For the Cybersam ATB, how would I go about changing the position of the ATB bar?
I want the bar to show under the faces of my characters in battle, which move depending on how many characters are in the party:
Here is the ATB script:
I want the bar to show under the faces of my characters in battle, which move depending on how many characters are in the party:
case i
when 0
actor_x = 164
actor_y = 187
draw_actor_face(actor, actor_x, actor_y - 60)
when 1
actor_x = 324
actor_y = 187
draw_actor_face(actor, actor_x, actor_y - 60)
when 2
actor_x = 4
actor_y = 187
draw_actor_face(actor, actor_x, actor_y - 60)
when 3
actor_x = 484
actor_y = 187
draw_actor_face(actor, actor_x, actor_y - 60)
end
Here is the ATB script:
# ▼▲▼ XRXS_BP 1. CP制導入 ver..16 ▼▲▼
# by 桜雅 在土, 和希
#==============================================================================
# â–¡ カスタマイズãƒã‚¤ãƒ³ãƒˆ
#==============================================================================
class Scene_Battle
# ã“ã“ã«åŠ¹æžœéŸ³ã‚’è¨å®šã™ã‚‹ã¨ã€ã‚¢ã‚¯ã‚¿ãƒ¼ã‚³ãƒžãƒ³ãƒ‰ãŒãƒãƒƒãƒ—ã—ãŸã¨ãã«åŠ¹æžœéŸ³ã‚’å†ç”Ÿ
DATA_SYSTEM_COMMAND_UP_SE = ""
# 消費CP
CP_COST_BASIC_ACTIONS = 0 # 攻撃・防御・逃ã’る・何もã—ãªã„時ã®å…±é€šæ¶ˆè²»å€¤
CP_COST_SKILL_ACTION = 65535 # スã‚ル
CP_COST_ITEM_ACTION = 65535 # アイテãƒ
CP_COST_BASIC_ATTACK = 65535 # 攻撃
CP_COST_BASIC_GUARD = 32768 # 防御
CP_COST_BASIC_NOTHING = 65535 # ãªã«ã‚‚ã—ãªã„
CP_COST_BASIC_ESCAPE = 65535 # 「逃ã’ã‚‹ã€æ™‚
end
class Scene_Battle_CP
# ã“ã“ã® 1.0を変ãˆã‚‹ã“ã¨ã§â†“スピードを変更å¯èƒ½ã€‚(数値ãŒé«˜ã„ã»ã©æ—©ã„)
# ãŸã ã—å°æ•°ç‚¹ã¯ä½¿ç”¨ã™ã‚‹ã“ã¨ã€‚(1ã®å ´åˆã‚‚1.0ã¨ã™ã‚‹ã“ã¨)#Thx - Jack-R
# 「ãƒãƒˆãƒ«ã‚¹ãƒ”ードã€
BATTLE_SPEED = 1.0
# 「戦闘開始時åˆæœŸCPã®å 有率ã«å¯¾ã™ã‚‹%ã€
START_CP_PERCENT = 100
end
#==============================================================================
# â– Scene_Battle_CP
#==============================================================================
class Scene_Battle_CP
#--------------------------------------------------------------------------
# ◠公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :stop # CPåŠ ç®—ã‚¹ãƒˆãƒƒãƒ—
#----------------------------------------------------------------------------
# ◠オブジェクトã®åˆæœŸåŒ–
#----------------------------------------------------------------------------
def initialize
@battlers = []
@cancel = false
@stop = false
@agi_total = 0
# é…列 count_battlers ã‚’åˆæœŸåŒ–
count_battlers = []
# エãƒãƒŸãƒ¼ã‚’é…列 count_battlers ã«è¿½åŠ
for enemy in $game_troop.enemies
count_battlers.push(enemy)
end
# アクターをé…列 count_battlers ã«è¿½åŠ
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 * START_CP_PERCENT * (rand(15) + 85) * 4 * battler.agi / @agi_total / 10000, 0].max, 65535].min
end
end
#----------------------------------------------------------------------------
# ◠CPカウントアップ
#----------------------------------------------------------------------------
def update
# ストップã•ã‚Œã¦ã„ã‚‹ãªã‚‰ãƒªã‚¿ãƒ¼ãƒ³
return if @stop
#
for battler in $game_party.actors + $game_troop.enemies
# 行動出æ¥ãªã‘ã‚Œã°ç„¡è¦–
if battler.dead? == true
battler.cp = 0
next
end
battler.cp = [[battler.cp + BATTLE_SPEED * 4096 * battler.agi / @agi_total, 0].max, 65535].min
end
end
#----------------------------------------------------------------------------
# â— CPカウントã®é–‹å§‹
#----------------------------------------------------------------------------
def stop
@cancel = true
if @cp_thread != nil then
@cp_thread.join
@cp_thread = nil
end
end
end
#==============================================================================
# â– Game_Battler
#==============================================================================
class Game_Battler
attr_accessor :now_guarding # ç¾åœ¨é˜²å¾¡ä¸ãƒ•ãƒ©ã‚°
attr_accessor :cp # ç¾åœ¨CP
attr_accessor :slip_state_update_ban # スリップ・ステート自動処ç†ã®ç¦æ¢
#--------------------------------------------------------------------------
# ◠コマンド入力å¯èƒ½åˆ¤å®š
#--------------------------------------------------------------------------
alias xrxs_bp1_inputable? inputable?
