler.current_action.skill_id = @skill.id	  # Make skill window invisible	  @skill_window.visible = false	  # If effect scope is single enemy	  if @skill.scope == 1		# Start enemy selection		start_enemy_select	  # If effect scope is single ally	  elsif @skill.scope == 3 or @skill.scope == 5		# Start actor selection		start_actor_select	  # If effect scope is not single	  else		# End skill selection		end_skill_select		# Go to command input for next actor		phase3_next_actor	  end	  return	end  end  #--------------------------------------------------------------------------  # * Frame Update (actor command phase : item selection)  #--------------------------------------------------------------------------  def update_phase3_item_select	# Make item window visible	@item_window.visible = true	# Update item window	@item_window.update	# If B button was pressed	if Input.trigger?(Input::B)	  # Play cancel SE	  $game_system.se_play($data_system.cancel_se)	  # End item selection	  end_item_select	  return	end	# If C button was pressed	if Input.trigger?(Input::C)	  # Get currently selected data on the item window	  @item = @item_window.item	  # If it can't be used	  unless $game_party.item_can_use?(@item.id)		# Play buzzer SE		$game_system.se_play($data_system.buzzer_se)		return	  end	  # Play decision SE	  $game_system.se_play($data_system.decision_se)	  # Set action	  @active_battler.current_action.item_id = @item.id	  # Make item window invisible	  @item_window.visible = false	  # If effect scope is single enemy	  if @item.scope == 1		# Start enemy selection		start_enemy_select	  # If effect scope is single ally	  elsif @item.scope == 3 or @item.scope == 5		# Start actor selection		start_actor_select	  # If effect scope is not single	  else		# End item selection		end_item_select		# Go to command input for next actor		phase3_next_actor	  end	  return	end  end  #--------------------------------------------------------------------------  # * Frame Updat (actor command phase : enemy selection)  #--------------------------------------------------------------------------  def update_phase3_enemy_select	# Update enemy arrow	@enemy_arrow.update	# If B button was pressed	if Input.trigger?(Input::B)	  # Play cancel SE	  $game_system.se_play($data_system.cancel_se)	  # End enemy selection	  end_enemy_select	  return	end	# If C button was pressed	if Input.trigger?(Input::C)	  # Play decision SE	  $game_system.se_play($data_system.decision_se)	  # Set action	  @active_battler.current_action.target_index = @enemy_arrow.index	  # End enemy selection	  end_enemy_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  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)	  # Play decision SE	  $game_system.se_play($data_system.decision_se)	  # Set action	  @active_battler.current_action.target_index = @actor_arrow.index	  # End actor selection	  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  end  #--------------------------------------------------------------------------  # * Start Enemy Selection  #--------------------------------------------------------------------------  def start_enemy_select	# Make enemy arrow	@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)	# Associate help window	@enemy_arrow.help_window = @help_window	# Disable actor command window	@actor_command_window.active = false	@actor_command_window.visible = false  end  #--------------------------------------------------------------------------  # * End Enemy Selection  #--------------------------------------------------------------------------  def end_enemy_select	# Dispose of enemy arrow	@enemy_arrow.dispose	@enemy_arrow = nil	# If command is [fight]	if @actor_command_window.index == 0	  # Enable actor command window	  @actor_command_window.active = true	  @actor_command_window.visible = true	  # Hide help window	  @help_window.visible = false	end  end  #--------------------------------------------------------------------------  # * Start Actor Selection  #--------------------------------------------------------------------------  def start_actor_select	# Make actor arrow	@actor_arrow = Arrow_Actor.new(@spriteset.viewport2)	@actor_arrow.index = @actor_index	# 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  end  #--------------------------------------------------------------------------  # * Start Skill Selection  #--------------------------------------------------------------------------  def start_skill_select	# Make skill window	@skill_window = Window_Skill.new(@active_battler)	# Associate help window	@skill_window.help_window = @help_window	# Disable actor command window	@actor_command_window.active = false	@actor_command_window.visible = false  end  #--------------------------------------------------------------------------  # * End Skill Selection  #--------------------------------------------------------------------------  def end_skill_select	# Dispose of skill window	@skill_window.dispose	@skill_window = nil	# Hide help window	@help_window.visible = false	# Enable actor command window	@actor_command_window.active = true	@actor_command_window.visible = true  end  #--------------------------------------------------------------------------  # * Start Item Selection  #--------------------------------------------------------------------------  def start_item_select	# Make item window	@item_window = Window_Item.new	# Associate help window	@item_window.help_window = @help_window	# Disable actor command window	@actor_command_window.active = false	@actor_command_window.visible = false  end  #--------------------------------------------------------------------------  # * End Item Selection  #--------------------------------------------------------------------------  def end_item_select	# Dispose of item window	@item_window.dispose	@item_window = nil	# Hide help window	@help_window.visible = false	# Enable actor command window	@actor_command_window.active = true	@actor_command_window.visible = true  endend

