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FrozenGraveyard

FrozenGraveyard
Membro Honorário I
Membro Honorário I
Chrono Trigger e FF Battle Commands
por PARA ou パラ犬 (script by パラ犬)


Introdução

Este Script tentar imitar a janela de comandos e a batalha ativa do jogo de Snes Chrono Trigger (ou do Final Fantasy ), só que de uma forma mais bonita e que combine com o Rpg maker, eu gostei muito dele, e eu espero que vocês gostem também.

Características


  • Batalha Ativa
  • Velocidade de batalha configuravél
  • Exibe mais personagens
  • Barras de HP e MP

Existem muito mais características, o problema é que eu ainda não conseguia "acha-las", mas é claro que eu vou terminar de traduzir.

Screenshots

[Tens de ter uma conta e sessão iniciada para poderes visualizar esta imagem]


NOTA: FOI USADO UM SCRIPT DE BATALHA LATERAL, PORQUÊ JUNTO COM A BATALHA PADRÃO ACONTECE UM PEQUENO BUG


Vocês poderão achar um sistema de batalha lateral compatível clicando [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
Como Usar
Primeiro Insira o script acima do main.

Você pode configurar o script no módulo PARA_CTB
leia todo o módulo traduzido para você entender a funcionalidade do script.


Demonstração

Não é necessário.

Script
Código:
#==============================================================================
#  Chrono Trigger Battle Commands v2.5
#------------------------------------------------------------------------------
#  Script by パラ犬
#  Script escrito por パラ犬
#------------------------------------------------------------------------------- 
#  Tradução em andamento por NicholasRg
#------------------------------------------------------------------------------
#  OBS: È Necessario mudar a batalha padrão, pois as janelas
#  ficam extremamente estranhas. eu adicionei um Sistema de
#  batalha lateral, criado pelo mesmo autor deste script.
#------------------------------------------------------------------------------
#  Boa sorte com seus jogos, e até mais!
#==============================================================================

module PARA_CTB
#=============================================================================== 
#-------------------------------------------------------------------------------
# Esperar quando for a vez de um aliado atacar?
# true:Sim / false: Não
COMMAND_WAIT = false
# Esperar quando for selecionar um inimigo?
# true:Sim / false:Não
SELECT_WAIT = true
# Esperar quando for exibida uma animação?
# true:Sim / false: Não
ANIMATION_WAIT = true
#===============================================================================
# Dica: Se você quiser fazer uma batalha 100% Ativa, deixe as
# Três opções como "false".
# agora se quiser fazer uma batalha em modo de espera deixe as
# opções em "true". contudo, a opção é sua.
#===============================================================================
#-------------------------------------------------------------------------------
#===============================================================================
# Velocidade de batalha
BATTLE_SPEED = 3
# Obs: Não deixe acima de dez, pois a batalha ficará *Muito*
# rápida.
#===============================================================================
#-------------------------------------------------------------------------------
# Número maximo de aliados na batalha
PARTY_SIZE = 4
# Obs: Se você colocar "3", e tiver 4 aliados na batalha não
# ocorrerá erros, porém, não será exibido os atributos do 4º aliado.
#
# Por isto sugiro que usem um sistema de batalha que defina
# quantos aliados irão lutar.
#===============================================================================
# O decréscimo percentual no final da acção CT
#-------------------------------------------------------------------------------
ACT_ATTACK_CT = 100 # Ataque normal
ACT_GUARD_CT = 100  # Defesa
ACT_ESCAPE_CT = 100 # Falhar ao Fugir
ACT_SKILL_CT = 100  # Habilidade
ACT_ITEM_CT = 100  # Item
#-------------------------------------------------------------------------------
#===============================================================================
# Mensagem que é exibida quando o grupo não consegue
# fugir da batalha
UNESCAPE_MES = "Não Conseguiu"
#-------------------------------------------------------------------------------
# Efeito sonoro que toca quando a barra de TC enche.
# Audio/SE : 
FULL_CT_SE = "015-Jump01"
# Volume da SE (0/100)
FULL_CT_SE_VOL = 80
# Cor dos aliados quando a barra de TC enche.
FULL_CT_COLOR = Tone.new(32,0,0)
#-------------------------------------------------------------------------------
#===============================================================================
#-------------------------------------------------------------------------------
# Cor do HP (degradê esquerdo)
HP_COLOR_LEFT = Color.new(128, 0, 0, 255)
# Cor do HP (degradê direito)
HP_COLOR_RIGHT= Color.new(255, 0, 0, 255)
# Cor do MP (degradê esquerdo)
SP_COLOR_LEFT = Color.new(0, 0, 128, 255)
# Cor do MP (degradê direito)
SP_COLOR_RIGHT= Color.new(0, 0, 255, 255)
# Cor da Barra de TC (degradê esquerdo)
COLOR_LEFT = Color.new(128, 128, 64, 255)
# Cor da barra de TC (degradê direito)
COLOR_RIGHT= Color.new(255, 255, 128, 255)
# Cor da barra de TC ela estiver cheia
COLOR_FULL = Color.new(255, 225, 128, 255)
#===============================================================================
#-------------------------------------------------------------------------------
#===============================================================================
# Fim da tradução.
# Não configure aqui , a não ser que você saiba oque está fazendo.
#===============================================================================
# www.rpgmakerbrasil.com/forum
# este script está traduzido, então se quer posta-lo em outro lugar,
# terá de buscar e versão original.
#===============================================================================
# ゲージ枠の色
FRAME_COLOR = Color.new(192, 192, 192, 255)
# ゲージ枠の太さ
FRAME_BORDER = 1
# ゲージの背景色
BACK_COLOR = Color.new(128, 128, 128, 128)

