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Scripting help

Hey I'm still new when it comes to scripting and such, I'm having trouble trying to implant a script that has been made, this is the script.


Code:
#==============================================================================
# ? New_Battle
#------------------------------------------------------------------------------
# Compiled By : MakirouAru
#==============================================================================
# ?????? XRXS_BP 3. ??????HP???? ver.1.01 ??????
# by fukuyama, ???? ??y

# Battle_End_Recovery
#
# ????????????????W???[??
#
# Request: stay
# Script: fukuyama
# Test: ?m?R?m?q
# 
# URL: [url]http://www4.big.or.jp/~fukuyama/rgss/Battle_End_Recovery.txt[/url]
#

module Battle_End_Recovery

 module Scene_Battle_Module

   # ???????????ID
   @@recovery_rate_variable_id = nil

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

   # ?????????????
   def battle_end_recovery

     # ??????
     recovery_rate = battle_end_recovery_rate
     
     # ????????????O??O????A?N?^?[????????????????A????????????????s??
     if recovery_rate != 0 and not actor.dead?

       # ?p?[?e?B??A?N?^?[??????[?v
       $game_party.actors.each do |actor|

         # ??????v?Z
         recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate
         recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate

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

         # ?A?j???[?V???????
         actor.damage = - recovery_hp
         actor.damage_pop = true

       end

       # ?X?e?[?^?X?E?B???h?E???X?V
       @status_window.refresh

     end
   end

 end # module Scene_Battle_Module
end # module Battle_End_Recovery

#------------------------------
# ???V?[???????`
#------------------------------
class Scene_Battle

 # Scene_Battle?p???W???[?????C???N???[?h
 include Battle_End_Recovery::Scene_Battle_Module

 # ????t?F?[?Y?T?J?n???????????
 alias battle_end_recovery_original_start_phase5 start_phase5

 # ?t?F?[?Y?T?J?n??????`
 def start_phase5

   # ??????????????????o??
   battle_end_recovery

   # ????t?F?[?Y?T?J?n?????o??
   battle_end_recovery_original_start_phase5

 end
end

# Battle_End_Recovery
# ?????? XRXS_BP10. LEVEL UP!?E?B???h?E ??????
# by ???? ??y

$data_system_level_up_se = ""                       # ???x???A?b?vSE?B""??????B
$data_system_level_up_me = "Audio/ME/007-Fanfare01" # ???x???A?b?vME

