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Salve a tutti, come da titolo mi servirebbe una modifica al bs di base semplice semplice, nel gioco che sto realizzando vorrei usare dei face come battler, tuttavia con il bs originale i numeri degli hp e degli mp non si vedono perché sono sull'immagine del battler e non si vedono bene, volevo sapere se qualcuno potesse fare una modifica al bs base per spostare le barre o i battler in modo che non si tocchino, decidete voi come, grazie in anticipo.
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Hai già provato con qualche script per il testo bordato (outline) ?

 

I face quanto sono alti ?

Ti andrebbe bene se il tutto sfora un po' nell'area dove stanno i battler dei mostri ?

Oppure, ti andrebbe bene se i face (e/o il testo) vengono ridotti, in caso ti servano di quella dimensione in altri contesti ?

 

Dovrebbe bastare qualche piccola modifica alla Window_BattleStatus, comunque . . .

 

 

EDIT: Potresti mettere uno screen di come appare la situazione adesso ?

Edited by giver

 


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 . . .


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Allora, ho provato a ridurre un poco le dimensioni dei battler, adesso sono 96x96, ma sono davvero troppo piccoli, avrei voluto utilizzarli 136x136, ma non si vedono gli hp/mp molto bene, anzi affatto bene, per il fatto che i face o parametri invadano la zona dei battler dei mostri, dipende, potresti farmi uno schizzo di come ti potrebbe uscire la modifica?
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Ma ti ha prima chiesto lui un

EDIT: Potresti mettere uno screen di come appare la situazione adesso ?

! XD

^ ^

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

-->Link<--

 

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

-->Link<--

 

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

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Allora. Vedo che non ti sei dato molto da fare per abbellire i dati dei personaggi, ma puoi facilmente rimediare . . .

 

Non dovresti avere troppi problemi a trovare uno script che tipermette di avere scritte col testo bordato (te ne avevo accennato prima), che contorna le lettere con un colore solitamente scuro, ma di solito puoi sceglierlo tu, quindi, composte da due colori uno "dentro" l'altro diventano già più corpose ed il bordo aiuta a farle staccare dalla grafica sottostante . . .

In più si potrebbe scrivere il testo in grassetto, che ne dovrebbe migliorare la visibilità, anche in assenza di bordatura . . .

 

Poi, opzionale, uno script per avere delle barre, anche statiche (che non cambiano aspetto col variare degli HP o MP), per arricchire i dati di HP ed MP . . .

 

Intanto, inoltre, potresti cominciare a provare a realizzare i battler non quadrati con solo i dettagli da mostrare, ma rettangolari, di circa 150 di larghezza e 160 di altezza, con la "base" di un singolo colore, usando il face "piccolo" (o 108x108 ?) incollato nella parte alta al centro, magari con decorazioni ai lati destro, sinistro e sottostante, rendendo trasparente il colore di base quando lo importi . . .

Questo espediente ti permette di alzarli fino al bordo alto della finestra dati nella sua posizione originale (quindi non invade l'area dei mostri) senza modificare il relativo codice, anche se le animazioni di battaglia non appariranno al centro del face visibile ma al centro del battler completo (per me dà un effetto migliore così, ma se non ti piace, si può eventualmente modificare il codice . . .

 

Per abbassare la finestra dati, e di conseguenza le scritte, devi andare nello script Window_BattleStatus ed aumentare il 320, forse al massimo di una trentina di pixel, ma ti conviene fare delle prove, nella super che è la prima istruzione del def initialize dello script, ed eventualmente, i 32, 64 e 96 nel def refresh, avvicinando le righe, per poterla abbassare ulteriormente . . . Abbassare la finestra dati fa apparire il nero che c'è sotto, e se non ti soddisfa puoi provare ad usare uno script che stretcha il Battleback in modo che copra anche tutta l'area della dinestra di gioco, fatto da Sleeping Leonhart . . .

 

Con queste informazioni, credo tu possa provare ad arrangiarti da solo per gestire la cosa . . .

Ovviamente, non me ne lavo le mani, perciò se si presentano problemi, chiedi pure . . .

 


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 . . .


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

 

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

# ■ New_Battle

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

# Compiled By : Maki

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

# Original Scripts By : Fukuyama, and 桜雅 在土

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

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

# by fukuyama, ÷‰ë Ý“y

 

# Battle_End_Recovery

#

# 퓬Œã‚̉ñ•œˆ—ƒ‚ƒWƒ…[ƒ‹

#

# Request: stay

# Script: fukuyama

# Test: ƒmƒRƒmŽq

#

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

#

 

module Battle_End_Recovery

 

module Scene_Battle_Module

 

# ‰ñ•œ—¦•Ï”‚ÌID

@@recovery_rate_variable_id = nil

 

# ‰ñ•œ—¦‚̎擾

def battle_end_recovery_rate

  if @@recovery_rate_variable_id.nil?

    @@recovery_rate_variable_id =

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

    if @@recovery_rate_variable_id.nil?

      @@recovery_rate_variable_id = false

    end

  end

  return 0 unless @@recovery_rate_variable_id

  return $game_variables[@@recovery_rate_variable_id]

end

 

# 퓬Œã‚̉ñ•œˆ—

def battle_end_recovery

 

  # ‰ñ•œ—¦

  recovery_rate = battle_end_recovery_rate

 

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

  if recovery_rate != 0 and not actor.dead?

 

    # ƒp[ƒeƒB‚̃AƒNƒ^[–ˆ‚Ƀ‹[ƒv

    $game_party.actors.each do |actor|

 

      # ‰ñ•œ—ÊŒvŽZ

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

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

 

      # ŽÀۂɉñ•œ

      actor.hp += recovery_hp

      actor.sp += recovery_sp

 

      # ƒAƒjƒ[ƒVƒ‡ƒ“Ý’è

      actor.damage = - recovery_hp

      actor.damage_pop = true

 

    end

 

    # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðXV

    @status_window.refresh

 

  end

end

 

end # module Scene_Battle_Module

end # module Battle_End_Recovery

 

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

# 퓬ƒV[ƒ“‚ÌÄ’è‹`

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

class Scene_Battle

 

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

include Battle_End_Recovery::Scene_Battle_Module

 

# Œ³‚̃tƒF[ƒY‚TŠJŽn‚ɕʖ¼‚ð‚‚¯‚é

alias battle_end_recovery_original_start_phase5 start_phase5

 

# ƒtƒF[ƒY‚TŠJŽn‚ðÄ’è‹`

def start_phase5

 

# 퓬Œã‚̉ñ•œˆ—‚ðŒÄ‚Ño‚·

battle_end_recovery

 

# Œ³‚̃tƒF[ƒY‚TŠJŽn‚ðŒÄ‚Ño‚·

battle_end_recovery_original_start_phase5

 

end

end

 

# Battle_End_Recovery

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

# by ÷‰ë Ý“y

 

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

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

 

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

# ¡ Window_LevelUpWindow

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

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

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

class Window_LevelUpWindow < Window_Base

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

# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

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

super(0, 128, 160, 192)

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

self.visible = false

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

end

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

# œ ƒŠƒtƒŒƒbƒVƒ…

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

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

self.contents.clear

self.contents.font.color = system_color

self.contents.font.name = "Arial"

self.contents.font.size = 14

self.contents.draw_text( 0,   0, 160, 24, "Livel UP!!")

self.contents.font.size = 18

self.contents.draw_text( 0,  28, 160, 24, $data_system.words.hp)

self.contents.draw_text( 0,  50, 160, 24, $data_system.words.sp)

self.contents.font.size = 14

self.contents.draw_text( 0,  72,  80, 24, $data_system.words.str)

self.contents.draw_text( 0,  94,  80, 24, $data_system.words.dex)

self.contents.draw_text( 0, 116,  80, 24, $data_system.words.agi)

self.contents.draw_text( 0, 138,  80, 24, $data_system.words.int)

self.contents.draw_text(92,   0, 128, 24, "¨")

self.contents.draw_text(76,  28, 128, 24, "=")

self.contents.draw_text(76,  50, 128, 24, "=")

self.contents.draw_text(76,  72, 128, 24, "=")

self.contents.draw_text(76,  94, 128, 24, "=")

self.contents.draw_text(76, 116, 128, 24, "=")

self.contents.draw_text(76, 138, 128, 24, "=")

self.contents.font.color = normal_color

self.contents.draw_text( 0,   0,  88, 24, last_lv.to_s, 2)

self.contents.draw_text( 0,  28,  72, 24, "+" + up_hp.to_s, 2)

self.contents.draw_text( 0,  50,  72, 24, "+" + up_sp.to_s, 2)

self.contents.draw_text( 0,  72,  72, 24, "+" + up_str.to_s, 2)

self.contents.draw_text( 0,  94,  72, 24, "+" + up_dex.to_s, 2)

self.contents.draw_text( 0, 116,  72, 24, "+" + up_agi.to_s, 2)

self.contents.draw_text( 0, 138,  72, 24, "+" + up_int.to_s, 2)

self.contents.font.size = 20

self.contents.draw_text( 0,   0, 128, 24, actor.level.to_s, 2)

self.contents.draw_text( 0,  26, 128, 24, actor.maxhp.to_s, 2)

self.contents.draw_text( 0,  48, 128, 24, actor.maxsp.to_s, 2)

self.contents.draw_text( 0,  70, 128, 24, actor.str.to_s, 2)

self.contents.draw_text( 0,  92, 128, 24, actor.dex.to_s, 2)

self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2)

self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2)

end

end

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

# ¡ Window_BattleStatus

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

class Window_BattleStatus < Window_Base

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

# œ ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”

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

attr_accessor :level_up_flags             # LEVEL UP!•\ަ

end

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

# ¡ Game_Battler

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

class Game_Battler

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

# œ ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”

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

attr_accessor :exp_gain_ban             # EXPŽæ“¾ˆêŽž‹ÖŽ~

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

# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

alias xrxs_bp10_initialize initialize

def initialize

@exp_gain_ban = false

xrxs_bp10_initialize

end

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

# œ ƒXƒe[ƒg [EXP ‚ðŠl“¾‚Å‚«‚È‚¢] ”»’è

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

alias xrxs_bp10_cant_get_exp? cant_get_exp?

