Gemini-air Posted May 30, 2014 Share Posted May 30, 2014 Salve a tutti volevo sapere se qualcuno può dirmi se vi è uno script che permette di visualizzare i faceset durante le battaglie (non mi interessa la battaglia laterale con gli sprite) e, se si, dove inserirla.Grazie mille ^^ Link to comment Share on other sites More sharing options...
0 Guardian of Irael Posted May 30, 2014 Share Posted May 30, 2014 Questo contiene anche altre features, ma mantiene il BS non laterale e mostra le facce.^ ^ (\_/)(^ ^) <----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) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"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:3Ricorda...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.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: 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 interneLevaitanSpada a due mani elsa lungaGuanti 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$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
0 Gemini-air Posted May 30, 2014 Author Share Posted May 30, 2014 grazie mille Guardian ^^ ne farò buon uso Link to comment Share on other sites More sharing options...
0 OkabeRintarou Posted September 6, 2014 Share Posted September 6, 2014 scusatemi una volta copiato lo script dove lo devo inserire ? Link to comment Share on other sites More sharing options...
0 Haerille Posted September 6, 2014 Share Posted September 6, 2014 (edited) Apri lo script e leggi. Ogni script ha le istruzioni in alto!Comunque ti sconsiglio di usare gli script, visto che non hai ancora abbastanza esperienza per gestire gli eventi. Gli script meglio usarli solo se si capisce esattamente cosa fanno e come funzionano. Edited September 6, 2014 by Haerille http://s28.postimg.org/lxt2xw69p/FT_Logo.pngClicca sul banner per vedere il topic del progetto! Link to comment Share on other sites More sharing options...
0 OkabeRintarou Posted September 6, 2014 Share Posted September 6, 2014 guarda devo inserire sto coso.. non ci sto capendo quasi nulla ma voglio riuscirci #==============================================================================## ¥ Yanfly Engine Ace - Ace Battle Engine v1.22# -- Last Updated: 2012.03.04# -- Level: Normal, Hard# -- Requires: n/a##==============================================================================$imported = {} if $imported.nil?$imported["YEA-BattleEngine"] = true#==============================================================================# ¥ Updates# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# 2012.03.04 - Bug fixed: Input crash bug.# 2012.02.13 - Bug fixed: Odd Victory game crash fixed.# 2012.02.12 - Bug fixed: Displayed damage in combat log is correct now.# 2012.01.29 - Visual Changes: Buff stacks now show one popup upon one skill.# 2012.01.24 - Compatibility Update: Enemy Levels# 2012.01.18 - Bug Fixed: Help Window clears text upon selecting nil items.# 2012.01.11 - Added tag for multi-hit skills to play an# animation only once.# - Reduced lag from battle system constantly recreating bitmaps.# 2012.01.10 - Compatibility Update: Battle System FTB# 2012.01.09 - Anticrash methods implemented.# - Damage Popups are now separate for damage formulas and recovery.# 2012.01.05 - Bug fixed: Game no longer crashes with escape skills/items.# 2012.01.02 - Compatibility Update: Target Manager# - Added Option: AUTO_FAST# - Random hits now show animations individually.# 2011.12.30 - Compatibility Update: Enemy Levels# - Added Option to center the actors in the HUD.# 2011.12.27 - Bug fixed: TP Damage skills and items no longer crash game.# - Default battle system bug fixes are now included from YEA's Ace# Core Engine.# - Groundwork is also made to support future battle system types.# - Multi-hit actions no longer linger when a target dies during the# middle of one of the hits.# - Compatibility Update: Lunatic Objects v1.02# 2011.12.26 - Bug fixed: Multi-hit popups occured even after an enemy's dead.# 2011.12.22 - Bug fixed: Elemental Resistance popup didn't show.# 2011.12.20 - Bug fixed: Death state popups against immortal states.# - Bug fixed: During State popup fix.# - Added HIDE_POPUP_SWITCH.# 2011.12.17 - Compatibiilty Update: Cast Animations# 2011.12.15 - Compatibility Update: Battle Command List# 2011.12.14 - Compatibility Update: Lunatic Objects# 2011.12.13 - Compatibility Update: Command Party# 2011.12.12 - Bug fixed: Turn stalling if no inputable members.# 2011.12.10 - Compatibility update for Automatic Party HUD.# - Popup graphical bug fixed.# - Bug fixed: Didn't wait for boss dead animations.# - Bug fixed: Surprise attacks that froze the game.# - Bug fixed: Popups didn't show for straight recovery effects.# 2011.12.08 - Finished Script.# 2011.12.04 - Started Script.##==============================================================================# ¥ Introduction# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# Ace Battle Engine works as a foundation for future battle engine add-ons. It# allows for easier management of the battle engine without adding too many# features, allowing users to customize what they want as they see fit. While# the Ace Battle Engine isn't an entirely new engine, it gives users control# that RPG Maker VX Ace didn't originally give them.## Furthermore, this script provides some new features. They are as follows:## -----------------------------------------------------------------------------# Animation Fixes# -----------------------------------------------------------------------------# Though the Yanfly Engine Ace - Ace Core Engine script contains these fixes,# these fixes are included in this script as well to ensure it's working for# the battle script in the event someone chooses not to work with the Ace Core# Engine script. The animation fixes prevent excessive animation overlaying# (and making the screen look really ugly) and prevents animation clashing# between two dual wielding normal attack animations.## -----------------------------------------------------------------------------# Enemy Animations# -----------------------------------------------------------------------------# Enemies now show battle animations when they deliver attacks and skills# against the player's party. Before in RPG Maker VX Ace, it was nothing more# than just sound effects and the screen shaking. Now, animations play where# the status window is and relative to the position of each party member.## -----------------------------------------------------------------------------# Left/Right Command Selection# -----------------------------------------------------------------------------# While choosing actions, the player can press Left or Right to move freely# between (alive) actors to change their skills. Players no longer have to# cancel all the way back to change one person's skill and reselect everything.# On that note, there is now the option that when a battle starts or at the# end of a turn, players will start immediately at command selection rather# than needing to select "Fight" in the Party Command Window.## -----------------------------------------------------------------------------# Popups# -----------------------------------------------------------------------------# Dealing damage, inflicting states, adding buffs, landing critical hits,# striking weaknesses, missing attacks, you name it, there's probably a popup# for it. Popups deliver information to the player in a quick or orderly# fashion without requiring the player to read lines of text.## -----------------------------------------------------------------------------# Targeting Window# -----------------------------------------------------------------------------# When targeting enemies, the window is no longer displayed. Instead, the# targeted enemies are highlighted and their names are shown at the top of the# screen in a help window. Another thing that's changed is when skills that# target multiple targets are selected, there is a confirmation step that the# player must take before continuing. In this confirmation step, all of the# multiple targets are selected and in the help window would display the scope# of the skill (such as "All Foes" or "Random Foes"). RPG Maker VX Ace skipped# this step by default.## -----------------------------------------------------------------------------# Toggling On and Off Special Effects and Text# -----------------------------------------------------------------------------# Not everybody likes having the screen shake or the enemies blink when they# take damage. These effects can now be toggled on and off. Certain text can# also be toggled on and off from appearing. A lot of the displayed text has# been rendered redundant through the use of popups.## -----------------------------------------------------------------------------# Visual Battle Status Window# -----------------------------------------------------------------------------# Rather than just having rows of names with HP and MP bars next to them, the# Battle Status Window now displays actors' faces and their gauges aligned at# the bottom. More status effects can be shown in addition to showing more# members on screen at once. The Battle Status Window is also optimized to# refresh less (thus, removing potential lag from the system).## -----------------------------------------------------------------------------# Window Position Changes# -----------------------------------------------------------------------------# Windows such as the Skill Window and Item Window have been rearranged to# always provide the player a clear view of the battlefield rather than opening# up and covering everything. As such, the window positions are placed at the# bottom of the screen and are repositioned.##==============================================================================# ¥ Instructions# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# To install this script, open up your script editor and copy/paste this script# to an open slot below ¥ Materials/‘fÞ but above ¥ Main. Remember to save.## -----------------------------------------------------------------------------# Skill Notetags - These notetags go in the skills notebox in the database.# -----------------------------------------------------------------------------# # Causes the action to display the action animation only once, even if it's a# multi-hit action. This is used primarily for non-all scope targeting.## -----------------------------------------------------------------------------# Item Notetags - These notetags go in the items notebox in the database.# -----------------------------------------------------------------------------# # Causes the action to display the action animation only once, even if it's a# multi-hit action. This is used primarily for non-all scope targeting.## -----------------------------------------------------------------------------# Enemy Notetags - These notetags go in the enemy notebox in the database.# -----------------------------------------------------------------------------# # # Changes the normal attack animation of the particular enemy to animation x.# Attack animation 1 is the first one that plays. If there's a second animation# then the second one will play after in mirrored form.## -----------------------------------------------------------------------------# State Notetags - These notetags go in the state notebox in the database.# -----------------------------------------------------------------------------# # # # Status effects now create popups whenever they're inflicted. However, if you# don't like that a certain status effect uses a particular colour setting,# change "string" to one of the rulesets below to cause that popup to use a# different ruleset.## # # # Not everybody wants status effects to show popups when inflicted. When this# is the case, insert the respective tag to hide popups from appearing when the# state is added, removed, or during the stand-by phases.## -----------------------------------------------------------------------------# Debug Tools - These tools only work during Test Play.# -----------------------------------------------------------------------------# - F5 Key -# Recovers all actors. Restores their HP and MP to max. Does not affect TP.# All states and buffs are removed whether they are positive or negative.## - F6 Key -# Sets all actors to have 1 HP, 0 MP, and 0 TP. States are unaffected.## - F7 Key -# Sets all actors to have max TP. Everything else is unaffected.## - F8 Key -# Kills all enemies in battle. Ends the battle quickly.##==============================================================================# ¥ Compatibility# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that# it will run with RPG Maker VX without adjusting.##==============================================================================module YEAmodule BATTLE#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# - General Battle Settings -#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# These settings are adjusted for the overall battle system. These are# various miscellaneous options to adjust. Each of the settings below will# explain what they do. Change default enemy battle animations here, too.#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-BLINK_EFFECTS = false # Blink sprite when damaged?FLASH_WHITE_EFFECT = true # Flash enemy white when it starts an attack.SCREEN_SHAKE = false # Shake screen in battle?SKIP_PARTY_COMMAND = true # Skips the Fight/Escape menu.AUTO_FAST = true # Causes message windows to not wait.ENEMY_ATK_ANI = 36 # Sets default attack animation for enemies.# If this switch is ON, popups will be hidden. If OFF, the popups will be# shown. If you do not wish to use this switch, set it to 0.HIDE_POPUP_SWITCH = 0#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# - Battle Status Window -#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# This sets the default battle system your game will use. If your game# doesn't have any other battle systems installed, it will use :dtb.## Battle System Requirement# :dtb - Default Turn Battle. Default system.# :ftb - YEA Battle System Add-On: Free Turn Battle#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-DEFAULT_BATTLE_SYSTEM = :dtb # Default battle system set.