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 ATB battle

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Mensagem

eduardomk
Maker Casual
Maker Casual
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Prestígio : 0
Mensagens 22


Pontos 50
Fama 7

MensagemAssunto: ATB battle   Seg Jul 09, 2012 9:35 pm

Um sistema de batalha basico que adiciona um timer e HUD na batalha, esse timer define quando você ataca...


Imagen


Para instalar o script Crie um novo Script em cima do main e cole este código

Código:



#==============================================================================
# ¦ New_Battle
#------------------------------------------------------------------------------
# Compiled By : MakirouAru
#==============================================================================
# ¥£¥ XRXS_BP 3. Ÿ—˜ŽžHP‰ñ•œ ver.1.01 ¥£¥
# by fukuyama, ÷‰ë Ý“y

# Battle_End_Recovery
#
# í“¬Œã‚̉ñ•œˆ—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 'í“¬Œã‚̉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

  # í“¬Œã‚̉ñ•œˆ—
  def battle_end_recovery

    # ‰ñ•œ—¦
    recovery_rate = battle_end_recovery_rate
   
    # ‰ñ•œ—¦•Ï”‚ª‚OˆÈŠO‚©‚ƒAƒNƒ^[‚ª¶‘¶‚µ‚Ä‚¢‚éê‡Aí“¬Œã‚̉ñ•œˆ—‚ðs‚¤
    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

        # ŽÀÛ‚ɉñ•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‚ðXV
      @status_window.refresh

    end
  end

 end # module Scene_Battle_Module
end # module Battle_End_Recovery

#------------------------------
# í“¬ƒV[ƒ“‚̍Ēè‹`
#------------------------------
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‚ðÄ’è‹`
 def start_phase5

  # í“¬Œã‚̉ñ•œˆ—‚ðŒÄ‚яo‚·
  battle_end_recovery

  # Œ³‚̃tƒF[ƒY‚TŠJŽn‚ðŒÄ‚яo‚·
  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‹ƒAƒbƒvSEB""‚Å–³‚µB
$data_system_level_up_me = "Audio/ME/007-Fanfare01" # ƒŒƒxƒ‹ƒAƒbƒvME

