RGSS Scripts (RPG-Maker)

RGSS Scripts (RPG-Maker)

(aja die Frage: in zeile 20 ist ein Fehler)
Also ich hab hier mal ne Frage zu einem Script:
#==============================================================================
# New_Battle
# Compiled By : MakirouAru for RPG Maker XP : Postality Knights Edition
#==============================================================================
#
# URL: http://www4.big.or.jp/~fukuyama/rgss/Battle_End_Recovery.txt
#

module Battle_End_Recovery

module Scene_Battle_Module

# 䖥Å"â€"¦•Ã?Â?â€?‚ÌID
@@recovery_rate_variable_id = nil

# 䖥Å"â€"¦‚̎擾
def battle_end_recovery_rate
if @@recovery_rate_variable_id.nil?
@@recovery_rate_variable_id =
$data_system.variables.index 'Â?퓬Å'ã‚̉ñ•Å"â€"¦'
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
def battle_end_recovery
recovery_rate = battle_end_recovery_rate
if recovery_rate != 0 and not actor.dead?
$game_party.actors.each do |actor|
recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate
recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate
actor.hp += recovery_hp
actor.sp += recovery_sp
actor.damage = - recovery_hp
actor.damage_pop = true

end

# Æ'XÆ'eÂ?[Æ'^Æ'XÆ'EÆ'BÆ'“Æ'hÆ'E‚ðÂ?XÂ?V
@status_window.refresh

end
end

end # module Scene_Battle_Module
end # module Battle_End_Recovery

#------------------------------
# Â?퓬Æ'VÂ?[Æ'“‚ÌÂ?Ä’è‹`
#------------------------------
class Scene_Battle

# Scene_Battleâ€"pÆ'‚Æ'WÆ'…Â?[Æ'‹‚ðÆ'CÆ'“Æ'NÆ'‹Â?[Æ'h
include Battle_End_Recovery::Scene_Battle_Module

# Å'³‚ÌÆ'tÆ'FÂ?[Æ'Y‚TÅ JŽn‚É•Êâ€"¼‚ð‚‚¯‚é
alias battle_end_recovery_original_start_phase5 start_phase5

# Æ'tÆ'FÂ?[Æ'Y‚TÅ JŽn‚ðÂ?Ä’è‹`
def start_phase5
battle_end_recovery
battle_end_recovery_original_start_phase5

end
end

$data_system_level_up_se = ""
$data_system_level_up_me = "Audio/ME/007-Fanfare01"