#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# - Battle Status Window -#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# Here, you can adjust the settings for the battle status window. The# battle status window, by default, will show the actor's face, HP, MP, TP# (if viable), and any inflicted status effects.#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-BATTLESTATUS_NAME_FONT_SIZE = 20 # Font size used for name.BATTLESTATUS_TEXT_FONT_SIZE = 16 # Font size used for HP, MP, TP.BATTLESTATUS_NO_ACTION_ICON = 185 # No action icon.BATTLESTATUS_HPGAUGE_Y_PLUS = 11 # Y Location buffer used for HP gauge.BATTLESTATUS_CENTER_FACES = false # Center faces for the Battle Status.#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# - Help Window Text -#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# When selecting a target to attack, this is the text that will be shown# in place of a target's name for special cases. These special cases are# for selections that were originally non-targetable battle scopes.#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-HELP_TEXT_ALL_FOES = "All Foes"HELP_TEXT_ONE_RANDOM_FOE = "One Random Foe"HELP_TEXT_MANY_RANDOM_FOE = "%d Random Foes"HELP_TEXT_ALL_ALLIES = "All Allies"HELP_TEXT_ALL_DEAD_ALLIES = "All Dead Allies"HELP_TEXT_ONE_RANDOM_ALLY = "One Random Ally"HELP_TEXT_RANDOM_ALLIES = "%d Random Allies"#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# - Popup Settings -#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# These settings will adjust the popups that appear in battle. Popups# deliver information to your player as battlers deal damage, inflict# status effects, and more.#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-ENABLE_POPUPS = true # Set this to false if you wish to disable them.FLASH_CRITICAL = true # Sets critical hits to flash.# This hash adjusts the popup settings that will govern how popups appear.# Adjust them accordingly.POPUP_SETTINGS ={:offset => -24, # Height offset of a popup.:fade => 12, # Fade rate for each popup.:full => 60, # Frames before a popup fades.:hp_dmg => "-%s ", # SprintF for HP damage.:hp_heal => "+%s ", # SprintF for HP healing.:mp_dmg => "-%s MP", # SprintF for MP damage.:mp_heal => "+%s MP", # SprintF for MP healing.:tp_dmg => "-%s TP", # SprintF for MP damage.:tp_heal => "+%s TP", # SprintF for MP healing.:drained => "DRAIN", # Text display for draining HP/MP.:critical => "CRITICAL!", # Text display for critical hit.:missed => "MISS", # Text display for missed attack.:evaded => "EVADE!", # Text display for evaded attack.:nulled => "NULL", # Text display for nulled attack.:failed => "FAILED", # Text display for a failed attack.:add_state => "+%s", # SprintF for added states.:rem_state => "-%s", # SprintF for removed states.:dur_state => "%s", # SprintF for during states.:ele_rates => true, # This will display elemental affinities.:ele_wait => 20, # This is how many frames will wait.:weakpoint => "WEAKPOINT", # Appears if foe is weak to element.:resistant => "RESIST", # Appears if foe is resistant to element.:immune => "IMMUNE", # Appears if foe is immune to element.:absorbed => "ABSORB", # Appears if foe can absorb the element.:add_buff => "%s{", # Appears when a positive buff is applied.:add_debuff => "%s|", # Appears when a negative buff is applied.} # Do not remove this.# This is the default font used for the popups. Adjust them accordingly# or even add new ones.DEFAULT = ["VL Gothic", "Verdana", "Arial", "Courier"]# The following are the various rules that govern the individual popup# types that will appear. Adjust them accordingly. Here is a list of what# each category does.# Zoom1 The zoom the popup starts at. Values over 2.0 may cause lag.# Zoom2 The zoom the popup goes to. Values over 2.0 may cause lag.# Sz The font size used for the popup text.# Bold Applying bold for the popup text.# Italic Applying italic for the popup text.# Red The red value of the popup text.# Grn The green value of the popup text.# Blu The blue value of the popup text.# Font The font used for the popup text.POPUP_RULES ={# Type => [ Zoom1, Zoom2, Sz, Bold, Italic, Red, Grn, Blu, Font]"DEFAULT" => [ 2.0, 1.0, 24, true, false, 255, 255, 255, DEFAULT],"CRITICAL" => [ 2.0, 1.0, 24, true, false, 255, 80, 80, DEFAULT],"HP_DMG" => [ 2.0, 1.0, 36, true, false, 255, 255, 255, DEFAULT],"HP_HEAL" => [ 2.0, 1.0, 36, true, false, 130, 250, 130, DEFAULT],"MP_DMG" => [ 2.0, 1.0, 36, true, false, 220, 180, 255, DEFAULT],"MP_HEAL" => [ 2.0, 1.0, 36, true, false, 160, 230, 255, DEFAULT],"TP_DMG" => [ 2.0, 1.0, 36, true, false, 242, 108, 78, DEFAULT],"TP_HEAL" => [ 2.0, 1.0, 36, true, false, 251, 175, 92, DEFAULT],"ADDSTATE" => [ 2.0, 1.0, 24, true, false, 240, 100, 100, DEFAULT],"REMSTATE" => [ 2.0, 1.0, 24, true, false, 125, 170, 225, DEFAULT],"DURSTATE" => [ 2.0, 1.0, 24, true, false, 255, 240, 150, DEFAULT],"DRAIN" => [ 2.0, 1.0, 36, true, false, 250, 190, 255, DEFAULT],"POSITIVE" => [ 2.0, 1.0, 24, true, false, 110, 210, 245, DEFAULT],"NEGATIVE" => [ 2.0, 1.0, 24, true, false, 245, 155, 195, DEFAULT],"WEAK_ELE" => [ 0.5, 1.0, 24, true, false, 240, 110, 80, DEFAULT],"IMMU_ELE" => [ 0.5, 1.0, 24, true, false, 185, 235, 255, DEFAULT],"REST_ELE" => [ 0.5, 1.0, 24, true, false, 145, 230, 180, DEFAULT],"ABSB_ELE" => [ 0.5, 1.0, 24, true, false, 250, 190, 255, DEFAULT],"BUFF" => [ 2.0, 1.0, 24, true, false, 255, 240, 100, DEFAULT],"DEBUFF" => [ 2.0, 1.0, 24, true, false, 160, 130, 200, DEFAULT],} # Do not remove this.#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# - Streamlined Messages -#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# Want to remove some of those annoying messages that appear all the time?# Now you can! Select which messages you want to enable or disable. Some of# these messages will be rendered useless due to popups.#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-MSG_ENEMY_APPEARS = false # Message when enemy appears start of battle.MSG_CURRENT_STATE = false # Show which states has affected battler.MSG_CURRENT_ACTION = true # Show the current action of the battler.MSG_COUNTERATTACK = true # Show the message for a counterattack.MSG_REFLECT_MAGIC = true # Show message for reflecting magic attacks.MSG_SUBSTITUTE_HIT = true # Show message for ally taking another's hit.MSG_FAILURE_HIT = false # Show effect failed against target.MSG_CRITICAL_HIT = false # Show attack was a critical hit.MSG_HIT_MISSED = false # Show attack missed the target.MSG_EVASION = false # Show attack was evaded by the target.MSG_HP_DAMAGE = false # Show HP damage to target.MSG_MP_DAMAGE = false # Show MP damage to target.MSG_TP_DAMAGE = false # Show TP damage to target.MSG_ADDED_STATES = false # Show target's added states.MSG_REMOVED_STATES = false # Show target's removed states.MSG_CHANGED_BUFFS = false # Show target's changed buffs.end # BATTLEend # YEA#==============================================================================# ¥ Editting anything past this point may potentially result in causing# computer damage, incontinence, explosion of user's head, coma, death, and/or# halitosis so edit at your own risk.#==============================================================================module YEAmodule REGEXPmodule ENEMYATK_ANI1 = /<(?:ATK_ANI_1|atk ani 1):[ ]*(\d+)>/iATK_ANI2 = /<(?:ATK_ANI_2|atk ani 2):[ ]*(\d+)>/iend # ENEMYmodule USABLEITEMONE_ANIMATION = /<(?:ONE_ANIMATION|one animation)>/iend # USABLEITEMmodule STATEPOPUP_ADD = /<(?:POPUP_ADD_RULE|popup add rule|popup add):[ ](.*)>/iPOPUP_REM = /<(?:POPUP_REM_RULE|popup rem rule|popup rem):[ ](.*)>/iPOPUP_DUR = /<(?:POPUP_DUR_RULE|popup dur rule|popup dur):[ ](.*)>/iHIDE_ADD = /<(?:POPUP_HIDE_ADD|popup hide add|hide add)>/iHIDE_REM = /<(?:POPUP_HIDE_REM|popup hide rem|hide rem)>/iHIDE_DUR = /<(?:POPUP_HIDE_DUR|popup hide dur|hide dur)>/iend # STATEend # REGEXPend # YEA#==============================================================================# ¡ Switch#==============================================================================module Switch#--------------------------------------------------------------------------# self.hide_popups#--------------------------------------------------------------------------def self.hide_popupsreturn false if YEA::BATTLE::HIDE_POPUP_SWITCH <= 0return $game_switches[YEA::BATTLE::HIDE_POPUP_SWITCH]endend # Switch#==============================================================================# ¡ Colour#==============================================================================module Colour#--------------------------------------------------------------------------# self.text_colour#--------------------------------------------------------------------------def self.text_colour(index)windowskin = Cache.system("Window")x = 64 + (index % 8) * 8y = 96 + (index / 8) * 8return windowskin.get_pixel(x, y)endend # Colour#==============================================================================# ¡ Icon#==============================================================================module Icon#--------------------------------------------------------------------------# self.no_action#--------------------------------------------------------------------------def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; endend # Icon#==============================================================================# ¡ Numeric#==============================================================================class Numeric#--------------------------------------------------------------------------# new method: group_digits#--------------------------------------------------------------------------unless $imported["YEA-CoreEngine"]def group; return self.to_s; endend # $imported["YEA-CoreEngine"]end # Numeric#==============================================================================# ¡ DataManager#==============================================================================module DataManager#--------------------------------------------------------------------------# alias method: load_database#--------------------------------------------------------------------------class < def self.load_databaseload_database_abeload_notetags_abeend#--------------------------------------------------------------------------# new method: load_notetags_abe#--------------------------------------------------------------------------def self.load_notetags_abegroups = [$data_enemies, $data_states, $data_skills, $data_items]for group in groupsfor obj in groupnext if obj.nil?obj.load_notetags_abeendendendend # DataManager#==============================================================================# ¡ RPG::UsableItem#==============================================================================class RPG::UsableItem < RPG::BaseItem#--------------------------------------------------------------------------# public instance variables#--------------------------------------------------------------------------attr_accessor :one_animation#--------------------------------------------------------------------------# common cache: load_notetags_abe#--------------------------------------------------------------------------def load_notetags_abe@one_animation = false#---self.note.split(/[\r\n]+/).each { |line|case line#---when YEA::REGEXP::USABLEITEM::ONE_ANIMATION@one_animation = trueend} # self.note.split#---endend # RPG::UsableItem#==============================================================================# ¡ RPG::Enemy#==============================================================================class RPG::Enemy < RPG::BaseItem#--------------------------------------------------------------------------# public instance variables#--------------------------------------------------------------------------attr_accessor :atk_animation_id1attr_accessor :atk_animation_id2#--------------------------------------------------------------------------# common cache: load_notetags_abe#--------------------------------------------------------------------------def load_notetags_abe@atk_animation_id1 = YEA::BATTLE::ENEMY_ATK_ANI@atk_animation_id2 = 0#---self.note.split(/[\r\n]+/).each { |line|case line#---when YEA::REGEXP::ENEMY::ATK_ANI1@atk_animation_id1 = $1.to_iwhen YEA::REGEXP::ENEMY::ATK_ANI2@atk_animation_id2 = $1.to_iend} # self.note.split#---endend # RPG::Enemy#==============================================================================# ¡ RPG::Enemy#==============================================================================class RPG::State < RPG::BaseItem#--------------------------------------------------------------------------# public instance variables#--------------------------------------------------------------------------attr_accessor :popup_rules#--------------------------------------------------------------------------# common cache: load_notetags_abe#--------------------------------------------------------------------------def load_notetags_abe@popup_rules = {:add_state => "ADDSTATE",:rem_state => "REMSTATE",:dur_state => nil} # Do not remove this.#---self.note.split(/[\r\n]+/).each { |line|case line#---when YEA::REGEXP::STATE::POPUP_ADD@popup_rules[:add_state] = $1.upcase.to_swhen YEA::REGEXP::STATE::POPUP_REM@popup_rules[:rem_state] = $1.upcase.to_swhen YEA::REGEXP::STATE::POPUP_DUR@popup_rules[:dur_state] = $1.upcase.to_swhen YEA::REGEXP::STATE::HIDE_ADD@popup_rules[:add_state] = nilwhen YEA::REGEXP::STATE::HIDE_REM@popup_rules[:rem_state] = nilwhen YEA::REGEXP::STATE::HIDE_DUR@popup_rules[:dur_state] = nilend} # self.note.split#---endend # RPG::State#==============================================================================# ¡ BattleManager#==============================================================================module BattleManager#--------------------------------------------------------------------------# overwrite method: self.battle_start#--------------------------------------------------------------------------def self.battle_start$game_system.battle_count += 1$game_party.on_battle_start$game_troop.on_battle_startreturn unless YEA::BATTLE::MSG_ENEMY_APPEARS$game_troop.enemy_names.each do |name|$game_message.add(sprintf(Vocab::Emerge, name))endif @preemptive$game_message.add(sprintf(Vocab::Preemptive, $game_party.name))elsif @surprise$game_message.add(sprintf(Vocab::Surprise, $game_party.name))endwait_for_messageend#--------------------------------------------------------------------------# overwrite method: make_action_orders#--------------------------------------------------------------------------def self.make_action_ordersmake_dtb_action_orders if btype?