#==============================================================================# ** Scene_Battle (part 4)#------------------------------------------------------------------------------#  This class performs battle screen processing.#============================================================================== class Scene_Battle  #--------------------------------------------------------------------------  # * Start Main Phase  #--------------------------------------------------------------------------  def start_phase4	# Shift to phase 4	@phase = 4	# Turn count	$game_temp.battle_turn += 1	# Search all battle event pages	for index in 0...$data_troops[@troop_id].pages.size	  # Get event page	  page = $data_troops[@troop_id].pages[index]	  # If this page span is [turn]	  if page.span == 1		# Clear action completed flags		$game_temp.battle_event_flags[index] = false	  end	end	# Set actor as unselectable	@actor_index = -1	@active_battler = nil	# Enable party command window	@party_command_window.active = false	@party_command_window.visible = false	# Disable actor command window	@actor_command_window.active = false	@actor_command_window.visible = false	# Set main phase flag	$game_temp.battle_main_phase = true	# Make enemy action	for enemy in $game_troop.enemies	  enemy.make_action	end	# Make action orders	make_action_orders	# Shift to step 1	@phase4_step = 1  end  #--------------------------------------------------------------------------  # * Make Action Orders  #--------------------------------------------------------------------------  def make_action_orders	# Initialize @action_battlers array	@action_battlers = []	# Add enemy to @action_battlers array	for enemy in $game_troop.enemies	  @action_battlers.push(enemy)	end	# Add actor to @action_battlers array	for actor in $game_party.actors	  @action_battlers.push(actor)	end	# Decide action speed for all	for battler in @action_battlers	  battler.make_action_speed	end	# Line up action speed in order from greatest to least	@action_battlers.sort! {|a,b|	  b.current_action.speed - a.current_action.speed }  end  #--------------------------------------------------------------------------  # * Frame Update (main phase)  #--------------------------------------------------------------------------  def update_phase4	case @phase4_step	when 1	  update_phase4_step1	when 2	  update_phase4_step2	when 3	  update_phase4_step3	when 4	  update_phase4_step4	when 5	  update_phase4_step5	when 6	  update_phase4_step6	end  end  #--------------------------------------------------------------------------  # * Frame Update (main phase step 1 : action preparation)  #--------------------------------------------------------------------------  def update_phase4_step1	# Hide help window	@help_window.visible = false	# Determine win/loss	if judge	  # If won, or if lost : end method	  return	end	# If an action forcing battler doesn't exist	if $game_temp.forcing_battler == nil	  # Set up battle event	  setup_battle_event	  # If battle event is running	  if $game_system.battle_interpreter.running?		return	  end	end	# If an action forcing battler exists	if $game_temp.forcing_battler != nil	  # Add to head, or move	  @action_battlers.delete($game_temp.forcing_battler)	  @action_battlers.unshift($game_temp.forcing_battler)	end	# If no actionless battlers exist (all have performed an action)	if @action_battlers.size == 0	  # Start party command phase	  start_phase2	  return	end	# Initialize animation ID and common event ID	@animation1_id = 0	@animation2_id = 0	@common_event_id = 0	# Shift from head of actionless battlers	@active_battler = @action_battlers.shift	# If already removed from battle	if @active_battler.index == nil	  return	end	# Slip damage	if @active_battler.hp > 0 and @active_battler.slip_damage?	  @active_battler.slip_damage_effect	  @active_battler.damage_pop = true	end	# Natural removal of states	@active_battler.remove_states_auto	# Refresh status window	@status_window.refresh	# Shift to step 2	@phase4_step = 2  end  #--------------------------------------------------------------------------  # * Frame Update (main phase step 2 : start action)  #--------------------------------------------------------------------------  def update_phase4_step2	# If not a forcing action	unless @active_battler.current_action.forcing	  # If restriction is [normal attack enemy] or [normal attack ally]	  if @active_battler.restriction == 2 or @active_battler.restriction == 3		# Set attack as an action		@active_battler.current_action.kind = 0		@active_battler.current_action.basic = 0	  end	  # If restriction is [cannot perform action]	  if @active_battler.restriction == 4		# Clear battler being forced into action		$game_temp.forcing_battler = nil		# Shift to step 1		@phase4_step = 1		return	  end	end	# Clear target battlers	@target_battlers = []	# Branch according to each action	case @active_battler.current_action.kind	when 0  # basic	  make_basic_action_result	when 1  # skill	  make_skill_action_result	when 2  # item	  make_item_action_result	end	# Shift to step 3	if @phase4_step == 2	  @phase4_step = 3	end  end  #--------------------------------------------------------------------------  # * Make Basic Action Results  #--------------------------------------------------------------------------  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 = $game_troop.smooth_target_enemy(index)		end	  end	  # Set array of targeted battlers	  @target_battlers = [target]	  # Apply normal attack results	  for target in @target_battlers		target.attack_effect(@active_battler)	  end	  return	end	# If guard	if @active_battler.current_action.basic == 1	  # Display "Guard" in help window	  @help_window.set_text($data_system.words.guard, 1)	  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 == 3	  # Clear battler being forced into action	  $game_temp.forcing_battler = nil	  # Shift to step 1	  @phase4_step = 1	  return	end  end  #--------------------------------------------------------------------------  # * Set Targeted Battler for Skill or Item  #	 scope : effect scope for skill or item  #--------------------------------------------------------------------------  def set_target_battlers(scope)	# If battler performing action is enemy	if @active_battler.is_a?(Game_Enemy)	  # Branch by effect scope	  case scope	  when 1  # single enemy		index = @active_battler.current_action.target_index		@target_battlers.push($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  #--------------------------------------------------------------------------  # * Make Skill Action Results  #--------------------------------------------------------------------------  def make_skill_action_result	# Get skill	@skill = $data_skills[@active_battler.current_action.skill_id]	# If not a forcing action	unless @active_battler.current_action.forcing	  # If unable to use due to SP running out	  unless @active_battler.skill_can_use?(@skill.id)		# Clear battler being forced into action		$game_temp.forcing_battler = nil		# Shift to step 1		@phase4_step = 1		return	  end	end	# Use up SP	@active_battler.sp -= @skill.sp_cost	# Refresh status window	@status_window.refresh	# Show skill name on help window	@help_window.set_text(@skill.name, 1)	# Set animation ID	@animation1_id = @skill.animation1_id	@animation2_id = @skill.animation2_id	# Set command event ID	@common_event_id = @skill.common_event_id	# Set target battlers	set_target_battlers(@skill.scope)	# Apply skill effect	for target in @target_battlers	  target.skill_effect(@active_battler, @skill)	end  end  #--------------------------------------------------------------------------  # * Make Item Action Results  #--------------------------------------------------------------------------  def make_item_action_result	# Get item	@item = $data_items[@active_battler.current_action.item_id]	# If unable to use due to items running out	unless $game_party.item_can_use?(@item.id)	  # Shift to step 1	  @phase4_step = 1	  return	end	# If consumable	if @item.consumable	  # Decrease used item by 1	  $game_party.lose_item(@item.id, 1)	end	# Display item name on help window	@help_window.set_text(@item.name, 1)	# Set animation ID	@animation1_id = @item.animation1_id	@animation2_id = @item.animation2_id	# Set common event ID	@common_event_id = @item.common_event_id	# Decide on target	index = @active_battler.current_action.target_index	target = $game_party.smooth_target_actor(index)	# Set targeted battlers	set_target_battlers(@item.scope)	# Apply item effect	for target in @target_battlers	  target.item_effect(@item)	end  end  #--------------------------------------------------------------------------  # * Frame Update (main phase step 3 : animation for action performer)  #--------------------------------------------------------------------------  def update_phase4_step3	# Animation for action performer (if ID is 0, then white flash)	if @animation1_id == 0	  @active_battler.white_flash = true	else	  @active_battler.animation_id = @animation1_id	  @active_battler.animation_hit = true	end	# Shift to step 4	@phase4_step = 4  end  #--------------------------------------------------------------------------  # * Frame Update (main phase step 4 : animation for target)  #--------------------------------------------------------------------------  def update_phase4_step4	# Animation for target	for target in @target_battlers	  target.animation_id = @animation2_id	  target.animation_hit = (target.damage != "Miss")	end	# Animation has at least 8 frames, regardless of its length	@wait_count = 8	# Shift to step 5	@phase4_step = 5  end  #--------------------------------------------------------------------------  # * Frame Update (main phase step 5 : damage display)  #--------------------------------------------------------------------------  def update_phase4_step5	# Hide help window	@help_window.visible = false	# Refresh status window	@status_window.refresh	# Display damage	for target in @target_battlers	  if target.damage != nil		target.damage_pop = true	  end	end	# Shift to step 6	@phase4_step = 6  end  #--------------------------------------------------------------------------  # * Frame Update (main phase step 6 : refresh)  #--------------------------------------------------------------------------  def update_phase4_step6	# Clear battler being forced into action	$game_temp.forcing_battler = nil	# If common event ID is valid	if @common_event_id > 0	  # Set up event	  common_event = $data_common_events[@common_event_id]	  $game_system.battle_interpreter.setup(common_event.list, 0)	end	# Shift to step 1	@phase4_step = 1  endend