# 名前のフォントサイズ
NAME_FONT_SIZE = 20
NAME_FONT_NAME = "Forte"
# HP/SPのフォントサイズ
HPSP_FONT_SIZE = 20
HPSP_FONT_NAME = "Forte"
# エネミー名のフォントサイズ
ENEMY_FONT_SIZE = 20
ENEMY_FONT_NAME = "Forte"
# 最大HP/SPを描画するか( true / false )
MAX_DRAW = false

# エネミー名をグループ化( true / false )
# (trueにすると「ゴースト 2」のようにまとめて表示します)
ENEMY_GROUPING = false

# エネミー名の下にゲージを表示( 0:なし / 1:HP / 2:CT )
# (エネミー名をグループ化している場合は無効)
ENEMY_DRAWING_MATER = 0

# アクターのヘルプウインドウにHP/SPゲージを表示( true / false )
HELP_DRAWING_MATER_ACTOR = false
# エネミーのヘルプウインドウにHP/SPゲージを表示( true / false )
HELP_DRAWING_MATER_ENEMY = false

# コマンドウインドウの位置を強制指定( true / false )
#(他の方のサイドビュースクリプトを併用していて
# コマンドウインドウの位置がどうしても不自然になるならtrueに)
# ※trueにしても適用されない場合、このスクリプトを
#  サイドビューよりも下に置いてみてください
WINDOWPOS_CHANGE = false
WINDOWPOS_X = 100 # X座標
WINDOWPOS_Y = 320 # Y座標

# コマンドウインドウの不透明度
WINDOW_OPACITY = 160

# CTのカウント間隔。少ないほどゲージ描画がなめらかに。(最小値は0)
# 処理が重い場合は、この数値を上げてください。
CT_SKIP = 2

end
#==============================================================================
# ↑ Configure Aqui em cima ↑
#==============================================================================
#==============================================================================
# Classe : Scene_Battle
#==============================================================================

