Arkalion Seigneur de la lumire
Nombre de messages : 260 Age : 32 Localisation : Canada/Qubec/...chez moi Date d'inscription : 26/04/2006
| Sujet: Rapport de combat Dim 4 Juin - 5:12 | |
| Rapport de combat Auteur: Sutebe-san Infos: Un petit menu, mais directement pendant le combat. la fin il y a un menu qui apparait. SCREEN: Script a insrer au dessus de main : - Citation :
#================================================ # ====Create a new script above main and put all that code in it. ====== #================================================ # # # # # # Window_BattleStatus # # XRXS_BP10. LEVEL UP!\͏㏸\EBhE plus! # by ݓy # # vFXRXS.RGSSǃJX^}CY # # #Script found at http://f26.aaa.livedoor.jp/~xxms/RPGXP_XRXS_BP10.htm #Modified by Sutebe-san # # #============================================================================== # JX^}CY|Cg #============================================================================== class Scene_Battle LEVEL_UP_SE = "" # xAbvSEB""ŖB LEVEL_UP_ME = "Audio/ME/007-Fanfare01" # xAbvME end class Window_SkillLearning < Window_Base SKILLLEARN_SE = "Audio/SE/106-Heal02" # XLKSEB end #============================================================================== # Window_LevelUpWindow #------------------------------------------------------------------------------ # @ogIAxAbvꍇɃXe[^X\EBhEłB #============================================================================== class Window_LevelUpWindow < Window_Base #-------------------------------------------------------------------------- # IuWFNg #-------------------------------------------------------------------------- def initialize(x, y, actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) # super(x, y, 160, 192) super(x-x, y-64, 160, 192+64)
self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.back_opacity = 160 refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) end #-------------------------------------------------------------------------- # tbV #-------------------------------------------------------------------------- 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.size = 20 self.contents.font.name = $fontface self.contents.draw_text( 20, 0, 160, 24, "LEVEL UP!!") self.contents.font.size = 20 self.contents.font.name = $fontface self.contents.draw_text( 0, 28+64, 160, 24, $data_system.words.hp) self.contents.draw_text( 0, 50+64, 160, 24, $data_system.words.sp) self.contents.font.size = 20 self.contents.font.name = $fontface self.contents.draw_text( 0, 0+64, 80, 24, "Level") self.contents.draw_text( 0, 72+64, 80, 24, $data_system.words.str[0,3]) self.contents.draw_text( 0, 94+64, 80, 24, $data_system.words.dex[0,3]) self.contents.draw_text( 0, 116+64, 80, 24, $data_system.words.agi[0,3]) self.contents.draw_text( 0, 138+64, 80, 24, $data_system.words.int[0,3]) self.contents.draw_text(76, 0+64, 128, 24, "=") self.contents.draw_text(76, 28+64, 128, 24, "=") self.contents.draw_text(76, 50+64, 128, 24, "=") self.contents.draw_text(76, 72+64, 128, 24, "=") self.contents.draw_text(76, 94+64, 128, 24, "=") self.contents.draw_text(76, 116+64, 128, 24, "=") self.contents.draw_text(76, 138+64, 128, 24, "=") self.contents.font.size = 20 self.contents.font.color = normal_color self.contents.draw_text( 0, 0+64, 72, 24, "+" + (actor.level-last_lv).to_s, 2) self.contents.draw_text( 0, 28+64, 72, 24, "+" + up_hp.to_s, 2) self.contents.draw_text( 0, 50+64, 72, 24, "+" + up_sp.to_s, 2) self.contents.draw_text( 0, 72+64, 72, 24, "+" + up_str.to_s, 2) self.contents.draw_text( 0, 94+64, 72, 24, "+" + up_dex.to_s, 2) self.contents.draw_text( 0, 116+64, 72, 24, "+" + up_agi.to_s, 2) self.contents.draw_text( 0, 138+64, 72, 24, "+" + up_int.to_s, 2) self.contents.font.size = 20 self.contents.font.name = $fontface self.contents.draw_text( 0, 0+64, 128, 24, actor.level.to_s, 2) self.contents.draw_text( 0, 26+64, 128, 24, actor.maxhp.to_s, 2) self.contents.draw_text( -40, 26, 128, 24, actor.name, 2) self.contents.draw_text( 0, 48+64, 128, 24, actor.maxsp.to_s, 2) self.contents.draw_text( 0, 70+64, 128, 24, actor.str.to_s, 2) self.contents.draw_text( 0, 92+64, 128, 24, actor.dex.to_s, 2) self.contents.draw_text( 0, 114+64, 128, 24, actor.agi.to_s, 2) self.contents.draw_text( 0, 136+64, 128, 24, actor.int.to_s, 2) end end #============================================================================== # Window_SkillLearning #------------------------------------------------------------------------------ # @xAbvȂǂɃXLKꍇɂ\EBhEłB #============================================================================== class Window_SkillLearning < Window_Base #-------------------------------------------------------------------------- # JCX^Xϐ #-------------------------------------------------------------------------- attr_reader :learned # XLKǂ #-------------------------------------------------------------------------- # IuWFNg #-------------------------------------------------------------------------- def initialize(class_id, last_lv, now_lv) super(160, 64-32, 320, 64)
