Sora-Master Posted January 16, 2008 Share Posted January 16, 2008 (edited) DescrizioneE' un battle System AutoreMakirouAru Script #============================================================================== # ¦ New_Battle #------------------------------------------------------------------------------ # Compiled By : MakirouAru #============================================================================== # ¥£¥ XRXS_BP 3. Ÿ—˜ŽžHP‰ñ•œ ver.1.01 ¥£¥ # by fukuyama, ÷‰ë Ý“y # Battle_End_Recovery # # 퓬Œã‚̉ñ•œˆ—ƒ‚ƒWƒ…[ƒ‹ # # Request: stay # Script: fukuyama # Test: ƒmƒRƒmŽq # # URL: http://www4.big.or.j...nd_Recovery.txt # module Battle_End_Recovery module Scene_Battle_Module # ‰ñ•œ—¦•Ï”‚ÌID @@recovery_rate_variable_id = nil # ‰ñ•œ—¦‚̎擾 def battle_end_recovery_rate if @@recovery_rate_variable_id.nil? @@recovery_rate_variable_id = $data_system.variables.index '퓬Œã‚̉ñ•œ—¦' if @@recovery_rate_variable_id.nil? @@recovery_rate_variable_id = false end end return 0 unless @@recovery_rate_variable_id return $game_variables[@@recovery_rate_variable_id] end # 퓬Œã‚̉ñ•œˆ— def battle_end_recovery # ‰ñ•œ—¦ recovery_rate = battle_end_recovery_rate # ‰ñ•œ—¦•Ï”‚ª‚OˆÈŠO‚©‚ƒAƒNƒ^[‚ª¶‘¶‚µ‚Ä‚¢‚éê‡A퓬Œã‚̉ñ•œˆ—‚ðs‚¤ if recovery_rate != 0 and not actor.dead? # ƒp[ƒeƒB‚̃AƒNƒ^[–ˆ‚Ƀ‹[ƒv $game_party.actors.each do |actor| # ‰ñ•œ—ÊŒvŽZ recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate # ŽÀۂɉñ•œ actor.hp += recovery_hp actor.sp += recovery_sp # ƒAƒjƒ[ƒVƒ‡ƒ“Ý’è actor.damage = - recovery_hp actor.damage_pop = true end # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðXV @status_window.refresh end end end # module Scene_Battle_Module end # module Battle_End_Recovery #------------------------------ # 퓬ƒV[ƒ“‚ÌÄ’è‹` #------------------------------ class Scene_Battle # Scene_Battle—pƒ‚ƒWƒ…[ƒ‹‚ðƒCƒ“ƒNƒ‹[ƒh include Battle_End_Recovery::Scene_Battle_Module # Œ³‚̃tƒF[ƒY‚TŠJŽn‚ɕʖ¼‚ð‚‚¯‚é alias battle_end_recovery_original_start_phase5 start_phase5 # ƒtƒF[ƒY‚TŠJŽn‚ðÄ’è‹` def start_phase5 # 퓬Œã‚̉ñ•œˆ—‚ðŒÄ‚Ño‚· battle_end_recovery # Œ³‚̃tƒF[ƒY‚TŠJŽn‚ðŒÄ‚Ño‚· battle_end_recovery_original_start_phase5 end end # Battle_End_Recovery # ¥£¥ XRXS_BP10. LEVEL UP!ƒEƒBƒ“ƒhƒE ¥£¥ # by ÷‰ë Ý“y $data_system_level_up_se = "" # ƒŒƒxƒ‹ƒAƒbƒvSEB""‚Å–³‚µB $data_system_level_up_me = "Audio/ME/007-Fanfare01" # ƒŒƒxƒ‹ƒAƒbƒvME #============================================================================== # ¡ Window_LevelUpWindow #------------------------------------------------------------------------------ # @ƒoƒgƒ‹I—¹ŽžAƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡‚ɃXƒe[ƒ^ƒX‚ð•\ަ‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B #============================================================================== class Window_LevelUpWindow < Window_Base #-------------------------------------------------------------------------- # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» #-------------------------------------------------------------------------- def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) super(0, 128, 160, 192) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) end #-------------------------------------------------------------------------- # œ ƒŠƒtƒŒƒbƒVƒ… #-------------------------------------------------------------------------- def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) self.contents.clear self.contents.font.color = system_color self.contents.font.name = "Arial" self.contents.font.size = 14 self.contents.draw_text( 0, 0, 160, 24, "LEVEL UP!!") self.contents.font.size = 18 self.contents.draw_text( 0, 28, 160, 24, $data_system.words.hp) self.contents.draw_text( 0, 50, 160, 24, $data_system.words.sp) self.contents.font.size = 14 self.contents.draw_text( 0, 72, 80, 24, $data_system.words.str) self.contents.draw_text( 0, 94, 80, 24, $data_system.words.dex) self.contents.draw_text( 0, 116, 80, 24, $data_system.words.agi) self.contents.draw_text( 0, 138, 80, 24, $data_system.words.int) self.contents.draw_text(92, 0, 128, 24, "¨") self.contents.draw_text(76, 28, 128, 24, "=") self.contents.draw_text(76, 50, 128, 24, "=") self.contents.draw_text(76, 72, 128, 24, "=") self.contents.draw_text(76, 94, 128, 24, "=") self.contents.draw_text(76, 116, 128, 24, "=") self.contents.draw_text(76, 138, 128, 24, "=") self.contents.font.color = normal_color self.contents.draw_text( 0, 0, 88, 24, last_lv.to_s, 2) self.contents.draw_text( 0, 28, 72, 24, "+" + up_hp.to_s, 2) self.contents.draw_text( 0, 50, 72, 24, "+" + up_sp.to_s, 2) self.contents.draw_text( 0, 72, 72, 24, "+" + up_str.to_s, 2) self.contents.draw_text( 0, 94, 72, 24, "+" + up_dex.to_s, 2) self.contents.draw_text( 0, 116, 72, 24, "+" + up_agi.to_s, 2) self.contents.draw_text( 0, 138, 72, 24, "+" + up_int.to_s, 2) self.contents.font.size = 20 self.contents.draw_text( 0, 0, 128, 24, actor.level.to_s, 2) self.contents.draw_text( 0, 26, 128, 24, actor.maxhp.to_s, 2) self.contents.draw_text( 0, 48, 128, 24, actor.maxsp.to_s, 2) self.contents.draw_text( 0, 70, 128, 24, actor.str.to_s, 2) self.contents.draw_text( 0, 92, 128, 24, actor.dex.to_s, 2) self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2) self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2) end end #============================================================================== # ¡ Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # œ ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï” #-------------------------------------------------------------------------- attr_accessor :level_up_flags # LEVEL UP!•\ަ end #============================================================================== # ¡ Game_Battler #============================================================================== class Game_Battler #-------------------------------------------------------------------------- # œ ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï” #-------------------------------------------------------------------------- attr_accessor :exp_gain_ban # EXPŽæ“¾ˆêŽž‹ÖŽ~ #-------------------------------------------------------------------------- # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» #-------------------------------------------------------------------------- alias xrxs_bp10_initialize initialize def initialize @exp_gain_ban = false xrxs_bp10_initialize end #-------------------------------------------------------------------------- # œ ƒXƒe[ƒg [EXP ‚ðŠl“¾‚Å‚«‚È‚¢] ”»’è #-------------------------------------------------------------------------- alias xrxs_bp10_cant_get_exp? cant_get_exp? def cant_get_exp? if @exp_gain_ban == true return true else return xrxs_bp10_cant_get_exp? end end end #============================================================================== # ¡ Scene_Battle #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # œ ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒYŠJŽn #-------------------------------------------------------------------------- alias xrxs_bp10_start_phase5 start_phase5 def start_phase5 # EXP Šl“¾‹ÖŽ~ for i in 0...