class Scene_Battle
def update_ct
#------------------------------------------------------------------------------
if @countup
for actor in $game_party.actors
#------------------------------------------------------------------------------
if actor.movable? == false and actor.ct_visible and @phase4_step != 5
#------------------------------------------------------------------------------
actor.ct_visible = false
actor.countup = true
actor.full_ct = false
elsif actor.movable? and actor.ct_visible == false
#------------------------------------------------------------------------------
clear_ct(actor)
actor.ct_visible = true
end
#------------------------------------------------------------------------------
if actor.max_ct == 0
actor.max_ct = @max_ct
end
#------------------------------------------------------------------------------
if actor.countup
#------------------------------------------------------------------------------
if actor.now_ct >= @max_ct and !(@pre_action_battlers.include?(actor))
#------------------------------------------------------------------------------
@pre_action_battlers.push(actor)
@action_count += 1
#------------------------------------------------------------------------------
if PARA_CTB::FULL_CT_SE != "" and actor.ct_visible
Audio.se_play("Audio/SE/" + PARA_CTB::FULL_CT_SE,PARA_CTB::FULL_CT_SE_VOL)
end
#------------------------------------------------------------------------------
actor.countup = false
actor.full_ct = true
else
#------------------------------------------------------------------------------
actor.make_action_speed
ct_skip = PARA_CTB::CT_SKIP != 0 ? PARA_CTB::CT_SKIP : 1
actor.now_ct += actor.current_action.speed * PARA_CTB::BATTLE_SPEED * ct_skip
end
end
end
for enemy in $game_troop.enemies
#------------------------------------------------------------------------------
if enemy.movable? == false and enemy.ct_visible and @phase4_step == 5
#------------------------------------------------------------------------------
enemy.ct_visible = false
enemy.countup = true
enemy.full_ct = false
elsif enemy.movable? and enemy.ct_visible == false
#------------------------------------------------------------------------------
clear_ct(enemy)
enemy.ct_visible = true
end
#------------------------------------------------------------------------------
if enemy.countup
#------------------------------------------------------------------------------
if enemy.now_ct >= @max_ct and ! @pre_action_battlers.include?(enemy)
@pre_action_battlers.push(enemy)
@action_count += 1 
enemy.countup = false
enemy.full_ct = true
else
enemy.make_action_speed
enemy.now_ct += enemy.current_action.speed * PARA_CTB::BATTLE_SPEED
end
end
end
@status_window.refresh_ct
@status_window2.refresh_ct
end
end
#--------------------------------------------------------------------------
# ○ バトラーのCTを0に
#--------------------------------------------------------------------------
def clear_ct(battler)
battler.countup = true
battler.now_ct = 0
battler.full_ct = false
end
#--------------------------------------------------------------------------
# ○ バトラーのCTを任意のパーセンテージに
#--------------------------------------------------------------------------
def declease_ct(battler,percent)
battler.countup = true
battler.now_ct = battler.now_ct * percent / 100
battler.full_ct = false
end
#--------------------------------------------------------------------------
# ○ CTの初期化
#--------------------------------------------------------------------------
def initialize_ct
# CTの基準値を決定
max_ct
for battler in $game_party.actors + $game_troop.enemies
if battler.movable?
n = $game_party.actors.size + $game_troop.enemies.size
# 戦闘開始時にある程度のCTを溜めておく
battler.now_ct = battler.agi * 60 * n
battler.ct_visible = true
else
clear_ct(battler)
battler.ct_visible = false
end
battler.countup = true
battler.full_ct = false
battler.max_ct = @max_ct
end
end
#--------------------------------------------------------------------------
# ○ バトラー全員の素早さからCTの基準値を決定
#--------------------------------------------------------------------------
def max_ct
for battler in $game_party.actors + $game_troop.enemies
@max_ct += battler.agi
end
@max_ct *= 100
end
#--------------------------------------------------------------------------
# ○ バトラーの行動順を変更
#--------------------------------------------------------------------------
def shift_activer(shift)
# 一つシフトする時で後ろのアクターが2人以上
if @pre_action_battlers != nil
if shift == 1 and @pre_action_battlers.size >= @actor_array_index + 3
# 現在のアクターを取得
act = @pre_action_battlers[@actor_array_index]
# 現在のアクターを二つ後ろに挿入
@pre_action_battlers.insert(@actor_array_index+2, act)
# 現在位置を消去
@pre_action_battlers.delete_at(@actor_array_index)
@actor_array_index -= 1
phase3_next_actor
else
act = @pre_action_battlers[@actor_array_index]
# 現在のアクターを一番後ろに追加
@pre_action_battlers.push(act)
# 現在位置を消去
@pre_action_battlers.delete_at(@actor_array_index)
@actor_array_index -= 1
phase3_next_actor
end
end
end
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
alias main_ctb main
def main
# エネミー名ウインドウを作成
@status_window2 = Window_BattleStatus_enemy.new
@action_battlers = []
@pre_action_battlers = []
@max_ct = 0
@countup = false
@ct_wait = 0
@action_count = 0
main_ctb
# エネミー名ウインドウを破棄
@status_window2.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias ctb_update update
def update
# バトルイベント実行中の場合
if $game_system.battle_interpreter.running?
# インタプリタを更新
$game_system.battle_interpreter.update
# アクションを強制されているバトラーが存在しない場合
if $game_temp.forcing_battler == nil
# バトルイベントの実行が終わった場合
unless $game_system.battle_interpreter.running?
# 戦闘継続の場合、バトルイベントのセットアップを再実行
unless judge
setup_battle_event
end
end
# アフターバトルフェーズでなければ
if @phase != 5
# ステータスウィンドウをリフレッシュ
@status_window.refresh
# エネミー名リストを更新
@status_window2.refresh
end
end
else
if PARA_CTB::CT_SKIP == 0
update_ct
else
if @ct_wait > 0
@ct_wait -= 1
else
update_ct
@ct_wait = PARA_CTB::CT_SKIP
end
end
end
ctb_update
end
#--------------------------------------------------------------------------
# ● プレバトルフェーズ開始
#--------------------------------------------------------------------------
alias ctb_start_phase1 start_phase1
def start_phase1
# CTを初期化
initialize_ct
# カウントアップ開始
@countup = true