#==============================================================================
# ?? Window_LevelUpWindow
#------------------------------------------------------------------------------
# ?@?o?g???I?????A???x???A?b?v????????X?e?[?^?X???\???????E?B???h?E????B
#==============================================================================
class Window_LevelUpWindow < Window_Base
 #--------------------------------------------------------------------------
 # ?? ?I?u?W?F?N?g??????
 #--------------------------------------------------------------------------
 def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
   super(0, 128, 160, 192)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.visible = false
   refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
 end
 #--------------------------------------------------------------------------
 # ?? ???t???b?V??
 #--------------------------------------------------------------------------
 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.name = "Arial"
   self.contents.font.size = 14
   self.contents.draw_text( 0,   0, 160, 24, "LEVEL UP!!")
   self.contents.font.size = 18
   self.contents.draw_text( 0,  28, 160, 24, $data_system.words.hp)
   self.contents.draw_text( 0,  50, 160, 24, $data_system.words.sp)
   self.contents.font.size = 14
   self.contents.draw_text( 0,  72,  80, 24, $data_system.words.str)
   self.contents.draw_text( 0,  94,  80, 24, $data_system.words.dex)
   self.contents.draw_text( 0, 116,  80, 24, $data_system.words.agi)
   self.contents.draw_text( 0, 138,  80, 24, $data_system.words.int)
   self.contents.draw_text(92,   0, 128, 24, "??")
   self.contents.draw_text(76,  28, 128, 24, "=)
   self.contents.draw_text(76,  50, 128, 24, "=")
   self.contents.draw_text(76,  72, 128, 24, "=")
   self.contents.draw_text(76,  94, 128, 24, "=")
   self.contents.draw_text(76, 116, 128, 24, "=")
   self.contents.draw_text(76, 138, 128, 24, "=")
   self.contents.font.color = normal_color
   self.contents.draw_text( 0,   0,  88, 24, last_lv.to_s, 2)
   self.contents.draw_text( 0,  28,  72, 24, "+" + up_hp.to_s, 2)
   self.contents.draw_text( 0,  50,  72, 24, "+" + up_sp.to_s, 2)
   self.contents.draw_text( 0,  72,  72, 24, "+" + up_str.to_s, 2)
   self.contents.draw_text( 0,  94,  72, 24, "+" + up_dex.to_s, 2)
   self.contents.draw_text( 0, 116,  72, 24, "+" + up_agi.to_s, 2)
   self.contents.draw_text( 0, 138,  72, 24, "+" + up_int.to_s, 2)
   self.contents.font.size = 20
   self.contents.draw_text( 0,   0, 128, 24, actor.level.to_s, 2)
   self.contents.draw_text( 0,  26, 128, 24, actor.maxhp.to_s, 2)
   self.contents.draw_text( 0,  48, 128, 24, actor.maxsp.to_s, 2)
   self.contents.draw_text( 0,  70, 128, 24, actor.str.to_s, 2)
   self.contents.draw_text( 0,  92, 128, 24, actor.dex.to_s, 2)
   self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2)
   self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2)
 end
end
#==============================================================================
# ?? Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
 #--------------------------------------------------------------------------
 # ?? ????E???J?C???X?^???X???
 #--------------------------------------------------------------------------
   attr_accessor :level_up_flags             # LEVEL UP!?\??
end
#==============================================================================
# ?? Game_Battler
#==============================================================================
class Game_Battler
 #--------------------------------------------------------------------------
 # ?? ????E???J?C???X?^???X???
 #--------------------------------------------------------------------------
 attr_accessor :exp_gain_ban             # EXP??????~
 #--------------------------------------------------------------------------
 # ?? ?I?u?W?F?N?g??????
 #--------------------------------------------------------------------------
 alias xrxs_bp10_initialize initialize
 def initialize
   @exp_gain_ban = false
   xrxs_bp10_initialize
 end
 #--------------------------------------------------------------------------
 # ?? ?X?e?[?g [EXP ???l????????] ????
 #--------------------------------------------------------------------------
 alias xrxs_bp10_cant_get_exp? cant_get_exp?
 def cant_get_exp?
   if @exp_gain_ban == true
     return true
   else
     return xrxs_bp10_cant_get_exp?
   end
 end
end
#==============================================================================
# ?? Scene_Battle
#==============================================================================
class Scene_Battle
 #--------------------------------------------------------------------------
 # ?? ?A?t?^?[?o?g???t?F?[?Y?J?n
 #--------------------------------------------------------------------------
 alias xrxs_bp10_start_phase5 start_phase5
 def start_phase5
   # EXP ?l????~
   for i in 0...$game_party.actors.size
     $game_party.actors[i].exp_gain_ban = true
   end
   xrxs_bp10_start_phase5
   # EXP ?l????~?????
   for i in 0...$game_party.actors.size
     $game_party.actors[i].exp_gain_ban = false
   end
   # EXP????????
   @exp_gained = 0
   for enemy in $game_troop.enemies
     # ?l?? EXP?????         # ?G?l?~?[???B???????????
     @exp_gained += enemy.exp if not enemy.hidden
   end
   # ???
   @phase5_step       = 0
   @exp_gain_actor    = -1
   # ???U???g?E?B???h?E???\??
   @result_window.y -= 64
   @result_window.visible = true
   # ???x???A?b?v??????
   phase5_next_levelup
 end
 #--------------------------------------------------------------------------
 # ?? ?t???[???X?V (?A?t?^?[?o?g???t?F?[?Y)
 #--------------------------------------------------------------------------
 alias xrxs_bp10_update_phase5 update_phase5
 def update_phase5
   case @phase5_step
   when 1
     update_phase5_step1
   else
     xrxs_bp10_update_phase5
     # ???x???A?b?v???????????*???o?g???I??
     battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
   end
 end
 #--------------------------------------------------------------------------
 # ?? ?t???[???X?V (?A?t?^?[?o?g???t?F?[?Y 1 : ???x???A?b?v)
 #--------------------------------------------------------------------------
 def update_phase5_step1
   # C ?{?^????????????
   if Input.trigger?(Input::C)
     # ?E?B???h?E??????????A?N?^?[??
     @levelup_window.visible = false if @levelup_window != nil
     @status_window.level_up_flags[@exp_gain_actor] = false
     phase5_next_levelup
   end
 end
 #--------------------------------------------------------------------------
 # ?? ????A?N?^?[????x???A?b?v?\????
 #--------------------------------------------------------------------------
 def phase5_next_levelup
   begin
     # ????A?N?^?[??
     @exp_gain_actor += 1
     # ?????A?N?^?[???
     if @exp_gain_actor >= $game_party.actors.size
       # ?A?t?^?[?o?g???t?F?[?Y?J?n
       @phase5_step = 0
       return
     end
     actor = $game_party.actors[@exp_gain_actor]
     if actor.cant_get_exp? == false
       # ?????\??l?????
       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
       # ?o???l????????I?u??(??
       actor.exp += @exp_gained
       # ????
       if actor.level > last_level
         # ???x???A?b?v??????
         @status_window.level_up(@exp_gain_actor)
         if $data_system_level_up_se != ""
           Audio.se_stop
           Audio.se_play($data_system_level_up_se)
         end
         if $data_system_level_up_me != ""
           Audio.me_stop
           Audio.me_play($data_system_level_up_me)
         end
         @levelup_window = Window_LevelUpWindow.new(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.x = 160 * @exp_gain_actor
         @levelup_window.visible = true
         @phase5_wait_count = 40
         @phase5_step       =  1
         # ?X?e?[?^?X?E?B???h?E?????t???b?V??
         @status_window.refresh
         return
       end
     end
   end until false
 end
end
# ?????? XRXS_17. ?X???b?v?_???[?W?h???^???????? ver.1.51 ??????
# by ???? ??y, fukuyama

