ATB Battle System ou New_Battle, é um script de batalha bastante básico de Active Tactical Battle, mas eficiente, desenvolvido por MakirouAru para o RPG Maker XP.
Os comentários do script estão todos zuados, mas pelo que eu pude ver, é um sistema de batalha que permite torná-la ativa, ou seja, ocorrem ações mesmo você não as selecionando.
O script é bem leve e de simples instalação, sendo ativado pelo evento que inicia batalha e sendo inserido acima do Main:
#============================================================================== # ¦ 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.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—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‚É•Ê–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‚𕎦‚·‚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!•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‚𕎦 @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 = $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 # ƒƒƒbƒhI—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 =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 #-------------------------------------------------------------------------- # 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‚·‚é‚ÆAƒAƒNƒ^[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, "Run"]) @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[ƒƒ‹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[ƒƒ‹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‡ : ƒƒƒbƒhI—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 # 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•Ê‚Å•ªŠò 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”‚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 # •`ŽÊ‚ð‹ÖŽ~‚µ‚È‚ª‚ç–ß‚· @draw_ban = true xrxs_bp7_refresh # •`ŽÊ‚Ì‹ÖŽ~‚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‚Ì‘å‚«‚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‚Ì‘å‚«‚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‚«‚ß‚É’¼ŠpŽž‚Ì’·‚³B distance = (start_x - end_x).abs + (start_y - end_y).abs # •`ŽÊŠJŽn if end_color == start_color for i in 1..distance x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i self.contents.fill_rect(x, y, width, width, start_color) end else for i in 1..distance x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i r = start_color.red * (distance-i)/distance + end_color.red * i/distance g = start_color.green * (distance-i)/distance + end_color.green * i/distance b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a)) end end end #-------------------------------------------------------------------------- # œ ‰e•¶Žš•`‰æ by TOMY #-------------------------------------------------------------------------- def draw_shadow_text(x, y, width, height, string, align = 0) # Œ³‚ÌF‚ð•Û‘¶‚µ‚Ä‚¨‚ color = self.contents.font.color.dup # •Žš‚ʼne•`‰æ self.contents.font.color = Color.new(0, 0, 0) self.contents.draw_text(x + 2, y + 2, width, height, string, align) # Œ³‚ÌF‚É–ß‚µ‚Ä•`‰æ self.contents.font.color = color self.contents.draw_text(x, y, width, height, string, align) end end
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