ctb_start_phase1
end
#--------------------------------------------------------------------------
# ● フレーム更新 (プレバトルフェーズ)
#--------------------------------------------------------------------------
def update_phase1
# エネミー名リストを更新
@status_window2.refresh
# 勝敗判定
if judge
# 勝利または敗北の場合 : メソッド終了
return
end
# パーティーコマンドフェーズを飛ばしてアクターコマンドフェーズ開始
start_phase3
end
#--------------------------------------------------------------------------
# ● パーティコマンドフェーズ開始
#--------------------------------------------------------------------------
def start_phase2
# フェーズ 2 に移行
@phase = 2
# アクターを非選択状態に設定
@actor_index = -1
@active_battler = nil
# パーティコマンドウィンドウを有効化
@party_command_window.active = true
@party_command_window.visible = true
# アクターコマンドウィンドウを無効化
@actor_command_window.active = false
@actor_command_window.visible = false
# メインフェーズフラグをクリア
$game_temp.battle_main_phase = false
# コマンド入力不可能な場合
unless $game_party.inputable?
# メインフェーズ開始
start_phase4
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (パーティコマンドフェーズ : 逃げる)
#--------------------------------------------------------------------------
def update_phase2_escape
# エネミーの素早さ合計を計算
enemies_agi = 0
for enemy in $game_troop.enemies
if enemy.exist?
enemies_agi += enemy.agi
end
end
# 行動可能アクターの素早さ合計を計算
actors_agi = 0
for actor in @pre_action_battlers
if actor.is_a?(Game_Actor) and actor.exist?
actors_agi += actor.agi
end
end
# 逃走成功判定
success = rand(100) < 50 * actors_agi / enemies_agi
# 逃走成功の場合
if success
# 逃走 SE を演奏
$game_system.se_play($data_system.escape_se)
# バトル開始前の BGM に戻す
$game_system.bgm_play($game_temp.map_bgm)
# CTをクリア
for battler in $game_party.actors
clear_ct(battler)
end
# バトル終了
battle_end(1)
# 逃走失敗の場合
else
# ヘルプウィンドウに "逃走失敗" をセット
@help_window.set_text(PARA_CTB::UNESCAPE_MES, 1)
# アクターのアクションとCTをクリア
pre_action_battlers = @pre_action_battlers.clone
for act in pre_action_battlers
if act.is_a?(Game_Actor)
declease_ct(act, 100-PARA_CTB::ACT_ESCAPE_CT)
act.current_action.clear
@pre_action_battlers.delete(act)
end
end
@party_command_window.visible = false
# ヘルプウィンドウを表示
@help_window.visible = true
@wait_count = 20
# メインフェーズ開始
start_phase4
end
end
#--------------------------------------------------------------------------
# ● アクターコマンドフェーズ開始
#--------------------------------------------------------------------------
def start_phase3
# フェーズ 3 に移行
@phase = 3
# アクターを非選択状態に設定
@actor_index = -1
@active_battler = nil
@actor_array_index = -1
# 次のアクターのコマンド入力へ
if @pre_action_battlers != []
phase3_next_actor
else
start_phase4
end
end
#--------------------------------------------------------------------------
# ● 次のアクターのコマンド入力へ
#--------------------------------------------------------------------------
def phase3_next_actor
# ループ
begin
# アクターの明滅エフェクト OFF
if @active_battler != nil
@active_battler.blink = false
end
# 最後のアクターの場合
if @actor_array_index + 1 == @pre_action_battlers.size
# メインフェーズ開始
start_phase4
return
#次がエネミーの場合
elsif $game_troop.enemies.include?(@pre_action_battlers[@actor_array_index + 1])
# メインフェーズ開始
start_phase4
return
end
# アクターのインデックスを進める
@actor_array_index += 1
@actor_index = @pre_action_battlers[@actor_array_index].index
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
@active_battler.current_action.clear
# アクターがコマンド入力を受け付けない状態ならもう一度
end until @active_battler.inputable?
# アクターコマンドウィンドウをセットアップ
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ● 前のアクターのコマンド入力へ
#--------------------------------------------------------------------------
def phase3_prior_actor
# ループ
begin
# アクターの明滅エフェクト OFF
if @active_battler != nil
@active_battler.blink = false
end
# 最初のアクターの場合
if @actor_array_index <= 0
# アクターコマンドフェーズ開始
start_phase2
return
end
# アクターのインデックスを戻す
@actor_array_index -= 1
@actor_index = @pre_action_battlers[@actor_array_index].index
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
@active_battler.current_action.clear
# アクターがコマンド入力を受け付けない状態ならもう一度
end until @active_battler.inputable?
# アクターコマンドウィンドウをセットアップ
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ● アクターコマンドウィンドウのセットアップ
#--------------------------------------------------------------------------
alias phase3_setup_command_window_ctb phase3_setup_command_window
def phase3_setup_command_window
@actor_command_window.back_opacity = PARA_CTB::WINDOW_OPACITY
phase3_setup_command_window_ctb
if PARA_CTB::WINDOWPOS_CHANGE
# アクターコマンドウィンドウの位置を設定
@actor_command_window.x = PARA_CTB::WINDOWPOS_X
@actor_command_window.y = PARA_CTB::WINDOWPOS_Y
# ステータスウインドウに隠れないように
@actor_command_window.z = 9999
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (アクターコマンドフェーズ)
#--------------------------------------------------------------------------
def update_phase3
# エネミーアローが有効の場合
if @enemy_arrow != nil
@countup = PARA_CTB::SELECT_WAIT ? false : true
update_phase3_enemy_select
# アクターアローが有効の場合
elsif @actor_arrow != nil
@countup = PARA_CTB::SELECT_WAIT ? false : true
update_phase3_actor_select
# スキルウィンドウが有効の場合
elsif @skill_window != nil
@countup = PARA_CTB::SELECT_WAIT ? false : true
update_phase3_skill_select
# アイテムウィンドウが有効の場合
elsif @item_window != nil
@countup = PARA_CTB::SELECT_WAIT ? false : true
update_phase3_item_select
# アクターコマンドウィンドウが有効の場合
elsif @actor_command_window.active
@countup = PARA_CTB::COMMAND_WAIT ? false : true
update_phase3_basic_command
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (アクターコマンドフェーズ : 基本コマンド)
#--------------------------------------------------------------------------
alias ctb_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
ctb_update_phase3_basic_command
# LRボタンで行動順を変更
if Input.trigger?(Input::R)
shift_activer(1)
end
if Input.trigger?(Input::L)
shift_activer(-1)
end
end
#--------------------------------------------------------------------------
# ● メインフェーズ開始
#--------------------------------------------------------------------------
def start_phase4
# フェーズ 4 に移行
@phase = 4
battler_count = $game_party.actors.size + $game_troop.enemies.size