def cant_get_exp?

if @exp_gain_ban == true

  return true

else

  return xrxs_bp10_cant_get_exp?

end

end

end

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

# ¡ Scene_Battle

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

class Scene_Battle

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

# œ ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒYŠJŽn

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

alias xrxs_bp10_start_phase5 start_phase5

def start_phase5

# EXP Šl“¾‹ÖŽ~

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

  $game_party.actors.exp_gain_ban = true

end

xrxs_bp10_start_phase5

# EXP Šl“¾‹ÖŽ~‚̉ðœ

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

  $game_party.actors.exp_gain_ban = false

end

# EXP‚ð‰Šú‰»

@exp_gained = 0

for enemy in $game_troop.enemies

  # Šl“¾ EXP‚ð’ljÁ         # ƒGƒlƒ~[‚ª‰B‚êó‘ԂłȂ¢ê‡

  @exp_gained += enemy.exp if not enemy.hidden

end

# Ý’è

@phase5_step       = 0

@exp_gain_actor    = -1

# ƒŠƒUƒ‹ƒgƒEƒBƒ“ƒhƒE‚ð•\ަ

@result_window.y -= 64

@result_window.visible = true

# ƒŒƒxƒ‹ƒAƒbƒv”»’è‚Ö

phase5_next_levelup

end

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

# œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY)

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

alias xrxs_bp10_update_phase5 update_phase5

def update_phase5

case @phase5_step

when 1

  update_phase5_step1

else

  xrxs_bp10_update_phase5

  # ƒŒƒxƒ‹ƒAƒbƒv‚µ‚Ä‚¢‚éꇂ͋­&sect;ƒoƒgƒ‹I—¹

  battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0

end

end

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

# œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY 1 : ƒŒƒxƒ‹ƒAƒbƒv)

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

def update_phase5_step1

# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

if Input.trigger?(Input::C)

  # ƒEƒBƒ“ƒhƒE‚ð•‚¶‚ÄŽŸ‚̃AƒNƒ^[‚Ö

  @levelup_window.visible = false if @levelup_window != nil

  @status_window.level_up_flags[@exp_gain_actor] = false

  phase5_next_levelup

end

end

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

# œ ŽŸ‚̃AƒNƒ^[‚̃Œƒxƒ‹ƒAƒbƒv•\ަ‚Ö

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

def phase5_next_levelup

begin

  # ŽŸ‚̃AƒNƒ^[‚Ö

  @exp_gain_actor += 1

  # ÅŒã‚̃AƒNƒ^[‚Ìê‡

  if @exp_gain_actor >= $game_party.actors.size

    # ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒYŠJŽn

    @phase5_step = 0

    return

  end

  actor = $game_party.actors[@exp_gain_actor]

  if actor.cant_get_exp? == false

    # Œ»Ý‚Ì”\—Í’l‚ð•ÛŽ

    last_level = actor.level

    last_maxhp = actor.maxhp

    last_maxsp = actor.maxsp

    last_str = actor.str

    last_dex = actor.dex

    last_agi = actor.agi

    last_int = actor.int

    # ŒoŒ±’lŽæ“¾‚ÌŒˆ’è“IuŠÔ(“ä

    actor.exp += @exp_gained

    # ”»’è

    if actor.level > last_level

      # ƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡

      @status_window.level_up(@exp_gain_actor)

      if $data_system_level_up_se != ""

        Audio.se_stop

        Audio.se_play($data_system_level_up_se)

      end

      if $data_system_level_up_me != ""

        Audio.me_stop

        Audio.me_play($data_system_level_up_me)

      end

      @levelup_window = Window_LevelUpWindow.new(actor, last_level,

        actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,

        actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)

      @levelup_window.x = 160 * @exp_gain_actor

      @levelup_window.visible = true

      @phase5_wait_count = 40

      @phase5_step       =  1

      # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ…

      @status_window.refresh

      return

    end

  end

end until false

end

end

# ¥£¥ XRXS_17. ƒXƒŠƒbƒvƒ_ƒ[ƒW–hŒä^Œø‰Ê—ÊÚ׉» ver.1.51 ¥£¥

# by ÷‰ë Ý“y, fukuyama

 

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

# ¡ Game_Battler

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

class Game_Battler

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

# œ ƒXƒŠƒbƒvƒ_ƒ[ƒW‚ÌŒø‰Ê“K—p

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

alias xrxs_bp7_slip_damage_effect slip_damage_effect

def slip_damage_effect

# ”’l‚̉Šú‰»

slip_damage_percent = 0

slip_damage_plus = 0

# Œ»Ý•t‰Á‚³‚ê‚Ä‚¢‚éƒXƒe[ƒg‚Ì’†‚©‚çƒXƒŠƒbƒvƒ_ƒ[ƒW—L‚è‚̃‚ƒm‚ð’T‚·

for i in @states

  if $data_states.slip_damage

    # ‚»‚̃Xƒe[ƒg‚ªŽ‚Á‚Ä‚¢‚éƒXƒŠƒbƒvƒ_ƒ[ƒW‚Ì

    # Lvƒvƒ‰ƒXƒXƒe[ƒg‚Ü‚½‚ÍLvƒ}ƒCƒiƒXƒXƒe[ƒg‚ð”»’èB

    for j in $data_states.plus_state_set

      if $data_states[j] != nil

        if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/

          slip_damage_percent += $1.to_i

        elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/

          slip_damage_plus += $1.to_i

        end

      end

    end

    for j in $data_states.minus_state_set

      if $data_states[j] != nil

        if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/

          slip_damage_percent -= $1.to_i

        elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/

          slip_damage_plus -= $1.to_i

        end

      end

    end

  end

end

if slip_damage_percent == 0 and slip_damage_plus == 0

  xrxs_bp7_slip_damage_effect

else

  # –h‹ï‚ªƒXƒŠƒbƒv–hŒä‚ª‚ ‚éꇂ𔻒è

  for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]

    armor = $data_armors

    next if armor == nil

    for j in armor.guard_state_set

      if $data_states[j] != nil

        if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/

          if slip_damage_percent > 0

            slip_damage_percent = [slip_damage_percent - $1.to_i, 0].max

          end

        end

        if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/

          if slip_damage_percent > 0

            slip_damage_plus = [slip_damage_plus - $1.to_i, 0].max

          end

        end

      end

    end

  end

  # ƒ_ƒ[ƒW‚ðÝ’è

  self.damage = self.maxhp * slip_damage_percent / 100 + slip_damage_plus

  # •ªŽU

  if self.damage.abs > 0

    amp = [self.damage.abs * 15 / 100, 1].max

    self.damage += rand(amp+1) + rand(amp+1) - amp

  end

  # HP ‚©‚çƒ_ƒ[ƒW‚ðŒ¸ŽZ

  self.hp -= self.damage

  # ƒƒ\ƒbƒhI—¹

  return true

end

end

end

# ¥£¥ XRXS_BP 1. CP&sect;“±“ü ver.15 ¥£¥

# by ÷‰ë Ý“y, ˜aŠó, Jack-R

 

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

# ¡ Scene_Battle_CP

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

class Scene_Battle_CP

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

# œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”

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

attr_accessor   :stop                   # CP‰ÁŽZƒXƒgƒbƒv

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

# œ ƒIƒuƒWƒFƒNƒg‚̉Šú‰»

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

def initialize

@battlers = []

@cancel = false

@agi_total = 0

# ”z—ñ @count_battlers ‚ð‰Šú‰»

@count_battlers = []

# ƒGƒlƒ~[‚ð”z—ñ @count_battlers ‚ɒljÁ

for enemy in $game_troop.enemies

  @count_battlers.push(enemy)

end

# ƒAƒNƒ^[‚ð”z—ñ @count_battlers ‚ɒljÁ

for actor in $game_party.actors

  @count_battlers.push(actor)

end

for battler in @count_battlers

  @agi_total += battler.agi

end

for battler in @count_battlers

  battler.cp = [[65535 * (rand(15) + 85) / 100 * battler.agi / @agi_total * 4, 0].max, 65535].min

end

end

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

# œ CPƒJƒEƒ“ƒg‚ÌŠJŽn

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

def start

if @cp_thread != nil then

  return

end

@cancel = false

@stop = false

# ‚±‚±‚©‚çƒXƒŒƒbƒh

@cp_thread = Thread.new do

  while @cancel != true

    if @stop != true

      self.update # XV

      sleep(0.05)

    end

  end

end

# ‚±‚±‚܂ŃXƒŒƒbƒh

end

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

# œ CPƒJƒEƒ“ƒgƒAƒbƒv

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

def update

if @count_battlers != nil then

  for battler in @count_battlers

    # s“®o—ˆ‚È‚¯‚ê‚Ζ³Ž‹

    if battler.dead? == true #or battler.movable? == false then

      battler.cp = 0

      next

    end

    # ‚±‚±‚Ì 1.3‚ð•Ï‚¦‚邱‚ƂūƒXƒs[ƒh‚ð•ÏX‰Â”\B‚½‚¾‚µ¬”“_‚ÍŽg—p‚·‚邱‚ÆB

    battler.cp = [[battler.cp + 1.3 * 4096 * battler.agi / @agi_total, 0].max, 65535].min

  end

end

end

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

# œ CPƒJƒEƒ“ƒg‚ÌŠJŽn

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

def stop

@cancel = true

if @cp_thread != nil then

  @cp_thread.join

  @cp_thread = nil

end

end

end

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

# ¡ Game_Battler

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

class Game_Battler

attr_accessor :now_guarding             # Œ»Ý–hŒä’†ƒtƒ‰ƒO

attr_accessor :cp                       # Œ»ÝCP

attr_accessor :slip_state_update_ban    # ƒXƒŠƒbƒvEƒXƒe[ƒgŽ©“®ˆ—‚̋֎~

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

# œ ƒRƒ}ƒ“ƒh“ü—͉”\”»’è

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

def inputable?