(:dtb)end#--------------------------------------------------------------------------# new method: make_dtb_action_orders#--------------------------------------------------------------------------def self.make_dtb_action_orders@action_battlers = []@action_battlers += $game_party.members unless @surprise@action_battlers += $game_troop.members unless @preemptive@action_battlers.each {|battler| battler.make_speed }@action_battlers.sort! {|a,b| b.speed - a.speed }end#--------------------------------------------------------------------------# overwrite method: turn_start#--------------------------------------------------------------------------def self.turn_start@phase = :turnclear_actor$game_troop.increase_turn@performed_battlers = []make_action_ordersend#--------------------------------------------------------------------------# overwrite method: next_subject#--------------------------------------------------------------------------def self.next_subject@performed_battlers = [] if @performed_battlers.nil?loop do@action_battlers -= @performed_battlersbattler = @action_battlers.shiftreturn nil unless battlernext unless battler.index && battler.alive?@performed_battlers.push(battler)return battlerendend#--------------------------------------------------------------------------# overwrite method: force_action#--------------------------------------------------------------------------def self.force_action(battler)@action_forced = [] if @action_forced == nil@action_forced.push(battler)return unless Switch.forced_action_remove@action_battlers.delete(battler)end#--------------------------------------------------------------------------# overwrite method: action_forced?#--------------------------------------------------------------------------def self.action_forced?@action_forced != nilend#--------------------------------------------------------------------------# overwrite method: action_forced_battler#--------------------------------------------------------------------------def self.action_forced_battler@action_forced.shiftend#--------------------------------------------------------------------------# overwrite method: clear_action_force#--------------------------------------------------------------------------def self.clear_action_forcereturn if @action_forced.nil?@action_forced = nil if @action_forced.empty?end#--------------------------------------------------------------------------# new method: self.init_battle_type#--------------------------------------------------------------------------def self.init_battle_typeset_btype($game_system.battle_system)end#--------------------------------------------------------------------------# new method: self.set_btype#--------------------------------------------------------------------------def self.set_btype(btype = :dtb)@battle_type = btypeend#--------------------------------------------------------------------------# new method: self.btype?#--------------------------------------------------------------------------def self.btype?(btype)return @battle_type == btypeendend # BattleManager#==============================================================================# ¡ Game_System#==============================================================================class Game_System#--------------------------------------------------------------------------# new method: battle_system#--------------------------------------------------------------------------def battle_systemif @battle_system.nil?return battle_system_corrected(YEA::BATTLE::DEFAULT_BATTLE_SYSTEM)elsereturn battle_system_corrected(@battle_system)endend#--------------------------------------------------------------------------# new method: set_battle_system#--------------------------------------------------------------------------def set_battle_system(type)case typewhen :dtb; @battle_system = :dtbwhen :ftb; @battle_system = $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtbelse; @battle_system = :dtbendend#--------------------------------------------------------------------------# new method: battle_system_corrected#--------------------------------------------------------------------------def battle_system_corrected(type)case typewhen :dtb; return :dtbwhen :ftb; return $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtbelse; return :dtbendendend # Game_System#==============================================================================# ¡ Sprite_Base#==============================================================================class Sprite_Base < Sprite#--------------------------------------------------------------------------# new method: start_pseudo_animation#--------------------------------------------------------------------------unless $imported["YEA-CoreEngine"]def start_pseudo_animation(animation, mirror = false)dispose_animation@animation = animationreturn if @animation.nil?@ani_mirror = mirrorset_animation_rate@ani_duration = @animation.frame_max * @ani_rate + 1@ani_sprites = []endend # $imported["YEA-CoreEngine"]end # Sprite_Base#==============================================================================# ¡ Sprite_Battler#==============================================================================class Sprite_Battler < Sprite_Base#--------------------------------------------------------------------------# public instance variables#--------------------------------------------------------------------------attr_accessor :effect_typeattr_accessor :battler_visibleattr_accessor :popups#--------------------------------------------------------------------------# alias method: initialize#--------------------------------------------------------------------------alias sprite_battler_initialize_abe initializedef initialize(viewport, battler = nil)sprite_battler_initialize_abe(viewport, battler)@popups = []@popup_flags = []end#--------------------------------------------------------------------------# alias method: update_bitmap#--------------------------------------------------------------------------alias sprite_battler_update_bitmap_abe update_bitmapdef update_bitmapreturn if @battler.actor? && @battler.battler_name == ""sprite_battler_update_bitmap_abeend#--------------------------------------------------------------------------# alias method: setup_new_animation#--------------------------------------------------------------------------unless $imported["YEA-CoreEngine"]alias sprite_battler_setup_new_animation_abe setup_new_animationdef setup_new_animationsprite_battler_setup_new_animation_abereturn if @battler.pseudo_ani_id <= 0animation = $data_animations[@battler.pseudo_ani_id]mirror = @battler.animation_mirrorstart_pseudo_animation(animation, mirror)@battler.pseudo_ani_id = 0endend # $imported["YEA-CoreEngine"]#--------------------------------------------------------------------------# alias method: setup_new_effect#--------------------------------------------------------------------------alias sprite_battler_setup_new_effect_abe setup_new_effectdef setup_new_effectsprite_battler_setup_new_effect_abesetup_popupsend#--------------------------------------------------------------------------# new method: setup_popups#--------------------------------------------------------------------------def setup_popupsreturn unless @battler.use_sprite?@battler.popups = [] if @battler.popups.nil?return if @battler.popups == []array = @battler.popups.shiftcreate_new_popup(array[0], array[1], array[2])end#--------------------------------------------------------------------------# new method: create_new_popup#--------------------------------------------------------------------------def create_new_popup(value, rules, flags)return if @battler == nilreturn if flags & @popup_flags != []array = YEA::BATTLE::POPUP_RULES[rules]for popup in @popupspopup.y -= 24endreturn unless SceneManager.scene.is_a?(Scene_Battle)return if SceneManager.scene.spriteset.nil?view = SceneManager.scene.spriteset.viewportPopupsnew_popup = Sprite_Popup.new(view, @battler, value, rules, flags)@popups.push(new_popup)@popup_flags.push("weakness") if flags.include?("weakness")@popup_flags.push("resistant") if flags.include?("resistant")@popup_flags.push("immune") if flags.include?("immune")@popup_flags.push("absorbed") if flags.include?("absorbed")end#--------------------------------------------------------------------------# alias method: update_effect#--------------------------------------------------------------------------alias sprite_battler_update_effect_abe update_effectdef update_effectsprite_battler_update_effect_abeupdate_popupsend#--------------------------------------------------------------------------# new method: update_popups#--------------------------------------------------------------------------def update_popupsfor popup in @popupspopup.updatenext unless popup.opacity <= 0popup.bitmap.disposepopup.dispose@popups.delete(popup)popup = nilend@popup_flags = [] if @popups == [] && @popup_flags != []return unless SceneManager.scene_is?(Scene_Battle)if @current_active_battler != SceneManager.scene.subject@current_active_battler = SceneManager.scene.subject@popup_flags = []endendend # Sprite_Battler#==============================================================================# ¡ Sprite_Popup#==============================================================================class Sprite_Popup < Sprite_Base#--------------------------------------------------------------------------# public instance variables#--------------------------------------------------------------------------attr_accessor :flags#--------------------------------------------------------------------------# initialize#--------------------------------------------------------------------------def initialize(viewport, battler, value, rules, flags)super(viewport)@value = value@rules = rules@rules = "DEFAULT" unless YEA::BATTLE::POPUP_RULES.include?(@rules)@fade = YEA::BATTLE::POPUP_SETTINGS[:fade]@full = YEA::BATTLE::POPUP_SETTINGS[:full]@flags = flags@battler = battlercreate_popup_bitmapend#--------------------------------------------------------------------------# create_popup_bitmap#--------------------------------------------------------------------------def create_popup_bitmaprules_array = YEA::BATTLE::POPUP_RULES[@rules]bw = Graphics.widthbw += 48 if @flags.include?("state")bh = Font.default_size * 3bitmap = Bitmap.new(bw, bh)bitmap.font.name = rules_array[8]size = @flags.include?("critical") ? rules_array[2] * 1.2 : rules_array[2]bitmap.font.size = sizebitmap.font.bold = rules_array[3]bitmap.font.italic = rules_array[4]if flags.include?("critical")crit = YEA::BATTLE::POPUP_RULES["CRITICAL"]bitmap.font.out_color.set(crit[5], crit[6], crit[7], 255)elsebitmap.font.out_color.set(0, 0, 0, 255)enddx = 0; dy = 0; dw = 0dx += 24 if @flags.include?("state")dw += 24 if @flags.include?("state")if @flags.include?("state") || @flags.include?("buff")c_width = bitmap.text_size(@value).widthicon_bitmap = $game_temp.iconseticon_index = flag_state_iconrect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)bitmap.blt(dx+(bw-c_width)/2-36, (bh - 24)/2, icon_bitmap, rect, 255)endbitmap.font.color.set(rules_array[5], rules_array[6], rules_array[7])bitmap.draw_text(dx, dy, bw-dw, bh, @value, 1)self.bitmap = bitmapself.x = @battler.screen_xself.x += rand(4) - rand(4) if @battler.sprite.popups.size >= 1self.x -= SceneManager.scene.spriteset.viewport1.oxself.y = @battler.screen_y - @battler.sprite.oy/2self.y -= @battler.sprite.oy/2 if @battler.actor?self.y -= SceneManager.scene.spriteset.viewport1.oyself.ox = bw/2; self.oy = bh/2self.zoom_x = self.zoom_y = rules_array[0]if @flags.include?("no zoom")self.zoom_x = self.zoom_y = rules_array[1]end@target_zoom = rules_array[1]@zoom_direction = (self.zoom_x > @target_zoom) ? "down" : "up"self.z = 500end#--------------------------------------------------------------------------# update#--------------------------------------------------------------------------def updatesuper#---if @flags.include?("critical") && YEA::BATTLE::FLASH_CRITICAL@hue_duration = 2 if @hue_duration == nil || @hue_duration == 0@hue_duration -= 1self.bitmap.hue_change(15) if @hue_duration <= 0end#---if @zoom_direction == "up"self.zoom_x = [self.zoom_x + 0.075, @target_zoom].minself.zoom_y = [self.zoom_y + 0.075, @target_zoom].minelseself.zoom_x = [self.zoom_x - 0.075, @target_zoom].maxself.zoom_y = [self.zoom_y - 0.075, @target_zoom].maxend#---@full -= 1return if @full > 0self.y -= 1self.opacity -= @fadeend#--------------------------------------------------------------------------# flag_state_icon#--------------------------------------------------------------------------def flag_state_iconfor item in @flags; return item if item.is_a?