$game_party.actors.size $game_party.actors[i].exp_gain_ban = true end xrxs_bp10_start_phase5 # EXP Šl“¾‹ÖŽ~‚̉ðœ for i in 0...$game_party.actors.size $game_party.actors[i].exp_gain_ban = false end # EXP‚ð‰Šú‰» @exp_gained = 0 for enemy in $game_troop.enemies # Šl“¾ EXP‚ð’ljÁ # ƒGƒlƒ~[‚ª‰B‚êó‘ԂłȂ¢ê‡ @exp_gained += enemy.exp if not enemy.hidden end # Ý’è @phase5_step = 0 @exp_gain_actor = -1 # ƒŠƒUƒ‹ƒgƒEƒBƒ“ƒhƒE‚ð•\ަ @result_window.y -= 64 @result_window.visible = true # ƒŒƒxƒ‹ƒAƒbƒv”»’è‚Ö phase5_next_levelup end #-------------------------------------------------------------------------- # œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY) #-------------------------------------------------------------------------- alias xrxs_bp10_update_phase5 update_phase5 def update_phase5 case @phase5_step when 1 update_phase5_step1 else xrxs_bp10_update_phase5 # ƒŒƒxƒ‹ƒAƒbƒv‚µ‚Ä‚¢‚éꇂ͋§ƒoƒgƒ‹I—¹ battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0 end end #-------------------------------------------------------------------------- # œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY 1 : ƒŒƒxƒ‹ƒAƒbƒv) #-------------------------------------------------------------------------- def update_phase5_step1 # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ê‚½ê‡ if Input.trigger?(Input::C) # ƒEƒBƒ“ƒhƒE‚ð•‚¶‚ÄŽŸ‚̃AƒNƒ^[‚Ö @levelup_window.visible = false if @levelup_window != nil @status_window.level_up_flags[@exp_gain_actor] = false phase5_next_levelup end end #-------------------------------------------------------------------------- # œ ŽŸ‚̃AƒNƒ^[‚̃Œƒxƒ‹ƒAƒbƒv•\ަ‚Ö #-------------------------------------------------------------------------- def phase5_next_levelup begin # ŽŸ‚̃AƒNƒ^[‚Ö @exp_gain_actor += 1 # ÅŒã‚̃AƒNƒ^[‚Ìê‡ if @exp_gain_actor >= $game_party.actors.size # ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒYŠJŽn @phase5_step = 0 return end actor = $game_party.actors[@exp_gain_actor] if actor.cant_get_exp? == false # Œ»Ý‚Ì”\—Í’l‚ð•ÛŽ last_level = actor.level last_maxhp = actor.maxhp last_maxsp = actor.maxsp last_str = actor.str last_dex = actor.dex last_agi = actor.agi last_int = actor.int # ŒoŒ±’lŽæ“¾‚ÌŒˆ’è“IuŠÔ(“ä actor.exp += @exp_gained # ”»’è if actor.level > last_level # ƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡ @status_window.level_up(@exp_gain_actor) if $data_system_level_up_se != "" Audio.se_stop Audio.se_play($data_system_level_up_se) end if $data_system_level_up_me != "" Audio.me_stop Audio.me_play($data_system_level_up_me) end @levelup_window = Window_LevelUpWindow.new(actor, last_level, actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str, actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int) @levelup_window.x = 160 * @exp_gain_actor @levelup_window.visible = true @phase5_wait_count = 40 @phase5_step = 1 # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ… @status_window.refresh return end end end until false end end # ¥£¥ XRXS_17. ƒXƒŠƒbƒvƒ_ƒ[ƒW–hŒä^Œø‰Ê—ÊÚ׉» ver.1.51 ¥£¥ # by ÷‰ë Ý“y, fukuyama #============================================================================== # ¡ Game_Battler #============================================================================== class Game_Battler #-------------------------------------------------------------------------- # œ ƒXƒŠƒbƒvƒ_ƒ[ƒW‚ÌŒø‰Ê“K—p #-------------------------------------------------------------------------- alias xrxs_bp7_slip_damage_effect slip_damage_effect def slip_damage_effect # ”’l‚̉Šú‰» slip_damage_percent = 0 slip_damage_plus = 0 # Œ»Ý•t‰Á‚³‚ê‚Ä‚¢‚éƒXƒe[ƒg‚Ì’†‚©‚çƒXƒŠƒbƒvƒ_ƒ[ƒW—L‚è‚̃‚ƒm‚ð’T‚· for i in @states if $data_states[i].slip_damage # ‚»‚̃Xƒe[ƒg‚ªŽ‚Á‚Ä‚¢‚éƒXƒŠƒbƒvƒ_ƒ[ƒW‚Ì # Lvƒvƒ‰ƒXƒXƒe[ƒg‚Ü‚½‚ÍLvƒ}ƒCƒiƒXƒXƒe[ƒg‚ð”»’èB for j in $data_states[i].plus_state_set if $data_states[j] != nil if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/ slip_damage_percent += $1.to_i elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/ slip_damage_plus += $1.to_i end end end for j in $data_states[i].minus_state_set if $data_states[j] != nil if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/ slip_damage_percent -= $1.to_i elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/ slip_damage_plus -= $1.to_i end end end end end if slip_damage_percent == 0 and slip_damage_plus == 0 xrxs_bp7_slip_damage_effect else # –h‹ï‚ªƒXƒŠƒbƒv–hŒä‚ª‚ ‚éꇂ𔻒è for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id] armor = $data_armors[i] next if armor == nil for j in armor.guard_state_set if $data_states[j] != nil if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/ if slip_damage_percent > 0 slip_damage_percent = [slip_damage_percent - $1.to_i, 0].max end end if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/ if slip_damage_percent > 0 slip_damage_plus = [slip_damage_plus - $1.to_i, 0].max end end end end end # ƒ_ƒ[ƒW‚ðÝ’è self.damage = self.maxhp * slip_damage_percent / 100 + slip_damage_plus # •ªŽU if self.damage.abs > 0 amp = [self.damage.abs * 15 / 100, 1].max self.damage += rand(amp+1) + rand(amp+1) - amp end # HP ‚©‚çƒ_ƒ[ƒW‚ðŒ¸ŽZ self.hp -= self.damage # ƒƒ\ƒbƒhI—¹ return true end end end # ¥£¥ XRXS_BP 1. CP§“±“ü ver.15 ¥£¥ # by ÷‰ë Ý“y, ˜aŠó, Jack-R #============================================================================== # ¡ Scene_Battle_CP #============================================================================== class Scene_Battle_CP #-------------------------------------------------------------------------- # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï” #-------------------------------------------------------------------------- attr_accessor :stop # CP‰ÁŽZƒXƒgƒbƒv #---------------------------------------------------------------------------- # œ ƒIƒuƒWƒFƒNƒg‚̉Šú‰» #---------------------------------------------------------------------------- def initialize @battlers = [] @cancel = false @agi_total = 0 # ”z—ñ @count_battlers ‚ð‰Šú‰» @count_battlers = [] # ƒGƒlƒ~[‚ð”z—ñ @count_battlers ‚ɒljÁ for enemy in $game_troop.enemies @count_battlers.push(enemy) end # ƒAƒNƒ^[‚ð”z—ñ @count_battlers ‚ɒljÁ for actor in $game_party.actors @count_battlers.push(actor) end for battler in @count_battlers @agi_total += battler.agi end for battler in @count_battlers battler.cp = [[65535 * (rand(15) + 85) / 100 * battler.agi / @agi_total * 4, 0].max, 65535].min end end #---------------------------------------------------------------------------- # œ CPƒJƒEƒ“ƒg‚ÌŠJŽn #---------------------------------------------------------------------------- def start if @cp_thread != nil then return end @cancel = false @stop = false # ‚±‚±‚©‚çƒXƒŒƒbƒh @cp_thread = Thread.new do while @cancel != true if @stop != true self.update # XV sleep(0.05) end end end # ‚±‚±‚܂ŃXƒŒƒbƒh end #---------------------------------------------------------------------------- # œ CPƒJƒEƒ“ƒgƒAƒbƒv #---------------------------------------------------------------------------- def update if @count_battlers != nil then for battler in @count_battlers # s“®o—ˆ‚È‚¯‚ê‚Ζ³Ž‹ if battler.dead? == true #or battler.movable? == false then battler.cp = 0 next end # ‚±‚±‚Ì 1.3‚ð•Ï‚¦‚邱‚ƂūƒXƒs[ƒh‚ð•ÏX‰Â”\B‚½‚¾‚µ¬”“_‚ÍŽg—p‚·‚邱‚ÆB battler.cp = [[battler.cp + 1.3 * 4096 * battler.agi / @agi_total, 0].max, 65535].min end end end #---------------------------------------------------------------------------- # œ CPƒJƒEƒ“ƒg‚ÌŠJŽn #---------------------------------------------------------------------------- def stop @cancel = true if @cp_thread != nil then @cp_thread.join @cp_thread = nil end end end #============================================================================== # ¡ Game_Battler #============================================================================== class Game_Battler attr_accessor :now_guarding # Œ»Ý–hŒä’†ƒtƒ‰ƒO attr_accessor :cp # Œ»ÝCP attr_accessor :slip_state_update_ban # ƒXƒŠƒbƒvEƒXƒe[ƒgŽ©“®ˆ—‚̋֎~ #-------------------------------------------------------------------------- # œ ƒRƒ}ƒ“ƒh“ü—͉”\”»’è #-------------------------------------------------------------------------- def inputable? return (not @hidden and restriction <= 1 and @cp >=65535) end #-------------------------------------------------------------------------- # œ ƒXƒe[ƒg [ƒXƒŠƒbƒvƒ_ƒ[ƒW] ”»’è #-------------------------------------------------------------------------- alias xrxs_bp1_slip_damage? slip_damage? def slip_damage? return false if @slip_state_update_ban return xrxs_bp1_slip_damage? end #-------------------------------------------------------------------------- # œ ƒXƒe[ƒgŽ©‘R‰ðœ (ƒ^[ƒ“‚²‚ƂɌĂÑo‚µ) #-------------------------------------------------------------------------- alias xrxs_bp1_remove_states_auto remove_states_auto def remove_states_auto return if @slip_state_update_ban xrxs_bp1_remove_states_auto end end #============================================================================== # ¡ Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # œ ƒZƒbƒgƒAƒbƒv #-------------------------------------------------------------------------- alias xrxs_bp1_setup setup def setup(actor_id) xrxs_bp1_setup(actor_id) @hate = 100 # init-value is 100 @cp = 0 @now_guarding = false @slip_state_update_ban = false end end #============================================================================== # ¡ Game_Enemy #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» #-------------------------------------------------------------------------- alias xrxs_bp1_initialize initialize def initialize(troop_id, member_index) xrxs_bp1_initialize(troop_id, member_index) @hate = 100 # init-value is 100 @cp = 0 @now_guarding = false @slip_state_update_ban = false end end #============================================================================== # ¡ Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï” #-------------------------------------------------------------------------- attr_accessor :update_cp_only # CPƒ[ƒ^[‚݂̂ÌXV #-------------------------------------------------------------------------- # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» #-------------------------------------------------------------------------- alias xrxs_bp1_initialize initialize def initialize @update_cp_only = false xrxs_bp1_initialize end #-------------------------------------------------------------------------- # œ ƒŠƒtƒŒƒbƒVƒ… #-------------------------------------------------------------------------- alias xrxs_bp1_refresh refresh def refresh if @update_cp_only == false xrxs_bp1_refresh end for i in 0...$game_party.actors.size actor = $game_party.actors[i] actor_x = i * 160 + 4 draw_actor_cp_meter(actor, actor_x, 96, 120, 0) end end #-------------------------------------------------------------------------- # œ CPƒ[ƒ^[ ‚Ì•`‰æ #-------------------------------------------------------------------------- def draw_actor_cp_meter(actor, x, y, width = 156, type = 0) self.contents.font.color = system_color self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255)) if actor.cp == nil actor.cp = 0 end w = width * [actor.cp,65535].min / 65535 self.contents.fill_rect(x, y+28, w,1, Color.new(255, 255, 128, 255)) self.contents.fill_rect(x, y+29, w,1, Color.new(255, 255, 0, 255)) self.contents.fill_rect(x, y+30, w,1, Color.new(192, 192, 0, 255)) self.contents.fill_rect(x, y+31, w,1, Color.new(128, 128, 0, 255)) end end #============================================================================== # ¡ Scene_Battle #============================================================================== class Scene_Battle # ‚±‚±‚ÉŒø‰Ê‰¹‚ðÝ’è‚·‚邯AƒAƒNƒ^[ƒRƒ}ƒ“ƒh‚ªƒ|ƒbƒv‚µ‚½‚Æ‚«‚ÉŒø‰Ê‰¹‚ðĶ $data_system_command_up_se = "" #-------------------------------------------------------------------------- # œ ƒoƒgƒ‹I—¹ # result : Œ‹‰Ê (0:Ÿ—˜ 1:”s–k 2:“¦‘–) #-------------------------------------------------------------------------- alias xrxs_bp1_battle_end battle_end def