if @action_count >= battler_count or $game_temp.battle_turn == 0
# バトルイベントの全ページを検索
for index in 0...$data_troops[@troop_id].pages.size
# イベントページを取得
page = $data_troops[@troop_id].pages[index]
# このページのスパンが [ターン] の場合
if page.span == 1
# 実行済みフラグをクリア
$game_temp.battle_event_flags[index] = false
end
end
# ターン数カウント
$game_temp.battle_turn += 1
@action_count = 0
end
# アクターを非選択状態に設定
@actor_index = -1
@active_battler = nil
# パーティコマンドウィンドウを有効化
@party_command_window.active = false
@party_command_window.visible = false
# アクターコマンドウィンドウを無効化
@actor_command_window.active = false
@actor_command_window.visible = false
# メインフェーズフラグをセット
$game_temp.battle_main_phase = true
# エネミーアクション作成
for enemy in $game_troop.enemies
enemy.make_action
end
# 行動順序作成
make_action_orders
# ステップ 1 に移行
@phase4_step = 1
end
#--------------------------------------------------------------------------
# ● 行動順序作成
#--------------------------------------------------------------------------
def make_action_orders
# 配列 @action_battlers を初期化
@action_battlers = []
if @pre_action_battlers != []
for i in 0..@actor_array_index
# アクターを配列 @action_battlers に追加
@action_battlers.push(@pre_action_battlers[0])
@pre_action_battlers.shift
end
if @pre_action_battlers.size != 0
loop do
if $game_troop.enemies.include?(@pre_action_battlers[0])
# エネミーを配列 @action_battlers に追加
@action_battlers.push(@pre_action_battlers[0])
@pre_action_battlers.shift
else
break
end
end
end
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 1 : アクション準備)
#--------------------------------------------------------------------------
alias ctb_update_phase4_step1 update_phase4_step1
def update_phase4_step1
@countup = true
# ヘルプウィンドウを隠す
@help_window.visible = false
# 勝敗判定
if judge
# 勝利または敗北の場合 : メソッド終了
return
end
# 未行動バトラーが存在しない場合 (全員行動した)
if @action_battlers.size == 0
# アクターコマンドフェーズ開始
start_phase3
return
end
ctb_update_phase4_step1
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 2 : アクション開始)
#--------------------------------------------------------------------------
alias ctb_update_phase4_step2 update_phase4_step2
def update_phase4_step2
# 強制アクションでなければ
unless @active_battler.current_action.forcing
# 制約が [行動できない] の場合
if @active_battler.restriction == 4
# CTをクリア
clear_ct(@active_battler)
# アクション強制対象のバトラーをクリア
$game_temp.forcing_battler = nil
# ステップ 1 に移行
@phase4_step = 1
return
end
end
# アニメーション再生中にCTをカウントするか
@countup = PARA_CTB::ANIMATION_WAIT ? false : true
ctb_update_phase4_step2
end
#--------------------------------------------------------------------------
# ● 基本アクション 結果作成
#--------------------------------------------------------------------------
alias make_basic_action_result_ctb make_basic_action_result
def make_basic_action_result
# 何もしないの場合
if @active_battler.current_action.basic == 3
# CTをクリア
clear_ct(@active_battler)
# アクション強制対象のバトラーをクリア
$game_temp.forcing_battler = nil
# ステップ 1 に移行
@phase4_step = 1
return
end
make_basic_action_result_ctb
end
#--------------------------------------------------------------------------
# ● スキルアクション 結果作成
#--------------------------------------------------------------------------
def make_skill_action_result
# スキルを取得
@skill = $data_skills[@active_battler.current_action.skill_id]
# 強制アクションでなければ
unless @active_battler.current_action.forcing
# SP 切れなどで使用できなくなった場合
unless @active_battler.skill_can_use?(@skill.id)
# アクション強制対象のバトラーをクリア
$game_temp.forcing_battler = nil
# CTをクリア
declease_ct(@active_battler,100-PARA_CTB::ACT_SKILL_CT)
# ステップ 1 に移行
@phase4_step = 1
return
end
end
# SP 消費
@active_battler.sp -= @skill.sp_cost
# ステータスウィンドウをリフレッシュ
@status_window.refresh
# ヘルプウィンドウにスキル名を表示
@help_window.set_text(@skill.name, 1)
# アニメーション ID を設定
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
# コモンイベント ID を設定
@common_event_id = @skill.common_event_id
# 対象側バトラーを設定
set_target_battlers(@skill.scope)
# スキルの効果を適用
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
end
#--------------------------------------------------------------------------
# ● アイテムアクション 結果作成
#--------------------------------------------------------------------------
alias ctb_make_item_action_result make_item_action_result
def make_item_action_result
# アイテムを取得
@item = $data_items[@active_battler.current_action.item_id]
# アイテム切れなどで使用できなくなった場合
unless $game_party.item_can_use?(@item.id)
# CTをクリア
declease_ct(@active_battler,100-PARA_CTB::ACT_ITEM_CT)
# ステップ 1 に移行
@phase4_step = 1
return
end
ctb_make_item_action_result
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 5 : ダメージ表示)
#--------------------------------------------------------------------------
alias update_phase4_step5_ctb update_phase4_step5
def update_phase4_step5
# ダメージを記録
for target in @target_battlers
if target.damage != nil
target.damage_backup = target.damage
end
end
update_phase4_step5_ctb
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
#--------------------------------------------------------------------------
alias update_phase4_step6_ctb update_phase4_step6
def update_phase4_step6
@active_battler.countup = true
if @active_battler.current_action.basic == 1
# 防御
declease_ct(@active_battler,100-PARA_CTB::ACT_GUARD_CT)
else
case @active_battler.current_action.kind
# 攻撃
when 0
declease_ct(@active_battler,100-PARA_CTB::ACT_ATTACK_CT)
# スキル
when 1
declease_ct(@active_battler,100-PARA_CTB::ACT_SKILL_CT)
# アイテム
when 2
declease_ct(@active_battler,100-PARA_CTB::ACT_ITEM_CT)
else
clear_ct(@active_battler)
end
end
# ターゲットが行動不能になったらCTを0に
for target in @target_battlers
if target.movable? == false and target.damage_backup != "Miss"
clear_ct(target)
@status_window.refresh_ct
end
end
# エネミー名リストを更新
@status_window2.refresh
update_phase4_step6_ctb
end
#--------------------------------------------------------------------------
# ● アフターバトルフェーズ開始
#--------------------------------------------------------------------------
alias ctb_start_phase5 start_phase5
def start_phase5
@countup = false
ctb_start_phase5
end
end

