RM-Land : le forum
Vous souhaitez réagir à ce message ? Créez un compte en quelques clics ou connectez-vous pour continuer.



Bienvenue sur RM-Land : Le forum !
Après votre inscription, vous aurez accès à tout le forum : Partage de ressources, de scripts, résolution de vos problèmes, présentations de projets et montage de teams.
 
AccueilLe sitePortailDernières imagesRechercherS'enregistrerConnexion
-20%
Le deal à ne pas rater :
-20% Récupérateur à eau mural 300 litres (Anthracite)
79 € 99 €
Voir le deal

 

 Nouveau style de combat

Aller en bas 
Aller à la page : 1, 2  Suivant
AuteurMessage
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 0:19

Créez un nouveau script au dessus de Main et nommez le "New_battle"


Code:
#=====================
# ¦ New_Battle
#-----------------------------------
# Compiled By : Radius
#=====================
# ¥£¥ 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‹
#
#
#

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‚𕎦‚·‚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‚𕎦
@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ƒƒbƒh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

attendez pour la suite !
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 0:21

Code:
#--------------------------------------------------------------------------
# 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, "Courir"])
@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[ƒƒ‹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[ƒƒ‹ˆÊ’u‚Å•ªŠò
case @actor_command_window.index
when 4 # “¦‚°‚é
if $game_temp.battle_can_escape
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒNƒVƒ‡ƒ“‚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
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 0:21

Code:
# Ÿ—˜‚Ü‚½‚Í”s–k‚̏ꍇ : ƒƒƒbƒh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
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 0:31

testé,vous inquiétez pas ca marche !meme si le texte est un peu
long lol !
[/img]
Revenir en haut Aller en bas
Sam-rpg
Administrateur
Administrateur
Sam-rpg


Nombre de messages : 2492
Age : 30
Localisation : Bayonne
Date d'inscription : 01/05/2007

Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 10:52

On pourait avoir un petit screen du résultat ? Nouveau style de combat 630864
Revenir en haut Aller en bas
http://rmland.free.fr
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 11:12

Se script sert à mettre ton chara et des barre de vie et le zoom relooké et il marche voilà un screen:
Nouveau style de combat Usc3iz2
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 12:18

Oui, faut mettre des screens, theo

Merci silfer Nouveau style de combat 346378
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 12:22

De rien mais sait tu faire des capture d'écran?
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 12:46

Qui ?
Moi ?
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 12:47

ben ce serait logique ....
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 12:51

Bah oué mais j'ai pas compris pourquoi il me demandait ça étant donné que ce n'est pas moi qui ait mis le script.

Et pour répondre à sa question, bien sûr que je sais faire les captures d'écran, encore heureux^^
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 12:56

ben oui !avec fraps ou imprim écran !
et apres avec image.check,un truc comme ca !
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 12:59

Imageshack.us, theo
c'est pour héberger tes images sur le web
Revenir en haut Aller en bas
Sam-rpg
Administrateur
Administrateur
Sam-rpg


Nombre de messages : 2492
Age : 30
Localisation : Bayonne
Date d'inscription : 01/05/2007

Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 13:30

Il faut mieux utilise servming ! C'est 10 fois plus rapide !
Revenir en haut Aller en bas
http://rmland.free.fr
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 13:31

Lol non c'était pour TH30 car il ne met jamais de screen je croyais qu'ils ne savait pas comment faire^^ autant pour moi^^
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 14:09

Mais si !Nouveau style de combat 668531 je sias comment faire !
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 14:12

Dsl c'était une suppositions et si j'ai dit sa c'était pour aider^^
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 14:23

Silfer a écrit:
Lol non c'était pour TH30 car il ne met jamais de screen je croyais qu'ils ne savait pas comment faire^^ autant pour moi^^

c'est parce qu'il oubli toujours^^
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 14:28

Sa fait rien j'en ai mis 1 problème régler^^
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 14:31

Exscuse silfer je suis allé un peu trop loin !
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 14:33

Pourquoi tu dit ça, theo ?
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 14:40

Oui pourquoi ne crois pas que je t'enguelle, sait rien si tu n'as pas mis de screens sa fait rien du tout^^ toute façon celui qui insère le script ben il le vera par soit meme^^
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 14:46

bah moi je préfère quand même avoir un screen^^


EDIT : TH3O j'ai écrit un peu vite et j'ai mis script au lieu de screen et après j'ai édité mais silfer a vu le message avant que j'édite


Dernière édition par le Ven 24 Aoû - 15:00, édité 1 fois
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 14:46

Euh tu voulais pas dire avoir un screen?
Revenir en haut Aller en bas
Invité
Invité




Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitimeVen 24 Aoû - 14:57

ben si c'est ce quelle a dit !Et quand j'ai dit exscuse silfer c'est parsque c'est moi qui avit un peu geulé et t'avait dit que tu faisais ca pour aider,donc j'ai dit exscuse !Nouveau style de combat 196303
Et pour cette réponse tardive c'est que notre ordi,a maelane et moi,mais elle elle est sur le portable,buguait il me mettait tout hors connexion !Nouveau style de combat 301554
Revenir en haut Aller en bas
Contenu sponsorisé





Nouveau style de combat Empty
MessageSujet: Re: Nouveau style de combat   Nouveau style de combat Icon_minitime

Revenir en haut Aller en bas
 
Nouveau style de combat
Revenir en haut 
Page 1 sur 2Aller à la page : 1, 2  Suivant
 Sujets similaires
-
» [Demande] Combat vue de côter V 2.5
» Combat animé
» Liste de scripts
» combat golden sun
» Combat de coté

Permission de ce forum:Vous ne pouvez pas répondre aux sujets dans ce forum
RM-Land : le forum :: Quartier des makers :: Bibliothèque-
Sauter vers: