script des barre de vie et de mp (je le cherche !)

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script des barre de vie et de mp (je le cherche !)

Message par darkme » 23 Déc 2007, 01:29

je cherche un script qui permet de mettre les barre de vie et de mp des heros
comme ceci:
Pièces jointes
3.JPG
Image
sil vous plaît !!! cliquez sur ce lien
ça prend 5 seconde et ça me permet de faire plein de chose !!!
ah les miniville !
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darkme
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Message(s) : 106
Inscription : 16 Nov 2007, 19:48

Re: script des barre de vie et de mp (je le cherche !)

Message par Martial » 23 Déc 2007, 15:16

Le voici:

Code : Tout sélectionner

#==============================================================================
# ¦ 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?ۂɉñ•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

#------------------------------
# ?퓃V?[ƒ“‚Ì?Ä’è‹`
#------------------------------
class Scene_Battle

# Scene_Battle—pƒ‚ƒWƒ…?[ƒ‹‚ðƒCƒ“ƒNƒ‹?[ƒh
include Battle_End_Recovery::Scene_Battle_Module

# Œ³‚̃tƒF?[ƒY‚TŠJŽn‚É•Ê–¼‚ð‚‚¯‚é
alias battle_end_recovery_original_start_phase5 start_phase5

# ƒtƒF?[ƒY‚TŠJŽn‚ð?Ä’è‹`
def start_phase5

# ?í“Œã‚̉ñ•œ?ˆ—?‚ðŒÄ‚Ñ?o‚·
battle_end_recovery

# Œ³‚̃tƒF?[ƒY‚TŠJŽn‚ðŒÄ‚Ñ?o‚·
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‚Ì?‰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‚Ì?‰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‚Æ‚Å?«ƒXƒs?[ƒh‚ð•Ï?X‰Â”\?B‚½‚¾‚µ??”“_‚ÍŽg—p‚·‚邱‚Æ?B
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‚ƂɌĂÑ?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
#--------------------------------------------------------------------------
# ?œ ƒZƒbƒgƒAƒbƒv
#--------------------------------------------------------------------------
alias xrxs_bp1_setup setup
def setup(actor_id)
xrxs_bp1_setup(actor_id)
@hate = 100 # init-value is 100
@cp = 0
@now_guarding = false
@slip_state_update_ban = false
end
end
#==============================================================================
# ?¡ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ?œ ƒIƒuƒWƒFƒNƒg?‰Šú‰»
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize(troop_id, member_index)
xrxs_bp1_initialize(troop_id, member_index)
@hate = 100 # init-value is 100
@cp = 0
@now_guarding = false
@slip_state_update_ban = false
end
end
#==============================================================================
# ?¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ?œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï?”
#--------------------------------------------------------------------------
attr_accessor :update_cp_only # CPƒ??[ƒ^?[‚Ì‚Ý‚Ì?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‚Æ?AƒAƒNƒ^?[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 # ?키
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
@cp_thread.start
# ƒAƒNƒ^?[ƒRƒ}ƒ“ƒhƒtƒF?[ƒYŠJŽn
start_phase3
end
return
end
xrxs_bp1_update_phase2
end
#--------------------------------------------------------------------------
# ?œ ŽŸ‚̃AƒNƒ^?[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö
#--------------------------------------------------------------------------
def phase3_next_actor
# ƒ‹?[ƒv
begin
# ƒAƒNƒ^?[‚Ì–¾–ŃGƒtƒFƒNƒg OFF
if @active_battler != nil
@active_battler.blink = false
end
# ?ÅŒã‚̃AƒNƒ^?[‚Ì?ê?‡
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^?[‚Ì?ê?‡
if @actor_index == 0
# ?Å?‰‚Ö–ß‚é
start_phase3
return
end
# ƒAƒNƒ^?[‚̃Cƒ“ƒfƒbƒNƒX‚ð–ß‚·
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# ƒAƒNƒ^?[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢?ó‘Ô‚È‚ç‚à‚¤ˆê“x
end until @active_battler.inputable?
@cp_thread.stop
# ƒAƒNƒ^?[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ?œ ƒAƒNƒ^?[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃ZƒbƒgƒAƒbƒv
#--------------------------------------------------------------------------
alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
# Œø‰Ê‰¹‚Ì?Ä?
Audio.se_play($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‚Ì?ê?‡ : ƒ?ƒ\ƒbƒh?I—¹
return
end
# –¢?s“®ƒoƒgƒ‰?[”z—ñ‚Ì?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’Ê?í?UŒ‚‚·‚é] ‚© [–¡•û‚ð’Ê?í?UŒ‚‚·‚é] ‚Ì?ê?‡
if @active_battler.restriction == 2 or @active_battler.restriction == 3
# ƒAƒNƒVƒ‡ƒ“‚É?UŒ‚‚ð?Ý’è
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
# ?§–ñ‚ª [?s“®‚Å‚«‚È‚¢] ‚Ì?ê?‡
if @active_battler.restriction == 4
# ƒAƒNƒVƒ‡ƒ“‹?§‘Î?ۂ̃oƒgƒ‰?[‚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 ‚ɈÚ?s
@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‹¤’Ê?Á”ïCP
@active_battler.cp -= 0 if @phase4_act_continuation == 0
when 1
# ƒXƒLƒ‹Žg—pŽž‚Ì?Á”ïCP
@active_battler.cp -= 65535 if @phase4_act_continuation == 0
when 2
# ƒAƒCƒeƒ€Žg—pŽž‚Ì?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‚‚Ì?ê?‡
if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
@active_battler.cp -= 65535 # ?UŒ‚Žž‚ÌCP?Á”ï
end
# –hŒä‚Ì?ê?‡
if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
@active_battler.cp -= 32767 # –hŒäŽž‚ÌCP?Á”ï
end
# “G‚Ì“¦‚°‚é‚Ì?ê?‡
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‚¢‚Ì?ê?‡
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‚Ì?ê?‡
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^?[‚Ì‚Ý‚Ì?X?V
#--------------------------------------------------------------------------
# ?œ ƒIƒuƒWƒFƒNƒg?‰Šú‰»
#--------------------------------------------------------------------------
alias xrxs_bp7_initialize initialize
def initialize
xrxs_bp7_initialize
# ?«Full-View‚Ì?ê?‡‚͉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‚Ì?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‚Ì?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‚Ì?F‚É–ß‚µ‚Ä•`‰æ
self.contents.font.color = color
self.contents.draw_text(x, y, width, height, string, align)
end
end