(\_/)
(^ ^) <----coniglietto rosso, me!
(> <)


Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^

http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^

http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^

REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^

 

SUWOnzB.jpg 🖤
http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gif
http://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3
http://i.imgur.com/MpaUphY.jpg by Idriu E:3

Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44)

http://i.imgur.com/PgUqHPm.png
Ufficiale
"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"


http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3
Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^
http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^
http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.png
Grazie Testament XD Fan n°1 ufficiale di PQ! :D

Viva
il Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che non
avevo programmi di grafica per fare un banner su questo pc XD (ora ho di
nuovo il mio PC veramente :D)

Rosso Guardiano della
http://i.imgur.com/Os5rvhx.png

Rpg2s RPG BY FORUM:

Nome: Darth Reveal

 

PV totali 2
PA totali 16

Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.
Bozze vesti non definitive qui.

Equipaggiamento:
Indossa:
60$ e 59$ divisi in due tasche interne
Levaitan

Spada a due mani elsa lunga

Guanti del Defender (2PA)
Anello del linguaggio animale (diventato del Richiamo)

Scrinieri da lanciere (2 PA)

Elmo del Leone (5 PA)

Corazza del Leone in Ferro Corrazzato (7 PA)

ZAINO (20) contenente:
Portamonete in pelle di cinghiale contenente: 100$
Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)
Corda
Bottiglia di idromele
Forma di formaggio
Torcia (serve ad illuminare, dura tre settori)

Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)
Ampolla Bianca

Semi di Balissa

 

CAVALLO NORMALE + SELLA (30 +2 armi) contentente:
66$
Benda di pronto soccorso x3
Spada a due mani

Fagotto per Adara (fazzoletto ricamato)


 

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Ora avrei bisogno solo di sapere se la finestrella dei comandi è sempre visibile, anche quando c'è la party_command, e quali finestre usano la stessa windowskin, intendo anche quelle che non appaiono nello screen, come item e skill . . .

 

P.S.: Grazie, Guardian !

 


SCRIPT RGSS (RPG Maker XP) VINTAGE LIBRARY [2018+]


Breaking (in ogni senso) News: "Treno deraglia per via del seno di Sakurai Aoi . . ." - Info nello spoiler !!