(Integer); endreturn 0endend # Sprite_Popup#==============================================================================# ¡ Spriteset_Battle#==============================================================================class Spriteset_Battle#--------------------------------------------------------------------------# public instance variables#--------------------------------------------------------------------------attr_accessor :actor_spritesattr_accessor :enemy_spritesattr_accessor :viewport1attr_accessor :viewportPopups#--------------------------------------------------------------------------# alias method: create_viewports#--------------------------------------------------------------------------alias spriteset_battle_create_viewports_abe create_viewportsdef create_viewportsspriteset_battle_create_viewports_abe@viewportPopups = Viewport.new@viewportPopups.z = 200end#--------------------------------------------------------------------------# alias method: dispose_viewports#--------------------------------------------------------------------------alias spriteset_battle_dispose_viewports_abe dispose_viewportsdef dispose_viewportsspriteset_battle_dispose_viewports_abe@viewportPopups.disposeend#--------------------------------------------------------------------------# alias method: update_viewports#--------------------------------------------------------------------------alias spriteset_battle_update_viewports_abe update_viewportsdef update_viewportsspriteset_battle_update_viewports_abe@viewportPopups.updateendend # Spriteset_Battle#==============================================================================# ¡ Game_Temp#==============================================================================class Game_Temp#--------------------------------------------------------------------------# public instance variables#--------------------------------------------------------------------------attr_accessor :battle_aidattr_accessor :evaluatingattr_accessor :iconset#--------------------------------------------------------------------------# alias method: initialize#--------------------------------------------------------------------------alias game_temp_initialize_abe initializedef initializegame_temp_initialize_abe@iconset = Cache.system("Iconset")endend # Game_Temp#==============================================================================# ¡ Game_Action#==============================================================================class Game_Action#--------------------------------------------------------------------------# overwrite method: speed#--------------------------------------------------------------------------def speedspeed = subject.agispeed += item.speed if itemspeed += subject.atk_speed if attack?return speedend#--------------------------------------------------------------------------# alias method: evaluate_item_with_target#--------------------------------------------------------------------------alias evaluate_item_with_target_abe evaluate_item_with_targetdef evaluate_item_with_target(target)$game_temp.evaluating = trueresult = evaluate_item_with_target_abe(target)$game_temp.evaluating = falsereturn resultendend # Game_Action#==============================================================================# ¡ Game_ActionResult#==============================================================================class Game_ActionResult#--------------------------------------------------------------------------# alias method: clear#--------------------------------------------------------------------------alias game_actionresult_clear_abe cleardef cleargame_actionresult_clear_abeclear_stored_damageend#--------------------------------------------------------------------------# new method: clear_stored_damage#--------------------------------------------------------------------------def clear_stored_damage@stored_hp_damage = 0@stored_mp_damage = 0@stored_tp_damage = 0@stored_hp_drain = 0@stored_mp_drain = 0end#--------------------------------------------------------------------------# new method: store_damage#--------------------------------------------------------------------------def store_damage@stored_hp_damage += @hp_damage@stored_mp_damage += @mp_damage@stored_tp_damage += @tp_damage@stored_hp_drain += @hp_drain@stored_mp_drain += @mp_drainend#--------------------------------------------------------------------------# new method: restore_damage#--------------------------------------------------------------------------def restore_damage@hp_damage = @stored_hp_damage@mp_damage = @stored_mp_damage@tp_damage = @stored_tp_damage@hp_drain = @stored_hp_drain@mp_drain = @stored_mp_drainclear_stored_damageendend # Game_ActionResult#==============================================================================# ¡ Game_BattlerBase#==============================================================================class Game_BattlerBase#--------------------------------------------------------------------------# public instance variables#--------------------------------------------------------------------------attr_accessor :popups#--------------------------------------------------------------------------# new method: create_popup#--------------------------------------------------------------------------def create_popup(value, rules = "DEFAULT", flags = [])return unless SceneManager.scene_is?(Scene_Battle)return unless YEA::BATTLE::ENABLE_POPUPSreturn if Switch.hide_popups@popups = [] if @popups.nil?@popups.push([value, rules, flags])end#--------------------------------------------------------------------------# new method: make_damage_popups#--------------------------------------------------------------------------def make_damage_popups(user)if @result.hp_drain != 0text = YEA::BATTLE::POPUP_SETTINGS[:drained]rules = "DRAIN"user.create_popup(text, rules)setting = :hp_dmg if @result.hp_drain < 0setting = :hp_heal if @result.hp_drain > 0rules = "HP_DMG" if @result.hp_drain < 0rules = "HP_HEAL" if @result.hp_drain > 0value = @result.hp_drain.abstext = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)user.create_popup(text, rules)endif @result.mp_drain != 0text = YEA::BATTLE::POPUP_SETTINGS[:drained]rules = "DRAIN"user.create_popup(text, rules)setting = :mp_dmg if @result.mp_drain < 0setting = :mp_heal if @result.mp_drain > 0rules = "HP_DMG" if @result.mp_drain < 0rules = "HP_HEAL" if @result.mp_drain > 0value = @result.mp_drain.abstext = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)user.create_popup(text, rules)end#---flags = []flags.push("critical") if @result.criticalif @result.hp_damage != 0setting = :hp_dmg if @result.hp_damage > 0setting = :hp_heal if @result.hp_damage < 0rules = "HP_DMG" if @result.hp_damage > 0rules = "HP_HEAL" if @result.hp_damage < 0value = @result.hp_damage.abstext = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)create_popup(text, rules, flags)endif @result.mp_damage != 0setting = :mp_dmg if @result.mp_damage > 0setting = :mp_heal if @result.mp_damage < 0rules = "MP_DMG" if @result.mp_damage > 0rules = "MP_HEAL" if @result.mp_damage < 0value = @result.mp_damage.abstext = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)create_popup(text, rules, flags)endif @result.tp_damage != 0setting = :tp_dmg if @result.tp_damage > 0setting = :tp_heal if @result.tp_damage < 0rules = "TP_DMG" if @result.tp_damage > 0rules = "TP_HEAL" if @result.tp_damage < 0value = @result.tp_damage.abstext = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)create_popup(text, rules)end@result.store_damage@result.clear_damage_valuesend#--------------------------------------------------------------------------# alias method: erase_state#--------------------------------------------------------------------------alias game_battlerbase_erase_state_abe erase_statedef erase_state(state_id)make_state_popup(state_id, :rem_state) if @states.include?(state_id)game_battlerbase_erase_state_abe(state_id)end#--------------------------------------------------------------------------# new method: make_during_state_popup#--------------------------------------------------------------------------def make_during_state_popupstate_id = most_important_state_idreturn if state_id == 0make_state_popup(state_id, :dur_state)end#--------------------------------------------------------------------------# new method: most_important_state_id#--------------------------------------------------------------------------def most_important_state_idstates.each {|state| return state.id unless state.message3.empty? }return 0end#--------------------------------------------------------------------------# new method: make_state_popup#--------------------------------------------------------------------------def make_state_popup(state_id, type)state = $data_states[state_id]return if state.icon_index == 0rules = state.popup_rules[type]return if rules.nil?text = sprintf(YEA::BATTLE::POPUP_SETTINGS[type], state.name)flags = ["state", state.icon_index]create_popup(text, rules, flags)end#--------------------------------------------------------------------------# new method: make_miss_popups#--------------------------------------------------------------------------def make_miss_popups(user, item)return if dead?if @result.missedtext = YEA::BATTLE::POPUP_SETTINGS[:missed]rules = "DEFAULT"create_popup(text, rules)endif @result.evadedtext = YEA::BATTLE::POPUP_SETTINGS[:evaded]rules = "DEFAULT"create_popup(text, rules)endif @result.hit? && !@result.successtext = YEA::BATTLE::POPUP_SETTINGS[:failed]rules = "DEFAULT"create_popup(text, rules)endif @result.hit? && item.damage.to_hp?if @result.hp_damage == 0 && @result.hp_damage == 0text = YEA::BATTLE::POPUP_SETTINGS[:nulled]rules = "DEFAULT"create_popup(text, rules)endendend#--------------------------------------------------------------------------# new method: make_rate_popup#--------------------------------------------------------------------------def make_rate_popup(rate)return if rate == 1.0flags = []if rate > 1.0text = YEA::BATTLE::POPUP_SETTINGS[:weakpoint]rules = "WEAK_ELE"flags.push("weakness")elsif rate == 0.0text = YEA::BATTLE::POPUP_SETTINGS[:immune]rules = "IMMU_ELE"flags.push("immune")elsif rate < 0.0text = YEA::BATTLE::POPUP_SETTINGS[:absorbed]rules = "ABSB_ELE"flags.push("absorbed")elsetext = YEA::BATTLE::POPUP_SETTINGS[:resistant]rules = "REST_ELE"flags.push("resistant")endcreate_popup(text, rules, flags)end#--------------------------------------------------------------------------# new method: make_buff_popup#--------------------------------------------------------------------------def make_buff_popup(param_id, positive = true)return unless SceneManager.scene_is?(Scene_Battle)return unless alive?name = Vocab::param(param_id)if positivetext = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_buff], name)rules = "BUFF"buff_level = 1elsetext = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_debuff], name)rules = "DEBUFF"buff_level = -1endicon = buff_icon_index(buff_level, param_id)flags = ["buff", icon]return if @popups.include?([text, rules, flags])create_popup(text, rules, flags)endend # Game_BattlerBase#==============================================================================# ¡ Game_Battler#==============================================================================class Game_Battler < Game_BattlerBase#--------------------------------------------------------------------------# public instance variables#--------------------------------------------------------------------------attr_accessor :pseudo_ani_id#--------------------------------------------------------------------------# alias method: on_battle_end#--------------------------------------------------------------------------alias game_battler_on_battle_end_abe on_battle_enddef on_battle_endgame_battler_on_battle_end_abe@popups = []end#--------------------------------------------------------------------------# alias method: clear_sprite_effects#--------------------------------------------------------------------------alias game_battler_clear_sprite_effects_abe clear_sprite_effectsdef clear_sprite_effectsgame_battler_clear_sprite_effects_abe@pseudo_ani_id = 0end#--------------------------------------------------------------------------# alias method: item_apply#--------------------------------------------------------------------------alias game_battler_item_apply_abe item_applydef item_apply(user, item)game_battler_item_apply_abe(user, item)make_miss_popups(user, item)end#--------------------------------------------------------------------------# alias method: make_damage_value#--------------------------------------------------------------------------alias game_battler_make_damage_value_abe make_damage_valuedef make_damage_value(user, item)game_battler_make_damage_value_abe(user, item)rate = item_element_rate(user, item)make_rate_popup(rate) unless $game_temp.evaluatingend#--------------------------------------------------------------------------# alias method: execute_damage#--------------------------------------------------------------------------alias game_battler_execute_damage_abe execute_damagedef execute_damage(user)game_battler_execute_damage_abe(user)make_damage_popups(user)end#--------------------------------------------------------------------------# alias method: item_effect_recover_hp#--------------------------------------------------------------------------alias game_battler_item_effect_recover_hp_abe item_effect_recover_hpdef item_effect_recover_hp(user, item, effect)game_battler_item_effect_recover_hp_abe(user, item, effect)make_damage_popups(user)end#--------------------------------------------------------------------------# alias method: item_effect_recover_mp#--------------------------------------------------------------------------alias game_battler_item_effect_recover_mp_abe item_effect_recover_mpdef item_effect_recover_mp(user, item, effect)game_battler_item_effect_recover_mp_abe(user, item, effect)make_damage_popups(user)end#--------------------------------------------------------------------------# alias method: item_effect_gain_tp#--------------------------------------------------------------------------alias game_battler_item_effect_gain_tp_abe item_effect_gain_tpdef item_effect_gain_tp(user, item, effect)game_battler_item_effect_gain_tp_abe(user, item, effect)make_damage_popups(user)end#--------------------------------------------------------------------------# alias method: item_user_effect#--------------------------------------------------------------------------alias game_battler_item_user_effect_abe item_user_effectdef item_user_effect(user, item)game_battler_item_user_effect_abe(user, item)@result.restore_damageend#--------------------------------------------------------------------------# alias method: add_new_state#--------------------------------------------------------------------------alias game_battler_add_new_state_abe add_new_statedef add_new_state(state_id)game_battler_add_new_state_abe(state_id)make_state_popup(state_id, :add_state) if @states.include?(state_id)end#--------------------------------------------------------------------------# alias method: add_buff#--------------------------------------------------------------------------alias game_battler_add_buff_abe add_buffdef add_buff(param_id, turns)make_buff_popup(param_id, true)game_battler_add_buff_abe(param_id, turns)end#--------------------------------------------------------------------------# alias method: add_debuff#--------------------------------------------------------------------------alias game_battler_add_debuff_abe add_debuffdef add_debuff(param_id, turns)make_buff_popup(param_id, false)game_battler_add_debuff_abe(param_id, turns)end#--------------------------------------------------------------------------# alias method: regenerate_all#--------------------------------------------------------------------------alias game_battler_regenerate_all_abe regenerate_alldef regenerate_allgame_battler_regenerate_all_abereturn unless alive?make_damage_popups(self)end#--------------------------------------------------------------------------# new method: can_collapse?