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#==============================================================================
# ** Brainstorm's Fantasy Sango Heads Up Display
#------------------------------------------------------------------------------
# These classes and edits will allow the uer to add a HUD to a Fantasy Sango
# Battle System.
#==============================================================================
class Game_Battler
attr_accessor :atb
attr_accessor :max
attr_accessor :actor_ready
alias fsbs_rtab_initialize initialize
def initialize
@max = 1000
@atb = set_atb
@actor_ready = false
fsbs_rtab_initialize
end
def set_atb
if @atb == nil
return 0
else
return @atb
end
end
alias fsbs_rtab_inputable? inputable?
def inputable?
if @atb < @max
return false
end
fsbs_rtab_inputable?
end
end
class Window_ActorHud < Window_Base
def refresh
set_x
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.clear
self.contents.font.size = 14
size = self.contents.font.size
if @background == true
draw_actor_background(@actor, 0, 0)
draw_actor_hp(@actor, 7 + @text_x, (1 * (size + 4)) + @text_y, 144)
draw_actor_sp(@actor, 7 + @text_x, (2 * (size + 4)) + @text_y, 144)
draw_actor_atb(@actor, 7 + @text_x, (4 * (size + 4)) + @text_y)
else
draw_actor_hp(@actor, 7 + @text_x, (1 * (size + 4)) + @text_y, self.width - 64)
draw_actor_sp(@actor, 7 + @text_x, (2 * (size + 4)) + @text_y, self.width - 64)
draw_actor_atb(@actor, 7 + @text_x, (4 * (size + 4)) + @text_y, self.width - 64)
end
draw_actor_name(@actor, 7 + @text_x, 0 + @text_y)
if @level_flags
self.contents.font.color = normal_color
self.contents.draw_text(7 + @text_x, (3 * (size + 4)), self.width - 64, 32, "LEVEL UP!")
else
draw_actor_state(@actor, 7 + @text_x, (3 * (size + 4)), self.width - 64)
end
end
def draw_actor_atb(actor,x,y,width)
atb = actor.atb
self.contents.draw_text(x, y, width, 32, atb.to_s + " / " + actor.max.to_s)
#@actor.atb
end
end
class Scene_Battle
alias fsbs_rtab_update update
def update
for i in 0...$game_troop.enemies.size
unless $game_troop.enemies[i].dead?
add = $game_troop.enemies[i].agi / $game_troop.enemies[i].dex + 10
if $game_troop.enemies[i].atb < $game_troop.enemies[i].max
if @phase < 3
$game_troop.enemies[i].current_action.kind = 0
$game_troop.enemies[i].current_action.basic = -1
$game_troop.enemies[i].atb += 10
end
else
if @actor_command_window.visible == false and @phase < 3
if $game_troop.enemies[i].atb >= $game_troop.enemies[i].max
#start_phase3($game_party.actors[i].id)
start_phase_attack($game_troop.enemies[i])
end
end
end
end
end
for i in 0...$game_party.actors.size
unless $game_party.actors[i].dead?
if @phase == 4 or @skill_window != nil or @item_window != nil or @item_window != nil or @actor_arrow != nil or @enemy_arrow != nil
@actor_command_window.visible = false
@actor_command_window.active = false
end
if $game_party.actors[i].atb < $game_party.actors[i].max
if @phase < 3
@actor_command_window.visible = false
@actor_command_window.active = false
$game_party.actors[i].current_action.kind = 0
$game_party.actors[i].current_action.basic = -1
add = $game_party.actors[i].agi / $game_party.actors[i].dex + 10
$game_party.actors[i].atb += add
end
else
#game.atb = 1000
unless $game_party.actors[i].atb < $game_party.actors[i].max
if @actor_command_window.visible == false and @phase != 4
#if $game_party.actors[i].actor_ready == false
start_phase3($game_party.actors[i].id)
#end
end
end
end
end
end
@status_window.refresh
fsbs_rtab_update
end
#alias fsbs_rtab_start_phase4 start_phase4
def start_phase4(actorid = nil)
@phase = 4
#if actorid != nil
for i in 0...$game_party.actors.size
unless $game_party.actors[i].atb < $game_party.actors[i].max
if $game_party.actors[i].actor_ready == true
$game_party.actors[i].atb = 0
$game_party.actors[i].actor_ready = false
end
end
end
#end
# Shift to phase 4
@phase = 4
# Turn count
$game_temp.battle_turn += 1
# Search all battle event pages
for index in 0...$data_troops[@troop_id].pages.size
# Get event page
page = $data_troops[@troop_id].pages[index]
# If this page span is [turn]
if page.span == 1
# Clear action completed flags
$game_temp.battle_event_flags[index] = false
end
end
# Set actor as unselectable
@actor_index = -1
@active_battler = nil
# Enable party command window
@party_command_window.active = false
@party_command_window.visible = false
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
# Set main phase flag
$game_temp.battle_main_phase = true
# Make enemy action
#for enemy in $game_troop.enemies
# enemy.make_action
#end
# Make action orders
make_action_orders
# Shift to step 1
@phase4_step = 1
end
def start_phase_attack(enemy)
enemy.atb = 0
# Shift to phase 4
@phase = 4
# Turn count
$game_temp.battle_turn += 1
# Search all battle event pages
for index in 0...$data_troops[@troop_id].pages.size
# Get event page
page = $data_troops[@troop_id].pages[index]
# If this page span is [turn]
if page.span == 1
# Clear action completed flags
$game_temp.battle_event_flags[index] = false
end
end
# Set actor as unselectable
@actor_index = -1
@active_battler = nil
# Enable party command window
@party_command_window.active = false
@party_command_window.visible = false
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
# Set main phase flag
$game_temp.battle_main_phase = true
# Make enemy action
enemy.make_action
# Make action orders
make_action_orders
# Shift to step 1
@phase4_step = 1
end
def start_phase2
if @start == nil
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
s5 = "Escape"
@actor_command_window = Window_Command.new(145, [s1, s2, s3, s4, s5])
@actor_command_window.z = 9999 #å°
Marco":2msw8fap said:Demo please![]()
Atemu":2msw8fap said:You forgot the death fix, hun.