 


http://afantasymachine.altervista.org/_altervista_ht/NOOOOOOOOOilMIOtreninooooo_500.gif


Non riesco a smettere di essere affascinato da immagini come questa . . .

http://anime.vl-vostok.ru/art/photos2011/17/78049800/wall_VladAnime_WWA_1885-1680x1050.jpg


Alcuni wallpapers che faccio ruotare sul mio vecchio PC . . .


http://afantasymachine.altervista.org/_altervista_ht/gits_window.jpg

http://afantasymachine.altervista.org/_altervista_ht/madoka_group01.jpg
http://afantasymachine.altervista.org/_altervista_ht/arisu_picipici_01.jpg
http://afantasymachine.altervista.org/_altervista_ht/phantom_wp01_einzwei.jpg


La parte più spassosa della mia vita è quando gli altri cercano di spiegarmi i miei pensieri . . .


BBCode Testing


Typeface & Size



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Ora avrei bisogno solo di sapere se la finestrella dei comandi è sempre visibile, anche quando c'è la party_command, e quali finestre usano la stessa windowskin, intendo anche quelle che non appaiono nello screen, come item e skill . . .

 

P.S.: Grazie, Guardian !

meglio sempre visibile, magari anche leggermente trasparente quando non serve ma vabbè non è importante quello che mi cambiera la vita XD, e comunque va bene la stessa windows skin per tutto, e grazie per l'aiuto^^

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OK. Come si suol dire, First Attempt !

 

Va sotto Scene_Debug nello script editor . . .

 

Tra le prime righe dello script puoi correggere la posizione laterale del battler e indicare il nome della windowskin da usare per la BattleStatus (quella blu nel tuo "screen"), ma se la vuoi tenere con la stessa skin delle altre puoi eliminare tranquillamente tutto il codice relativo a class Window_BattleStatus . . .

Di script per avere le barre ne esistono in quantità che funzionano con qualunque bs o quasi e sarebbe se te lo scegliessi tu, anche se non sarebbe stato difficile crearne uno su misura . . .

 

SCRIIIIIPT (Non farsi ingannare dalla quantità di codice, le modifiche sono poche . . .)