return (not @hidden and restriction <= 1 and @cp >=65535)

end

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

# œ ƒXƒe[ƒg [ƒXƒŠƒbƒvƒ_ƒ[ƒW] ”»’è

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

alias xrxs_bp1_slip_damage? slip_damage?

def slip_damage?

return false if @slip_state_update_ban

return xrxs_bp1_slip_damage?

end

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

# œ ƒXƒe[ƒgŽ©‘R‰ðœ (ƒ^[ƒ“‚²‚ƂɌĂÑo‚µ)

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

alias xrxs_bp1_remove_states_auto remove_states_auto

def remove_states_auto

return if @slip_state_update_ban

xrxs_bp1_remove_states_auto

end

end

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

# ¡ Game_Actor

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

class Game_Actor < Game_Battler

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

# œ ƒZƒbƒgƒAƒbƒv

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

alias xrxs_bp1_setup setup

def setup(actor_id)

xrxs_bp1_setup(actor_id)

@hate = 100  # init-value is 100

@cp = 0

@now_guarding = false

@slip_state_update_ban = false

end

end

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

# ¡ Game_Enemy

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

class Game_Enemy < Game_Battler

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

# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

alias xrxs_bp1_initialize initialize

def initialize(troop_id, member_index)

xrxs_bp1_initialize(troop_id, member_index)

@hate = 100  # init-value is 100

@cp = 0

@now_guarding = false

@slip_state_update_ban = false

end

end

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

# ¡ Window_BattleStatus

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

class Window_BattleStatus < Window_Base

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

# œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”

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

attr_accessor   :update_cp_only                   # CPƒ[ƒ^[‚݂̂ÌXV

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

# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

alias xrxs_bp1_initialize initialize

def initialize

@update_cp_only = false

xrxs_bp1_initialize

end

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

# œ ƒŠƒtƒŒƒbƒVƒ…

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

alias xrxs_bp1_refresh refresh

def refresh

if @update_cp_only == false

  xrxs_bp1_refresh

end

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

  actor = $game_party.actors

  actor_x = i * 160 + 4

  draw_actor_cp_meter(actor, actor_x, 96, 120, 0)

end

end

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

# œ CPƒ[ƒ^[ ‚Ì•`‰æ

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

def draw_actor_cp_meter(actor, x, y, width = 156, type = 0)

self.contents.font.color = system_color

self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))

if actor.cp == nil

  actor.cp = 0

end

w = width * [actor.cp,65535].min / 65535

self.contents.fill_rect(x, y+28, w,1, Color.new(255, 255, 128, 255))

self.contents.fill_rect(x, y+29, w,1, Color.new(255, 255, 0, 255))

self.contents.fill_rect(x, y+30, w,1, Color.new(192, 192, 0, 255))

self.contents.fill_rect(x, y+31, w,1, Color.new(128, 128, 0, 255))

end

end

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

# ¡ Scene_Battle

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

class Scene_Battle

# ‚±‚±‚ÉŒø‰Ê‰¹‚ðÝ’è‚·‚邯AƒAƒNƒ^[ƒRƒ}ƒ“ƒh‚ªƒ|ƒbƒv‚µ‚½‚Æ‚«‚ÉŒø‰Ê‰¹‚ðĶ

$data_system_command_up_se = ""

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

# œ ƒoƒgƒ‹I—¹

#     result : Œ‹‰Ê (0:Ÿ—˜ 1:”s–k 2:“¦‘–)

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

alias xrxs_bp1_battle_end battle_end

def battle_end(result)

# CPƒJƒEƒ“ƒg’âŽ~

@cp_thread.stop

xrxs_bp1_battle_end(result)

end

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

# œ ƒvƒŒƒoƒgƒ‹ƒtƒF[ƒYŠJŽn

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

alias xrxs_bp1_start_phase1 start_phase1

def start_phase1

@agi_total = 0

@cp_thread = Scene_Battle_CP.new

# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðÄì¬

s1 = $data_system.words.attack

s2 = $data_system.words.skill

s3 = $data_system.words.guard

s4 = $data_system.words.item

@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "Fuga"])

@actor_command_window.y = 128

@actor_command_window.back_opacity = 160

@actor_command_window.active = false

@actor_command_window.visible = false

@actor_command_window.draw_item(4, $game_temp.battle_can_escape ? @actor_command_window.normal_color : @actor_command_window.disabled_color)

xrxs_bp1_start_phase1

end

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

# œ ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn

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

alias xrxs_bp1_start_phase2 start_phase2

def start_phase2

xrxs_bp1_start_phase2

@party_command_window.active = false

@party_command_window.visible = false

# ŽŸ‚Ö

start_phase3

end

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

# œ ƒtƒŒ[ƒ€XV (ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒY)

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

alias xrxs_bp1_update_phase2 update_phase2

def update_phase2

# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

if Input.trigger?(Input::C)

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

  case @party_command_window.index

  when 0  # 키

    # Œˆ’è SE ‚ð‰‰‘t

    $game_system.se_play($data_system.decision_se)

    @cp_thread.start

    # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn

    start_phase3

  end

  return

end

xrxs_bp1_update_phase2

end

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

# œ ŽŸ‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö

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

def phase3_next_actor

# ƒ‹[ƒv

begin

  # ƒAƒNƒ^[‚Ì–¾–ŃGƒtƒFƒNƒg OFF

  if @active_battler != nil

    @active_battler.blink = false

  end

  # ÅŒã‚̃AƒNƒ^[‚Ìê‡

  if @actor_index == $game_party.actors.size-1

    # ƒƒCƒ“ƒtƒF[ƒYŠJŽn

    @cp_thread.start

    start_phase4

    return

  end

  # ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ði‚ß‚é

  @actor_index += 1

  @active_battler = $game_party.actors[@actor_index]

  @active_battler.blink = true

  if @active_battler.inputable? == false

    @active_battler.current_action.kind = -1

  end

  # ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x

end until @active_battler.inputable?

@cp_thread.stop

# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv

@active_battler.now_guarding = false

phase3_setup_command_window

end

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

# œ ‘O‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö

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

def phase3_prior_actor

# ƒ‹[ƒv

begin

  # ƒAƒNƒ^[‚Ì–¾–ŃGƒtƒFƒNƒg OFF

  if @active_battler != nil

    @active_battler.blink = false

  end

  # ʼn‚̃AƒNƒ^[‚Ìê‡

  if @actor_index == 0

    # ʼn‚Ö–ß‚é

    start_phase3

    return

  end

  # ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ð–ß‚·

  @actor_index -= 1

  @active_battler = $game_party.actors[@actor_index]

  @active_battler.blink = true

  # ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x

end until @active_battler.inputable?

@cp_thread.stop

# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv

@active_battler.now_guarding = false

phase3_setup_command_window

end

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

# œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃ZƒbƒgƒAƒbƒv

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

alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window

def phase3_setup_command_window

# Œø‰Ê‰¹‚ÌĶ

Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != ""

# –ß‚·

xrxs_bp1_phase3_setup_command_window

end

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

# œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒY : Šî–{ƒRƒ}ƒ“ƒh)

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

alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command

def update_phase3_basic_command

# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

if Input.trigger?(Input::C)

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

  case @actor_command_window.index

  when 4  # “¦‚°‚é

    if $game_temp.battle_can_escape

      # Œˆ’è SE ‚ð‰‰‘t

      $game_system.se_play($data_system.decision_se)

      # ƒAƒNƒVƒ‡ƒ“‚ðÝ’è

      @active_battler.current_action.kind = 0

      @active_battler.current_action.basic = 4

      # ŽŸ‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö

      phase3_next_actor

    else

      # ƒuƒU[ SE ‚ð‰‰‘t

      $game_system.se_play($data_system.buzzer_se)

    end

    return

  end

end

xrxs_bsp1_update_phase3_basic_command

end

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

# œ ƒƒCƒ“ƒtƒF[ƒYŠJŽn

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

alias xrxs_bp1_start_phase4 start_phase4

def start_phase4

xrxs_bp1_start_phase4

# ƒGƒlƒ~[ƒAƒNƒVƒ‡ƒ“ì¬

for enemy in $game_troop.enemies

  if enemy.cp < 65535

    enemy.current_action.clear

    enemy.current_action.kind = -1 # ƒ^[ƒ“”ò‚΂µB

    next

  end

  enemy.make_action

end

# s“®‡˜ì¬

make_action_orders

end

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

# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 1 : ƒAƒNƒVƒ‡ƒ“€”õ)

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

alias xrxs_bp1_update_phase4_step1 update_phase4_step1

def update_phase4_step1

# ‰Šú‰»

@phase4_act_continuation = 0

# Ÿ”s”»’è

if judge

  @cp_thread.stop

  # Ÿ—˜‚Ü‚½‚Í”s–k‚Ìê‡ : ƒƒ\ƒbƒhI—¹

  return

end

# –¢s“®ƒoƒgƒ‰[”z—ñ‚Ìæ“ª‚©‚çŽæ“¾

@active_battler = @action_battlers[0]