#==============================================================================
# ?? Game_Battler
#==============================================================================
class Game_Battler
 #--------------------------------------------------------------------------
 # ?? ?X???b?v?_???[?W?????K?p
 #--------------------------------------------------------------------------
 alias xrxs_bp7_slip_damage_effect slip_damage_effect
 def slip_damage_effect
   # ???l???????
   slip_damage_percent = 0
   slip_damage_plus = 0
   # ????t????????????X?e?[?g????????X???b?v?_???[?W?L??????m???T??
   for i in @states
     if $data_states[i].slip_damage
       # ????X?e?[?g????????????X???b?v?_???[?W??
       # Lv?v???X?X?e?[?g?????Lv?}?C?i?X?X?e?[?g???????B
       for j in $data_states[i].plus_state_set
         if $data_states[j] != nil
           if $data_states[j].name =~ /^?X???b?v([0-9]+)(%|??)/
             slip_damage_percent += $1.to_i
           elsif $data_states[j].name =~ /^?X???b?v([0-9]+)$/
             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 =~ /^?X???b?v([0-9]+)(%|??)/
             slip_damage_percent -= $1.to_i
           elsif $data_states[j].name =~ /^?X???b?v([0-9]+)$/
             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???X???b?v?h??? ??????????
     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 =~ /^?X???b?v([0-9]+)(%|??)/
             if slip_damage_percent > 0
               slip_damage_percent = [slip_damage_percent - $1.to_i, 0].max
             end
           end
           if $data_states[j].name =~ /^?X???b?v([0-9]+)$/
             if slip_damage_percent > 0
               slip_damage_plus = [slip_damage_plus - $1.to_i, 0].max
             end
           end
         end
       end
     end
     # ?_???[?W?????
     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 ?????_???[?W?????Z
     self.hp -= self.damage
     # ???\?b?h?I??
     return true
   end
 end
end
# ?????? XRXS_BP 1. CP?????? ver.15 ??????
# by ???? ??y, ?a??, Jack-R