class Game_Actor < Game_Battler  def screen_x	if self.index != nil	  return 560	  # Valore da modificare per spostare il battler lateralmente	else	  return 0	end  endend class Window_BattleStatus < Window_Base def initialize	super(0, 320, 640, 160)	# Mettere tra virgolette il nome della windowskin usata per questa finestra	self.windowskin = RPG::Cache.windowskin("NomeWindowskin")	self.contents = Bitmap.new(width - 32, height - 32)	@level_up_flags = [false, false, false, false]	refresh  endend class Scene_Battle  #--------------------------------------------------------------------------  # * Main Processing  #--------------------------------------------------------------------------  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	@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])	@actor_command_window.x = 240	@actor_command_window.y = 320	@actor_command_window.active = false	@actor_command_window.back_opacity = 160	# 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 start_phase2	# Shift to phase 2	@phase = 2	# Set actor to non-selecting	@actor_index = -1	@active_battler = nil	# Enable party command window	@party_command_window.active = true	@party_command_window.visible = true	# Disable actor command window	@actor_command_window.active = false	@actor_command_window.back_opacity = 160	 # Clear main phase flag	$game_temp.battle_main_phase = false	# Clear all party member actions	$game_party.clear_actions	# If impossible to input command	unless $game_party.inputable?	  # Start main phase	  start_phase4	end  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.back_opacity = 255	# Set index to 0	@actor_command_window.index = 0  end  #  def start_enemy_select	# Make enemy arrow	@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)	# Associate help window	@enemy_arrow.help_window = @help_window	# Disable actor command window	@actor_command_window.active = false	@actor_command_window.back_opacity = 160   end  #--------------------------------------------------------------------------  # * End Enemy Selection  #--------------------------------------------------------------------------  def end_enemy_select	# Dispose of enemy arrow	@enemy_arrow.dispose	@enemy_arrow = nil	# If command is [fight]	if @actor_command_window.index == 0	  # Enable actor command window	  @actor_command_window.active = true	  @actor_command_window.back_opacity = 255	 # Hide help window	  @help_window.visible = false	end  end  #--------------------------------------------------------------------------  # * Start Actor Selection  #--------------------------------------------------------------------------  def start_actor_select	# Make actor arrow	@actor_arrow = Arrow_Actor.new(@spriteset.viewport2)	@actor_arrow.index = @actor_index	# Associate help window	@actor_arrow.help_window = @help_window	# Disable actor command window	@actor_command_window.active = false	@actor_command_window.back_opacity = 160  end  #--------------------------------------------------------------------------  # * End Actor Selection  #--------------------------------------------------------------------------  def end_actor_select	# Dispose of actor arrow	@actor_arrow.dispose	@actor_arrow = nil  end  #--------------------------------------------------------------------------  # * Start Skill Selection  #--------------------------------------------------------------------------  def start_skill_select	# Make skill window	@skill_window = Window_Skill.new(@active_battler)	# Associate help window	@skill_window.help_window = @help_window	# Disable actor command window	@actor_command_window.active = false	@actor_command_window.back_opacity = 160  end  #--------------------------------------------------------------------------  # * End Skill Selection  #--------------------------------------------------------------------------  def end_skill_select	# Dispose of skill window	@skill_window.dispose	@skill_window = nil	# Hide help window	@help_window.visible = false	# Enable actor command window	@actor_command_window.active = true	@actor_command_window.back_opacity = 255 end  #--------------------------------------------------------------------------  # * Start Item Selection  #--------------------------------------------------------------------------  def start_item_select	# Make item window	@item_window = Window_Item.new	# Associate help window	@item_window.help_window = @help_window	# Disable actor command window	@actor_command_window.active = false	@actor_command_window.back_opacity = 160   end  #--------------------------------------------------------------------------  # * End Item Selection  #--------------------------------------------------------------------------  def end_item_select	# Dispose of item window	@item_window.dispose	@item_window = nil	# Hide help window	@help_window.visible = false	# Enable actor command window	@actor_command_window.active = true	@actor_command_window.back_opacity = 255   end  #  def start_phase4	# Shift to phase 4	@phase = 4	# Turn count	$game_temp.battle_turn += 1	# Search all battle event pages	for index in 0...$data_troops[@troop_id].pages.size	  # Get event page	  page = $data_troops[@troop_id].pages[index]	  # If this page span is [turn]	  if page.span == 1		# Clear action completed flags		$game_temp.battle_event_flags[index] = false	  end	end	# Set actor as unselectable	@actor_index = -1	@active_battler = nil	# Enable party command window	@party_command_window.active = false	@party_command_window.visible = false	# Disable actor command window	@actor_command_window.active = false	@actor_command_window.back_opacity = 160	# Set main phase flag	$game_temp.battle_main_phase = true	# Make enemy action	for enemy in $game_troop.enemies	  enemy.make_action	end	# Make action orders	make_action_orders	# Shift to step 1	@phase4_step = 1  end  #end

 


SCRIPT RGSS (RPG Maker XP) VINTAGE LIBRARY [2018+]


Breaking (in ogni senso) News: "Treno deraglia per via del seno di Sakurai Aoi . . ." - Info nello spoiler !!

 


http://afantasymachine.altervista.org/_altervista_ht/NOOOOOOOOOilMIOtreninooooo_500.gif


Non riesco a smettere di essere affascinato da immagini come questa . . .

http://anime.vl-vostok.ru/art/photos2011/17/78049800/wall_VladAnime_WWA_1885-1680x1050.jpg


Alcuni wallpapers che faccio ruotare sul mio vecchio PC . . .


http://afantasymachine.altervista.org/_altervista_ht/gits_window.jpg

http://afantasymachine.altervista.org/_altervista_ht/madoka_group01.jpg
http://afantasymachine.altervista.org/_altervista_ht/arisu_picipici_01.jpg
http://afantasymachine.altervista.org/_altervista_ht/phantom_wp01_einzwei.jpg


La parte più spassosa della mia vita è quando gli altri cercano di spiegarmi i miei pensieri . . .


BBCode Testing


Typeface & Size



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