#==============================================================================
# ¡ Window_LevelUpWindow
#------------------------------------------------------------------------------
# @ƒoƒgƒ‹I—¹ŽžAƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡‚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, "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 ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
 #--------------------------------------------------------------------------
  attr_accessor :level_up_flags            # LEVEL UP!•\Ž¦
end
#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
 #--------------------------------------------------------------------------
 # œ ’ljÁEŒöŠJƒCƒ“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
    $game_party.actors[i].exp_gain_ban = true
  end
  xrxs_bp10_start_phase5
  # EXP Šl“¾‹ÖŽ~‚̉ðœ
  for i in 0...$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‚êó‘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€XV (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‚¢‚éê‡‚Í‹­§ƒoƒgƒ‹I—¹
    battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
  end
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY 1 : ƒŒƒxƒ‹ƒAƒbƒv)
 #--------------------------------------------------------------------------
 def update_phase5_step1
  # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
  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^[‚̏ꍇ
    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“IuŠÔ(“ä
      actor.exp += @exp_gained
      # ”»’è
      if actor.level > last_level
        # ƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡
        @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—ʏڍ׉» 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”»’èB
      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‚ ‚éê‡‚ð”»’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‚ðÝ’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
    # ƒƒ\ƒbƒhI—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 # XV
        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‚ƂŁ«ƒXƒs[ƒh‚ð•ÏX‰Â”\B‚½‚¾‚µ¬”“_‚ÍŽg—p‚·‚邱‚ƁB
      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    # ƒXƒŠƒbƒvEƒXƒe[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‰ðœ (ƒ^[ƒ“‚²‚ƂɌĂяo‚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^[‚݂̂̍XV
 #--------------------------------------------------------------------------
 # 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‚ðÝ’è‚·‚é‚ƁAƒAƒNƒ^[ƒRƒ}ƒ“ƒh‚ªƒ|ƒbƒv‚µ‚½‚Æ‚«‚ÉŒø‰Ê‰¹‚ðÄ¶
 $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‚ðÄì¬
  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€XV (ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒY)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_update_phase2 update_phase2
 def update_phase2
  # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
  if Input.trigger?(Input::C)
    # ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
    case @party_command_window.index
    when 0  # í‚¤
      # 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^[‚̏ꍇ
    if @actor_index == $game_party.actors.size-1
      # ƒƒCƒ“ƒtƒF[ƒYŠJŽn
      @cp_thread.start
      start_phase4
      return
    end
    # ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ði‚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
    # Å‰‚̃AƒNƒ^[‚̏ꍇ
    if @actor_index == 0
      # Å‰‚Ö–ß‚é
      start_phase3
      return
    end
    # ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ð–ß‚·
    @actor_index -= 1
    @active_battler = $game_party.actors[@actor_index]
    @active_battler.blink = true
    # ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x
  end until @active_battler.inputable?
  @cp_thread.stop
  # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv
  @active_battler.now_guarding = false
  phase3_setup_command_window
 end
 #--------------------------------------------------------------------------
 # œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃ZƒbƒgƒAƒbƒv
 #--------------------------------------------------------------------------
 alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
 def phase3_setup_command_window
  # Œø‰Ê‰¹‚̍ж
  Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != ""
  # –ß‚·
  xrxs_bp1_phase3_setup_command_window
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (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‚ꂽê‡
  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“‚ðÝ’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 ƒƒCƒ“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‚΂µB
      next
    end
    enemy.make_action
  end
  # s“®‡˜ì¬
  make_action_orders
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“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‚̏ꍇ : ƒƒ\ƒbƒhI—¹
    return
  end
  # –¢s“®ƒoƒgƒ‰[”z—ñ‚̐擪‚©‚çŽæ“¾
  @active_battler = @action_battlers[0]
  # ƒXƒe[ƒ^ƒXXV‚ðCP‚¾‚¯‚ÉŒÀ’èB
  @status_window.update_cp_only = true
  # ƒXƒe[ƒgXV‚ð‹ÖŽ~B
  @active_battler.slip_state_update_ban = true if @active_battler != nil
  # –ß‚·
  xrxs_bp1_update_phase4_step1
  # ‹ÖŽ~‚ð‰ðœ
  @status_window.update_cp_only = false
  @active_battler.slip_state_update_ban = false if @active_battler != nil
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“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’ʏíUŒ‚‚·‚é] ‚© [–¡•û‚ð’ʏíUŒ‚‚·‚é] ‚̏ꍇ
    if @active_battler.restriction == 2 or @active_battler.restriction == 3
      # ƒAƒNƒVƒ‡ƒ“‚ɍUŒ‚‚ðÝ’è
      @active_battler.current_action.kind = 0
      @active_battler.current_action.basic = 0
    end
    # §–ñ‚ª [s“®‚Å‚«‚È‚¢] ‚̏ꍇ
    if @active_battler.restriction == 4
      # ƒAƒNƒVƒ‡ƒ“‹­§‘Ώۂ̃oƒgƒ‰[‚ðƒNƒŠƒA
      $game_temp.forcing_battler = nil
      if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
        # ƒXƒe[ƒgŽ©‘R‰ðœ
        @active_battler.remove_states_auto
        # CPÁ”ï
        @active_battler.cp = [(@active_battler.cp - 65535),0].max
        # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ…
        @status_window.refresh
      end
      # ƒXƒeƒbƒv 1 ‚Ɉڍs
      @phase4_step = 1
      return
    end
  end
  # ƒAƒNƒVƒ‡ƒ“‚ÌŽí•Ê‚Å•ªŠò
  case @active_battler.current_action.kind
  when 0
    # UŒ‚¥–hŒäE“¦‚°‚éE‰½‚à‚µ‚È‚¢Žž‚Ì‹¤’ʏÁ”ïCP
    @active_battler.cp -=    0 if @phase4_act_continuation == 0
  when 1
    # ƒXƒLƒ‹Žg—pŽž‚̏Á”ïCP
    @active_battler.cp -= 65535 if @phase4_act_continuation == 0
  when 2
    # ƒAƒCƒeƒ€Žg—pŽž‚̏Á”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‰ðœ
  @active_battler.remove_states_auto
  xrxs_bp1_update_phase4_step2
 end
 #--------------------------------------------------------------------------
 # œ Šî–{ƒAƒNƒVƒ‡ƒ“ Œ‹‰Êì¬
 #--------------------------------------------------------------------------
 alias xrxs_bp1_make_basic_action_result make_basic_action_result
 def make_basic_action_result
  # UŒ‚‚̏ꍇ
  if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
    @active_battler.cp -= 65535 # UŒ‚Žž‚ÌCPÁ”ï
  end
  # –hŒä‚̏ꍇ
  if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
    @active_battler.cp -= 32767 # –hŒäŽž‚ÌCPÁ”ï
  end
  # “G‚Ì“¦‚°‚é‚̏ꍇ
  if @active_battler.is_a?(Game_Enemy) and
      @active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
    @active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï
  end
  # ‰½‚à‚µ‚È‚¢‚̏ꍇ
  if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
    @active_battler.cp -= 32767 # ‰½‚à‚µ‚È‚¢Žž‚ÌCPÁ”ï
  end
  # “¦‚°‚é‚̏ꍇ
  if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
    @active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”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€XV (ƒƒCƒ“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€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 6 : ƒŠƒtƒŒƒbƒVƒ…)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_update_phase4_step6 update_phase4_step6
 def update_phase4_step6
  # CP‰ÁŽZ‚ðÄŠJ‚·‚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^ƒXEƒNƒŠƒAƒfƒUƒCƒ“ 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^[‚݂̂̍XV
 #--------------------------------------------------------------------------
 # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
 #--------------------------------------------------------------------------
 alias xrxs_bp7_initialize initialize
 def initialize
  xrxs_bp7_initialize
  # «Full-View‚̏ꍇ‚͉º“ñs‚Ì # ‚ðÁ‚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‰ðœ
  @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
    # •àsƒLƒƒƒ‰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)
    # —pŒêuHPv‚Æ—pŒêuSPv‚Ì•`ŽÊ
    self.contents.font.size = 12            # —pŒêuHP/SPv‚Ì•¶Žš‚Ì‘å‚«‚³
    self.contents.font.color = system_color # —pŒêuHP/SPv‚Ì•¶Žš‚̐F
    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‹——£‚ÌŒvŽZB‘å‚«‚ß‚É’¼ŠpŽž‚Ì’·‚³B
  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‚̐F‚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‚̐F‚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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MakirouAru(Autor)
Eduardomk
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Mensagens 24


Pontos 62
Fama 6

MensagemAssunto: Re: ATB battle   Dom Ago 12, 2012 7:24 pm

Gostei desse script, vou analisar melhor e talvez irei usa-lo em meu projeto.
Valeu.

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http://breaking-hearts.jimdo.com
 

ATB battle

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