#==============================================================================
# Window_LevelUpWindow
#==============================================================================
class Window_LevelUpWindow < Window_Base
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
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 = $defaultfonttype
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
attr_accessor :level_up_flags # LEVEL UP!•\Ž¦
end
#==============================================================================
# �¡ Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
attr_accessor :exp_gain_ban
#--------------------------------------------------------------------------
alias xrxs_bp10_initialize initialize
def initialize
@exp_gain_ban = false
xrxs_bp10_initialize
end
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# Â?Å" Æ'AÆ'tÆ'^Â?[Æ'oÆ'gÆ'‹Æ'tÆ'FÂ?[Æ'YÅ JŽn
#--------------------------------------------------------------------------
alias xrxs_bp10_start_phase5 start_phase5
def start_phase5
# EXP Šl“¾‹ÖŽ~
for i in 0...$game_party.actors.size
$game_party.actors.exp_gain_ban = true
end
xrxs_bp10_start_phase5
# EXP Å l“¾‹ÖŽ~‚̉ðÂ?Å"
for i in 0...$game_party.actors.size
$game_party.actors.exp_gain_ban = false
end
# EXP‚ð�‰Šú‰»
@exp_gained = 0
for enemy in $game_troop.enemies
@exp_gained += enemy.exp if not enemy.hidden
end
# ��’è
@phase5_step = 0
@exp_gain_actor = -1
# Æ'Å Æ'UÆ'‹Æ'gÆ'EÆ'BÆ'“Æ'hÆ'E‚ð•\Ž¦
@result_window.y -= 64
@result_window.visible = true
# Æ'Å'Æ'xÆ'‹Æ'AÆ'bÆ'vâ€?»’è‚Ö
phase5_next_levelup
end
#--------------------------------------------------------------------------
# Â?Å" Æ'tÆ'Å'Â?[Æ'€Â?XÂ?V (Æ'AÆ'tÆ'^Â?[Æ'oÆ'gÆ'‹Æ'tÆ'FÂ?[Æ'Y)
#--------------------------------------------------------------------------
alias xrxs_bp10_update_phase5 update_phase5
def update_phase5
case @phase5_step
when 1
update_phase5_step1
else
xrxs_bp10_update_phase5
# Æ'Å'Æ'xÆ'‹Æ'AÆ'bÆ'v‚µ‚Ä‚¢‚éÂ?êÂ?‡‚Ã?‹­Â?§Æ'oÆ'gÆ'‹Â?Iâ€"¹
battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
end
end
#--------------------------------------------------------------------------
# Â?Å" Æ'tÆ'Å'Â?[Æ'€Â?XÂ?V (Æ'AÆ'tÆ'^Â?[Æ'oÆ'gÆ'‹Æ'tÆ'FÂ?[Æ'Y 1 : Æ'Å'Æ'xÆ'‹Æ'AÆ'bÆ'v)
#--------------------------------------------------------------------------
def update_phase5_step1
# C Æ'{Æ'^Æ'“‚ª‰Ÿ‚³‚ꂽÂ?êÂ?‡
if Input.trigger?(Input::C)
# Æ'EÆ'BÆ'“Æ'hÆ'E‚ð•Â‚¶‚ÄŽŸ‚ÌÆ'AÆ'NÆ'^Â?[‚Ö
@levelup_window.visible = false if @levelup_window != nil
@status_window.level_up_flags[@exp_gain_actor] = false
phase5_next_levelup
end
end
#--------------------------------------------------------------------------
# Â?Å" ŽŸ‚ÌÆ'AÆ'NÆ'^Â?[‚ÌÆ'Å'Æ'xÆ'‹Æ'AÆ'bÆ'v•\Ž¦‚Ö
#--------------------------------------------------------------------------
def phase5_next_levelup
begin
# ŽŸ‚ÌÆ'AÆ'NÆ'^Â?[‚Ö
@exp_gain_actor += 1
# Â?Ã…Å'ã‚ÌÆ'AÆ'NÆ'^Â?[‚ÌÂ?êÂ?‡
if @exp_gain_actor >= $game_party.actors.size
# Æ'AÆ'tÆ'^Â?[Æ'oÆ'gÆ'‹Æ'tÆ'FÂ?[Æ'YÅ JŽn
@phase5_step = 0
return
end
actor = $game_party.actors[@exp_gain_actor]
if actor.cant_get_exp? == false
# Å'»Â?Ã?‚Ìâ€?\â€"Ã?’l‚ð•ÛŽÂ?
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
# Å'oÅ'±’lŽæ“¾‚ÌÅ'ˆ’è“IÂ?uÅ Ã"(“ä
actor.exp += @exp_gained
# �»’è
if actor.level > last_level
# Æ'Å'Æ'xÆ'‹Æ'AÆ'bÆ'v‚µ‚½Â?êÂ?‡
@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
# Æ'XÆ'eÂ?[Æ'^Æ'XÆ'EÆ'BÆ'“Æ'hÆ'E‚ðÆ'Å Æ'tÆ'Å'Æ'bÆ'VÆ'…
@status_window.refresh
return
end
end
end until false
end
end
# Â?Â¥Â?£Â?Â¥ XRXS_17. Æ'XÆ'Å Æ'bÆ'vÆ'_Æ'Â?Â?[Æ'Wâ€"hÅ'äÂ?^Å'ø‰Êâ€"ÊÂ?ÚÂ?׉» ver.1.51 Â?Â¥Â?£Â?Â¥
# by �÷‰ë ��“y, fukuyama