battle_end(result) # CPƒJƒEƒ“ƒg’âŽ~ @cp_thread.stop xrxs_bp1_battle_end(result) end #-------------------------------------------------------------------------- # œ ƒvƒŒƒoƒgƒ‹ƒtƒF[ƒYŠJŽn #-------------------------------------------------------------------------- alias xrxs_bp1_start_phase1 start_phase1 def start_phase1 @agi_total = 0 @cp_thread = Scene_Battle_CP.new # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðÄì¬ s1 = $data_system.words.attack s2 = $data_system.words.skill s3 = $data_system.words.guard s4 = $data_system.words.item @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "Gambe!"]) @actor_command_window.y = 128 @actor_command_window.back_opacity = 160 @actor_command_window.active = false @actor_command_window.visible = false @actor_command_window.draw_item(4, $game_temp.battle_can_escape ? @actor_command_window.normal_color : @actor_command_window.disabled_color) xrxs_bp1_start_phase1 end #-------------------------------------------------------------------------- # œ ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn #-------------------------------------------------------------------------- alias xrxs_bp1_start_phase2 start_phase2 def start_phase2 xrxs_bp1_start_phase2 @party_command_window.active = false @party_command_window.visible = false # ŽŸ‚Ö start_phase3 end #-------------------------------------------------------------------------- # œ ƒtƒŒ[ƒ€XV (ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒY) #-------------------------------------------------------------------------- alias xrxs_bp1_update_phase2 update_phase2 def update_phase2 # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ê‚½ê‡ if Input.trigger?(Input::C) # ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò case @party_command_window.index when 0 # 키 # Œˆ’è SE ‚ð‰‰‘t $game_system.se_play($data_system.decision_se) @cp_thread.start # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn start_phase3 end return end xrxs_bp1_update_phase2 end #-------------------------------------------------------------------------- # œ ŽŸ‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö #-------------------------------------------------------------------------- def phase3_next_actor # ƒ‹[ƒv begin # ƒAƒNƒ^[‚Ì–¾–ŃGƒtƒFƒNƒg OFF if @active_battler != nil @active_battler.blink = false end # ÅŒã‚̃AƒNƒ^[‚Ìê‡ if @actor_index == $game_party.actors.size-1 # ƒƒCƒ“ƒtƒF[ƒYŠJŽn @cp_thread.start start_phase4 return end # ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ði‚ß‚é @actor_index += 1 @active_battler = $game_party.actors[@actor_index] @active_battler.blink = true if @active_battler.inputable? == false @active_battler.current_action.kind = -1 end # ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x end until @active_battler.inputable? @cp_thread.stop # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv @active_battler.now_guarding = false phase3_setup_command_window end #-------------------------------------------------------------------------- # œ ‘O‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö #-------------------------------------------------------------------------- def phase3_prior_actor # ƒ‹[ƒv begin # ƒAƒNƒ^[‚Ì–¾–ŃGƒtƒFƒNƒg OFF if @active_battler != nil @active_battler.blink = false end # ʼn‚̃AƒNƒ^[‚Ìê‡ if @actor_index == 0 # ʼn‚Ö–ß‚é start_phase3 return end # ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ð–ß‚· @actor_index -= 1 @active_battler = $game_party.actors[@actor_index] @active_battler.blink = true # ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x end until @active_battler.inputable? @cp_thread.stop # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv @active_battler.now_guarding = false phase3_setup_command_window end #-------------------------------------------------------------------------- # œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃ZƒbƒgƒAƒbƒv #-------------------------------------------------------------------------- alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window def phase3_setup_command_window # Œø‰Ê‰¹‚ÌĶ Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != "" # –ß‚· xrxs_bp1_phase3_setup_command_window end #-------------------------------------------------------------------------- # œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒY : Šî–{ƒRƒ}ƒ“ƒh) #-------------------------------------------------------------------------- alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command def update_phase3_basic_command # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ê‚½ê‡ if Input.trigger?(Input::C) # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò case @actor_command_window.index when 4 # “¦‚°‚é if $game_temp.battle_can_escape # Œˆ’è SE ‚ð‰‰‘t $game_system.se_play($data_system.decision_se) # ƒAƒNƒVƒ‡ƒ“‚ðÝ’è @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 4 # ŽŸ‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö phase3_next_actor else # ƒuƒU[ SE ‚ð‰‰‘t $game_system.se_play($data_system.buzzer_se) end return end end xrxs_bsp1_update_phase3_basic_command end #-------------------------------------------------------------------------- # œ ƒƒCƒ“ƒtƒF[ƒYŠJŽn #-------------------------------------------------------------------------- alias xrxs_bp1_start_phase4 start_phase4 def start_phase4 xrxs_bp1_start_phase4 # ƒGƒlƒ~[ƒAƒNƒVƒ‡ƒ“ì¬ for enemy in $game_troop.enemies if enemy.cp < 65535 enemy.current_action.clear enemy.current_action.kind = -1 # ƒ^[ƒ“”ò‚΂µB next end enemy.make_action end # s“®‡˜ì¬ make_action_orders end #-------------------------------------------------------------------------- # œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 1 : ƒAƒNƒVƒ‡ƒ“€”õ) #-------------------------------------------------------------------------- alias xrxs_bp1_update_phase4_step1 update_phase4_step1 def update_phase4_step1 # ‰Šú‰» @phase4_act_continuation = 0 # Ÿ”s”»’è if judge @cp_thread.stop # Ÿ—˜‚Ü‚½‚Í”s–k‚Ìê‡ : ƒƒ\ƒbƒhI—¹ return end # –¢s“®ƒoƒgƒ‰[”z—ñ‚Ìæ“ª‚©‚çŽæ“¾ @active_battler = @action_battlers[0] # ƒXƒe[ƒ^ƒXXV‚ðCP‚¾‚¯‚ÉŒÀ’èB @status_window.update_cp_only = true # ƒXƒe[ƒgXV‚ð‹ÖŽ~B @active_battler.slip_state_update_ban = true if @active_battler != nil # –ß‚· xrxs_bp1_update_phase4_step1 # ‹ÖŽ~‚ð‰ðœ @status_window.update_cp_only = false @active_battler.slip_state_update_ban = false if @active_battler != nil end #-------------------------------------------------------------------------- # œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 2 : ƒAƒNƒVƒ‡ƒ“ŠJŽn) #-------------------------------------------------------------------------- alias xrxs_bp1_update_phase4_step2 update_phase4_step2 def update_phase4_step2 # ‹§ƒAƒNƒVƒ‡ƒ“‚łȂ¯‚ê‚Î unless @active_battler.current_action.forcing # CP‚ª‘«‚è‚Ä‚¢‚È‚¢ê‡ if @phase4_act_continuation == 0 and @active_battler.cp < 65535 @phase4_step = 6 return end # §–ñ‚ª [“G‚ð’ÊíUŒ‚‚·‚é] ‚© [–¡•û‚ð’ÊíUŒ‚‚·‚é] ‚Ìê‡ if @active_battler.restriction == 2 or @active_battler.restriction == 3 # ƒAƒNƒVƒ‡ƒ“‚ÉUŒ‚‚ðÝ’è @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 0 end # §–ñ‚ª [s“®‚Å‚«‚È‚¢] ‚Ìê‡ if @active_battler.restriction == 4 # ƒAƒNƒVƒ‡ƒ“‹§‘Îۂ̃oƒgƒ‰[‚ðƒNƒŠƒA $game_temp.forcing_battler = nil if @phase4_act_continuation == 0 and @active_battler.cp >= 65535 # ƒXƒe[ƒgŽ©‘R‰ðœ @active_battler.remove_states_auto # CPÁ”ï @active_battler.cp = [(@active_battler.cp - 65535),0].max # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ… @status_window.refresh end # ƒXƒeƒbƒv 1 ‚ɈÚs @phase4_step = 1 return end end # ƒAƒNƒVƒ‡ƒ“‚ÌŽí•ʂŕªŠò case @active_battler.current_action.kind when 0 # UŒ‚¥–hŒäE“¦‚°‚éE‰½‚à‚µ‚È‚¢Žž‚Ì‹¤’ÊÁ”ïCP @active_battler.cp -= 0 if @phase4_act_continuation == 0 when 1 # ƒXƒLƒ‹Žg—pŽž‚ÌÁ”ïCP @active_battler.cp -= 65535 if @phase4_act_continuation == 0 when 2 # ƒAƒCƒeƒ€Žg—pŽž‚ÌÁ”ïCP @active_battler.cp -= 65535 if @phase4_act_continuation == 0 when -1 # CP‚ª—‚Ü‚Á‚Ä‚¢‚È‚¢ @phase4_step = 6 return end # CP‰ÁŽZ‚ðˆêŽž’âŽ~‚·‚é @cp_thread.stop = true # ƒXƒe[ƒgŽ©‘R‰ðœ @active_battler.remove_states_auto xrxs_bp1_update_phase4_step2 end #-------------------------------------------------------------------------- # œ Šî–{ƒAƒNƒVƒ‡ƒ“ Œ‹‰Êì¬ #-------------------------------------------------------------------------- alias xrxs_bp1_make_basic_action_result make_basic_action_result def make_basic_action_result # UŒ‚‚Ìê‡ if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0 @active_battler.cp -= 65535 # UŒ‚Žž‚ÌCPÁ”ï end # –hŒä‚Ìê‡ if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0 @active_battler.cp -= 32767 # –hŒäŽž‚ÌCPÁ”ï end # “G‚Ì“¦‚°‚é‚Ìê‡ if @active_battler.is_a?(Game_Enemy) and @active_battler.current_action.basic == 2 and @phase4_act_continuation == 0 @active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï end # ‰½‚à‚µ‚È‚¢‚Ìê‡ if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0 @active_battler.cp -= 32767 # ‰½‚à‚µ‚È‚¢Žž‚ÌCPÁ”ï end # “¦‚°‚é‚Ìê‡ if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0 @active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï # “¦‘–‰Â”\‚ł͂Ȃ¢ê‡ if $game_temp.battle_can_escape == false # ƒuƒU[ SE ‚ð‰‰‘t $game_system.se_play($data_system.buzzer_se) return end # Œˆ’è SE ‚ð‰‰‘t $game_system.se_play($data_system.decision_se) # “¦‘–ˆ— update_phase2_escape return end xrxs_bp1_make_basic_action_result end #-------------------------------------------------------------------------- # œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 5 : ƒ_ƒ[ƒW•\ަ) #-------------------------------------------------------------------------- alias xrxs_bp1_update_phase4_step5 update_phase4_step5 def update_phase4_step5 # ƒXƒŠƒbƒvƒ_ƒ[ƒW if @active_battler.hp > 0 and @active_battler.slip_damage? @active_battler.slip_damage_effect @active_battler.damage_pop = true end xrxs_bp1_update_phase4_step5 end #-------------------------------------------------------------------------- # œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 6 : ƒŠƒtƒŒƒbƒVƒ…) #-------------------------------------------------------------------------- alias xrxs_bp1_update_phase4_step6 update_phase4_step6 def update_phase4_step6 # CP‰ÁŽZ‚ðÄŠJ‚·‚é @cp_thread.stop = false # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ð‰B‚· @help_window.visible = false xrxs_bp1_update_phase4_step6 end end # ¥£¥ XRXS_BP 7. ƒoƒgƒ‹ƒXƒe[ƒ^ƒXEƒNƒŠƒAƒfƒUƒCƒ“ ver.1.02 ¥£¥ # by ÷‰ë Ý“y, TOMY #============================================================================== # ¡ Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï” #-------------------------------------------------------------------------- attr_accessor :update_cp_only # CPƒ[ƒ^[‚݂̂ÌXV #-------------------------------------------------------------------------- # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» #-------------------------------------------------------------------------- alias xrxs_bp7_initialize initialize def initialize xrxs_bp7_initialize # «Full-View‚Ìꇂ͉º“ñs‚Ì # ‚ðÁ‚µ‚Ä‚‚¾‚³‚¢B #self.opacity = 0 #self.back_opacity = 0 end #-------------------------------------------------------------------------- # œ ƒŠƒtƒŒƒbƒVƒ… #-------------------------------------------------------------------------- alias xrxs_bp7_refresh refresh def refresh if @update_cp_only xrxs_bp7_refresh return end # •`ŽÊ‚ð‹ÖŽ~‚µ‚È‚ª‚ç–ß‚· @draw_ban = true xrxs_bp7_refresh # •`ŽÊ‚̋֎~‚ð‰ðœ @draw_ban = false # •`ŽÊ‚ðŠJŽn @item_max = $game_party.actors.size for i in 0...$game_party.actors.size actor = $game_party.actors[i] actor_x = i * 160 + 21 # •àsƒLƒƒƒ‰ƒOƒ‰ƒtƒBƒbƒN‚Ì•`ŽÊ draw_actor_graphic(actor, actor_x - 9, 116) # HP/SPƒ[ƒ^[‚Ì•`ŽÊ draw_actor_hp_meter_line(actor, actor_x, 72, 96, 12) draw_actor_sp_meter_line(actor, actor_x, 104, 96, 12) # HP”’l‚Ì•`ŽÊ self.contents.font.size = 24 # HP/SP”’l‚Ì•¶Žš‚̑傫‚³ self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color draw_shadow_text(actor_x-2, 58, 96, 24, actor.hp.to_s, 2) # SP”’l‚Ì•`ŽÊ self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color draw_shadow_text(actor_x-2, 90, 96, 24, actor.sp.to_s, 2) # —pŒêuHPv‚Æ—pŒêuSPv‚Ì•`ŽÊ self.contents.font.size = 12 # —pŒêuHP/SPv‚Ì•¶Žš‚̑傫‚³ self.contents.font.color = system_color # —pŒêuHP/SPv‚Ì•¶Žš‚ÌF draw_shadow_text(actor_x, 60, 96, 12, $data_system.words.hp) draw_shadow_text(actor_x, 92, 96, 12, $data_system.words.sp) draw_actor_state(actor, actor_x, 100) end end end #============================================================================== # ¡ Window_Base #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # œ HPƒ[ƒ^[ ‚Ì•`‰æ #-------------------------------------------------------------------------- def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4) w = width * actor.hp / actor.maxhp hp_color_1 = Color.new(255, 0, 0, 192) hp_color_2 = Color.new(255, 255, 0, 192) self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) x -= 1 y += (height/4).floor self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) x -= 1 y += (height/4).ceil self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) x -= 1 y += (height/4).ceil self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) end #-------------------------------------------------------------------------- # œ SPƒ[ƒ^[ ‚Ì•`‰æ #-------------------------------------------------------------------------- def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4) w = width * actor.sp / actor.maxsp hp_color_1 = Color.new( 0, 0, 255, 192) hp_color_2 = Color.new( 0, 255, 255, 192) self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) x -= 1 y += (height/4).floor self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) x -= 1 y += (height/4).ceil self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) x -= 1 y += (height/4).ceil self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) end #-------------------------------------------------------------------------- # œ –¼‘O‚Ì•`‰æ #-------------------------------------------------------------------------- alias xrxs_bp7_draw_actor_name draw_actor_name def draw_actor_name(actor, x, y) xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true end #-------------------------------------------------------------------------- # œ ƒXƒe[ƒg‚Ì•`‰æ #-------------------------------------------------------------------------- alias xrxs_bp7_draw_actor_state draw_actor_state def draw_actor_state(actor, x, y, width = 120) xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true end #-------------------------------------------------------------------------- # œ HP ‚Ì•`‰æ #-------------------------------------------------------------------------- alias xrxs_bp7_draw_actor_hp draw_actor_hp def draw_actor_hp(actor, x, y, width = 144) xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true end #-------------------------------------------------------------------------- # œ SP ‚Ì•`‰æ #-------------------------------------------------------------------------- alias xrxs_bp7_draw_actor_sp draw_actor_sp def draw_actor_sp(actor, x, y, width = 144) xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true end end #============================================================================== # ž ŠO•”ƒ‰ƒCƒuƒ‰ƒŠ #============================================================================== class Window_Base #-------------------------------------------------------------------------- # œ ƒ‰ƒCƒ“•`‰æ by ÷‰ë Ý“y #-------------------------------------------------------------------------- def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color) # •`ŽÊ‹——£‚ÌŒvŽZB‘å‚«‚߂ɒ¼ŠpŽž‚Ì’·‚³B distance = (start_x - end_x).abs + (start_y - end_y).abs # •`ŽÊŠJŽn if end_color == start_color for i in 1..distance x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i self.contents.fill_rect(x, y, width, width, start_color) end else for i in 1..distance x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i r = start_color.red * (distance-i)/distance + end_color.red * i/distance g = start_color.green * (distance-i)/distance + end_color.green * i/distance b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a)) end end end #-------------------------------------------------------------------------- # œ ‰e•¶Žš•`‰æ by TOMY #-------------------------------------------------------------------------- def draw_shadow_text(x, y, width, height, string, align = 0) # Œ³‚ÌF‚ð•Û‘¶‚µ‚Ä‚¨‚ color = self.contents.font.color.dup # •Žš‚ʼne•`‰æ self.contents.font.color = Color.new(0, 0, 0) self.contents.draw_text(x + 2, y + 2, width, height, string, align) # Œ³‚ÌF‚É–ß‚µ‚Ä•`‰æ self.contents.font.color = color self.contents.draw_text(x, y, width, height, string, align) end end Bugs e Conflitti NotiCome da titolo. Campo obbligatorio. (Se non si conoscono bug o conflitti, scrivere N/A) Altri dettagliNon l'ho creato io xò l'ho trovato XD (spero di guadagnare almeno 1 rens )EDIT: Ho cambiato titolo. Il precedente era "script battaglia fikosa". ._. Edited March 15, 2013 by Flame http://dragcave.net/image/VqHI.gifhttp://dragcave.net/image/5thF.gifhttp://dragcave.net/image/7cb8.gifhttp://dragcave.net/image/WPrD.gifhttp://dragcave.net/image/DxRI.gifhttp://dragcave.net/image/JAV2.gifhttp://dragcave.net/image/aiDE.gifclicca sull'uovoFrom Wikipidia:Makeritus vulgaris(Makeritus Enpatologium Catostum) Malattia che si sviluppa nel mekeratore.si manifesta con status alterati di noia e svogliatezza.Malattia grave poiche puo guarire solo con il tempo e impedisce il Maker al soggetto che ne è infetto.Attualmente gli scenziati della Ryu-soft stanno cercando rimedio a questa malattia Ryu-Soft VISITA LA MIA BOTTEGA http://r5.fodey.com/19cf30d77a0fd435cb06407ab7023508e.1.gif ouyang_keba@hotmail.it ha inviato 15/03/2009 15.24:yaDiosba S.O.J. 4ever!!!!! scrive:who's fat??ouyang_keba@hotmail.it ha inviato 15/03/2009 15.25:eccomi mi sono appena connessoouyang_keba@hotmail.it ha inviato 15/03/2009 15.26:wath?Diosba S.O.J. 4ever!!!!! scrive:O.ODiosba S.O.J. 4ever!!!!! scrive:si scrive whatouyang_keba@hotmail.it ha inviato 15/03/2009 15.26:mi sono connesso clandestinamente xD me manca un es di italiano e poi ho finito i compitiouyang_keba@hotmail.it ha inviato 15/03/2009 15.27:seDiosba S.O.J. 4ever!!!!! scrive:O.ODiosba S.O.J. 4ever!!!!! scrive:addiritturingouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:e giaouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:che me raccontiDiosba S.O.J. 4ever!!!!! scrive:mmmmhDiosba S.O.J. 4ever!!!!! scrive:qlcsa che ti farà feliceDiosba S.O.J. 4ever!!!!! scrive:indovining...Diosba S.O.J. 4ever!!!!! scrive:http://www.youtube.com/watch?v=p9Zt8mn14hY...feature=relatedouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:mmmmmmmmmmmmmmmouyang_keba@hotmail.it ha inviato 15/03/2009 15.29:caghi a spruzzo xEDiosba S.O.J. 4ever!!!!! scrive:O.O ri iniziamo a giocare a D&D Diosba S.O.J. 4ever!!!!! scrive::xouyang_keba@hotmail.it ha inviato 15/03/2009 15.30:yeees!!Diosba S.O.J. 4ever!!!!! scrive: Link to comment Share on other sites More sharing options...
