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[Script] Un système de combat beaucoup plus développé.
 
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Vioni
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MessagePosté le: 15/10/2007 14:21:40
MessageSujet du message: [Script] Un système de combat beaucoup plus développé.
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je viens de tester ton script et pour moi il marche bravo, félicitations!
merci pour le script ^^
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MessagePosté le: 15/10/2007 14:21:40
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rooswell
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MessagePosté le: 15/10/2007 19:41:56
MessageSujet du message: [Script] Un système de combat beaucoup plus développé.
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ok merci pour ta réponse et bonne continuation
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Garett
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MessagePosté le: 24/01/2008 20:50:58
MessageSujet du message: [Script] Un système de combat beaucoup plus développé.
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Je tiens à préciser (je viens en retard c'est normal car je suis nouveau) et il marche nikel. Merci pour ce script.
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DrakeRoxas
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MessagePosté le: 06/03/2009 22:30:40
MessageSujet du message: [Script] Un système de combat beaucoup plus développé.
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Salut ^^

J'ai un script pour changer ça, beaucoup plus simple, et que je trouve largement plus esthétique (ça c'est mon avis perso ^^)



Code:
[color=#006600]#==============================================================================
# ¦ 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


#==============================================================================
# ¡ 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, "Fuir"])
@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 = $game_party.actors[@actor_index]
@active_battler.blink = true
# ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x
end until @active_battler.inputable?
@cp_thread.stop
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃ZƒbƒgƒAƒbƒv
#--------------------------------------------------------------------------
alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
# Œø‰Ê‰¹‚̍Đ
Audio.se_play($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
[/color]


Voila pour le script. Il n'y a qu'as la mettre au dessus du script "main" et de le nomer comme bon vous semble.

Un petit screen avec des indications :

(En blanc c'est "c'est un truc a la FF")

Auteur : fukuyama
du site : http://rpgcreative.net/rpgmaker/scripts-62-combat-ameliore.html
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Yojimbo
Seigneur tout puissant
Seigneur tout puissant

Hors ligne

Inscrit le: 04 Jan 2006
Messages: 805
Localisation: Grotte du priant volé.
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MessagePosté le: 15/03/2009 12:17:23
MessageSujet du message: [Script] Un système de combat beaucoup plus développé.
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Merci ! Mr. Green
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MessagePosté le: 09/12/2016 03:54:42
MessageSujet du message: [Script] Un système de combat beaucoup plus développé.

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