#==============================================================================
# ?? Scene_Battle_CP
#==============================================================================
class Scene_Battle_CP
 #--------------------------------------------------------------------------
 # ?? ???J?C???X?^???X???
 #--------------------------------------------------------------------------
 attr_accessor   :stop                   # CP???Z?X?g?b?v
 #----------------------------------------------------------------------------
 # ?? ?I?u?W?F?N?g???????
 #----------------------------------------------------------------------------
 def initialize
   @battlers = []
   @cancel = false
   @agi_total = 0
   # ?z?? @count_battlers ????????
   @count_battlers = []
   # ?G?l?~?[???z?? @count_battlers ????
   for enemy in $game_troop.enemies
     @count_battlers.push(enemy)
   end
   # ?A?N?^?[???z?? @count_battlers ????
   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
 #----------------------------------------------------------------------------
 # ?? CP?J?E???g??J?n
 #----------------------------------------------------------------------------
 def start
   if @cp_thread != nil then
     return
   end
   @cancel = false
   @stop = false
   # ?????????X???b?h
   @cp_thread = Thread.new do
     while @cancel != true
       if @stop != true
         self.update # ?X?V
         sleep(0.05)
       end
     end
   end
   # ???????X???b?h
 end
 #----------------------------------------------------------------------------
 # ?? CP?J?E???g?A?b?v
 #----------------------------------------------------------------------------
 def update
   if @count_battlers != nil then
     for battler in @count_battlers
       # ?s???o????????????
       if battler.dead? == true #or battler.movable? == false then
         battler.cp = 0
         next
       end
       # ?????? 1.3????????????X?s?[?h????X??\?B???????????_??g?p??????B
       battler.cp = [[battler.cp + 1.3 * 4096 * battler.agi / @agi_total, 0].max, 65535].min
     end
   end
 end
 #----------------------------------------------------------------------------
 # ?? CP?J?E???g??J?n
 #----------------------------------------------------------------------------
 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             # ????h???t???O
 attr_accessor :cp                       # ????CP
 attr_accessor :slip_state_update_ban    # ?X???b?v?E?X?e?[?g???????????~
 #--------------------------------------------------------------------------
 # ?? ?R?}???h?????\????
 #--------------------------------------------------------------------------
 def inputable?
   return (not @hidden and restriction <= 1 and @cp >=65535)
 end
 #--------------------------------------------------------------------------
 # ?? ?X?e?[?g [?X???b?v?_???[?W] ????
 #--------------------------------------------------------------------------
 alias xrxs_bp1_slip_damage? slip_damage?
 def slip_damage?
   return false if @slip_state_update_ban
   return xrxs_bp1_slip_damage?
 end
 #--------------------------------------------------------------------------
 # ?? ?X?e?[?g???R???? (?^?[?????????o??)
 #--------------------------------------------------------------------------
 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
#==============================================================================
# ?? Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # ?? ?Z?b?g?A?b?v
 #--------------------------------------------------------------------------
 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
#==============================================================================
# ?? Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
 #--------------------------------------------------------------------------
 # ?? ?I?u?W?F?N?g??????
 #--------------------------------------------------------------------------
 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
#==============================================================================
# ?? Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
 #--------------------------------------------------------------------------
 # ?? ???J?C???X?^???X???
 #--------------------------------------------------------------------------
 attr_accessor   :update_cp_only                   # CP???[?^?[????X?V
 #--------------------------------------------------------------------------
 # ?? ?I?u?W?F?N?g??????
 #--------------------------------------------------------------------------
 alias xrxs_bp1_initialize initialize
 def initialize
   @update_cp_only = false
   xrxs_bp1_initialize
 end
 #--------------------------------------------------------------------------
 # ?? ???t???b?V??
 #--------------------------------------------------------------------------
 alias xrxs_bp1_refresh refresh
 def refresh
   if @update_cp_only == false
     xrxs_bp1_refresh
   end
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     actor_x = i * 160 + 4
     draw_actor_cp_meter(actor, actor_x, 96, 120, 0)
   end
 end
 #--------------------------------------------------------------------------
 # ?? CP???[?^?[ ??`??
 #--------------------------------------------------------------------------
 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
#==============================================================================
# ?? Scene_Battle
#==============================================================================
class Scene_Battle
 # ???????????????????A?A?N?^?[?R?}???h???|?b?v??????????????????
 $data_system_command_up_se = ""
 #--------------------------------------------------------------------------
 # ?? ?o?g???I??
 #     result : ???? (0:???? 1:?s?k 2:????)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_battle_end battle_end
 def battle_end(result)
   # CP?J?E???g???~
   @cp_thread.stop
   xrxs_bp1_battle_end(result)
 end
 #--------------------------------------------------------------------------
 # ?? ?v???o?g???t?F?[?Y?J?n
 #--------------------------------------------------------------------------
 alias xrxs_bp1_start_phase1 start_phase1
 def start_phase1
   @agi_total = 0
   @cp_thread = Scene_Battle_CP.new
   # ?A?N?^?[?R?}???h?E?B???h?E?????
   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, "Run])
   @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)
   xrxs_bp1_start_phase1
 end
 #--------------------------------------------------------------------------
 # ?? ?p?[?e?B?R?}???h?t?F?[?Y?J?n
 #--------------------------------------------------------------------------
 alias xrxs_bp1_start_phase2 start_phase2
 def start_phase2
   xrxs_bp1_start_phase2
   @party_command_window.active = false
   @party_command_window.visible = false
   # ????
   start_phase3
 end
 #--------------------------------------------------------------------------
 # ?? ?t???[???X?V (?p?[?e?B?R?}???h?t?F?[?Y)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_update_phase2 update_phase2
 def update_phase2
   # C ?{?^????????????
   if Input.trigger?(Input::C)
     # ?p?[?e?B?R?}???h?E?B???h?E??J?[?\????u?????
     case @party_command_window.index
     when 0  # ??
       # ???? SE ?????t
       $game_system.se_play($data_system.decision_se)
       @cp_thread.start
       # ?A?N?^?[?R?}???h?t?F?[?Y?J?n
       start_phase3
     end
     return
   end
   xrxs_bp1_update_phase2
 end
 #--------------------------------------------------------------------------
 # ?? ????A?N?^?[??R?}???h?????
 #--------------------------------------------------------------------------
 def phase3_next_actor
   # ???[?v
   begin
     # ?A?N?^?[?????G?t?F?N?g OFF
     if @active_battler != nil
       @active_battler.blink = false
     end
     # ?????A?N?^?[???
     if @actor_index == $game_party.actors.size-1
       # ???C???t?F?[?Y?J?n
       @cp_thread.start
       start_phase4
       return
     end
     # ?A?N?^?[??C???f?b?N?X???i???
     @actor_index += 1
     @active_battler = $game_party.actors[@actor_index]
     @active_battler.blink = true
     if @active_battler.inputable? == false
       @active_battler.current_action.kind = -1
     end
     # ?A?N?^?[???R?}???h??????????t??????????????????x
   end until @active_battler.inputable?
   @cp_thread.stop
   # ?A?N?^?[?R?}???h?E?B???h?E???Z?b?g?A?b?v
   @active_battler.now_guarding = false
   phase3_setup_command_window
 end
 #--------------------------------------------------------------------------
 # ?? ?O??A?N?^?[??R?}???h?????
 #--------------------------------------------------------------------------
 def phase3_prior_actor
   # ???[?v
   begin
     # ?A?N?^?[?????G?t?F?N?g OFF
     if @active_battler != nil
       @active_battler.blink = false
     end
     # ?????A?N?^?[???
     if @actor_index == 0
       # ???????
       start_phase3
       return
     end
     # ?A?N?^?[??C???f?b?N?X?????
     @actor_index -= 1
     @active_battler = $game_party.actors[@actor_index]
     @active_battler.blink = true
     # ?A?N?^?[???R?}???h??????????t??????????????????x
   end until @active_battler.inputable?
   @cp_thread.stop
   # ?A?N?^?[?R?}???h?E?B???h?E???Z?b?g?A?b?v
   @active_battler.now_guarding = false
   phase3_setup_command_window
 end
 #--------------------------------------------------------------------------
 # ?? ?A?N?^?[?R?}???h?E?B???h?E??Z?b?g?A?b?v
 #--------------------------------------------------------------------------
 alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
 def phase3_setup_command_window
   # ?????????
   Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != ""
   # ???
   xrxs_bp1_phase3_setup_command_window
 end
 #--------------------------------------------------------------------------
 # ?? ?t???[???X?V (?A?N?^?[?R?}???h?t?F?[?Y : ???{?R?}???h)
 #--------------------------------------------------------------------------
 alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
 def update_phase3_basic_command
   # C ?{?^????????????
   if Input.trigger?(Input::C)
     # ?A?N?^?[?R?}???h?E?B???h?E??J?[?\????u?????
     case @actor_command_window.index
     when 4  # ??????
       if $game_temp.battle_can_escape
         # ???? SE ?????t
         $game_system.se_play($data_system.decision_se)
         # ?A?N?V?????????
         @active_battler.current_action.kind = 0
         @active_battler.current_action.basic = 4
         # ????A?N?^?[??R?}???h?????
         phase3_next_actor
       else