def inputable?
bool = xrxs_bp1_inputable?
return (bool and (@cp >= 65535))
end
#--------------------------------------------------------------------------
# ◠ステート [スリップダメージ] 判定
#--------------------------------------------------------------------------
alias xrxs_bp1_slip_damage? slip_damage?
def slip_damage?
return false if @slip_state_update_ban
return xrxs_bp1_slip_damage?
end
#--------------------------------------------------------------------------
# ◠ステート自然解除 (ターンã”ã¨ã«å‘¼ã³å‡ºã—)
#--------------------------------------------------------------------------
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
#==============================================================================
# â– Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ◠セットアップ
#--------------------------------------------------------------------------
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
#==============================================================================
# â– Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
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
#==============================================================================
# â– Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ◠公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :update_cp_only # CPメーターã®ã¿ã®æ›´æ–°
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize
@update_cp_only = false
xrxs_bp1_initialize
end
#--------------------------------------------------------------------------
# ◠リフレッシュ
#--------------------------------------------------------------------------
alias xrxs_bp1_refresh refresh
def refresh
unless @update_cp_only
xrxs_bp1_refresh
end
for i in 0...$game_party.actors.size
actor = $game_party.actors
#Moves ATB under face#
#Moves ATB under face#
actors_size = [$game_party.actors.size, 4].max
max_width = [600 / (actors_size + 1), 80].max
x_shift = max_width + (600 - max_width*actors_size)/(actors_size - 1)
actor_x = i * x_shift + 4
draw_actor_cp_meter(actor, actor_x, 96, max_width, 0)
end
end
#--------------------------------------------------------------------------
# â— CPメーター ã®æç”»
#--------------------------------------------------------------------------
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
#==============================================================================
# â– Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
alias xrxs_bp1_update update
def update
xrxs_bp1_update
# CPæ›´æ–°
@cp_thread.update
end
#--------------------------------------------------------------------------
# â— ãƒãƒˆãƒ«çµ‚了
# result : çµæžœ (0:å‹åˆ© 1:敗北 2:逃走)
#--------------------------------------------------------------------------
alias xrxs_bp1_battle_end battle_end
def battle_end(result)
# CPカウントåœæ¢
@cp_thread.stop
xrxs_bp1_battle_end(result)
end
#--------------------------------------------------------------------------
# ◠プレãƒãƒˆãƒ«ãƒ•ã‚§ãƒ¼ã‚ºé–‹å§‹
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase1 start_phase1
def start_phase1
@agi_total = 0
# CPåŠ ç®—ã‚’é–‹å§‹ã™ã‚‹
@cp_thread = Scene_Battle_CP.new
# アクターコマンドウィンドウをå†ä½œæˆ
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, "Escape"])
@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)