#==============================================================================
# �¡ Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# Â?Å" Æ'XÆ'Å Æ'bÆ'vÆ'_Æ'Â?Â?[Æ'W‚ÌÅ'ø‰Ê“Kâ€"p
#--------------------------------------------------------------------------
alias xrxs_bp7_slip_damage_effect slip_damage_effect
def slip_damage_effect
# ��’l‚Ì�‰Šú‰»
slip_damage_percent = 0
slip_damage_plus = 0
# Å'»Â?Ã?•t‰Ã?‚³‚ê‚Ä‚¢‚éÆ'XÆ'eÂ?[Æ'g‚Ì’†‚©‚çÆ'XÆ'Å Æ'bÆ'vÆ'_Æ'Â?Â?[Æ'Wâ€"L‚è‚ÌÆ'‚Æ'm‚ð’T‚·
for i in @states
if $data_states.slip_damage
# ‚»‚ÌÆ'XÆ'eÂ?[Æ'g‚ªŽÂ?‚Ã?‚Ä‚¢‚éÆ'XÆ'Å Æ'bÆ'vÆ'_Æ'Â?Â?[Æ'W‚Ì
# LvÆ'vÆ'‰Æ'XÆ'XÆ'eÂ?[Æ'g‚Ü‚½‚Ã?LvÆ'}Æ'CÆ'iÆ'XÆ'XÆ'eÂ?[Æ'g‚ðâ€?»’èÂ?B
for j in $data_states.plus_state_set
if $data_states[j] != nil
if $data_states[j].name =~ /^Æ'XÆ'Å Æ'bÆ'v([0-9]+)(%|Â?“)/
slip_damage_percent += $1.to_i
elsif $data_states[j].name =~ /^Æ'XÆ'Å Æ'bÆ'v([0-9]+)$/
slip_damage_plus += $1.to_i
end
end
end
for j in $data_states.minus_state_set
if $data_states[j] != nil
if $data_states[j].name =~ /^Æ'XÆ'Å Æ'bÆ'v([0-9]+)(%|Â?“)/
slip_damage_percent -= $1.to_i
elsif $data_states[j].name =~ /^Æ'XÆ'Å Æ'bÆ'v([0-9]+)$/
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
# â€"h‹ï‚ªÆ'XÆ'Å Æ'bÆ'vâ€"hÅ'䂪‚ ‚éÂ?êÂ?‡‚ðâ€?»’è
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors
next if armor == nil
for j in armor.guard_state_set
if $data_states[j] != nil
if $data_states[j].name =~ /^Æ'XÆ'Å Æ'bÆ'v([0-9]+)(%|Â?“)/
if slip_damage_percent > 0
slip_damage_percent = [slip_damage_percent - $1.to_i, 0].max
end
end
if $data_states[j].name =~ /^Æ'XÆ'Å Æ'bÆ'v([0-9]+)$/
if slip_damage_percent > 0
slip_damage_plus = [slip_damage_plus - $1.to_i, 0].max
end
end
end
end
end
# Æ'_Æ'Â?Â?[Æ'W‚ðÂ?Ã?’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 ‚©‚çÆ'_Æ'Â?Â?[Æ'W‚ðÅ'¸ŽZ
self.hp -= self.damage
# Æ'Â?Æ'\Æ'bÆ'hÂ?Iâ€"¹
return true
end
end
end
# �¥�£�¥ XRXS_BP 1. CP�§“±“ü ver.15 �¥�£�¥
# by �÷‰ë ��“y, ˜aŠó, Jack-R