marigno Posted January 16, 2008 Share Posted January 16, 2008 Oddio... Geniale... "Battaglia figosa".Edito. Link to comment Share on other sites More sharing options...
PinnaWarner Posted January 16, 2008 Share Posted January 16, 2008 Puoi postare anke una piccola demo? A lavoro non ho rpgmakerxp non lo posso vedere! Progetti:Cronache del Mondo Emerso RPGVX -in progettazione-Captain Tsubasa RPG 1 (Holly e Benji) RPG2k -ultimato-Captain Tsubasa RPG 2 (Holly e Benji) RPGXP -in lavorazione 10%-One Piece (All'arrembaggio) RPG2k -interrotto-The Leggend Of Dragons RPG2k -demo rilasciata-Arcadia Tactics RPGXP -demo rilasciata- ---> Visita il Mio Sito <--- Contest: http://rpg2s.net/gif/SCContest3Oct.gif - http://www.rpg2s.net/gif/GC_programmazione3.gif - http://www.rpg2s.net/gif/GC_premio2.gif - http://www.rpg2s.net/awards/bestpixel2.jpg Link to comment Share on other sites More sharing options...
Sora-Master Posted January 16, 2008 Author Share Posted January 16, 2008 (edited) DeMO.zipadesso lo faccio, cmq dove il grande draghetto dona rens??????skerzo vabbè eccoooooooola Edited January 16, 2008 by Sora-Master http://dragcave.net/image/VqHI.gifhttp://dragcave.net/image/5thF.gifhttp://dragcave.net/image/7cb8.gifhttp://dragcave.net/image/WPrD.gifhttp://dragcave.net/image/DxRI.gifhttp://dragcave.net/image/JAV2.gifhttp://dragcave.net/image/aiDE.gifclicca sull'uovoFrom Wikipidia:Makeritus vulgaris(Makeritus Enpatologium Catostum) Malattia che si sviluppa nel mekeratore.si manifesta con status alterati di noia e svogliatezza.Malattia grave poiche puo guarire solo con il tempo e impedisce il Maker al soggetto che ne è infetto.Attualmente gli scenziati della Ryu-soft stanno cercando rimedio a questa malattia Ryu-Soft VISITA LA MIA BOTTEGA http://r5.fodey.com/19cf30d77a0fd435cb06407ab7023508e.1.gif ouyang_keba@hotmail.it ha inviato 15/03/2009 15.24:yaDiosba S.O.J. 4ever!!!!! scrive:who's fat??ouyang_keba@hotmail.it ha inviato 15/03/2009 15.25:eccomi mi sono appena connessoouyang_keba@hotmail.it ha inviato 15/03/2009 15.26:wath?Diosba S.O.J. 4ever!!!!! scrive:O.ODiosba S.O.J. 4ever!!!!! scrive:si scrive whatouyang_keba@hotmail.it ha inviato 15/03/2009 15.26:mi sono connesso clandestinamente xD me manca un es di italiano e poi ho finito i compitiouyang_keba@hotmail.it ha inviato 15/03/2009 15.27:seDiosba S.O.J. 4ever!!!!! scrive:O.ODiosba S.O.J. 4ever!!!!! scrive:addiritturingouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:e giaouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:che me raccontiDiosba S.O.J. 4ever!!!!! scrive:mmmmhDiosba S.O.J. 4ever!!!!! scrive:qlcsa che ti farà feliceDiosba S.O.J. 4ever!!!!! scrive:indovining...Diosba S.O.J. 4ever!!!!! scrive:http://www.youtube.com/watch?v=p9Zt8mn14hY...feature=relatedouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:mmmmmmmmmmmmmmmouyang_keba@hotmail.it ha inviato 15/03/2009 15.29:caghi a spruzzo xEDiosba S.O.J. 4ever!!!!! scrive:O.O ri iniziamo a giocare a D&D Diosba S.O.J. 4ever!!!!! scrive::xouyang_keba@hotmail.it ha inviato 15/03/2009 15.30:yeees!!Diosba S.O.J. 4ever!!!!! scrive: Link to comment Share on other sites More sharing options...