# ƒXƒe[ƒ^ƒXXV‚ðCP‚¾‚¯‚ÉŒÀ’èB

@status_window.update_cp_only = true

# ƒXƒe[ƒgXV‚ð‹ÖŽ~B

@active_battler.slip_state_update_ban = true if @active_battler != nil

# –ß‚·

xrxs_bp1_update_phase4_step1

# ‹ÖŽ~‚ð‰ðœ

@status_window.update_cp_only = false

@active_battler.slip_state_update_ban = false if @active_battler != nil

end

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

# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 2 : ƒAƒNƒVƒ‡ƒ“ŠJŽn)

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

alias xrxs_bp1_update_phase4_step2 update_phase4_step2

def update_phase4_step2

# ‹­&sect;ƒAƒNƒVƒ‡ƒ“‚łȂ¯‚ê‚Î

unless @active_battler.current_action.forcing

  # CP‚ª‘«‚è‚Ä‚¢‚È‚¢ê‡

  if @phase4_act_continuation == 0 and @active_battler.cp < 65535

    @phase4_step = 6

    return

  end

  # &sect;–ñ‚ª [“G‚ð’ÊíUŒ‚‚·‚é] ‚© [–¡•û‚ð’ÊíUŒ‚‚·‚é] ‚Ìê‡

  if @active_battler.restriction == 2 or @active_battler.restriction == 3

    # ƒAƒNƒVƒ‡ƒ“‚ÉUŒ‚‚ðÝ’è

    @active_battler.current_action.kind = 0

    @active_battler.current_action.basic = 0

  end

  # &sect;–ñ‚ª [s“®‚Å‚«‚È‚¢] ‚Ìê‡

  if @active_battler.restriction == 4

    # ƒAƒNƒVƒ‡ƒ“‹­&sect;‘Îۂ̃oƒgƒ‰[‚ðƒNƒŠƒA

    $game_temp.forcing_battler = nil

    if @phase4_act_continuation == 0 and @active_battler.cp >= 65535

      # ƒXƒe[ƒgŽ©‘R‰ðœ

      @active_battler.remove_states_auto

      # CPÁ”ï

      @active_battler.cp = [(@active_battler.cp - 65535),0].max

      # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ…

      @status_window.refresh

    end

    # ƒXƒeƒbƒv 1 ‚ɈÚs

    @phase4_step = 1

    return

  end

end

# ƒAƒNƒVƒ‡ƒ“‚ÌŽí•ʂŕªŠò

case @active_battler.current_action.kind

when 0

  # UŒ‚¥–hŒäE“¦‚°‚éE‰½‚à‚µ‚È‚¢Žž‚Ì‹¤’ÊÁ”ïCP

  @active_battler.cp -=     0 if @phase4_act_continuation == 0

when 1

  # ƒXƒLƒ‹Žg—pŽž‚ÌÁ”ïCP

  @active_battler.cp -= 65535 if @phase4_act_continuation == 0

when 2

  # ƒAƒCƒeƒ€Žg—pŽž‚ÌÁ”ïCP

  @active_battler.cp -= 65535 if @phase4_act_continuation == 0

when -1

  # CP‚ª—­‚Ü‚Á‚Ä‚¢‚È‚¢

  @phase4_step = 6

  return

end

# CP‰ÁŽZ‚ðˆêŽž’âŽ~‚·‚é

@cp_thread.stop = true

# ƒXƒe[ƒgŽ©‘R‰ðœ

@active_battler.remove_states_auto

xrxs_bp1_update_phase4_step2

end

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

# œ Šî–{ƒAƒNƒVƒ‡ƒ“ Œ‹‰Êì¬

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

alias xrxs_bp1_make_basic_action_result make_basic_action_result

def make_basic_action_result

# UŒ‚‚Ìê‡

if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0

  @active_battler.cp -= 65535 # UŒ‚Žž‚ÌCPÁ”ï

end

# –hŒä‚Ìê‡

if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0

  @active_battler.cp -= 32767 # –hŒäŽž‚ÌCPÁ”ï

end

# “G‚Ì“¦‚°‚é‚Ìê‡

if @active_battler.is_a?(Game_Enemy) and

   @active_battler.current_action.basic == 2 and @phase4_act_continuation == 0

  @active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï

end

# ‰½‚à‚µ‚È‚¢‚Ìê‡

if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0

  @active_battler.cp -= 32767 # ‰½‚à‚µ‚È‚¢Žž‚ÌCPÁ”ï

end

# “¦‚°‚é‚Ìê‡

if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0

  @active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï

  # “¦‘–‰Â”\‚ł͂Ȃ¢ê‡

  if $game_temp.battle_can_escape == false

    # ƒuƒU[ SE ‚ð‰‰‘t

    $game_system.se_play($data_system.buzzer_se)

    return

  end

  # Œˆ’è SE ‚ð‰‰‘t

  $game_system.se_play($data_system.decision_se)

  # “¦‘–ˆ—

  update_phase2_escape

  return

end

xrxs_bp1_make_basic_action_result

end

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

# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 5 : ƒ_ƒ[ƒW•\ަ)

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

alias xrxs_bp1_update_phase4_step5 update_phase4_step5

def update_phase4_step5

# ƒXƒŠƒbƒvƒ_ƒ[ƒW

if @active_battler.hp > 0 and @active_battler.slip_damage?

  @active_battler.slip_damage_effect

  @active_battler.damage_pop = true

end

xrxs_bp1_update_phase4_step5

end

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

# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 6 : ƒŠƒtƒŒƒbƒVƒ…)

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

alias xrxs_bp1_update_phase4_step6 update_phase4_step6

def update_phase4_step6

# CP‰ÁŽZ‚ðÄŠJ‚·‚é

@cp_thread.stop = false

# ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ð‰B‚·

@help_window.visible = false

xrxs_bp1_update_phase4_step6

end

end

# ¥£¥ XRXS_BP 7. ƒoƒgƒ‹ƒXƒe[ƒ^ƒXEƒNƒŠƒAƒfƒUƒCƒ“ ver.1.02 ¥£¥

# by ÷‰ë Ý“y, TOMY

 

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

# ¡ Window_BattleStatus

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

class Window_BattleStatus < Window_Base

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

# œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”

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

attr_accessor   :update_cp_only                   # CPƒ[ƒ^[‚݂̂ÌXV

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

# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

alias xrxs_bp7_initialize initialize

def initialize

xrxs_bp7_initialize

# «Full-View‚Ìꇂ͉º“ñs‚Ì # ‚ðÁ‚µ‚Ä‚­‚¾‚³‚¢B

#self.opacity = 0

#self.back_opacity = 0

end

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

# œ ƒŠƒtƒŒƒbƒVƒ…

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

alias xrxs_bp7_refresh refresh

def refresh

if @update_cp_only

  xrxs_bp7_refresh

  return

end

# •`ŽÊ‚ð‹ÖŽ~‚µ‚È‚ª‚ç–ß‚·

@draw_ban = true

xrxs_bp7_refresh

# •`ŽÊ‚̋֎~‚ð‰ðœ

@draw_ban = false

# •`ŽÊ‚ðŠJŽn

@item_max = $game_party.actors.size

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

  actor = $game_party.actors

  actor_x = i * 160 + 21

  # •àsƒLƒƒƒ‰ƒOƒ‰ƒtƒBƒbƒN‚Ì•`ŽÊ

  draw_actor_graphic(actor, actor_x - 9, 116)

  # HP/SPƒ[ƒ^[‚Ì•`ŽÊ

  draw_actor_hp_meter_line(actor, actor_x,  72, 96, 12)

  draw_actor_sp_meter_line(actor, actor_x, 104, 96, 12)

  # HP”’l‚Ì•`ŽÊ

  self.contents.font.size = 24            # HP/SP”’l‚Ì•¶Žš‚̑傫‚³

  self.contents.font.color = actor.hp == 0 ? knockout_color :

    actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color

  draw_shadow_text(actor_x-2, 58, 96, 24, actor.hp.to_s, 2)

  # SP”’l‚Ì•`ŽÊ

  self.contents.font.color = actor.sp == 0 ? knockout_color :

    actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color

  draw_shadow_text(actor_x-2, 90, 96, 24, actor.sp.to_s, 2)

  # —pŒêuHPv‚Æ—pŒêuSPv‚Ì•`ŽÊ

  self.contents.font.size = 12            # —pŒêuHP/SPv‚Ì•¶Žš‚̑傫‚³

  self.contents.font.color = system_color # —pŒêuHP/SPv‚Ì•¶Žš‚ÌF

  draw_shadow_text(actor_x, 60, 96, 12, $data_system.words.hp)

  draw_shadow_text(actor_x, 92, 96, 12, $data_system.words.sp)

 

  draw_actor_state(actor, actor_x, 100)

end

end

end

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

# ¡ Window_Base

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

class Window_Base < Window

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

# œ HPƒ[ƒ^[ ‚Ì•`‰æ

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

def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)

w = width * actor.hp / actor.maxhp

hp_color_1 = Color.new(255,   0,   0, 192)

hp_color_2 = Color.new(255, 255,   0, 192)

self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)

x -= 1

y += (height/4).floor

self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)

x -= 1

y += (height/4).ceil

self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)

x -= 1

y += (height/4).ceil

self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)

end

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

# œ SPƒ[ƒ^[ ‚Ì•`‰æ

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

def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)

w = width * actor.sp / actor.maxsp

hp_color_1 = Color.new(  0,   0, 255, 192)

hp_color_2 = Color.new(  0, 255, 255, 192)

self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)

x -= 1

y += (height/4).floor

self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)

x -= 1

y += (height/4).ceil

self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)

x -= 1

y += (height/4).ceil

self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)

end

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

# œ –¼‘O‚Ì•`‰æ

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

alias xrxs_bp7_draw_actor_name draw_actor_name

def draw_actor_name(actor, x, y)

xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true

end

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

# œ ƒXƒe[ƒg‚Ì•`‰æ

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

alias xrxs_bp7_draw_actor_state draw_actor_state

def draw_actor_state(actor, x, y, width = 120)

xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true

end

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

# œ HP ‚Ì•`‰æ

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

alias xrxs_bp7_draw_actor_hp draw_actor_hp

def draw_actor_hp(actor, x, y, width = 144)

xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true

end

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

# œ SP ‚Ì•`‰æ

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

alias xrxs_bp7_draw_actor_sp draw_actor_sp

def draw_actor_sp(actor, x, y, width = 144)

xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true

end

end

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

# ž ŠO•”ƒ‰ƒCƒuƒ‰ƒŠ

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

class Window_Base

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

# œ ƒ‰ƒCƒ“•`‰æ by ÷‰ë Ý“y

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

def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)

# •`ŽÊ‹——£‚ÌŒvŽZB‘å‚«‚߂ɒ¼ŠpŽž‚Ì’·‚³B

distance = (start_x - end_x).abs + (start_y - end_y).abs

# •`ŽÊŠJŽn

if end_color == start_color

  for i in 1..distance

    x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i

    y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i

    self.contents.fill_rect(x, y, width, width, start_color)

  end

else

  for i in 1..distance

    x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i

    y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i

    r = start_color.red   * (distance-i)/distance + end_color.red   * i/distance

    g = start_color.green * (distance-i)/distance + end_color.green * i/distance

    b = start_color.blue  * (distance-i)/distance + end_color.blue  * i/distance

    a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance

    self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))

  end

end

end

 

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

# œ ‰e•¶Žš•`‰æ by TOMY

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

def draw_shadow_text(x, y, width, height, string, align = 0)

# Œ³‚ÌF‚ð•Û‘¶‚µ‚Ä‚¨‚­

color = self.contents.font.color.dup

# •Žš‚ʼne•`‰æ

self.contents.font.color = Color.new(0, 0, 0)

self.contents.draw_text(x + 2, y + 2, width, height, string, align)

# Œ³‚ÌF‚É–ß‚µ‚Ä•`‰æ

self.contents.font.color = color

self.contents.draw_text(x, y, width, height, string, align)

end

end

 

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  • 0

Ho fatto un pasticcio mentre cercavo di usare lo spoiler sullo script, scusate ^ ^"

Metto il link... dovrebbe esser questo, vero? ^ ^

(\_/)
(^ ^) <----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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No Guardian, non è quello, il mio era una modifica al bs standard, non uso bs laterali, comunque rimetto lo script.

 

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

# ■ New_Battle

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

# Compiled By : Maki

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

# Original Scripts By : Fukuyama, and 桜雅 在土

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

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

# by fukuyama, ÷‰ë Ý“y

 

# Battle_End_Recovery

#

# 퓬Œã‚̉ñ•œˆ—ƒ‚ƒWƒ…[ƒ‹

#

# Request: stay

# Script: fukuyama

# Test: ƒmƒRƒmŽq

#

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

#

 

module Battle_End_Recovery

 

module Scene_Battle_Module

 

# ‰ñ•œ—¦•Ï”‚ÌID

@@recovery_rate_variable_id = nil

 

# ‰ñ•œ—¦‚̎擾

def battle_end_recovery_rate

if @@recovery_rate_variable_id.nil?

@@recovery_rate_variable_id =

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

if @@recovery_rate_variable_id.nil?

@@recovery_rate_variable_id = false

end

end

return 0 unless @@recovery_rate_variable_id

return $game_variables[@@recovery_rate_variable_id]

end

 

# 퓬Œã‚̉ñ•œˆ—

def battle_end_recovery

 

# ‰ñ•œ—¦

recovery_rate = battle_end_recovery_rate

 

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

if recovery_rate != 0 and not actor.dead?

 

# ƒp[ƒeƒB‚̃AƒNƒ^[–ˆ‚Ƀ‹[ƒv

$game_party.actors.each do |actor|

 

# ‰ñ•œ—ÊŒvŽZ

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

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

 

# ŽÀۂɉñ•œ

actor.hp += recovery_hp

actor.sp += recovery_sp

 

# ƒAƒjƒ[ƒVƒ‡ƒ“Ý’è

actor.damage = - recovery_hp

actor.damage_pop = true

 

end

 

# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðXV

@status_window.refresh

 

end

end

 

end # module Scene_Battle_Module

end # module Battle_End_Recovery

 

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

# 퓬ƒV[ƒ“‚ÌÄ’è‹`

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

class Scene_Battle

 

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

include Battle_End_Recovery::Scene_Battle_Module

 

# Œ³‚̃tƒF[ƒY‚TŠJŽn‚ɕʖ¼‚ð‚‚¯‚é

alias battle_end_recovery_original_start_phase5 start_phase5

 

# ƒtƒF[ƒY‚TŠJŽn‚ðÄ’è‹`

def start_phase5

 

# 퓬Œã‚̉ñ•œˆ—‚ðŒÄ‚Ño‚·

battle_end_recovery

 

# Œ³‚̃tƒF[ƒY‚TŠJŽn‚ðŒÄ‚Ño‚·

battle_end_recovery_original_start_phase5

 

end

end

 

# Battle_End_Recovery

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

# by ÷‰ë Ý“y

 

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

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

 

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

# ¡ Window_LevelUpWindow

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

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

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

class Window_LevelUpWindow < Window_Base

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

# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

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

super(0, 128, 160, 192)

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

self.visible = false

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

end

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

# œ ƒŠƒtƒŒƒbƒVƒ…

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

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

self.contents.clear

self.contents.font.color = system_color

self.contents.font.name = "Arial"

self.contents.font.size = 14

self.contents.draw_text( 0, 0, 160, 24, "Livel UP!!")

self.contents.font.size = 18

self.contents.draw_text( 0, 28, 160, 24, $data_system.words.hp)

self.contents.draw_text( 0, 50, 160, 24, $data_system.words.sp)

self.contents.font.size = 14

self.contents.draw_text( 0, 72, 80, 24, $data_system.words.str)

self.contents.draw_text( 0, 94, 80, 24, $data_system.words.dex)

self.contents.draw_text( 0, 116, 80, 24, $data_system.words.agi)

self.contents.draw_text( 0, 138, 80, 24, $data_system.words.int)

self.contents.draw_text(92, 0, 128, 24, "¨")

self.contents.draw_text(76, 28, 128, 24, "=")

self.contents.draw_text(76, 50, 128, 24, "=")

self.contents.draw_text(76, 72, 128, 24, "=")

self.contents.draw_text(76, 94, 128, 24, "=")

self.contents.draw_text(76, 116, 128, 24, "=")

self.contents.draw_text(76, 138, 128, 24, "=")

self.contents.font.color = normal_color

self.contents.draw_text( 0, 0, 88, 24, last_lv.to_s, 2)

self.contents.draw_text( 0, 28, 72, 24, "+" + up_hp.to_s, 2)

self.contents.draw_text( 0, 50, 72, 24, "+" + up_sp.to_s, 2)

self.contents.draw_text( 0, 72, 72, 24, "+" + up_str.to_s, 2)

self.contents.draw_text( 0, 94, 72, 24, "+" + up_dex.to_s, 2)

self.contents.draw_text( 0, 116, 72, 24, "+" + up_agi.to_s, 2)

self.contents.draw_text( 0, 138, 72, 24, "+" + up_int.to_s, 2)

self.contents.font.size = 20

self.contents.draw_text( 0, 0, 128, 24, actor.level.to_s, 2)

self.contents.draw_text( 0, 26, 128, 24, actor.maxhp.to_s, 2)

self.contents.draw_text( 0, 48, 128, 24, actor.maxsp.to_s, 2)

self.contents.draw_text( 0, 70, 128, 24, actor.str.to_s, 2)

self.contents.draw_text( 0, 92, 128, 24, actor.dex.to_s, 2)

self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2)

self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2)

end

end

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

# ¡ Window_BattleStatus

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

class Window_BattleStatus < Window_Base

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

# œ ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”

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

attr_accessor :level_up_flags # LEVEL UP!•\ަ

end

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

# ¡ Game_Battler

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

class Game_Battler

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

# œ ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”

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

attr_accessor :exp_gain_ban # EXPŽæ“¾ˆêŽž‹ÖŽ~

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

# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

alias xrxs_bp10_initialize initialize

def initialize

@exp_gain_ban = false

xrxs_bp10_initialize

end

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

# œ ƒXƒe[ƒg [EXP ‚ðŠl“¾‚Å‚«‚È‚¢] ”»’è

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

alias xrxs_bp10_cant_get_exp? cant_get_exp?

def cant_get_exp?

if @exp_gain_ban == true

return true

else

return xrxs_bp10_cant_get_exp?

end

end

end

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

# ¡ Scene_Battle

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

class Scene_Battle

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

# œ ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒYŠJŽn

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

alias xrxs_bp10_start_phase5 start_phase5

def start_phase5

# EXP Šl“¾‹ÖŽ~

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

$game_party.actors.exp_gain_ban = true

end

xrxs_bp10_start_phase5

# EXP Šl“¾‹ÖŽ~‚̉ðœ

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

$game_party.actors.exp_gain_ban = false

end

# EXP‚ð‰Šú‰»

@exp_gained = 0

for enemy in $game_troop.enemies

# Šl“¾ EXP‚ð’ljÁ # ƒGƒlƒ~[‚ª‰B‚êó‘ԂłȂ¢ê‡

@exp_gained += enemy.exp if not enemy.hidden

end

# Ý’è

@phase5_step = 0

@exp_gain_actor = -1

# ƒŠƒUƒ‹ƒgƒEƒBƒ“ƒhƒE‚ð•\ަ

@result_window.y -= 64

@result_window.visible = true

# ƒŒƒxƒ‹ƒAƒbƒv”»’è‚Ö

phase5_next_levelup

end

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

# œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY)

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

alias xrxs_bp10_update_phase5 update_phase5

def update_phase5

case @phase5_step

when 1

update_phase5_step1

else

xrxs_bp10_update_phase5

# ƒŒƒxƒ‹ƒAƒbƒv‚µ‚Ä‚¢‚éꇂ͋­§ƒoƒgƒ‹I—¹

battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0

end

end

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

# œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY 1 : ƒŒƒxƒ‹ƒAƒbƒv)

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

def update_phase5_step1

# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

if Input.trigger?(Input::C)