#==============================================================================
# ■ Window_BattleStatus
#==============================================================================

class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(160, 320, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
@level_up_flags = [false, false, false, false]
@before_hp = []
@before_sp = []
@before_states = []
@now_hp = []
@now_sp = []
@now_states = []
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
line_height = 120 / PARA_CTB::PARTY_SIZE
actor_y = i * line_height + 4
# 現在のステータスを配列に
@now_hp[i] = actor.hp
@now_sp[i] = actor.sp
@now_states[i] = actor.states
# レベルアップ
if @level_up_flags[i]
self.contents.fill_rect(344, actor_y+14, 100, 8, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
self.contents.draw_text(344, actor_y, 120, 32, "LEVEL UP!")
end
end
# バトルステータスの軽量化処理
# ステータスの配列が変化したときのみ描画処理
if @before_hp == nil or @before_sp == nil or @before_states == nil or
@before_hp != @now_hp or @before_sp != @now_sp or @before_states != @now_states
self.contents.clear
for i2 in 0...$game_party.actors.size
actor = $game_party.actors[i2]
line_height = 120 / PARA_CTB::PARTY_SIZE
actor_y = i2 * line_height + 4
self.contents.font.size = PARA_CTB::NAME_FONT_SIZE
self.contents.font.name = PARA_CTB::NAME_FONT_NAME
# 名前を描画
draw_actor_name(actor, 4, actor_y+16-PARA_CTB::NAME_FONT_SIZE)
# HPを描画
hp_color1 = PARA_CTB::HP_COLOR_LEFT
hp_color2 = PARA_CTB::HP_COLOR_RIGHT
draw_meter(actor.hp, actor.maxhp, 125, actor_y+14, 80, 8, hp_color1, hp_color2)
draw_actor_hp(actor, 102, actor_y+16-PARA_CTB::HPSP_FONT_SIZE, 100)
# SPを描画
sp_color1 = PARA_CTB::SP_COLOR_LEFT
sp_color2 = PARA_CTB::SP_COLOR_RIGHT
draw_meter(actor.sp, actor.maxsp, 245, actor_y+14, 80, 8, sp_color1, sp_color2)
draw_actor_sp(actor, 222, actor_y+16-PARA_CTB::HPSP_FONT_SIZE, 100)
# 変化後のステータスを配列に
@before_hp[i2] = actor.hp
@before_sp[i2] = actor.sp
@before_states[i2] = actor.states
# レベルアップ
if @level_up_flags[i2]
self.contents.fill_rect(344, actor_y, 100, 8, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
self.contents.draw_text(344, actor_y, 120, 32, "LEVEL UP!")
end
end
end
refresh_ct
end
#--------------------------------------------------------------------------
# ● CTゲージのリフレッシュ
#--------------------------------------------------------------------------
def refresh_ct
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
line_height = 120 / PARA_CTB::PARTY_SIZE
actor_y = i * line_height + 4
# CTが満タンになったときのゲージの色
ct_color_full = PARA_CTB::COLOR_FULL
# CTゲージの色(左端)
ct_color_start = actor.full_ct ? ct_color_full : PARA_CTB::COLOR_LEFT
# CTゲージの色(右端)
ct_color_end = actor.full_ct ? ct_color_full : PARA_CTB::COLOR_RIGHT
if @level_up_flags[i] != true and actor.ct_visible
draw_meter(actor.now_ct, actor.max_ct, 344, actor_y+14, 100, 8, ct_color_start, ct_color_end)
elsif @level_up_flags[i] != true
draw_meter(0, actor.max_ct, 344, actor_y+14, 100, 8, ct_color_start, ct_color_end)
end
end
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
end
#--------------------------------------------------------------------------
# ● HP の描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 描画先の幅
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 144)
# 文字列 "HP" を描画
self.contents.font.color = system_color
self.contents.font.size = 16
self.contents.draw_text(x, y+2, 32, 32, $data_system.words.hp)
self.contents.font.color = normal_color
self.contents.font.size = PARA_CTB::HPSP_FONT_SIZE
if PARA_CTB::MAX_DRAW
# MaxHP を描画
self.contents.draw_text(x, y, width, 32, actor.maxhp.to_s, 2)
text_size = self.contents.text_size(actor.maxhp.to_s)
text_x = x + width - text_size.width - 12
self.contents.draw_text(text_x, y, 12, 32, "/", 1)
# HP を描画
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
text_x = text_x - text_size.width
self.contents.draw_text(text_x, y, text_size.width, 32, actor.hp.to_s, 2)
else
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(x, y, width, 32, actor.hp.to_s, 2)
end
end
#--------------------------------------------------------------------------
# ● SP の描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 描画先の幅
#--------------------------------------------------------------------------
def draw_actor_sp(actor, x, y, width = 144)
# 文字列 "SP" を描画
self.contents.font.color = system_color
self.contents.font.size = 16
self.contents.draw_text(x, y+2, 32, 32, $data_system.words.sp)
self.contents.font.color = normal_color
self.contents.font.size = PARA_CTB::HPSP_FONT_SIZE
if PARA_CTB::MAX_DRAW
# MaxSP を描画
self.contents.draw_text(x, y, width, 32, actor.maxsp.to_s, 2)
text_size = self.contents.text_size(actor.maxsp.to_s)
text_x = x + width - text_size.width - 12
self.contents.draw_text(text_x, y, 12, 32, "/", 1)
# SP を描画
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
text_x = text_x - text_size.width
self.contents.draw_text(text_x, y, text_size.width, 32, actor.sp.to_s, 2)
else
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(x, y, width, 32, actor.sp.to_s, 2)
end
end
end