# 呼ã³æˆ»ã™
xrxs_bp1_start_phase1
end
#--------------------------------------------------------------------------
# ◠パーティコマンドフェーズ開始
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase2 start_phase2
def start_phase2
xrxs_bp1_start_phase2
@party_command_window.active = false
@party_command_window.visible = false
# 次ã¸
start_phase3
end
#--------------------------------------------------------------------------
# ◠アクターコマンドウィンドウã®ã‚»ãƒƒãƒˆã‚¢ãƒƒãƒ—
#--------------------------------------------------------------------------
alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
# CPスレッドを一時åœæ¢
@cp_thread.stop = true
# @active_battlerã®é˜²å¾¡ã‚’解除
@active_battler.now_guarding = false
# 効果音ã®å†ç”Ÿ
Audio.se_play(DATA_SYSTEM_COMMAND_UP_SE) if DATA_SYSTEM_COMMAND_UP_SE != ""
# 呼ã³æˆ»ã™
xrxs_bp1_phase3_setup_command_window
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 xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
# C ボタンãŒæŠ¼ã•ã‚ŒãŸå ´åˆ
if Input.trigger?(Input::C)
# アクターコマンドウィンドウã®ã‚«ãƒ¼ã‚½ãƒ«ä½ç½®ã§åˆ†å²
case @actor_command_window.index
when 4 # 逃ã’ã‚‹
if $game_temp.battle_can_escape
# 決定 SE ã‚’æ¼”å¥
$game_system.se_play($data_system.decision_se)
# アクションをè¨å®š
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 4
# 次ã®ã‚¢ã‚¯ã‚¿ãƒ¼ã®ã‚³ãƒžãƒ³ãƒ‰å…¥åŠ›ã¸
phase3_next_actor
else
# ブザー SE ã‚’æ¼”å¥
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
xrxs_bsp1_update_phase3_basic_command
end
#--------------------------------------------------------------------------
# ◠メインフェーズ開始
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase4 start_phase4
def start_phase4
# 呼ã³æˆ»ã™
xrxs_bp1_start_phase4
# CPåŠ ç®—ã‚’å†é–‹ã™ã‚‹
@cp_thread.stop = false
end
#--------------------------------------------------------------------------
# â— è¡Œå‹•é †åºä½œæˆ
#--------------------------------------------------------------------------
alias xrxs_bp1_make_action_orders make_action_orders
def make_action_orders
xrxs_bp1_make_action_orders
# 全員ã®CPを確èª
exclude_battler = []
for battler in @action_battlers
# CPãŒä¸è¶³ã—ã¦ã„ã‚‹å ´åˆã¯ @action_battlers ã‹ã‚‰é™¤å¤–ã™ã‚‹
if battler.cp < 65535
exclude_battler.push(battler)
end
end
@action_battlers -= exclude_battler
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 xrxs_bp1_update_phase4_step1 update_phase4_step1
def update_phase4_step1
# åˆæœŸåŒ–
@phase4_act_continuation = 0
# å‹æ•—判定
if judge
@cp_thread.stop
# å‹åˆ©ã¾ãŸã¯æ•—北ã®å ´åˆ : メソッド終了
return
end
# 未行動ãƒãƒˆãƒ©ãƒ¼é…列ã®å…ˆé ã‹ã‚‰å–å¾—
@active_battler = @action_battlers[0]
# ステータス更新をCPã ã‘ã«é™å®šã€‚
@status_window.update_cp_only = true
# ステート更新をç¦æ¢ã€‚
@active_battler.slip_state_update_ban = true if @active_battler != nil
# 戻ã™
xrxs_bp1_update_phase4_step1
# @status_windowãŒãƒªãƒ•ãƒ¬ãƒƒã‚·ãƒ¥ã•ã‚Œãªã‹ã£ãŸå ´åˆã¯æ‰‹å‹•ã§ãƒªãƒ•ãƒ¬ãƒƒã‚·ãƒ¥(CPã®ã¿)
if @phase4_step != 2
# リフレッシュ
@status_window.refresh
# 軽é‡åŒ–:ãŸã£ãŸã‚³ãƒ¬ã ã‘Σ(・w・
Graphics.frame_reset
end
# ç¦æ¢ã‚’解除
@status_window.update_cp_only = false
@active_battler.slip_state_update_ban = false if @active_battler != nil
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 xrxs_bp1_update_phase4_step2 update_phase4_step2
def update_phase4_step2