# ƒEƒBƒ“ƒhƒE‚ð•‚¶‚ÄŽŸ‚̃AƒNƒ^[‚Ö

@levelup_window.visible = false if @levelup_window != nil

@status_window.level_up_flags[@exp_gain_actor] = false

phase5_next_levelup

end

end

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

# œ ŽŸ‚̃AƒNƒ^[‚̃Œƒxƒ‹ƒAƒbƒv•\ަ‚Ö

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

def phase5_next_levelup

begin

# ŽŸ‚̃AƒNƒ^[‚Ö

@exp_gain_actor += 1

# ÅŒã‚̃AƒNƒ^[‚Ìê‡

if @exp_gain_actor >= $game_party.actors.size

# ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒYŠJŽn

@phase5_step = 0

return

end

actor = $game_party.actors[@exp_gain_actor]

if actor.cant_get_exp? == false

# Œ»Ý‚Ì”\—Í’l‚ð•ÛŽ

last_level = actor.level

last_maxhp = actor.maxhp

last_maxsp = actor.maxsp

last_str = actor.str

last_dex = actor.dex

last_agi = actor.agi

last_int = actor.int

# ŒoŒ±’lŽæ“¾‚ÌŒˆ’è“IuŠÔ(“ä

actor.exp += @exp_gained

# ”»’è

if actor.level > last_level

# ƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡

@status_window.level_up(@exp_gain_actor)

if $data_system_level_up_se != ""

Audio.se_stop

Audio.se_play($data_system_level_up_se)

end

if $data_system_level_up_me != ""

Audio.me_stop

Audio.me_play($data_system_level_up_me)

end

@levelup_window = Window_LevelUpWindow.new(actor, last_level,

actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,

actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)

@levelup_window.x = 160 * @exp_gain_actor

@levelup_window.visible = true

@phase5_wait_count = 40

@phase5_step = 1

# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ…

@status_window.refresh

return

end

end

end until false

end

end

# ¥£¥ XRXS_17. ƒXƒŠƒbƒvƒ_ƒ[ƒW–hŒä^Œø‰Ê—ÊÚ׉» ver.1.51 ¥£¥

# by ÷‰ë Ý“y, fukuyama

 

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

# ¡ Game_Battler

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

class Game_Battler

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

# œ ƒXƒŠƒbƒvƒ_ƒ[ƒW‚ÌŒø‰Ê“K—p

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

alias xrxs_bp7_slip_damage_effect slip_damage_effect

def slip_damage_effect

# ”’l‚̉Šú‰»

slip_damage_percent = 0

slip_damage_plus = 0

# Œ»Ý•t‰Á‚³‚ê‚Ä‚¢‚éƒXƒe[ƒg‚Ì’†‚©‚çƒXƒŠƒbƒvƒ_ƒ[ƒW—L‚è‚̃‚ƒm‚ð’T‚·

for i in @states

if $data_states.slip_damage

# ‚»‚̃Xƒe[ƒg‚ªŽ‚Á‚Ä‚¢‚éƒXƒŠƒbƒvƒ_ƒ[ƒW‚Ì

# Lvƒvƒ‰ƒXƒXƒe[ƒg‚Ü‚½‚ÍLvƒ}ƒCƒiƒXƒXƒe[ƒg‚ð”»’èB

for j in $data_states.plus_state_set

if $data_states[j] != nil

if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/

slip_damage_percent += $1.to_i

elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/

slip_damage_plus += $1.to_i

end

end

end

for j in $data_states.minus_state_set

if $data_states[j] != nil

if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/

slip_damage_percent -= $1.to_i

elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/

slip_damage_plus -= $1.to_i

end

end

end

end

end

if slip_damage_percent == 0 and slip_damage_plus == 0

xrxs_bp7_slip_damage_effect

else

# –h‹ï‚ªƒXƒŠƒbƒv–hŒä‚ª‚ ‚éꇂ𔻒è

for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]

armor = $data_armors

next if armor == nil

for j in armor.guard_state_set

if $data_states[j] != nil

if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/

if slip_damage_percent > 0

slip_damage_percent = [slip_damage_percent - $1.to_i, 0].max

end

end

if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/

if slip_damage_percent > 0

slip_damage_plus = [slip_damage_plus - $1.to_i, 0].max

end

end

end

end

end

# ƒ_ƒ[ƒW‚ðÝ’è

self.damage = self.maxhp * slip_damage_percent / 100 + slip_damage_plus

# •ªŽU

if self.damage.abs > 0

amp = [self.damage.abs * 15 / 100, 1].max

self.damage += rand(amp+1) + rand(amp+1) - amp

end

# HP ‚©‚çƒ_ƒ[ƒW‚ðŒ¸ŽZ

self.hp -= self.damage

# ƒƒ\ƒbƒhI—¹

return true

end

end

end

# ¥£¥ XRXS_BP 1. CP§“±“ü ver.15 ¥£¥

# by ÷‰ë Ý“y, ˜aŠó, Jack-R

 

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

# ¡ Scene_Battle_CP

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

class Scene_Battle_CP

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

# œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”

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

attr_accessor :stop # CP‰ÁŽZƒXƒgƒbƒv

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

# œ ƒIƒuƒWƒFƒNƒg‚̉Šú‰»

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

def initialize

@battlers = []

@cancel = false

@agi_total = 0

# ”z—ñ @count_battlers ‚ð‰Šú‰»

@count_battlers = []

# ƒGƒlƒ~[‚ð”z—ñ @count_battlers ‚ɒljÁ

for enemy in $game_troop.enemies

@count_battlers.push(enemy)

end

# ƒAƒNƒ^[‚ð”z—ñ @count_battlers ‚ɒljÁ

for actor in $game_party.actors

@count_battlers.push(actor)

end

for battler in @count_battlers

@agi_total += battler.agi

end

for battler in @count_battlers

battler.cp = [[65535 * (rand(15) + 85) / 100 * battler.agi / @agi_total * 4, 0].max, 65535].min

end

end

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

# œ CPƒJƒEƒ“ƒg‚ÌŠJŽn

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

def start

if @cp_thread != nil then

return

end

@cancel = false

@stop = false

# ‚±‚±‚©‚çƒXƒŒƒbƒh

@cp_thread = Thread.new do

while @cancel != true

if @stop != true

self.update # XV

sleep(0.05)

end

end

end

# ‚±‚±‚܂ŃXƒŒƒbƒh

end

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

# œ CPƒJƒEƒ“ƒgƒAƒbƒv

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

def update

if @count_battlers != nil then

for battler in @count_battlers

# s“®o—ˆ‚È‚¯‚ê‚Ζ³Ž‹

if battler.dead? == true #or battler.movable? == false then

battler.cp = 0

next

end

# ‚±‚±‚Ì 1.3‚ð•Ï‚¦‚邱‚ƂūƒXƒs[ƒh‚ð•ÏX‰Â”\B‚½‚¾‚µ¬”“_‚ÍŽg—p‚·‚邱‚ÆB

battler.cp = [[battler.cp + 1.3 * 4096 * battler.agi / @agi_total, 0].max, 65535].min

end

end

end

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

# œ CPƒJƒEƒ“ƒg‚ÌŠJŽn

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

def stop

@cancel = true

if @cp_thread != nil then

@cp_thread.join

@cp_thread = nil

end

end

end

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

# ¡ Game_Battler

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

class Game_Battler

attr_accessor :now_guarding # Œ»Ý–hŒä’†ƒtƒ‰ƒO

attr_accessor :cp # Œ»ÝCP

attr_accessor :slip_state_update_ban # ƒXƒŠƒbƒvEƒXƒe[ƒgŽ©“®ˆ—‚̋֎~

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

# œ ƒRƒ}ƒ“ƒh“ü—͉”\”»’è

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

def inputable?

return (not @hidden and restriction <= 1 and @cp >=65535)

end

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

# œ ƒXƒe[ƒg [ƒXƒŠƒbƒvƒ_ƒ[ƒW] ”»’è

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

alias xrxs_bp1_slip_damage? slip_damage?

def slip_damage?

return false if @slip_state_update_ban

return xrxs_bp1_slip_damage?

end

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

# œ ƒXƒe[ƒgŽ©‘R‰ðœ (ƒ^[ƒ“‚²‚ƂɌĂÑo‚µ)

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

alias xrxs_bp1_remove_states_auto remove_states_auto

def remove_states_auto

return if @slip_state_update_ban

xrxs_bp1_remove_states_auto

end

end

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

# ¡ Game_Actor

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

class Game_Actor < Game_Battler

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

# œ ƒZƒbƒgƒAƒbƒv

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

alias xrxs_bp1_setup setup

def setup(actor_id)

xrxs_bp1_setup(actor_id)

@hate = 100 # init-value is 100

@cp = 0

@now_guarding = false

@slip_state_update_ban = false

end

end

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

# ¡ Game_Enemy

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

class Game_Enemy < Game_Battler

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

# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

alias xrxs_bp1_initialize initialize

def initialize(troop_id, member_index)

xrxs_bp1_initialize(troop_id, member_index)