Créer un nouveau script au-dessus de "Main" et colle le dedans ! 8D
L'important n'est pas de connaître mais de savoir trouver !
La gentillesse ou la franchise ? Que choisir ?
Vive les otakus !!
Retourner sur le site
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Martial
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Re: script des barre de vie et de mp (je le cherche !)

Message par darkme » 24 Déc 2007, 13:59

super !!!
merci
noël joyeux à tous !!^_ ^
Image
sil vous plaît !!! cliquez sur ce lien
ça prend 5 seconde et ça me permet de faire plein de chose !!!
ah les miniville !
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Re: script des barre de vie et de mp (je le cherche !)

Message par darkme » 25 Déc 2007, 13:44

heu Martial , le script que tu as mis , il me déplace les battler comme ceci:
est-ce que tu aurais une solution ?
Pièces jointes
bug combat.JPG
Image
sil vous plaît !!! cliquez sur ce lien
ça prend 5 seconde et ça me permet de faire plein de chose !!!
ah les miniville !
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darkme
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Re: script des barre de vie et de mp (je le cherche !)

Message par djidane zokawa » 25 Déc 2007, 15:30

juste que tu modifie la position des battlers dans le scripts avec les x et y et otu mais je suis pas super fort pour sa moi '^^
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Re: script des barre de vie et de mp (je le cherche !)

Message par darkme » 25 Déc 2007, 17:12

ben le blème dans tous ça c'est que je ne comprend pas très bien le language ruby (en plus, tous les script de bas sont en japonais )
en fait je sais juste bidouiller 2,3 trucsi j'ai l'explication mais c'est tout !
merci quand même !
happyyyyyyyyyyyyyyyyyy
noellllllllllllllllllllllllllllllllll
Image
sil vous plaît !!! cliquez sur ce lien
ça prend 5 seconde et ça me permet de faire plein de chose !!!
ah les miniville !
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darkme
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Re: script des barre de vie et de mp (je le cherche !)

Message par Martial » 26 Déc 2007, 20:11

Joyeux Noël à vous tous aussi !

Malheureusement, je ne suis pas chez moi, je ne peut donc pas t'aider. Je rentre dans 2 jours, d'ici là, peut être que quelqu'un t'auras apporté la réponse. :-?
L'important n'est pas de connaître mais de savoir trouver !
La gentillesse ou la franchise ? Que choisir ?
Vive les otakus !!
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Re: script des barre de vie et de mp (je le cherche !)

Message par darkme » 26 Déc 2007, 20:21

oai merci quand même !!!!
happpy noël !
Image
sil vous plaît !!! cliquez sur ce lien
ça prend 5 seconde et ça me permet de faire plein de chose !!!
ah les miniville !
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