# 強制アクションã§ãªã‘ã‚Œã°
unless @active_battler.current_action.forcing
# 制約㌠[敵を通常攻撃ã™ã‚‹] ã‹ [味方を通常攻撃ã™ã‚‹] ã®å ´åˆ
if @active_battler.restriction == 2 or @active_battler.restriction == 3
# アクションã«æ”»æ’ƒã‚’è¨å®š
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
# 制約㌠[行動ã§ããªã„] ã®å ´åˆ
if @active_battler.restriction == 4
# アクション強制対象ã®ãƒãƒˆãƒ©ãƒ¼ã‚’クリア
$game_temp.forcing_battler = nil
if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
# ステート自然解除
@active_battler.remove_states_auto
# CP消費
@active_battler.cp = [(@active_battler.cp - 65535),0].max
# ステータスウィンドウをリフレッシュ
@status_window.refresh
end
# ステップ 1 ã«ç§»è¡Œ
@phase4_step = 1
return
end
end
# アクションã®ç¨®åˆ¥ã§åˆ†å²
case @active_battler.current_action.kind
when 0
# 攻撃・防御・逃ã’る・何もã—ãªã„時ã®å…±é€šæ¶ˆè²»CP
@active_battler.cp -= CP_COST_BASIC_ACTIONS if @phase4_act_continuation == 0
when 1
# スã‚ル使用時ã®æ¶ˆè²»CP
@active_battler.cp -= CP_COST_SKILL_ACTION if @phase4_act_continuation == 0
when 2
# アイテム使用時ã®æ¶ˆè²»CP
@active_battler.cp -= CP_COST_ITEM_ACTION if @phase4_act_continuation == 0
end
# CPåŠ ç®—ã‚’ä¸€æ™‚åœæ¢ã™ã‚‹
@cp_thread.stop = true
# ステート自然解除
@active_battler.remove_states_auto
# 呼ã³æˆ»ã™
xrxs_bp1_update_phase4_step2
end
#--------------------------------------------------------------------------
# ◠基本アクション çµæžœä½œæˆ
#--------------------------------------------------------------------------
alias xrxs_bp1_make_basic_action_result make_basic_action_result
def make_basic_action_result
# 攻撃ã®å ´åˆ
if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
@active_battler.cp -= CP_COST_BASIC_ATTACK # 攻撃時ã®CP消費
end
# 防御ã®å ´åˆ
if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
@active_battler.cp -= CP_COST_BASIC_GUARD # 防御時ã®CP消費
end
# 敵ã®é€ƒã’ã‚‹ã®å ´åˆ
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
@active_battler.cp -= CP_COST_BASIC_ESCAPE # 逃走時ã®CP消費
end
# 何もã—ãªã„ã®å ´åˆ
if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
@active_battler.cp -= CP_COST_BASIC_NOTHING # 何もã—ãªã„時ã®CP消費
end
# 逃ã’ã‚‹ã®å ´åˆ
if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
@active_battler.cp -= CP_COST_BASIC_ESCAPE # 逃走時ã®CP消費
# 逃走å¯èƒ½ã§ã¯ãªã„å ´åˆ
if $game_temp.battle_can_escape == false
# ブザー SE ã‚’æ¼”å¥
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE ã‚’æ¼”å¥
$game_system.se_play($data_system.decision_se)
# 逃走処ç†
update_phase2_escape
return
end
xrxs_bp1_make_basic_action_result
end
#--------------------------------------------------------------------------
# ◠フレーム更新 (メインフェーズ ステップ 3 : 行動å´ã‚¢ãƒ‹ãƒ¡ãƒ¼ã‚·ãƒ§ãƒ³)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step3 update_phase4_step3
def update_phase4_step3
# 呼ã³æˆ»ã™
xrxs_bp1_update_phase4_step3
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 xrxs_bp1_update_phase4_step5 update_phase4_step5
def update_phase4_step5
# スリップダメージ
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
#--------------------------------------------------------------------------
# ◠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 xrxs_bp1_update_phase4_step7 update_phase4_step7
def update_phase4_step7
# CPåŠ ç®—ã‚’å†é–‹ã™ã‚‹
@cp_thread.stop = false
# ãƒ˜ãƒ«ãƒ—ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’éš ã™
@help_window.visible = false
xrxs_bp1_update_phase4_step7
end
end