@hate = 100 # init-value is 100

@cp = 0

@now_guarding = false

@slip_state_update_ban = false

end

end

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

# ¡ Window_BattleStatus

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

class Window_BattleStatus < Window_Base

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

# œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”

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

attr_accessor :update_cp_only # CPƒ[ƒ^[‚݂̂ÌXV

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

# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

alias xrxs_bp1_initialize initialize

def initialize

@update_cp_only = false

xrxs_bp1_initialize

end

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

# œ ƒŠƒtƒŒƒbƒVƒ…

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

alias xrxs_bp1_refresh refresh

def refresh

if @update_cp_only == false

xrxs_bp1_refresh

end

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

actor = $game_party.actors

actor_x = i * 160 + 4

draw_actor_cp_meter(actor, actor_x, 96, 120, 0)

end

end

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

# œ CPƒ[ƒ^[ ‚Ì•`‰æ

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

def draw_actor_cp_meter(actor, x, y, width = 156, type = 0)

self.contents.font.color = system_color

self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))

if actor.cp == nil

actor.cp = 0

end

w = width * [actor.cp,65535].min / 65535

self.contents.fill_rect(x, y+28, w,1, Color.new(255, 255, 128, 255))

self.contents.fill_rect(x, y+29, w,1, Color.new(255, 255, 0, 255))

self.contents.fill_rect(x, y+30, w,1, Color.new(192, 192, 0, 255))

self.contents.fill_rect(x, y+31, w,1, Color.new(128, 128, 0, 255))

end

end

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

# ¡ Scene_Battle

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

class Scene_Battle

# ‚±‚±‚ÉŒø‰Ê‰¹‚ðÝ’è‚·‚邯AƒAƒNƒ^[ƒRƒ}ƒ“ƒh‚ªƒ|ƒbƒv‚µ‚½‚Æ‚«‚ÉŒø‰Ê‰¹‚ðĶ

$data_system_command_up_se = ""

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

# œ ƒoƒgƒ‹I—¹

# result : Œ‹‰Ê (0:Ÿ—˜ 1:”s–k 2:“¦‘–)

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

alias xrxs_bp1_battle_end battle_end

def battle_end(result)

# CPƒJƒEƒ“ƒg’âŽ~

@cp_thread.stop

xrxs_bp1_battle_end(result)

end

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

# œ ƒvƒŒƒoƒgƒ‹ƒtƒF[ƒYŠJŽn

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

alias xrxs_bp1_start_phase1 start_phase1

def start_phase1

@agi_total = 0

@cp_thread = Scene_Battle_CP.new

# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðÄì¬

s1 = $data_system.words.attack

s2 = $data_system.words.skill

s3 = $data_system.words.guard

s4 = $data_system.words.item

@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "Fuga"])

@actor_command_window.y = 128

@actor_command_window.back_opacity = 160

@actor_command_window.active = false

@actor_command_window.visible = false

@actor_command_window.draw_item(4, $game_temp.battle_can_escape ? @actor_command_window.normal_color : @actor_command_window.disabled_color)

xrxs_bp1_start_phase1

end

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

# œ ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn

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

alias xrxs_bp1_start_phase2 start_phase2

def start_phase2

xrxs_bp1_start_phase2

@party_command_window.active = false

@party_command_window.visible = false

# ŽŸ‚Ö

start_phase3

end

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

# œ ƒtƒŒ[ƒ€XV (ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒY)

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

alias xrxs_bp1_update_phase2 update_phase2

def update_phase2

# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

if Input.trigger?(Input::C)

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

case @party_command_window.index

when 0 # 키

# Œˆ’è SE ‚ð‰‰‘t

$game_system.se_play($data_system.decision_se)

@cp_thread.start

# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn

start_phase3

end

return

end

xrxs_bp1_update_phase2

end

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

# œ ŽŸ‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö

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

def phase3_next_actor

# ƒ‹[ƒv

begin

# ƒAƒNƒ^[‚Ì–¾–ŃGƒtƒFƒNƒg OFF

if @active_battler != nil

@active_battler.blink = false

end

# ÅŒã‚̃AƒNƒ^[‚Ìê‡

if @actor_index == $game_party.actors.size-1

# ƒƒCƒ“ƒtƒF[ƒYŠJŽn

@cp_thread.start

start_phase4

return

end

# ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ði‚ß‚é

@actor_index += 1

@active_battler = $game_party.actors[@actor_index]

@active_battler.blink = true

if @active_battler.inputable? == false

@active_battler.current_action.kind = -1

end

# ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x

end until @active_battler.inputable?

@cp_thread.stop

# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv

@active_battler.now_guarding = false

phase3_setup_command_window

end

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

# œ ‘O‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö

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

def phase3_prior_actor

# ƒ‹[ƒv

begin

# ƒAƒNƒ^[‚Ì–¾–ŃGƒtƒFƒNƒg OFF

if @active_battler != nil

@active_battler.blink = false

end

# ʼn‚̃AƒNƒ^[‚Ìê‡

if @actor_index == 0

# ʼn‚Ö–ß‚é

start_phase3

return

end

# ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ð–ß‚·

@actor_index -= 1

@active_battler = $game_party.actors[@actor_index]

@active_battler.blink = true

# ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x

end until @active_battler.inputable?

@cp_thread.stop

# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv

@active_battler.now_guarding = false

phase3_setup_command_window

end

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

# œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃ZƒbƒgƒAƒbƒv

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

alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window

def phase3_setup_command_window

# Œø‰Ê‰¹‚ÌĶ

Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != ""

# –ß‚·

xrxs_bp1_phase3_setup_command_window

end

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

# œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒY : Šî–{ƒRƒ}ƒ“ƒh)

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

alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command

def update_phase3_basic_command

# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

if Input.trigger?(Input::C)

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

case @actor_command_window.index

when 4 # “¦‚°‚é

if $game_temp.battle_can_escape

# Œˆ’è SE ‚ð‰‰‘t

$game_system.se_play($data_system.decision_se)

# ƒAƒNƒVƒ‡ƒ“‚ðÝ’è

@active_battler.current_action.kind = 0

@active_battler.current_action.basic = 4

# ŽŸ‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö

phase3_next_actor

else

# ƒuƒU[ SE ‚ð‰‰‘t

$game_system.se_play($data_system.buzzer_se)

end

return

end

end

xrxs_bsp1_update_phase3_basic_command

end

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

# œ ƒƒCƒ“ƒtƒF[ƒYŠJŽn

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

alias xrxs_bp1_start_phase4 start_phase4

def start_phase4

xrxs_bp1_start_phase4

# ƒGƒlƒ~[ƒAƒNƒVƒ‡ƒ“ì¬

for enemy in $game_troop.enemies

if enemy.cp < 65535

enemy.current_action.clear

enemy.current_action.kind = -1 # ƒ^[ƒ“”ò‚΂µB

next

end

enemy.make_action

end

# s“®‡˜ì¬

make_action_orders

end

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

# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 1 : ƒAƒNƒVƒ‡ƒ“€”õ)

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

alias xrxs_bp1_update_phase4_step1 update_phase4_step1

def update_phase4_step1

# ‰Šú‰»

@phase4_act_continuation = 0

# Ÿ”s”»’è

if judge

@cp_thread.stop

# Ÿ—˜‚Ü‚½‚Í”s–k‚Ìê‡ : ƒƒ\ƒbƒhI—¹

return

end

# –¢s“®ƒoƒgƒ‰[”z—ñ‚Ìæ“ª‚©‚çŽæ“¾

@active_battler = @action_battlers[0]

# ƒXƒe[ƒ^ƒXXV‚ðCP‚¾‚¯‚ÉŒÀ’èB

@status_window.update_cp_only = true

# ƒXƒe[ƒgXV‚ð‹ÖŽ~B

@active_battler.slip_state_update_ban = true if @active_battler != nil

# –ß‚·

xrxs_bp1_update_phase4_step1

# ‹ÖŽ~‚ð‰ðœ

@status_window.update_cp_only = false

@active_battler.slip_state_update_ban = false if @active_battler != nil

end

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

# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 2 : ƒAƒNƒVƒ‡ƒ“ŠJŽn)