self.contents = Bitmap.new(width - 32, height - 28) # 킴Ɓ\ self.visible = false self.back_opacity = 160 @learned = false refresh(class_id, last_lv, now_lv) end #-------------------------------------------------------------------------- # tbV #-------------------------------------------------------------------------- def refresh(class_id, last_lv, now_lv) for i in 0...$data_classes[class_id].learnings.size learn_lv = $data_classes[class_id].learnings[i].level # ̃xAbv͈͂ŏKXL̏ꍇ if learn_lv > last_lv and learn_lv <= now_lv @learned = true # SE̍Đ if SKILLLEARN_SE != "" Audio.se_play(SKILLLEARN_SE) end # e` skill_name = $data_skills[$data_classes[class_id].learnings[i].skill_id].name self.contents.clear self.contents.font.name = $fontface self.contents.draw_text(0,0,448,32, skill_name + " learned !!") self.visible = true # C[v loop do # Q[ʂXV Graphics.update # ͏XV Input.update # t[XV update # ʂւ烋[v𒆒f if @learned == false break end end # C[v܂ end end end #-------------------------------------------------------------------------- # t[XV #-------------------------------------------------------------------------- def update # C {^ꂽꍇ if Input.trigger?(Input::C) @learned = false self.visible = false end end end #============================================================================== # Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # ljEJCX^Xϐ #-------------------------------------------------------------------------- attr_accessor :level_up_flags # LEVEL UP!\ end #============================================================================== # Scene_Battle #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # At^[ogtF[YJn #-------------------------------------------------------------------------- alias xrxs_bp10_start_phase5 start_phase5 def start_phase5 xrxs_bp10_start_phase5 # l EXP擾 @exp_gained = battle_exp # EXP l for i in 0...$game_party.actors.size actor = $game_party.actors[i] if actor.cant_get_exp? == false last_level = actor.level actor.exp -= @exp_gained if actor.level < last_level @status_window.level_up_flags[i] = false end end end # ݒ @exp_gain_actor = -1 # UgEBhE\ @result_window.visible = true end #-------------------------------------------------------------------------- # t[XV (At^[ogtF[Y) #-------------------------------------------------------------------------- alias xrxs_bp10_update_phase5 update_phase5 def update_phase5 @level_up_phase_done = false if @level_up_phase_done != true # C {^ꂽꍇ if Input.trigger?(Input::C) # EBhEĎ̃AN^[ @levelup_window.visible = false if @levelup_window != nil @status_window.level_up_flags[@exp_gain_actor] = false @level_up_phase_done = phase5_next_levelup end if @level_up_phase_done if @phase5_wait_count < 2 # UgEBhEvisible=truełs @result_window.opacity = 0 @result_window.back_opacity = 0 @result_window.contents_opacity = 0 end # Ăі߂ xrxs_bp10_update_phase5 # xAbvĂꍇ͋ogI battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0 end end #-------------------------------------------------------------------------- # ̃AN^[̃xAbv\ #-------------------------------------------------------------------------- def phase5_next_levelup begin # ̃AN^[ @exp_gain_actor += 1 # Ō̃AN^[̏ꍇ if @exp_gain_actor >= $game_party.actors.size # At^[ogtF[YJn return true end actor = $game_party.actors[@exp_gain_actor] if actor.cant_get_exp? == false # ݂̔\͒lێ last_level = actor.level last_maxhp = actor.maxhp last_maxsp = actor.maxsp last_str = actor.str last_dex = actor.dex last_agi = actor.agi last_int = actor.int # 퓬ol̍Ď擾 actor.exp += @exp_gained # if actor.level > last_level # xAbvꍇ @status_window.level_up(@exp_gain_actor) # UgEBhE @result_window.visible = false # SE̍Đ if LEVEL_UP_SE != "" Audio.se_play(LEVEL_UP_SE) end # ME̍Đ if LEVEL_UP_ME != "" Audio.me_stop Audio.me_play(LEVEL_UP_ME) end # LEVEL-UPEBhE̐ݒ actors_size = [$game_party.actors.size, 4].max x_shift = 160 + (640 - 160*actors_size)/(actors_size - 1) x = x_shift * @exp_gain_actor y = 128 @levelup_window = Window_LevelUpWindow.new(x, y, 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.visible = true # Xe[^XEBhEtbV @status_window.refresh # XLKEBhE̐ݒ @skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level) # EFCgJEgݒ @phase5_wait_count = 40 return false end end end until false end
def battle_exp bexp = 0 # [v for enemy in $game_troop.enemies # Gl~[BԂłȂꍇ unless enemy.hidden # llj bexp += enemy.exp end end return bexp end
end
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