#==============================================================================
# □ 敵の名前を表示するウインドウ
#==============================================================================

class Window_BattleStatus_enemy < Window_Base
#--------------------------------------------------------------------------
# ○ オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 320, 160, 160)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ○ リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = PARA_CTB::ENEMY_FONT_SIZE
self.contents.font.name = PARA_CTB::ENEMY_FONT_NAME
@exist_enemies = []
if $game_troop.enemies != nil
if PARA_CTB::ENEMY_GROUPING
ememy_list = []
ememy_list_index = []
# エネミーをグループ化
for i in 0...$game_troop.enemies.size
enemy = $game_troop.enemies[i]
if enemy.exist?
if ememy_list.include?(enemy.name)
ememy_list_index[ememy_list.index(enemy.name)] += 1
else
# エネミー名を記録
ememy_list.push(enemy.name)
ememy_list_index[ememy_list.index(enemy.name)] = 1
end
end
end
# エネミーの名前と数を描画
enemy_index = 0
for enemy_name in ememy_list
enemy_y = enemy_index * (PARA_CTB::ENEMY_FONT_SIZE+6) + 4
if ememy_list_index[enemy_index] > 1
enemy_name = enemy_name + " " + ememy_list_index[enemy_index].to_s
end
self.contents.draw_text(4, enemy_y, 160, 20, enemy_name)
enemy_index += 1
end
else
# エネミーの名前を描画
enemy_index = 0
for i in 0...$game_troop.enemies.size
enemy = $game_troop.enemies[i]
if enemy.exist?
@exist_enemies.push(enemy)
line_height = PARA_CTB::ENEMY_FONT_SIZE + 6
if PARA_CTB::ENEMY_DRAWING_MATER != 0
line_height += 10
end
enemy_y = enemy_index * line_height + 4
self.contents.draw_text(4, enemy_y, 160, 20, enemy.name)
enemy_index += 1
if PARA_CTB::ENEMY_DRAWING_MATER == 1
hp_color1 = PARA_CTB::HP_COLOR_LEFT
hp_color2 = PARA_CTB::HP_COLOR_RIGHT
y = enemy_y + PARA_CTB::ENEMY_FONT_SIZE + 3
draw_meter(enemy.hp, enemy.maxhp, 4, y, 80, 8, hp_color1, hp_color2)
end
end
end
end
end
refresh_ct
end
#--------------------------------------------------------------------------
# ● CTゲージのリフレッシュ
#--------------------------------------------------------------------------
def refresh_ct
if PARA_CTB::ENEMY_DRAWING_MATER == 2 and @exist_enemies != nil
enemy_index = 0
for enemy in @exist_enemies
line_height = PARA_CTB::ENEMY_FONT_SIZE + 16
enemy_y = enemy_index * line_height + 4
y = enemy_y + PARA_CTB::ENEMY_FONT_SIZE + 3
# CTが満タンになったときのゲージの色
ct_color_full = PARA_CTB::COLOR_FULL
# CTゲージの色(左端)
ct_color_start = enemy.full_ct ? ct_color_full : PARA_CTB::COLOR_LEFT
# CTゲージの色(右端)
ct_color_end = enemy.full_ct ? ct_color_full : PARA_CTB::COLOR_RIGHT
if enemy.ct_visible
draw_meter(enemy.now_ct, enemy.max_ct, 4, y, 100, 8, ct_color_start, ct_color_end)
else
draw_meter(0, enemy.max_ct, 4, y, 100, 8, ct_color_start, ct_color_end)
end
enemy_index += 1
end
end
end
end