#--------------------------------------------------------------------------def can_collapse?return false unless dead?unless actor?return false unless sprite.battler_visiblearray = [:collapse, :boss_collapse, :instant_collapse]return false if array.include?(sprite.effect_type)endreturn trueend#--------------------------------------------------------------------------# new method: draw_mp?#--------------------------------------------------------------------------def draw_mp?; return true; end#--------------------------------------------------------------------------# new method: draw_tp?#--------------------------------------------------------------------------def draw_tp?return $data_system.opt_display_tpendend # Game_Battler#==============================================================================# ¡ Game_Actor#==============================================================================class Game_Actor < Game_Battler#--------------------------------------------------------------------------# overwrite method: perform_damage_effect#--------------------------------------------------------------------------def perform_damage_effect$game_troop.screen.start_shake(5, 5, 10) if YEA::BATTLE::SCREEN_SHAKE@sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTSSound.play_actor_damageend#--------------------------------------------------------------------------# overwrite method: use_sprite?#--------------------------------------------------------------------------def use_sprite?; return true; end#--------------------------------------------------------------------------# new method: screen_x#--------------------------------------------------------------------------def screen_xreturn 0 unless SceneManager.scene_is?(Scene_Battle)status_window = SceneManager.scene.status_windowreturn 0 if status_window.nil?item_rect_width = (status_window.width-24) / $game_party.max_battle_membersext = SceneManager.scene.info_viewport.oxrect = SceneManager.scene.status_window.item_rect(self.index)constant = 128 + 12return constant + rect.x + item_rect_width / 2 - extend#--------------------------------------------------------------------------# new method: screen_y#--------------------------------------------------------------------------def screen_yreturn Graphics.height - 120 unless SceneManager.scene_is?(Scene_Battle)return Graphics.height - 120 if SceneManager.scene.status_window.nil?return Graphics.height - (SceneManager.scene.status_window.height * 7/8)end#--------------------------------------------------------------------------# new method: screen_z#--------------------------------------------------------------------------def screen_z; return 100; end#--------------------------------------------------------------------------# new method: sprite#--------------------------------------------------------------------------def spriteindex = $game_party.battle_members.index(self)return SceneManager.scene.spriteset.actor_sprites[index]end#--------------------------------------------------------------------------# new method: draw_mp?#--------------------------------------------------------------------------def draw_mp?return true unless draw_tp?for skill in skillsnext unless added_skill_types.include?(skill.stype_id)return true if skill.mp_cost > 0endreturn falseend#--------------------------------------------------------------------------# new method: draw_tp?#--------------------------------------------------------------------------def draw_tp?return false unless $data_system.opt_display_tpfor skill in skillsnext unless added_skill_types.include?(skill.stype_id)return true if skill.tp_cost > 0endreturn falseend#--------------------------------------------------------------------------# alias method: input#--------------------------------------------------------------------------alias game_actor_input_abe inputdef inputif @actions.nil?make_actions@action_input_index = 0endif @actions[@action_input_index].nil?@actions[@action_input_index] = Game_Action.new(self)endreturn game_actor_input_abeendend # Game_Actor#==============================================================================# ¡ Game_Enemy#==============================================================================class Game_Enemy < Game_Battler#--------------------------------------------------------------------------# overwrite method: perform_damage_effect#--------------------------------------------------------------------------def perform_damage_effect@sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTSSound.play_enemy_damageend#--------------------------------------------------------------------------# new methods: attack_animation_id#--------------------------------------------------------------------------def atk_animation_id1; return enemy.atk_animation_id1; enddef atk_animation_id2; return enemy.atk_animation_id2; end#--------------------------------------------------------------------------# new method: sprite#--------------------------------------------------------------------------def spritereturn SceneManager.scene.spriteset.enemy_sprites.reverse[self.index]endend # Game_Enemy#==============================================================================# ¡ Game_Unit#==============================================================================class Game_Unit#--------------------------------------------------------------------------# alias method: make_actions#--------------------------------------------------------------------------alias game_unit_make_actions_abe make_actionsdef make_actionsgame_unit_make_actions_aberefresh_autobattler_status_windowend#--------------------------------------------------------------------------# new method: refresh_autobattler_status_window#--------------------------------------------------------------------------def refresh_autobattler_status_windowreturn unless SceneManager.scene_is?(Scene_Battle)return unless self.is_a?(Game_Party)SceneManager.scene.refresh_autobattler_status_windowendend # Game_Unit#==============================================================================# ¡ Window_PartyCommand#==============================================================================class Window_PartyCommand < Window_Command#--------------------------------------------------------------------------# overwrite method: process_handling#--------------------------------------------------------------------------def process_handlingreturn unless open? && activereturn process_dir6 if Input.repeat?(:RIGHT)return superend#--------------------------------------------------------------------------# new method: process_dir6#--------------------------------------------------------------------------def process_dir6Sound.play_cursorInput.updatedeactivatecall_handler(:dir6)endend # Window_PartyCommand#==============================================================================# ¡ Window_ActorCommand#==============================================================================class Window_ActorCommand < Window_Command#--------------------------------------------------------------------------# overwrite method: process_handling#--------------------------------------------------------------------------def process_handlingreturn unless open? && activereturn process_dir4 if Input.repeat?(:LEFT)return process_dir6 if Input.repeat?(:RIGHT)return superend#--------------------------------------------------------------------------# new method: process_dir4#--------------------------------------------------------------------------def process_dir4Sound.play_cursorInput.updatedeactivatecall_handler(:cancel)end#--------------------------------------------------------------------------# new method: process_dir6#--------------------------------------------------------------------------def process_dir6Sound.play_cursorInput.updatedeactivatecall_handler(:dir6)endend # Window_ActorCommand#==============================================================================# ¡ Window_BattleStatus#==============================================================================class Window_BattleStatus < Window_Selectable#--------------------------------------------------------------------------# overwrite method: initialize#--------------------------------------------------------------------------def initializesuper(0, 0, window_width, window_height)self.openness = 0@party = $game_party.battle_members.cloneend#--------------------------------------------------------------------------# overwrite method: col_max#--------------------------------------------------------------------------def col_max; return $game_party.max_battle_members; end#--------------------------------------------------------------------------# new method: battle_members#--------------------------------------------------------------------------def battle_members; return $game_party.battle_members; end#--------------------------------------------------------------------------# new method: actor#--------------------------------------------------------------------------def actor; return battle_members[@index]; end#--------------------------------------------------------------------------# overwrite method: update#--------------------------------------------------------------------------def updatesuperreturn if @party == $game_party.battle_members@party = $game_party.battle_members.clonerefreshend#--------------------------------------------------------------------------# overwrite method: draw_item#--------------------------------------------------------------------------def draw_item(index)return if index.nil?clear_item(index)actor = battle_members[index]rect = item_rect(index)return if actor.nil?draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)draw_actor_name(actor, rect.x, rect.y, rect.width-8)draw_actor_action(actor, rect.x, rect.y)draw_actor_icons(actor, rect.x, line_height*1, rect.width)gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUScontents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZEdraw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)if draw_tp?(actor) && draw_mp?(actor)dw = rect.width/2-2dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINEdraw_actor_tp(actor, rect.x+2, line_height*3, dw)dw = rect.width - rect.width/2 - 2draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)elsif draw_tp?(actor) && !draw_mp?(actor)draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)elsedraw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)endend#--------------------------------------------------------------------------# overwrite method: item_rect#--------------------------------------------------------------------------def item_rect(index)rect = Rect.newrect.width = contents.width / $game_party.max_battle_membersrect.height = contents.heightrect.x = index * rect.widthif YEA::BATTLE::BATTLESTATUS_CENTER_FACESrect.x += (contents.width - $game_party.members.size * rect.width) / 2endrect.y = 0return rectend#--------------------------------------------------------------------------# overwrite method: draw_face#--------------------------------------------------------------------------def draw_face(face_name, face_index, dx, dy, enabled = true)bitmap = Cache.face(face_name)fx = [(96 - item_rect(0).width + 1) / 2, 0].maxfy = face_index / 4 * 96 + 2fw = [item_rect(0).width - 4, 92].minrect = Rect.new(fx, fy, fw, 92)rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)bitmap.disposeend#--------------------------------------------------------------------------# overwrite method: draw_actor_name#--------------------------------------------------------------------------def draw_actor_name(actor, dx, dy, dw = 112)reset_font_settingscontents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZEchange_color(hp_color(actor))draw_text(dx+24, dy, dw-24, line_height, actor.name)end#--------------------------------------------------------------------------# new method: draw_actor_action#--------------------------------------------------------------------------def draw_actor_action(actor, dx, dy)draw_icon(action_icon(actor), dx, dy)end#--------------------------------------------------------------------------# new method: action_icon#--------------------------------------------------------------------------def action_icon(actor)return Icon.no_action if actor.current_action.nil?return Icon.no_action if actor.current_action.item.nil?return actor.current_action.item.icon_indexend#--------------------------------------------------------------------------# new method: draw_tp?#--------------------------------------------------------------------------def draw_tp?(actor)return actor.draw_tp?end#--------------------------------------------------------------------------# new method: draw_mp?#--------------------------------------------------------------------------def draw_mp?