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Active Time Battle System
Drupogame :: RPG Maker :: RPG maker XP :: Scripts
Página 1 de 1.
Active Time Battle System
Descripción:
Es un Sistema de Batalla en Tiempo Real. Actualmente tiene gran Este es un CBS (Custom Battle System / Sistema de Batalla Personalizado) hecho por MakirouAru. Lo que hace es crear barras de tiempo estilo Final Fantasy. Cuando esa barra se llena, es el turno del héroe que se le lleno. La Agilidad influye en cuanto tiempo se llana. Mientras más tengas, más rapido se llena.
Script:
Instrucciones:
Coloca este script por encima de Main.
Créditos:
A MakirouAru
Es un Sistema de Batalla en Tiempo Real. Actualmente tiene gran Este es un CBS (Custom Battle System / Sistema de Batalla Personalizado) hecho por MakirouAru. Lo que hace es crear barras de tiempo estilo Final Fantasy. Cuando esa barra se llena, es el turno del héroe que se le lleno. La Agilidad influye en cuanto tiempo se llana. Mientras más tengas, más rapido se llena.
Script:
- Spoiler:
- Código:
#==============================================================================
# ¦ New_Battle ¦
#==============================================================================
# ¥£¥ 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.jp/~fukuyama/rgss/Battle_End_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—ŒvŽZ
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‚É•–¼‚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•\Ž¦‚•‚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, "¡SUBE DE NIVEL!")
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 # ¡SUBE DE NIVEL!•\Ž¦
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‘Ô‚Å‚È‚¢ê‡
@exp_gained += enemy.exp if not enemy.hidden
end
# Ý’è
@phase5_step = 0
@exp_gain_actor = -1
# ƒŠƒUƒ‹ƒgƒEƒBƒ“ƒhƒE‚ð•\Ž¦
@result_window.y -= 64
@result_window.visible = true
# ƒŒƒxƒ‹ƒAƒbƒv”»’è‚Ö
phase5_next_levelup
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY)
#--------------------------------------------------------------------------
alias xrxs_bp10_update_phase5 update_phase5
def update_phase5
case @phase5_step
when 1
update_phase5_step1
else
xrxs_bp10_update_phase5
# ƒŒƒxƒ‹ƒAƒbƒv‚µ‚Ä‚¢‚éꇂ͋ §ƒoƒgƒ‹I—¹
battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY 1 : ƒŒƒxƒ‹ƒAƒbƒv)
#--------------------------------------------------------------------------
def update_phase5_step1
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒEƒBƒ“ƒhƒE‚ð•Â‚¶‚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•\Ž¦‚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‰—Ú׉» ver.1.51 ¥£¥
# by ÷‰ë Ý“y, fukuyama
#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# œ ƒXƒŠƒbƒvƒ_ƒ[ƒW‚ÌŒø‰“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‚Æ‚Å«ƒXƒs[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—‚Ì‹ÖŽ~
#--------------------------------------------------------------------------
# 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^[‚Ì‚Ý‚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
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.font.size = 24
self.contents.draw_text(x, y, 120, 32, actor.name)
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‰‰¹‚ðÝ’è‚•‚é‚ÆAƒAƒNƒ^[ƒRƒ}ƒ“ƒh‚ªƒ|ƒbƒv‚µ‚½‚Æ‚«‚ÉŒø‰‰¹‚ðĶ
$data_system_command_up_se = ""
#--------------------------------------------------------------------------
# œ ƒoƒgƒ‹I—¹
# result : Œ‹‰ (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, "Huir"])
@actor_command_window.y = 128
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
@actor_command_window.draw_item(4, $game_temp.battle_can_escape ? @actor_command_window.normal_color : @actor_command_window.disabled_color)
xrxs_bp1_start_phase1
end
#--------------------------------------------------------------------------
# œ ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase2 start_phase2
def start_phase2
xrxs_bp1_start_phase2
@party_command_window.active = false
@party_command_window.visible = false
# ŽŸ‚Ö
start_phase3
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒY)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase2 update_phase2
def update_phase2
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆ’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 = $game_party.actors[@actor_index]
@active_battler.blink = true
# ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x
end until @active_battler.inputable?
@cp_thread.stop
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃ZƒbƒgƒAƒbƒv
#--------------------------------------------------------------------------
alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
# Œø‰‰¹‚ÌĶ
Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != ""
# –ß‚•
xrxs_bp1_phase3_setup_command_window
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒY : Šî–{ƒRƒ}ƒ“ƒh)
#--------------------------------------------------------------------------
alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆ’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‚Ì擪‚©‚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“‚Å‚È‚¯‚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’íUŒ‚‚•‚é] ‚© [–¡•û‚ð’íUŒ‚‚•‚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•‚Å•ªŠò
case @active_battler.current_action.kind
when 0
# UŒ‚¥–hŒäE“¦‚°‚éE‰½‚à‚µ‚È‚¢Žž‚Ì‹¤’Á”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‹‰ì¬
#--------------------------------------------------------------------------
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”\‚Å‚Í‚È‚¢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•\Ž¦)
#--------------------------------------------------------------------------
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^[‚Ì‚Ý‚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
# •`Ž‚ð‹ÖŽ~‚µ‚È‚ª‚ç–ß‚•
@draw_ban = true
xrxs_bp7_refresh
# •`Ž‚Ì‹ÖŽ~‚ð‰ðœ
@draw_ban = false
# •`Ž‚ðŠJŽn
@item_max = $game_party.actors.size
end
end
#==============================================================================
# ¡ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# 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
#==============================================================================
# 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)
# •`Ž‹——£‚ÌŒvŽZB‘å‚«‚ß‚É’¼ŠpŽž‚Ì’•‚³B
distance = (start_x - end_x).abs + (start_y - end_y).abs
# •`ŽŠJŽn
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
end
Instrucciones:
Coloca este script por encima de Main.
Créditos:
A MakirouAru
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Drupogame :: RPG Maker :: RPG maker XP :: Scripts
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Lun Oct 24, 2011 4:03 am por SagahonArturo
» Visceral Games busca nuevo personal para la franquicia Dead Space
Mar Oct 11, 2011 3:22 am por The_King_Jaas
» buenas
Mar Oct 11, 2011 3:21 am por The_King_Jaas
» Batman: Arkham City llegará "sin ninguna limitación"
Sáb Oct 08, 2011 1:44 am por Akeo
» Los creadores de Bulletstorm admiten divertidos que el juego tenía demasiadas palabras malsonantes
Sáb Oct 08, 2011 1:41 am por Akeo
» PES 2012: El primer DLC estará disponible el 11 de octubre
Sáb Oct 08, 2011 1:39 am por Akeo