Sora-Master Posted January 16, 2008 Author Share Posted January 16, 2008 nn riesco a postare la demoooooooooooooooooooooooooooooooo http://dragcave.net/image/VqHI.gifhttp://dragcave.net/image/5thF.gifhttp://dragcave.net/image/7cb8.gifhttp://dragcave.net/image/WPrD.gifhttp://dragcave.net/image/DxRI.gifhttp://dragcave.net/image/JAV2.gifhttp://dragcave.net/image/aiDE.gifclicca sull'uovoFrom Wikipidia:Makeritus vulgaris(Makeritus Enpatologium Catostum) Malattia che si sviluppa nel mekeratore.si manifesta con status alterati di noia e svogliatezza.Malattia grave poiche puo guarire solo con il tempo e impedisce il Maker al soggetto che ne è infetto.Attualmente gli scenziati della Ryu-soft stanno cercando rimedio a questa malattia Ryu-Soft VISITA LA MIA BOTTEGA http://r5.fodey.com/19cf30d77a0fd435cb06407ab7023508e.1.gif ouyang_keba@hotmail.it ha inviato 15/03/2009 15.24:yaDiosba S.O.J. 4ever!!!!! scrive:who's fat??ouyang_keba@hotmail.it ha inviato 15/03/2009 15.25:eccomi mi sono appena connessoouyang_keba@hotmail.it ha inviato 15/03/2009 15.26:wath?Diosba S.O.J. 4ever!!!!! scrive:O.ODiosba S.O.J. 4ever!!!!! scrive:si scrive whatouyang_keba@hotmail.it ha inviato 15/03/2009 15.26:mi sono connesso clandestinamente xD me manca un es di italiano e poi ho finito i compitiouyang_keba@hotmail.it ha inviato 15/03/2009 15.27:seDiosba S.O.J. 4ever!!!!! scrive:O.ODiosba S.O.J. 4ever!!!!! scrive:addiritturingouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:e giaouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:che me raccontiDiosba S.O.J. 4ever!!!!! scrive:mmmmhDiosba S.O.J. 4ever!!!!! scrive:qlcsa che ti farà feliceDiosba S.O.J. 4ever!!!!! scrive:indovining...Diosba S.O.J. 4ever!!!!! scrive:http://www.youtube.com/watch?v=p9Zt8mn14hY...feature=relatedouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:mmmmmmmmmmmmmmmouyang_keba@hotmail.it ha inviato 15/03/2009 15.29:caghi a spruzzo xEDiosba S.O.J. 4ever!!!!! scrive:O.O ri iniziamo a giocare a D&D Diosba S.O.J. 4ever!!!!! scrive::xouyang_keba@hotmail.it ha inviato 15/03/2009 15.30:yeees!!Diosba S.O.J. 4ever!!!!! scrive: Link to comment Share on other sites More sharing options...
ProGM Posted January 16, 2008 Share Posted January 16, 2008 1) usa il tasto "allega", oppure vai qui www.mediafire.com , uppi il progetto e incolli qui il collegamento che ti dà 2) evita i doppi post ^^ esiste il tasto edit Progetti: http://i.imgur.com/jmLkIqi.pnghttp://i54.tinypic.com/2rh4ojq.pnghttps://github.com/ProGM Crea anche tu il tuo gioco per Game Boy! http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png http://i.imgur.com/BEu6G.gifhttp://i.imgur.com/H1ARhq7.gifhttp://i.imgur.com/Af6ijZN.gifAOT: Associazione Odiamo la Telecom:http://i.imgur.com/aYJs89E.png"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"Flame http://i30.tinypic.com/i27ypj.png Link to comment Share on other sites More sharing options...
Belxebu Posted January 16, 2008 Share Posted January 16, 2008 Mi da errore alla riga 995, cioè questa:def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4) Link to comment Share on other sites More sharing options...
PinnaWarner Posted January 17, 2008 Share Posted January 17, 2008 Si perfetto a me funziona, lo conoscevo già e quello ke devo usare nel gioco di Holly e Benji, anke se devo apportarci delle modifiche. Progetti:Cronache del Mondo Emerso RPGVX -in progettazione-Captain Tsubasa RPG 1 (Holly e Benji) RPG2k -ultimato-Captain Tsubasa RPG 2 (Holly e Benji) RPGXP -in lavorazione 10%-One Piece (All'arrembaggio) RPG2k -interrotto-The Leggend Of Dragons RPG2k -demo rilasciata-Arcadia Tactics RPGXP -demo rilasciata- ---> Visita il Mio Sito <--- Contest: http://rpg2s.net/gif/SCContest3Oct.gif - http://www.rpg2s.net/gif/GC_programmazione3.gif - http://www.rpg2s.net/gif/GC_premio2.gif - http://www.rpg2s.net/awards/bestpixel2.jpg Link to comment Share on other sites More sharing options...
Guest wcamaldoli Posted March 1, 2008 Share Posted March 1, 2008 il tuo script è fantasticoxò vorrei sapere come posso fare x levare la scritta "gambe!"quando voglio fuggire xchè vorrei mettere una scritta un po + intelligente come fuga Link to comment Share on other sites More sharing options...
lotgd Posted March 1, 2008 Share Posted March 1, 2008 @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "Gambe!"]) cambialo con @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "Fuga!"]) IL MIO NICK è FRISKON Quando mi son registrato, credevo di fare lo spettatore! http://www.making-videogames.net/pubblicita.gifVideogiochi Usati Link to comment Share on other sites More sharing options...
Guest wcamaldoli Posted March 1, 2008 Share Posted March 1, 2008 ho trovato un grave problema(almeno x me)quando faccio un'invocazione oppure entra un altro membro nella squadrala sua barra gialla nn funziona e non può attaccare mai Link to comment Share on other sites More sharing options...
lotgd Posted March 1, 2008 Share Posted March 1, 2008 io non la vedo l'invocazione in questo script IL MIO NICK è FRISKON Quando mi son registrato, credevo di fare lo spettatore! http://www.making-videogames.net/pubblicita.gifVideogiochi Usati Link to comment Share on other sites More sharing options...
Guest wcamaldoli Posted March 1, 2008 Share Posted March 1, 2008 (edited) novolevo dire quando nel bel mezzo della battaglia entra un altro componente la sua barra gialla non si carica adesso mi spiego:quando faccio la skill invocami aggiunge al gruppo un altro componente xò la barra di questo componente non si carica Edited March 1, 2008 by wcamaldoli Link to comment Share on other sites More sharing options...
lotgd Posted March 1, 2008 Share Posted March 1, 2008 ho capito, ma non ho visto che questo script ha la funzione di cambiare il party in battaglia.-.. IL MIO NICK è FRISKON Quando mi son registrato, credevo di fare lo spettatore! http://www.making-videogames.net/pubblicita.gifVideogiochi Usati Link to comment Share on other sites More sharing options...
Guest wcamaldoli Posted March 1, 2008 Share Posted March 1, 2008 (edited) no nn c'è nessun altro scriptè sl che quando un membro entra nel bel mezzo della battaglia la sua barra nn parte Edited March 1, 2008 by wcamaldoli Link to comment Share on other sites More sharing options...
lotgd Posted March 1, 2008 Share Posted March 1, 2008 scusa allora stai parlando di 2 script... non sarà compatibile con l'altro script, chiedi al creatore dell'altro script IL MIO NICK è FRISKON Quando mi son registrato, credevo di fare lo spettatore! http://www.making-videogames.net/pubblicita.gifVideogiochi Usati Link to comment Share on other sites More sharing options...
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