(actor)return actor.draw_mp?end#--------------------------------------------------------------------------# overwrite method: draw_current_and_max_values#--------------------------------------------------------------------------def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)change_color(color1)draw_text(dx, dy, dw, line_height, current.group, 2)end#--------------------------------------------------------------------------# overwrite method: draw_actor_hp#--------------------------------------------------------------------------def draw_actor_hp(actor, dx, dy, width = 124)draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)change_color(system_color)cy = (Font.default_size - contents.font.size) / 2 + 1draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,hp_color(actor), normal_color)end#--------------------------------------------------------------------------# overwrite method: draw_actor_mp#--------------------------------------------------------------------------def draw_actor_mp(actor, dx, dy, width = 124)draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)change_color(system_color)cy = (Font.default_size - contents.font.size) / 2 + 1draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,mp_color(actor), normal_color)end#--------------------------------------------------------------------------# overwrite method: draw_actor_tp#--------------------------------------------------------------------------def draw_actor_tp(actor, dx, dy, width = 124)draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)change_color(system_color)cy = (Font.default_size - contents.font.size) / 2 + 1draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)change_color(tp_color(actor))draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)endend # Window_BattleStatus#==============================================================================# ¡ Window_BattleActor#==============================================================================class Window_BattleActor < Window_BattleStatus#--------------------------------------------------------------------------# overwrite method: show#--------------------------------------------------------------------------def showcreate_flagssuperend#--------------------------------------------------------------------------# new method: create_flags#--------------------------------------------------------------------------def create_flagsset_select_flag(:any)select(0)return if $game_temp.battle_aid.nil?if $game_temp.battle_aid.need_selection?select(0)set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?elsif $game_temp.battle_aid.for_user?battler = BattleManager.actorid = battler.nil? ? 0 : $game_party.battle_members.index(battler)select(id)set_select_flag(:user)elsif $game_temp.battle_aid.for_all?select(0)set_select_flag(:all)set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?elsif $game_temp.battle_aid.for_random?select(0)set_select_flag(:random) if $game_temp.battle_aid.for_random?endend#--------------------------------------------------------------------------# new method: set_flag#--------------------------------------------------------------------------def set_select_flag(flag)@select_flag = flagcase @select_flagwhen :all, :all_dead, :random@cursor_all = trueelse@cursor_all = falseendend#--------------------------------------------------------------------------# overwrite method: update_cursor#--------------------------------------------------------------------------def update_cursorif @cursor_allcursor_rect.set(0, 0, contents.width, contents.height)self.top_row = 0elsif @index < 0cursor_rect.emptyelseensure_cursor_visiblecursor_rect.set(item_rect(@index))endend#--------------------------------------------------------------------------# overwrite method: cursor_movable?#--------------------------------------------------------------------------def cursor_movable?return false if @select_flag == :userreturn superend#--------------------------------------------------------------------------# overwrite method: current_item_enabled?#--------------------------------------------------------------------------def current_item_enabled?return true if $game_temp.battle_aid.nil?if $game_temp.battle_aid.need_selection?member = $game_party.battle_members[@index]return member.dead? if $game_temp.battle_aid.for_dead_friend?elsif $game_temp.battle_aid.for_dead_friend?for member in $game_party.battle_membersreturn true if member.dead?endreturn falseendreturn trueendend # Window_BattleActor#==============================================================================# ¡ Window_BattleStatusAid#==============================================================================class Window_BattleStatusAid < Window_BattleStatus#--------------------------------------------------------------------------# public instance variables#--------------------------------------------------------------------------attr_accessor :status_window#--------------------------------------------------------------------------# overwrite method: initialize#--------------------------------------------------------------------------def initializesuperself.visible = falseself.openness = 255end#--------------------------------------------------------------------------# overwrite method: window_width#--------------------------------------------------------------------------def window_width; return 128; end#--------------------------------------------------------------------------# overwrite method: show#--------------------------------------------------------------------------def showsuperrefreshend#--------------------------------------------------------------------------# overwrite method: refresh#--------------------------------------------------------------------------def refreshcontents.clearreturn if @status_window.nil?draw_item(@status_window.index)end#--------------------------------------------------------------------------# overwrite method: item_rect#--------------------------------------------------------------------------def item_rect(index)return Rect.new(0, 0, contents.width, contents.height)endend # Window_BattleStatusAid#==============================================================================# ¡ Window_BattleEnemy#==============================================================================class Window_BattleEnemy < Window_Selectable#--------------------------------------------------------------------------# overwrite method: initialize#--------------------------------------------------------------------------def initialize(info_viewport)super(0, Graphics.height, window_width, fitting_height(1))refreshself.visible = false@info_viewport = info_viewportend#--------------------------------------------------------------------------# overwrite method: col_max#--------------------------------------------------------------------------def col_max; return item_max; end#--------------------------------------------------------------------------# overwrite method: show#--------------------------------------------------------------------------def showcreate_flagssuperend#--------------------------------------------------------------------------# new method: create_flags#--------------------------------------------------------------------------def create_flagsset_select_flag(:any)select(0)return if $game_temp.battle_aid.nil?if $game_temp.battle_aid.need_selection?select(0)elsif $game_temp.battle_aid.for_all?select(0)set_select_flag(:all)elsif $game_temp.battle_aid.for_random?select(0)set_select_flag(:random)endend#--------------------------------------------------------------------------# new method: set_flag#--------------------------------------------------------------------------def set_select_flag(flag)@select_flag = flagcase @select_flagwhen :all, :random@cursor_all = trueelse@cursor_all = falseendend#--------------------------------------------------------------------------# new method: select_all?#--------------------------------------------------------------------------def select_all?return true if @select_flag == :allreturn true if @select_flag == :randomreturn falseend#--------------------------------------------------------------------------# overwrite method: update_cursor#--------------------------------------------------------------------------def update_cursorif @cursor_allcursor_rect.set(0, 0, contents.width, contents.height)self.top_row = 0elsif @index < 0cursor_rect.emptyelseensure_cursor_visiblecursor_rect.set(item_rect(@index))endend#--------------------------------------------------------------------------# overwrite method: cursor_movable?#--------------------------------------------------------------------------def cursor_movable?return false if @select_flag == :userreturn superend#--------------------------------------------------------------------------# overwrite method: current_item_enabled?#--------------------------------------------------------------------------def current_item_enabled?return true if $game_temp.battle_aid.nil?if $game_temp.battle_aid.need_selection?member = $game_party.battle_members[@index]return member.dead? if $game_temp.battle_aid.for_dead_friend?elsif $game_temp.battle_aid.for_dead_friend?for member in $game_party.battle_membersreturn true if member.dead?endreturn falseendreturn trueend#--------------------------------------------------------------------------# overwrite method: enemy#--------------------------------------------------------------------------def enemy; @data[index]; end#--------------------------------------------------------------------------# overwrite method: refresh#--------------------------------------------------------------------------def refreshmake_item_listcreate_contentsdraw_all_itemsend#--------------------------------------------------------------------------# overwrite method: make_item_list#--------------------------------------------------------------------------def make_item_list@data = $game_troop.alive_members@data.sort! { |a,b| a.screen_x <=> b.screen_x }end#--------------------------------------------------------------------------# overwrite method: draw_item#--------------------------------------------------------------------------def draw_item(index); return; end#--------------------------------------------------------------------------# overwrite method: update#--------------------------------------------------------------------------def updatesuperreturn unless activeenemy.sprite_effect_type = :whitenreturn unless select_all?for enemy in $game_troop.alive_membersenemy.sprite_effect_type = :whitenendendend # Window_BattleEnemy#==============================================================================# ¡ Window_BattleHelp#==============================================================================class Window_BattleHelp < Window_Help#--------------------------------------------------------------------------# public instance variables#--------------------------------------------------------------------------attr_accessor :actor_windowattr_accessor :enemy_window#--------------------------------------------------------------------------# update#--------------------------------------------------------------------------def updatesuperif !self.visible and @text != ""@text = ""return refreshendupdate_battler_nameend#--------------------------------------------------------------------------# update_battler_name#--------------------------------------------------------------------------def update_battler_namereturn unless @actor_window.active || @enemy_window.activeif @actor_window.activebattler = $game_party.battle_members[@actor_window.index]elsif @enemy_window.activebattler = @enemy_window.enemyendif special_display?refresh_special_case(battler)elserefresh_battler_name(battler) if battler_name(battler) != @textendend#--------------------------------------------------------------------------# battler_name#--------------------------------------------------------------------------def battler_name(battler)text = battler.name.clonereturn textend#--------------------------------------------------------------------------# refresh_battler_name#--------------------------------------------------------------------------def refresh_battler_name(battler)contents.clearreset_font_settingschange_color(normal_color)@text = battler_name(battler)icons = battler.state_icons + battler.buff_iconsdy = icons.size <= 0 ? line_height / 2 : 0draw_text(0, dy, contents.width, line_height, @text, 1)dx = (contents.width - (icons.size * 24)) / 2draw_actor_icons(battler, dx, line_height, contents.width)end#--------------------------------------------------------------------------# special_display?#--------------------------------------------------------------------------def special_display?return false if $game_temp.battle_aid.nil?return false if $game_temp.battle_aid.for_user?return !$game_temp.battle_aid.need_selection?end#--------------------------------------------------------------------------# refresh_special_case#--------------------------------------------------------------------------def refresh_special_case(battler)if $game_temp.battle_aid.for_opponent?if $game_temp.battle_aid.for_all?text = YEA::BATTLE::HELP_TEXT_ALL_FOESelsecase $game_temp.battle_aid.number_of_targetswhen 1text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOEelsenumber = $game_temp.battle_aid.number_of_targetstext = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)endendelse # $game_temp.battle_aid.for_friend?if $game_temp.battle_aid.for_dead_friend?text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIESelsif $game_temp.battle_aid.for_random?case $game_temp.battle_aid.number_of_targetswhen 1text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLYelsenumber = $game_temp.battle_aid.number_of_targetstext = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)endelsetext = YEA::BATTLE::HELP_TEXT_ALL_ALLIESendendreturn if text == @text@text = textcontents.clearreset_font_settingsdraw_text(0, 0, contents.width, line_height*2, @text, 1)endend # Window_BattleHelp#==============================================================================# ¡ Window_BattleLog#==============================================================================class Window_BattleLog < Window_Selectable#--------------------------------------------------------------------------# alias method: display_current_state#--------------------------------------------------------------------------alias window_battlelog_display_current_state_abe display_current_statedef display_current_state(subject)subject.make_during_state_popupreturn unless YEA::BATTLE::MSG_CURRENT_STATEwindow_battlelog_display_current_state_abe(subject)end#--------------------------------------------------------------------------# alias method: display_use_item#--------------------------------------------------------------------------alias window_battlelog_display_use_item_abe display_use_itemdef display_use_item(subject, item)return unless YEA::BATTLE::MSG_CURRENT_ACTIONwindow_battlelog_display_use_item_abe(subject, item)end#--------------------------------------------------------------------------# alias method: display_counter#--------------------------------------------------------------------------alias window_battlelog_display_counter_abe display_counterdef display_counter(target, item)if YEA::BATTLE::MSG_COUNTERATTACKwindow_battlelog_display_counter_abe(target, item)elseSound.play_evasionendend#--------------------------------------------------------------------------# alias method: display_reflection#--------------------------------------------------------------------------alias window_battlelog_display_reflection_abe display_reflectiondef display_reflection(target, item)if YEA::BATTLE::MSG_REFLECT_MAGICwindow_battlelog_display_reflection_abe(target, item)elseSound.play_reflectionendend#--------------------------------------------------------------------------# alias method: display_substitute#--------------------------------------------------------------------------alias window_battlelog_display_substitute_abe display_substitutedef display_substitute(substitute, target)return unless YEA::BATTLE::MSG_SUBSTITUTE_HITwindow_battlelog_display_substitute_abe(substitute, target)end#--------------------------------------------------------------------------# alias method: display_failure#--------------------------------------------------------------------------alias window_battlelog_display_failure_abe display_failuredef display_failure(target, item)return unless YEA::BATTLE::MSG_FAILURE_HITwindow_battlelog_display_failure_abe(target, item)end#--------------------------------------------------------------------------# alias method: display_critical#--------------------------------------------------------------------------alias window_battlelog_display_critical_abe display_criticaldef display_critical(target, item)return unless YEA::BATTLE::MSG_CRITICAL_HITwindow_battlelog_display_critical_abe(target, item)end#--------------------------------------------------------------------------# alias method: display_miss#--------------------------------------------------------------------------alias window_battlelog_display_miss_abe display_missdef display_miss(target, item)return unless YEA::BATTLE::MSG_HIT_MISSEDwindow_battlelog_display_miss_abe(target, item)end#--------------------------------------------------------------------------# alias method: display_evasion#--------------------------------------------------------------------------alias window_battlelog_display_evasion_abe display_evasiondef display_evasion(target, item)if YEA::BATTLE::MSG_EVASIONwindow_battlelog_display_evasion_abe(target, item)elseif !item || item.physical?Sound.play_evasionelseSound.play_magic_evasionendendend#--------------------------------------------------------------------------# overwrite method: display_hp_damage#--------------------------------------------------------------------------def display_hp_damage(target, item)return if target.result.hp_damage == 0 && item && !item.damage.to_hp?if target.result.hp_damage > 0 && target.result.hp_drain == 0target.perform_damage_effectendSound.play_recovery if target.result.hp_damage < 0return unless YEA::BATTLE::MSG_HP_DAMAGEadd_text(target.result.hp_damage_text)waitend#--------------------------------------------------------------------------# overwrite method: display_mp_damage#--------------------------------------------------------------------------def display_mp_damage(target, item)return if target.dead? || target.result.mp_damage == 0Sound.play_recovery if target.result.mp_damage < 0return unless YEA::BATTLE::MSG_MP_DAMAGEadd_text(target.result.mp_damage_text)waitend#--------------------------------------------------------------------------# overwrite method: display_tp_damage#--------------------------------------------------------------------------def display_tp_damage(target, item)return if target.dead? || target.result.tp_damage == 0Sound.play_recovery if target.result.tp_damage < 0return unless YEA::BATTLE::MSG_TP_DAMAGEadd_text(target.result.tp_damage_text)waitend#--------------------------------------------------------------------------# alias method: display_added_states#--------------------------------------------------------------------------alias window_battlelog_display_added_states_abe display_added_statesdef display_added_states(target)return unless YEA::BATTLE::MSG_ADDED_STATESwindow_battlelog_display_added_states_abe(target)end#--------------------------------------------------------------------------# alias method: display_removed_states#--------------------------------------------------------------------------alias window_battlelog_display_removed_states_abe display_removed_statesdef display_removed_states(target)return unless YEA::BATTLE::MSG_REMOVED_STATESwindow_battlelog_display_removed_states_abe(target)end#--------------------------------------------------------------------------# alias method: display_changed_buffs#--------------------------------------------------------------------------alias window_battlelog_display_changed_buffs_abe display_changed_buffsdef display_changed_buffs(target)return unless YEA::BATTLE::MSG_CHANGED_BUFFSwindow_battlelog_display_changed_buffs_abe(target)endend # Window_BattleLog#==============================================================================# ¡ Window_SkillList#==============================================================================class Window_SkillList < Window_Selectable#--------------------------------------------------------------------------# overwrite method: spacing#--------------------------------------------------------------------------def spacingreturn 8 if $game_party.in_battlereturn superendend # Window_SkillList#==============================================================================# ¡ Window_ItemList#==============================================================================class Window_ItemList < Window_Selectable#--------------------------------------------------------------------------# overwrite method: spacing#--------------------------------------------------------------------------def spacingreturn 8 if $game_party.in_battlereturn superendend # Window_ItemList#==============================================================================# ¡ Scene_Battle#==============================================================================class Scene_Battle < Scene_Base#--------------------------------------------------------------------------# public instance variables#--------------------------------------------------------------------------attr_accessor :enemy_windowattr_accessor :info_viewportattr_accessor :spritesetattr_accessor :status_windowattr_accessor :status_aid_windowattr_accessor :subject#--------------------------------------------------------------------------# alias method: create_spriteset#--------------------------------------------------------------------------alias scene_battle_create_spriteset_abe create_spritesetdef create_spritesetBattleManager.init_battle_typescene_battle_create_spriteset_abeend#--------------------------------------------------------------------------# alias method: update_basic#--------------------------------------------------------------------------alias scene_battle_update_basic_abe update_basicdef update_basicscene_battle_update_basic_abeupdate_debugend#--------------------------------------------------------------------------# new method: update_debug#--------------------------------------------------------------------------def update_debugreturn unless $TEST || $BTESTdebug_heal_party if Input.trigger?(:F5)debug_damage_party if Input.trigger?(:F6)debug_fill_tp if Input.trigger?(:F7)debug_kill_all if Input.trigger?(:F8)end#--------------------------------------------------------------------------# new method: debug_heal_party#--------------------------------------------------------------------------def debug_heal_partySound.play_recoveryfor member in $game_party.battle_membersmember.recover_allend@status_window.refreshend#--------------------------------------------------------------------------# new method: debug_damage_party#--------------------------------------------------------------------------def debug_damage_partySound.play_actor_damagefor member in $game_party.alive_membersmember.hp = 1member.mp = 0member.tp = 0end@status_window.refreshend#--------------------------------------------------------------------------# new method: debug_fill_tp#--------------------------------------------------------------------------def debug_fill_tpSound.play_recoveryfor member in $game_party.alive_membersmember.tp = member.max_tpend@status_window.refreshend#--------------------------------------------------------------------------# new method: debug_kill_all#--------------------------------------------------------------------------def debug_kill_allfor enemy in $game_troop.alive_membersenemy.hp = 0enemy.perform_collapse_effectendBattleManager.judge_win_loss@log_window.wait@log_window.wait_for_effectend#--------------------------------------------------------------------------# alias method: create_all_windows#--------------------------------------------------------------------------alias scene_battle_create_all_windows_abe create_all_windowsdef create_all_windowsscene_battle_create_all_windows_abecreate_battle_status_aid_windowset_help_windowend#--------------------------------------------------------------------------# alias method: create_info_viewport#--------------------------------------------------------------------------alias scene_battle_create_info_viewport_abe create_info_viewportdef create_info_viewportscene_battle_create_info_viewport_abe@status_window.refreshend#--------------------------------------------------------------------------# new method: create_battle_status_aid_window#--------------------------------------------------------------------------def create_battle_status_aid_window@status_aid_window = Window_BattleStatusAid.new@status_aid_window.status_window = @status_window@status_aid_window.x = Graphics.width - @status_aid_window.width@status_aid_window.y = Graphics.height - @status_aid_window.heightend#--------------------------------------------------------------------------# overwrite method: create_help_window#--------------------------------------------------------------------------def create_help_window@help_window = Window_BattleHelp.new@help_window.hideend#--------------------------------------------------------------------------# new method: set_help_window#--------------------------------------------------------------------------def set_help_window@help_window.actor_window = @actor_window@help_window.enemy_window = @enemy_windowend#--------------------------------------------------------------------------# alias method: create_party_command_window#--------------------------------------------------------------------------alias scene_battle_create_party_command_window_abe create_party_command_windowdef create_party_command_windowscene_battle_create_party_command_window_abe@party_command_window.set_handler(:dir6, method(:command_fight))end#--------------------------------------------------------------------------# alias method: create_actor_command_window#--------------------------------------------------------------------------alias scene_battle_create_actor_command_window_abe create_actor_command_windowdef create_actor_command_windowscene_battle_create_actor_command_window_abe@actor_command_window.set_handler(:dir4, method(:prior_command))@actor_command_window.set_handler(:dir6, method(:next_command))end#--------------------------------------------------------------------------# alias method: create_skill_window#--------------------------------------------------------------------------alias scene_battle_create_skill_window_abe create_skill_windowdef create_skill_windowscene_battle_create_skill_window_abe@skill_window.height = @info_viewport.rect.height@skill_window.width = Graphics.width - @actor_command_window.width@skill_window.y = Graphics.height - @skill_window.heightend#--------------------------------------------------------------------------# alias method: create_item_window#--------------------------------------------------------------------------alias scene_battle_create_item_window_abe create_item_windowdef create_item_windowscene_battle_create_item_window_abe@item_window.height = @skill_window.height@item_window.width = @skill_window.width@item_window.y = Graphics.height - @item_window.heightend#--------------------------------------------------------------------------# alias method: show_fast?#--------------------------------------------------------------------------alias scene_battle_show_fast_abe show_fast?def show_fast?return true if YEA::BATTLE::AUTO_FASTreturn scene_battle_show_fast_abeend#--------------------------------------------------------------------------# alias method: next_command#--------------------------------------------------------------------------alias scene_battle_next_command_abe next_commanddef next_command@status_window.showredraw_current_status@actor_command_window.show@status_aid_window.hidescene_battle_next_command_abeend#--------------------------------------------------------------------------# alias method: prior_command#--------------------------------------------------------------------------alias scene_battle_prior_command_abe prior_commanddef prior_commandredraw_current_statusscene_battle_prior_command_abeend#--------------------------------------------------------------------------# new method: redraw_current_status#--------------------------------------------------------------------------def redraw_current_statusreturn if @status_window.index < 0@status_window.draw_item(@status_window.index)end#--------------------------------------------------------------------------# alias method: command_attack#--------------------------------------------------------------------------alias scene_battle_command_attack_abe command_attackdef command_attack$game_temp.battle_aid = $data_skills[battleManager.actor.attack_skill_id]scene_battle_command_attack_abeend#--------------------------------------------------------------------------# alias method: command_skill#--------------------------------------------------------------------------alias scene_battle_command_skill_abe command_skilldef command_skillscene_battle_command_skill_abe@status_window.hide@actor_command_window.hide@status_aid_window.showend#--------------------------------------------------------------------------# alias method: command_item#--------------------------------------------------------------------------alias scene_battle_command_item_abe command_itemdef command_itemscene_battle_command_item_abe@status_window.hide@actor_command_window.hide@status_aid_window.showend#--------------------------------------------------------------------------# overwrite