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

alias xrxs_bp1_update_phase4_step2 update_phase4_step2

def update_phase4_step2

# ‹­§ƒAƒNƒVƒ‡ƒ“‚łȂ¯‚ê‚Î

unless @active_battler.current_action.forcing

# CP‚ª‘«‚è‚Ä‚¢‚È‚¢ê‡

if @phase4_act_continuation == 0 and @active_battler.cp < 65535

@phase4_step = 6

return

end

# §–ñ‚ª [“G‚ð’ÊíUŒ‚‚·‚é] ‚© [–¡•û‚ð’ÊíUŒ‚‚·‚é] ‚Ìê‡

if @active_battler.restriction == 2 or @active_battler.restriction == 3

# ƒAƒNƒVƒ‡ƒ“‚ÉUŒ‚‚ðÝ’è

@active_battler.current_action.kind = 0

@active_battler.current_action.basic = 0

end

# §–ñ‚ª [s“®‚Å‚«‚È‚¢] ‚Ìê‡

if @active_battler.restriction == 4

# ƒAƒNƒVƒ‡ƒ“‹­§‘Îۂ̃oƒgƒ‰[‚ðƒNƒŠƒA

$game_temp.forcing_battler = nil

if @phase4_act_continuation == 0 and @active_battler.cp >= 65535

# ƒXƒe[ƒgŽ©‘R‰ðœ

@active_battler.remove_states_auto

# CPÁ”ï

@active_battler.cp = [(@active_battler.cp - 65535),0].max

# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ…

@status_window.refresh

end

# ƒXƒeƒbƒv 1 ‚ɈÚs

@phase4_step = 1

return

end

end

# ƒAƒNƒVƒ‡ƒ“‚ÌŽí•ʂŕªŠò

case @active_battler.current_action.kind

when 0

# UŒ‚¥–hŒäE“¦‚°‚éE‰½‚à‚µ‚È‚¢Žž‚Ì‹¤’ÊÁ”ïCP

@active_battler.cp -= 0 if @phase4_act_continuation == 0

when 1

# ƒXƒLƒ‹Žg—pŽž‚ÌÁ”ïCP

@active_battler.cp -= 65535 if @phase4_act_continuation == 0

when 2

# ƒAƒCƒeƒ€Žg—pŽž‚ÌÁ”ïCP

@active_battler.cp -= 65535 if @phase4_act_continuation == 0

when -1

# CP‚ª—­‚Ü‚Á‚Ä‚¢‚È‚¢

@phase4_step = 6

return

end

# CP‰ÁŽZ‚ðˆêŽž’âŽ~‚·‚é

@cp_thread.stop = true

# ƒXƒe[ƒgŽ©‘R‰ðœ

@active_battler.remove_states_auto

xrxs_bp1_update_phase4_step2

end

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

# œ Šî–{ƒAƒNƒVƒ‡ƒ“ Œ‹‰Êì¬

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

alias xrxs_bp1_make_basic_action_result make_basic_action_result

def make_basic_action_result

# UŒ‚‚Ìê‡

if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0

@active_battler.cp -= 65535 # UŒ‚Žž‚ÌCPÁ”ï

end

# –hŒä‚Ìê‡

if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0

@active_battler.cp -= 32767 # –hŒäŽž‚ÌCPÁ”ï

end

# “G‚Ì“¦‚°‚é‚Ìê‡

if @active_battler.is_a?(Game_Enemy) and

@active_battler.current_action.basic == 2 and @phase4_act_continuation == 0

@active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï

end

# ‰½‚à‚µ‚È‚¢‚Ìê‡

if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0

@active_battler.cp -= 32767 # ‰½‚à‚µ‚È‚¢Žž‚ÌCPÁ”ï

end

# “¦‚°‚é‚Ìê‡

if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0

@active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï

# “¦‘–‰Â”\‚ł͂Ȃ¢ê‡

if $game_temp.battle_can_escape == false

# ƒuƒU[ SE ‚ð‰‰‘t

$game_system.se_play($data_system.buzzer_se)

return

end

# Œˆ’è SE ‚ð‰‰‘t

$game_system.se_play($data_system.decision_se)

# “¦‘–ˆ—

update_phase2_escape

return

end

xrxs_bp1_make_basic_action_result

end

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

# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 5 : ƒ_ƒ[ƒW•\ަ)

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

alias xrxs_bp1_update_phase4_step5 update_phase4_step5

def update_phase4_step5

# ƒXƒŠƒbƒvƒ_ƒ[ƒW

if @active_battler.hp > 0 and @active_battler.slip_damage?

@active_battler.slip_damage_effect

@active_battler.damage_pop = true

end

xrxs_bp1_update_phase4_step5

end

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

# œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 6 : ƒŠƒtƒŒƒbƒVƒ…)

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

alias xrxs_bp1_update_phase4_step6 update_phase4_step6

def update_phase4_step6

# CP‰ÁŽZ‚ðÄŠJ‚·‚é

@cp_thread.stop = false

# ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ð‰B‚·

@help_window.visible = false

xrxs_bp1_update_phase4_step6

end

end

# ¥£¥ XRXS_BP 7. ƒoƒgƒ‹ƒXƒe[ƒ^ƒXEƒNƒŠƒAƒfƒUƒCƒ“ ver.1.02 ¥£¥

# by ÷‰ë Ý“y, TOMY

 

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

# ¡ Window_BattleStatus

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

class Window_BattleStatus < Window_Base

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

# œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”

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

attr_accessor :update_cp_only # CPƒ[ƒ^[‚݂̂ÌXV

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

# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

alias xrxs_bp7_initialize initialize

def initialize

xrxs_bp7_initialize

# «Full-View‚Ìꇂ͉º“ñs‚Ì # ‚ðÁ‚µ‚Ä‚­‚¾‚³‚¢B

#self.opacity = 0

#self.back_opacity = 0

end

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

# œ ƒŠƒtƒŒƒbƒVƒ…

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

alias xrxs_bp7_refresh refresh

def refresh

if @update_cp_only

xrxs_bp7_refresh

return

end

# •`ŽÊ‚ð‹ÖŽ~‚µ‚È‚ª‚ç–ß‚·

@draw_ban = true

xrxs_bp7_refresh

# •`ŽÊ‚̋֎~‚ð‰ðœ

@draw_ban = false

# •`ŽÊ‚ðŠJŽn

@item_max = $game_party.actors.size

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

actor = $game_party.actors

actor_x = i * 160 + 21

# •àsƒLƒƒƒ‰ƒOƒ‰ƒtƒBƒbƒN‚Ì•`ŽÊ

draw_actor_graphic(actor, actor_x - 9, 116)

# HP/SPƒ[ƒ^[‚Ì•`ŽÊ

draw_actor_hp_meter_line(actor, actor_x, 72, 96, 12)

draw_actor_sp_meter_line(actor, actor_x, 104, 96, 12)

# HP”’l‚Ì•`ŽÊ

self.contents.font.size = 24 # HP/SP”’l‚Ì•¶Žš‚̑傫‚³

self.contents.font.color = actor.hp == 0 ? knockout_color :

actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color

draw_shadow_text(actor_x-2, 58, 96, 24, actor.hp.to_s, 2)

# SP”’l‚Ì•`ŽÊ

self.contents.font.color = actor.sp == 0 ? knockout_color :

actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color

draw_shadow_text(actor_x-2, 90, 96, 24, actor.sp.to_s, 2)

# —pŒêuHPv‚Æ—pŒêuSPv‚Ì•`ŽÊ

self.contents.font.size = 12 # —pŒêuHP/SPv‚Ì•¶Žš‚̑傫‚³

self.contents.font.color = system_color # —pŒêuHP/SPv‚Ì•¶Žš‚ÌF

draw_shadow_text(actor_x, 60, 96, 12, $data_system.words.hp)

draw_shadow_text(actor_x, 92, 96, 12, $data_system.words.sp)

 

draw_actor_state(actor, actor_x, 100)

end

end

end

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

# ¡ Window_Base

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

class Window_Base < Window

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

# œ HPƒ[ƒ^[ ‚Ì•`‰æ

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

def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)

w = width * actor.hp / actor.maxhp

hp_color_1 = Color.new(255, 0, 0, 192)

hp_color_2 = Color.new(255, 255, 0, 192)

self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)

x -= 1

y += (height/4).floor

self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)

x -= 1

y += (height/4).ceil

self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)

x -= 1

y += (height/4).ceil

self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)

end

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

# œ SPƒ[ƒ^[ ‚Ì•`‰æ

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

def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)

w = width * actor.sp / actor.maxsp

hp_color_1 = Color.new( 0, 0, 255, 192)

hp_color_2 = Color.new( 0, 255, 255, 192)

self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)

x -= 1

y += (height/4).floor

self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)

x -= 1

y += (height/4).ceil

self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)

x -= 1

y += (height/4).ceil

self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))

draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)

end

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

# œ –¼‘O‚Ì•`‰æ

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

alias xrxs_bp7_draw_actor_name draw_actor_name

def draw_actor_name(actor, x, y)

xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true

end

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

# œ ƒXƒe[ƒg‚Ì•`‰æ

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

alias xrxs_bp7_draw_actor_state draw_actor_state

def draw_actor_state(actor, x, y, width = 120)

xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true

end

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

# œ HP ‚Ì•`‰æ

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

alias xrxs_bp7_draw_actor_hp draw_actor_hp

def draw_actor_hp(actor, x, y, width = 144)

xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true

end

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

# œ SP ‚Ì•`‰æ

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

alias xrxs_bp7_draw_actor_sp draw_actor_sp

def draw_actor_sp(actor, x, y, width = 144)

xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true

end

end

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

# ž ŠO•”ƒ‰ƒCƒuƒ‰ƒŠ

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

class Window_Base

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

# œ ƒ‰ƒCƒ“•`‰æ by ÷‰ë Ý“y

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

def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)

# •`ŽÊ‹——£‚ÌŒvŽZB‘å‚«‚߂ɒ¼ŠpŽž‚Ì’·‚³B

distance = (start_x - end_x).abs + (start_y - end_y).abs

# •`ŽÊŠJŽn

if end_color == start_color

for i in 1..distance

x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i

y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i

self.contents.fill_rect(x, y, width, width, start_color)

end

else

for i in 1..distance

x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i

y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i

r = start_color.red * (distance-i)/distance + end_color.red * i/distance

g = start_color.green * (distance-i)/distance + end_color.green * i/distance

b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance

a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance

self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))

end

end

end

 

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

# œ ‰e•¶Žš•`‰æ by TOMY

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

def draw_shadow_text(x, y, width, height, string, align = 0)

# Œ³‚ÌF‚ð•Û‘¶‚µ‚Ä‚¨‚­

color = self.contents.font.color.dup

# •Žš‚ʼne•`‰æ

self.contents.font.color = Color.new(0, 0, 0)

self.contents.draw_text(x + 2, y + 2, width, height, string, align)

# Œ³‚ÌF‚É–ß‚µ‚Ä•`‰æ

self.contents.font.color = color

self.contents.draw_text(x, y, width, height, string, align)

end

end

 

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Ah ecco! D: Scusa ancora per il pasticcio e grazie per lo spoiler! ^ ^

(\_/)
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(> <)


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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
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Ufficiale
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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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Per eliminare la grafica del chara, cerca nello script che hai postato l'istruzione

draw_actor_graphic(actor, actor_x - 9, 116)

e cancellala, o commentala mettendo il simbolo # ad inizio riga . . .

 

Per spostare il face piccolo, vai nella classe Game_Actor e modifica il valore che trovi nel (def) screen_y, riducendolo per alzare l'immagine . . . Ricordati che così facendo, le animazioni useranno come centro quello del face invece di quello della scheda dati . . .

 


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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