#==============================================================================
# �¡ Scene_Battle_CP
#==============================================================================
class Scene_Battle_CP
#--------------------------------------------------------------------------
# Â?Å" Å'öŠJÆ'CÆ'“Æ'XÆ'^Æ'“Æ'X•Ã?Â?â€?
#--------------------------------------------------------------------------
attr_accessor :stop # CP‰Ã?ŽZÆ'XÆ'gÆ'bÆ'v
#----------------------------------------------------------------------------
# Â?Å" Æ'IÆ'uÆ'WÆ'FÆ'NÆ'g‚ÌÂ?‰Šú‰»
#----------------------------------------------------------------------------
def initialize
@battlers = []
@cancel = false
@agi_total = 0
# â€?zâ€"ñ @count_battlers ‚ðÂ?‰Šú‰»
@count_battlers = []
# Æ'GÆ'lÆ'~Â?[‚ðâ€?zâ€"ñ @count_battlers ‚ɒljÃ?
for enemy in $game_troop.enemies
@count_battlers.push(enemy)
end
# Æ'AÆ'NÆ'^Â?[‚ðâ€?zâ€"ñ @count_battlers ‚ɒljÃ?
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
#----------------------------------------------------------------------------
# Â?Å" CPÆ'JÆ'EÆ'“Æ'g‚ÌŠJŽn
#----------------------------------------------------------------------------
def start
if @cp_thread != nil then
return
end
@cancel = false
@stop = false
# ‚±‚±‚©‚çÆ'XÆ'Å'Æ'bÆ'h
@cp_thread = Thread.new do
while @cancel != true
if @stop != true
self.update # Â?XÂ?V
sleep(0.05)
end
end
end
# ‚±‚±‚Ü‚ÅÆ'XÆ'Å'Æ'bÆ'h
end
#----------------------------------------------------------------------------
# Â?Å" CPÆ'JÆ'EÆ'“Æ'gÆ'AÆ'bÆ'v
#----------------------------------------------------------------------------
def update
if @count_battlers != nil then
for battler in @count_battlers
# Â?s“®Â?oâ€"ˆ‚È‚¯‚ê‚Îâ€"³Ž‹
if battler.dead? == true #or battler.movable? == false then
battler.cp = 0
next
end
# ‚±‚±‚Ì 1.3‚ð•Ã?‚¦‚邱‚Æ‚ÅÂ?«Æ'XÆ'sÂ?[Æ'h‚ð•Ã?Â?X‰Ââ€?\Â?B‚½‚¾‚µÂ?¬Â?â€?“_‚Ã?Žgâ€"p‚·‚邱‚ÆÂ?B
battler.cp = [[battler.cp + 1.3 * 4096 * battler.agi / @agi_total, 0].max, 65535].min
end
end
end
#----------------------------------------------------------------------------
# Â?Å" CPÆ'JÆ'EÆ'“Æ'g‚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 # Å'»Â?Ã?â€"hÅ'ä’†Æ'tÆ'‰Æ'O
attr_accessor :cp # Å'»Â?Ã?CP
attr_accessor :slip_state_update_ban # Æ'XÆ'Å Æ'bÆ'vÂ?EÆ'XÆ'eÂ?[Æ'gŽ©“®Â?ˆâ€"Â?‚Ì‹ÖŽ~
#--------------------------------------------------------------------------
# Â?Å" Æ'RÆ'}Æ'“Æ'h“üâ€"Ã?‰Ââ€?\â€?»’è
#--------------------------------------------------------------------------
def inputable?
return (not @hidden and restriction <= 1 and @cp >=65535)
end
#--------------------------------------------------------------------------
# Â?Å" Æ'XÆ'eÂ?[Æ'g [Æ'XÆ'Å Æ'bÆ'vÆ'_Æ'Â?Â?[Æ'W] â€?»’è
#--------------------------------------------------------------------------
alias xrxs_bp1_slip_damage? slip_damage?
def slip_damage?