method: on_skill_ok#--------------------------------------------------------------------------def on_skill_ok@skill = @skill_window.item$game_temp.battle_aid = @skillBattleManager.actor.input.set_skill(@skill.id)BattleManager.actor.last_skill.object = @skillif @skill.for_opponent?select_enemy_selectionelsif @skill.for_friend?select_actor_selectionelse@skill_window.hidenext_command$game_temp.battle_aid = nilendend#--------------------------------------------------------------------------# alias method: on_skill_cancel#--------------------------------------------------------------------------alias scene_battle_on_skill_cancel_abe on_skill_canceldef on_skill_cancelscene_battle_on_skill_cancel_abe@status_window.show@actor_command_window.show@status_aid_window.hideend#--------------------------------------------------------------------------# overwrite method: on_item_ok#--------------------------------------------------------------------------def on_item_ok@item = @item_window.item$game_temp.battle_aid = @itemBattleManager.actor.input.set_item(@item.id)if @item.for_opponent?select_enemy_selectionelsif @item.for_friend?select_actor_selectionelse@item_window.hidenext_command$game_temp.battle_aid = nilend$game_party.last_item.object = @itemend#--------------------------------------------------------------------------# alias method: on_item_cancel#--------------------------------------------------------------------------alias scene_battle_on_item_cancel_abe on_item_canceldef on_item_cancelscene_battle_on_item_cancel_abe@status_window.show@actor_command_window.show@status_aid_window.hideend#--------------------------------------------------------------------------# alias method: select_actor_selection#--------------------------------------------------------------------------alias scene_battle_select_actor_selection_abe select_actor_selectiondef select_actor_selection@status_aid_window.refreshscene_battle_select_actor_selection_abe@status_window.hide@skill_window.hide@item_window.hide@help_window.showend#--------------------------------------------------------------------------# alias method: on_actor_ok#--------------------------------------------------------------------------alias scene_battle_on_actor_ok_abe on_actor_okdef on_actor_ok$game_temp.battle_aid = nilscene_battle_on_actor_ok_abe@status_window.showif $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?@actor_command_window.visible = !@confirm_command_window.visibleelse@actor_command_window.showend@status_aid_window.hideend#--------------------------------------------------------------------------# alias method: on_actor_cancel#--------------------------------------------------------------------------alias scene_battle_on_actor_cancel_abe on_actor_canceldef on_actor_cancelBattleManager.actor.input.clear@status_aid_window.refresh$game_temp.battle_aid = nilscene_battle_on_actor_cancel_abecase @actor_command_window.current_symbolwhen :skill@skill_window.showwhen :item@item_window.showendend#--------------------------------------------------------------------------# alias method: select_enemy_selection#--------------------------------------------------------------------------alias scene_battle_select_enemy_selection_abe select_enemy_selectiondef select_enemy_selection@status_aid_window.refreshscene_battle_select_enemy_selection_abe@help_window.showend#--------------------------------------------------------------------------# alias method: on_enemy_ok#--------------------------------------------------------------------------alias scene_battle_on_enemy_ok_abe on_enemy_okdef on_enemy_ok$game_temp.battle_aid = nilscene_battle_on_enemy_ok_abeend#--------------------------------------------------------------------------# alias method: on_enemy_cancel#--------------------------------------------------------------------------alias scene_battle_on_enemy_cancel_abe on_enemy_canceldef on_enemy_cancelBattleManager.actor.input.clear@status_aid_window.refresh$game_temp.battle_aid = nilscene_battle_on_enemy_cancel_abeif @skill_window.visible || @item_window.visible@help_window.showelse@help_window.hideendend#--------------------------------------------------------------------------# alias method: battle_start#--------------------------------------------------------------------------alias scene_battle_battle_start_abe battle_startdef battle_startscene_battle_battle_start_abereturn unless YEA::BATTLE::SKIP_PARTY_COMMAND@party_command_window.deactivateif BattleManager.input_startcommand_fightelseturn_startendend#--------------------------------------------------------------------------# overwrite method: turn_end#--------------------------------------------------------------------------def turn_endall_battle_members.each do |battler|battler.on_turn_endstatus_redraw_target(battler)@log_window.display_auto_affected_status(battler)@log_window.wait_and_clearendupdate_party_cooldowns if $imported["YEA-CommandParty"]BattleManager.turn_endprocess_eventstart_party_command_selectionreturn if end_battle_conditions?return unless YEA::BATTLE::SKIP_PARTY_COMMANDif BattleManager.input_start@party_command_window.deactivatecommand_fightelse@party_command_window.deactivateturn_startendend#--------------------------------------------------------------------------# new method: end_battle_conditions?#--------------------------------------------------------------------------def end_battle_conditions?return true if $game_party.members.empty?return true if $game_party.all_dead?return true if $game_troop.all_dead?return true if BattleManager.aborting?return falseend#--------------------------------------------------------------------------# overwrite method: execute_action#--------------------------------------------------------------------------def execute_action@subject.sprite_effect_type = :whiten if YEA::BATTLE::FLASH_WHITE_EFFECTuse_item@log_window.wait_and_clearend#--------------------------------------------------------------------------# overwrite method: apply_item_effects#--------------------------------------------------------------------------def apply_item_effects(target, item)if $imported["YEA-LunaticObjects"]lunatic_object_effect(:prepare, item, @subject, target)endtarget.item_apply(@subject, item)status_redraw_target(@subject)status_redraw_target(target) unless target == @subject@log_window.display_action_results(target, item)if $imported["YEA-LunaticObjects"]lunatic_object_effect(:during, item, @subject, target)endperform_collapse_check(target)end#--------------------------------------------------------------------------# overwite method: invoke_counter_attack#--------------------------------------------------------------------------def invoke_counter_attack(target, item)@log_window.display_counter(target, item)attack_skill = $data_skills[target.attack_skill_id]@subject.item_apply(target, attack_skill)status_redraw_target(@subject)status_redraw_target(target) unless target == @subject@log_window.display_action_results(@subject, attack_skill)perform_collapse_check(target)perform_collapse_check(@subject)end#--------------------------------------------------------------------------# new method: perform_collapse_check#--------------------------------------------------------------------------def perform_collapse_check(target)return if YEA::BATTLE::MSG_ADDED_STATEStarget.perform_collapse_effect if target.can_collapse?@log_window.wait@log_window.wait_for_effectend#--------------------------------------------------------------------------# overwrite method: show_attack_animation#--------------------------------------------------------------------------def show_attack_animation(targets)show_normal_animation(targets, @subject.atk_animation_id1, false)wait_for_animationshow_normal_animation(targets, @subject.atk_animation_id2, true)end#--------------------------------------------------------------------------# overwrite method: show_normal_animation#--------------------------------------------------------------------------def show_normal_animation(targets, animation_id, mirror = false)animation = $data_animations[animation_id]return if animation.nil?ani_check = falsetargets.each do |target|if ani_check && target.animation_id <= 0target.pseudo_ani_id = animation_idelsetarget.animation_id = animation_idendtarget.animation_mirror = mirrorani_check = true if animation.to_screen?endend#--------------------------------------------------------------------------# overwrite method: process_action_end#--------------------------------------------------------------------------def process_action_end@subject.on_action_endstatus_redraw_target(@subject)@log_window.display_auto_affected_status(@subject)@log_window.wait_and_clear@log_window.display_current_state(@subject)@log_window.wait_and_clearBattleManager.judge_win_lossend#--------------------------------------------------------------------------# overwrite method: use_item#--------------------------------------------------------------------------def use_itemitem = @subject.current_action.item@log_window.display_use_item(@subject, item)@subject.use_item(item)status_redraw_target(@subject)if $imported["YEA-LunaticObjects"]lunatic_object_effect(:before, item, @subject, @subject)endprocess_casting_animation if $imported["YEA-CastAnimations"]targets = @subject.current_action.make_targets.compact rescue []show_animation(targets, item.animation_id) if show_all_animation?(item)targets.each {|target|if $imported["YEA-TargetManager"]target = alive_random_target(target, item) if item.for_random?enditem.repeats.times { invoke_item(target, item) } }if $imported["YEA-LunaticObjects"]lunatic_object_effect(:after, item, @subject, @subject)endend#--------------------------------------------------------------------------# alias method: invoke_item#--------------------------------------------------------------------------alias scene_battle_invoke_item_abe invoke_itemdef invoke_item(target, item)show_animation([target], item.animation_id) if separate_ani?(target, item)if target.dead? != item.for_dead_friend?@subject.last_target_index = target.indexreturnendscene_battle_invoke_item_abe(target, item)end#--------------------------------------------------------------------------# new method: show_all_animation?#--------------------------------------------------------------------------def show_all_animation?(item)return true if item.one_animationreturn false if $data_animations[item.animation_id].nil?return false unless $data_animations[item.animation_id].to_screen?return trueend#--------------------------------------------------------------------------# new method: separate_ani?#--------------------------------------------------------------------------def separate_ani?(target, item)return false if item.one_animationreturn false if $data_animations[item.animation_id].nil?return false if $data_animations[item.animation_id].to_screen?return target.dead? == item.for_dead_friend?end#--------------------------------------------------------------------------# new method: status_redraw_target#--------------------------------------------------------------------------def status_redraw_target(target)return unless target.actor?@status_window.draw_item($game_party.battle_members.index(target))end#--------------------------------------------------------------------------# alias method: start_party_command_selection#--------------------------------------------------------------------------alias start_party_command_selection_abe start_party_command_selectiondef start_party_command_selection@status_window.refresh unless scene_changing?start_party_command_selection_abeend#--------------------------------------------------------------------------# overwrite method: refresh_status#--------------------------------------------------------------------------def refresh_status; return; end#--------------------------------------------------------------------------# new method: refresh_autobattler_status_window#--------------------------------------------------------------------------def refresh_autobattler_status_windowfor member in $game_party.battle_membersnext unless member.auto_battle?@status_window.draw_item(member.index)endend#--------------------------------------------------------------------------# new method: hide_extra_gauges#--------------------------------------------------------------------------def hide_extra_gauges# Made for compatibilityend#--------------------------------------------------------------------------# new method: show_extra_gauges#--------------------------------------------------------------------------def show_extra_gauges# Made for compatibilityendend # Scene_Battle#==============================================================================## ¥ End of File##==============================================================================;> Link to comment Share on other sites More sharing options...
0 Haerille Posted September 6, 2014 Share Posted September 6, 2014 (edited) Per la terza volta in 2 topic diversi, ti consiglio di provare a programmare usando solo gli eventi per ora. Gli script sono una faccenda più complessa e delicata, e alla fine equivalgono a usare cose fatti da altri. Prova a fare prima qualcosa tu, poi vedi come funzionano gli script! Comunque se usi il tasto "cerca" in alto, troverai subito dei topic in merito a quello script, con tanto di istruzioni.Oppure scrivi "yanfly" su google e troverai il sito dell'autore di quello script. Lì ci sono tutte le istruzioni che ti servono. Edited September 6, 2014 by Haerille http://s28.postimg.org/lxt2xw69p/FT_Logo.pngClicca sul banner per vedere il topic del progetto! Link to comment Share on other sites More sharing options...
0 OkabeRintarou Posted September 6, 2014 Share Posted September 6, 2014 capito , grazie mille , alla fine il mio obiettivo è quello di inserire l'img dell'eroe mentre si combatte , se hai qualche suggerimento lo accetto ben volentieri xD Link to comment Share on other sites More sharing options...
Question
Gemini-air
Salve a tutti volevo sapere se qualcuno può dirmi se vi è uno script che permette di visualizzare i faceset durante le battaglie (non mi interessa la battaglia laterale con gli sprite) e, se si, dove inserirla.
Grazie mille ^^
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