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 Combat ATB

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Hugolino

Hugolino


Messages : 21
Date d'inscription : 09/11/2007
Age : 29

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Combat ATB Empty
MessageSujet: Combat ATB   Combat ATB Icon_minitimeLun 12 Nov - 22:59

Auteur : Fukuyama
Permet de mettre un script pour que le combat soit plus jolie.
Screen :Combat ATB Screen10
Faite un nouveau script au-dessus de Main et rentrez le script :
Code:
#==============================================================================
# New_Battle
#------------------------------------------------------------------------------
# Compiled By : MakirouAru
#==============================================================================
# XRXS_BP 3. HP ver.1.01
# by fukuyama, ݓy

# Battle_End_Recovery
#
# 퓌̉񕜏W[
#
# Request: stay
# Script: fukuyama
# Test: mRmq
#
# URL: http://www4.big.or.jp/~fukuyama/rgss/Battle_End_Recovery.txt
#

module Battle_End_Recovery

module Scene_Battle_Module

# 񕜗ϐID
@@recovery_rate_variable_id = nil

# 񕜗̎擾
def battle_end_recovery_rate
if @@recovery_rate_variable_id.nil?
@@recovery_rate_variable_id =
$data_system.variables.index '퓌̉񕜗'
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

# 퓌̉񕜏
def battle_end_recovery

# 񕜗
recovery_rate = battle_end_recovery_rate

# 񕜗ϐOȊOƒAN^[ĂꍇA퓌̉񕜏s
if recovery_rate != 0 and not actor.dead?

# p[eB̃AN^[Ƀ[v
$game_party.actors.each do |actor|

# 񕜗ʌvZ
recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate
recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate

# ۂɉ
actor.hp += recovery_hp
actor.sp += recovery_sp

# Aj[Vݒ
actor.damage = - recovery_hp
actor.damage_pop = true

end

# Xe[^XEBhEXV
@status_window.refresh

end
end

end # module Scene_Battle_Module
end # module Battle_End_Recovery

#------------------------------
# 퓃V[̍Ē`
#------------------------------
class Scene_Battle

# Scene_BattlepW[CN[h
include Battle_End_Recovery::Scene_Battle_Module

# ̃tF[YTJnɕʖ‚
alias battle_end_recovery_original_start_phase5 start_phase5

# tF[YTJnĒ`
def start_phase5

# 퓌̉񕜏Ăяo
battle_end_recovery

# ̃tF[YTJnĂяo
battle_end_recovery_original_start_phase5

end
end


#==============================================================================
# Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# Xbv_[W̌ʓKp
#--------------------------------------------------------------------------
alias xrxs_bp7_slip_damage_effect slip_damage_effect
def slip_damage_effect
# l̏
slip_damage_percent = 0
slip_damage_plus = 0
# ݕtĂXe[g̒Xbv_[WL̃mT
for i in @states
if $data_states[i].slip_damage
# ̃Xe[gĂXbv_[W
# LvvXXe[g܂Lv}CiXXe[g𔻒B
for j in $data_states[i].plus_state_set
if $data_states[j] != nil
if $data_states[j].name =~ /^Xbv([0-9]+)(%|)/
slip_damage_percent += $1.to_i
elsif $data_states[j].name =~ /^Xbv([0-9]+)$/
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 =~ /^Xbv([0-9]+)(%|)/
slip_damage_percent -= $1.to_i
elsif $data_states[j].name =~ /^Xbv([0-9]+)$/
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Xbvh䂪 ꍇ𔻒
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 =~ /^Xbv([0-9]+)(%|)/
if slip_damage_percent > 0
slip_damage_percent = [slip_damage_percent - $1.to_i, 0].max
end
end
if $data_states[j].name =~ /^Xbv([0-9]+)$/
if slip_damage_percent > 0
slip_damage_plus = [slip_damage_plus - $1.to_i, 0].max
end
end
end
end
end
# _[Wݒ
self.damage = self.maxhp * slip_damage_percent / 100 + slip_damage_plus
# U
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# HP _[WZ
self.hp -= self.damage
# \bhI
return true
end
end
end
# XRXS_BP 1. CP ver.15
# by ݓy, a, Jack-R

#==============================================================================
# Scene_Battle_CP
#==============================================================================
class Scene_Battle_CP
#--------------------------------------------------------------------------
# JCX^Xϐ
#--------------------------------------------------------------------------
attr_accessor :stop # CPZXgbv
#----------------------------------------------------------------------------
# IuWFNg̏
#----------------------------------------------------------------------------
def initialize
@battlers = []
@cancel = false
@agi_total = 0
# z @count_battlers
@count_battlers = []
# Gl~[z @count_battlers ɒlj
for enemy in $game_troop.enemies
@count_battlers.push(enemy)
end
# AN^[z @count_battlers ɒlj
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
#----------------------------------------------------------------------------
# CPJEg̊Jn
#----------------------------------------------------------------------------
def start
if @cp_thread != nil then
return
end
@cancel = false
@stop = false
# Xbh
@cp_thread = Thread.new do
while @cancel != true
if @stop != true
self.update # XV
sleep(0.05)
end
end
end
# ܂ŃXbh
end
#----------------------------------------------------------------------------
# CPJEgAbv
#----------------------------------------------------------------------------
def update
if @count_battlers != nil then
for battler in @count_battlers
# soȂΖ
if battler.dead? == true #or battler.movable? == false then
battler.cp = 0
next
end
# 1.3ς邱ƂŁXs[hύX”\B_͎gp邱ƁB
battler.cp = [[battler.cp + 1.3 * 4096 * battler.agi / @agi_total, 0].max, 65535].min
end
end
end
#----------------------------------------------------------------------------
# CPJEg̊Jn
#----------------------------------------------------------------------------
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 # ݖh䒆tO
attr_accessor :cp # CP
attr_accessor :slip_state_update_ban # XbvEXe[g̋֎~
#--------------------------------------------------------------------------
# R}h͉”\
#--------------------------------------------------------------------------
def inputable?
return (not @hidden and restriction <= 1 and @cp >=65535)
end
#--------------------------------------------------------------------------
# Xe[g [Xbv_[W]
#--------------------------------------------------------------------------
alias xrxs_bp1_slip_damage? slip_damage?
def slip_damage?
return false if @slip_state_update_ban
return xrxs_bp1_slip_damage?
end
#--------------------------------------------------------------------------
# Xe[gR (^[ƂɌĂяo)
#--------------------------------------------------------------------------
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
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