return false if @slip_state_update_ban
return xrxs_bp1_slip_damage?
end
#--------------------------------------------------------------------------
# Â?Å" Æ'XÆ'eÂ?[Æ'gŽ©‘R‰ðÂ?Å" (Æ'^Â?[Æ'“‚²‚Æ‚ÉÅ'Ä‚Ã'Â?o‚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
#--------------------------------------------------------------------------
# Â?Å" Æ'ZÆ'bÆ'gÆ'AÆ'bÆ'v
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# Â?Å" Æ'IÆ'uÆ'WÆ'FÆ'NÆ'gÂ?‰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
#--------------------------------------------------------------------------
# Â?Å" Å'öŠJÆ'CÆ'“Æ'XÆ'^Æ'“Æ'X•Ã?Â?â€?
#--------------------------------------------------------------------------
attr_accessor :update_cp_only # CPÆ'Â?Â?[Æ'^Â?[‚Ì‚Ã?‚ÌÂ?XÂ?V
#--------------------------------------------------------------------------
# Â?Å" Æ'IÆ'uÆ'WÆ'FÆ'NÆ'gÂ?‰Šú‰»
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize
@update_cp_only = false
xrxs_bp1_initialize
end
#--------------------------------------------------------------------------
# Â?Å" Æ'Å Æ'tÆ'Å'Æ'bÆ'VÆ'…
#--------------------------------------------------------------------------
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
actor_x = i * 160 + 4
draw_actor_cp_meter(actor, actor_x, 96, 120, 0)
end
end
#--------------------------------------------------------------------------
# Â?Å" CPÆ'Â?Â?[Æ'^Â?[ ‚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
$data_system_command_up_se = ""
#--------------------------------------------------------------------------
# Â?Å" Æ'oÆ'gÆ'‹Â?Iâ€"¹
# result : Å'‹‰Ê (0:Â?Ÿâ€"Ëœ 1:â€?sâ€"k 2:“¦‘â€")
#--------------------------------------------------------------------------
alias xrxs_bp1_battle_end battle_end
def battle_end(result)
# CPÆ'JÆ'EÆ'“Æ'g’âŽ~
@cp_thread.stop
xrxs_bp1_battle_end(result)
end
#--------------------------------------------------------------------------
# Â?Å" Æ'vÆ'Å'Æ'oÆ'gÆ'‹Æ'tÆ'FÂ?[Æ'YÅ JŽn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase1 start_phase1
def start_phase1
@agi_total = 0
@cp_thread = Scene_Battle_CP.new
# Æ'AÆ'NÆ'^Â?[Æ'RÆ'}Æ'“Æ'hÆ'EÆ'BÆ'“Æ'hÆ'E‚ðÂ?ÄÂ?ìÂ?¬
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
#--------------------------------------------------------------------------
# Â?Å" Æ'pÂ?[Æ'eÆ'BÆ'RÆ'}Æ'“Æ'hÆ'tÆ'FÂ?[Æ'YÅ JŽn
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# Â?Å" Æ'tÆ'Å'Â?[Æ'€Â?XÂ?V (Æ'pÂ?[Æ'eÆ'BÆ'RÆ'}Æ'“Æ'hÆ'tÆ'FÂ?[Æ'Y)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase2 update_phase2
def update_phase2
# C Æ'{Æ'^Æ'“‚ª‰Ÿ‚³‚ꂽÂ?êÂ?‡
if Input.trigger?(Input::C)
# Æ'pÂ?[Æ'eÆ'BÆ'RÆ'}Æ'“Æ'hÆ'EÆ'BÆ'“Æ'hÆ'E‚ÌÆ'JÂ?[Æ'\Æ'‹ˆÊ’u‚Å•ªŠò
case @party_command_window.index
when 0 # �키
# Å'ˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
@cp_thread.start
# Æ'AÆ'NÆ'^Â?[Æ'RÆ'}Æ'“Æ'hÆ'tÆ'FÂ?[Æ'YÅ JŽn
start_phase3
end
return
end
xrxs_bp1_update_phase2
end
#--------------------------------------------------------------------------
# Â?Å" ŽŸ‚ÌÆ'AÆ'NÆ'^Â?[‚ÌÆ'RÆ'}Æ'“Æ'h“üâ€"Ã?‚Ö
#--------------------------------------------------------------------------
def phase3_next_actor
# Æ'‹Â?[Æ'v
begin
# Æ'AÆ'NÆ'^Â?[‚Ìâ€"¾â€"Ã…Æ'GÆ'tÆ'FÆ'NÆ'g OFF
if @active_battler != nil
@active_battler.blink = false
end
# Â?Ã…Å'ã‚ÌÆ'AÆ'NÆ'^Â?[‚ÌÂ?êÂ?‡
if @actor_index == $game_party.actors.size-1
# Æ'Â?Æ'CÆ'“Æ'tÆ'FÂ?[Æ'YÅ JŽn
@cp_thread.start
start_phase4
return
end
# Æ'AÆ'NÆ'^Â?[‚ÌÆ'CÆ'“Æ'fÆ'bÆ'NÆ'X‚ðÂ?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
# Æ'AÆ'NÆ'^Â?[‚ªÆ'RÆ'}Æ'“Æ'h“üâ€"Ã?‚ðŽó‚¯•t‚¯‚È‚¢Â?ó‘Ã"‚È‚ç‚à ‚¤ˆê“x
end until @active_battler.inputable?
@cp_thread.stop
# Æ'AÆ'NÆ'^Â?[Æ'RÆ'}Æ'“Æ'hÆ'EÆ'BÆ'“Æ'hÆ'E‚ðÆ'ZÆ'bÆ'gÆ'AÆ'bÆ'v
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# Â?Å" ‘O‚ÌÆ'AÆ'NÆ'^Â?[‚ÌÆ'RÆ'}Æ'“Æ'h“üâ€"Ã?‚Ö
#--------------------------------------------------------------------------
def phase3_prior_actor
# Æ'‹Â?[Æ'v
begin
# Æ'AÆ'NÆ'^Â?[‚Ìâ€"¾â€"Ã…Æ'GÆ'tÆ'FÆ'NÆ'g OFF
if @active_battler != nil
@active_battler.blink = false
end
# Â?Ã…Â?‰‚ÌÆ'AÆ'NÆ'^Â?[‚ÌÂ?êÂ?‡
if @actor_index == 0
# Â?Ã…Â?‰‚Öâ€"ß‚é
start_phase3
return
end
# Æ'AÆ'NÆ'^Â?[‚ÌÆ'CÆ'“Æ'fÆ'bÆ'NÆ'X‚ðâ€"ß‚·
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
end until @active_battler.inputable?
@cp_thread.stop
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
# Å'ø‰Ê‰¹‚ÌÂ?ÄÂ?¶
Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != ""
# â€"ß‚·
xrxs_bp1_phase3_setup_command_window
end
#--------------------------------------------------------------------------
alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
if Input.trigger?(Input::C)
case @actor_command_window.index
when 4 # “¦‚°‚é
if $game_temp.battle_can_escape
# Å'ˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# Æ'AÆ'NÆ'VÆ'‡Æ'“‚ðÂ?Ã?’è
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 4
# ŽŸ‚ÌÆ'AÆ'NÆ'^Â?[‚ÌÆ'RÆ'}Æ'“Æ'h“üâ€"Ã?‚Ö
phase3_next_actor
else
# Æ'uÆ'UÂ?[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
xrxs_bsp1_update_phase3_basic_command
end
#--------------------------------------------------------------------------
# Â?Å" Æ'Â?Æ'CÆ'“%
habs schon raus.
-,- Na toll... schreibst hier nen Ellenlangen Text und dann steht da auf einmal "Habs schon raus"! ......u_u
Nimm doch das nächste mal die Script-Funktion, ja...?
Die ist ja schließlich für sowas gedacht - dann muss man sich keine kaputten Foren-Designs und Zeilenzählen antun. XD
(Wie das funktioniert müsste in der Hilfe stehen)
was für ne Scriptfunktion?
Lesen! XD
Steht in der Hilfe.
Das ist ein spezieller Schriftstil der automatische Zeilenangaben enthält.
Wird so ähnlich verwendet wie zum Beispiel Zaubertinte (also [ z ])
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