#==============================================================================
# ■ Window_Base
#==============================================================================

class Window_Base < Window

#--------------------------------------------------------------------------
# ○ ゲージを描画
#--------------------------------------------------------------------------
def draw_meter(now, max, x, y, width, height, start_color, end_color=start_color )
self.contents.fill_rect(x, y, width, height, PARA_CTB::FRAME_COLOR)
self.contents.fill_rect(x+PARA_CTB::FRAME_BORDER, y+PARA_CTB::FRAME_BORDER, width-

PARA_CTB::FRAME_BORDER*2, height-PARA_CTB::FRAME_BORDER*2, PARA_CTB::BACK_COLOR)
now = now > max ? max : now
percentage = max != 0 ? (width-2) * now / max.to_f : 0
if start_color == end_color
self.contents.fill_rect(x+1, y+1, percentage, height-2, start_color)
else
for i in 1..percentage
r = start_color.red + (end_color.red - start_color.red) / percentage * i
g = start_color.green + (end_color.green - start_color.green) / percentage * i
b = start_color.blue + (end_color.blue - start_color.blue) / percentage * i
a = start_color.alpha + (end_color.alpha - start_color.alpha) / percentage * i
self.contents.fill_rect(x+i, y+1, 1, height-2, Color.new(r, g, b, a))
end
end
end
end

#==============================================================================
# ■ Game_Battler
#==============================================================================

class Game_Battler
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :max_ct
attr_accessor :now_ct
attr_accessor :full_ct
attr_accessor :countup
attr_accessor :ct_visible
attr_accessor :damage_backup
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias ctb_initialize initialize
def initialize
ctb_initialize
@max_ct = 0
@now_ct = 0
@full_ct = false
@countup = true
@ct_visible = true
end
end

#==============================================================================
# ■ Sprite_Battler
#==============================================================================

class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias ctb_update update
def update
ctb_update
if @battler != nil
if @battler.full_ct and @battler.ct_visible
# CTが溜まったバトラーの色調を変化させる
fullct_color = PARA_CTB::FULL_CT_COLOR
self.tone = fullct_color
else
fullct_color = Tone.new(0,0,0)
self.tone = fullct_color
end
end
end
end

#==============================================================================
# ■ Window_Help
#==============================================================================

class Window_Help < Window_Base
#----------------------------------------------------------------------
#--------------------------------------------------------------------------
  # ● アクター設定
  #    actor : ステータスを表示するアクター
  #--------------------------------------------------------------------------
  alias set_actor_ctb set_actor
  def set_actor(actor)
    if PARA_CTB::HELP_DRAWING_MATER_ACTOR
      self.contents.clear
      draw_actor_name(actor, 4, 0)
      draw_actor_state(actor, 140, 0)
      hp_color1 = PARA_CTB::HP_COLOR_LEFT
      hp_color2 = PARA_CTB::HP_COLOR_RIGHT
      draw_meter(actor.hp, actor.maxhp, 316, 18, 112, 8, hp_color1, hp_color2)
      draw_actor_hp(actor, 284, 0)
      sp_color1 = PARA_CTB::SP_COLOR_LEFT
      sp_color2 = PARA_CTB::SP_COLOR_RIGHT
      draw_meter(actor.sp, actor.maxsp, 492, 18, 112, 8, sp_color1, sp_color2)
      draw_actor_sp(actor, 460, 0)
      @actor = actor
      @text = nil
      self.visible = true
    else
      set_actor_ctb(actor)
    end
  end
  #--------------------------------------------------------------------------
  # ● エネミー設定
  #    enemy : 名前とステートを表示するエネミー
  #--------------------------------------------------------------------------
  alias set_enemy_ctb set_enemy
  def set_enemy(enemy)
    if PARA_CTB::HELP_DRAWING_MATER_ENEMY
      self.contents.clear
      draw_actor_name(enemy, 4, 0)
      draw_actor_state(enemy, 140, 0)
      hp_color1 = PARA_CTB::HP_COLOR_LEFT
      hp_color2 = PARA_CTB::HP_COLOR_RIGHT
      draw_meter(enemy.hp, enemy.maxhp, 316, 18, 112, 8, hp_color1, hp_color2)
      draw_actor_hp(enemy, 284, 0)
      sp_color1 = PARA_CTB::SP_COLOR_LEFT
      sp_color2 = PARA_CTB::SP_COLOR_RIGHT
      draw_meter(enemy.sp, enemy.maxsp, 492, 18, 112, 8, sp_color1, sp_color2)
      draw_actor_sp(enemy, 460, 0)
      self.visible = true
    else
      set_enemy_ctb(enemy)
    end
  end
end

Perguntas frequentes
P: Funciona no SBL que o atoa traduziu?
R: Eu fiz funcionar, mais ocorreu vários bugs.

Créditos e agradecimentos

  • Script Criado por パラ犬 ou PARA
  • Traduzido por NicholasRg


NOTA: A Tradução do script ainda está em andamento.

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