         # ?u?U?[ SE ?????t
         $game_system.se_play($data_system.buzzer_se)
       end
       return
     end
   end
   xrxs_bsp1_update_phase3_basic_command
 end
 #--------------------------------------------------------------------------
 # ?? ???C???t?F?[?Y?J?n
 #--------------------------------------------------------------------------
 alias xrxs_bp1_start_phase4 start_phase4
 def start_phase4
   xrxs_bp1_start_phase4
   # ?G?l?~?[?A?N?V??????
   for enemy in $game_troop.enemies
     if enemy.cp < 65535
       enemy.current_action.clear
       enemy.current_action.kind = -1 # ?^?[????????B
       next
     end
     enemy.make_action
   end
   # ?s????????
   make_action_orders
 end
 #--------------------------------------------------------------------------
 # ?? ?t???[???X?V (???C???t?F?[?Y ?X?e?b?v 1 : ?A?N?V????????)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_update_phase4_step1 update_phase4_step1
 def update_phase4_step1
   # ??????
   @phase4_act_continuation = 0
   # ???s????
   if judge
     @cp_thread.stop
     # ?????????s?k??? : ???\?b?h?I??
     return
   end
   # ???s???o?g???[?z???????????
   @active_battler = @action_battlers[0]
   # ?X?e?[?^?X?X?V??CP??????????B
   @status_window.update_cp_only = true
   # ?X?e?[?g?X?V????~?B
   @active_battler.slip_state_update_ban = true if @active_battler != nil
   # ???
   xrxs_bp1_update_phase4_step1
   # ??~??????
   @status_window.update_cp_only = false
   @active_battler.slip_state_update_ban = false if @active_battler != nil 
 end
 #--------------------------------------------------------------------------
 # ?? ?t???[???X?V (???C???t?F?[?Y ?X?e?b?v 2 : ?A?N?V?????J?n)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_update_phase4_step2 update_phase4_step2
 def update_phase4_step2
   # ?*???A?N?V????????????
   unless @active_battler.current_action.forcing
     # CP??????????????
     if @phase4_act_continuation == 0 and @active_battler.cp < 65535
       @phase4_step = 6
       return
     end
     # ?????? [?G??????U??????] ?? [??????????U??????] ???
     if @active_battler.restriction == 2 or @active_battler.restriction == 3
       # ?A?N?V??????U???????
       @active_battler.current_action.kind = 0
       @active_battler.current_action.basic = 0
     end
     # ?????? [?s????????] ???
     if @active_battler.restriction == 4
       # ?A?N?V?????*??????o?g???[???N???A
       $game_temp.forcing_battler = nil
       if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
         # ?X?e?[?g???R????
         @active_battler.remove_states_auto
         # CP????
         @active_battler.cp = [(@active_battler.cp - 65535),0].max
         # ?X?e?[?^?X?E?B???h?E?????t???b?V??
         @status_window.refresh
       end
       # ?X?e?b?v 1 ???s
       @phase4_step = 1
       return
     end
   end
   # ?A?N?V?????????????
   case @active_battler.current_action.kind
   when 0
     # ?U????h???E???????E???????????????????CP
     @active_battler.cp -=     0 if @phase4_act_continuation == 0
   when 1
     # ?X?L???g?p???????CP
     @active_battler.cp -= 65535 if @phase4_act_continuation == 0
   when 2
     # ?A?C?e???g?p???????CP
     @active_battler.cp -= 65535 if @phase4_act_continuation == 0
   when -1
     # CP???*?????????
     @phase4_step = 6
     return
   end
   # CP???Z???????~????
   @cp_thread.stop = true
   # ?X?e?[?g???R????
   @active_battler.remove_states_auto
   xrxs_bp1_update_phase4_step2
 end
 #--------------------------------------------------------------------------
 # ?? ???{?A?N?V???? ?????
 #--------------------------------------------------------------------------
 alias xrxs_bp1_make_basic_action_result make_basic_action_result
 def make_basic_action_result
   # ?U?????
   if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
     @active_battler.cp -= 65535 # ?U??????CP????
   end
   # ?h?????
   if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
     @active_battler.cp -= 32767 # ?h????CP????
   end
   # ?G??????????
   if @active_battler.is_a?(Game_Enemy) and
      @active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
     @active_battler.cp -= 65535 # ????????CP????
   end
   # ????????????
   if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
     @active_battler.cp -= 32767 # ?????????????CP????
   end
   # ?????????
   if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
     @active_battler.cp -= 65535 # ????????CP????
     # ??????\???????
     if $game_temp.battle_can_escape == false
       # ?u?U?[ SE ?????t
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ????????
     update_phase2_escape
     return
   end
   xrxs_bp1_make_basic_action_result
 end
 #--------------------------------------------------------------------------
 # ?? ?t???[???X?V (???C???t?F?[?Y ?X?e?b?v 5 : ?_???[?W?\??)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_update_phase4_step5 update_phase4_step5
 def update_phase4_step5
   # ?X???b?v?_???[?W
   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
 #--------------------------------------------------------------------------
 # ?? ?t???[???X?V (???C???t?F?[?Y ?X?e?b?v 6 : ???t???b?V??)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_update_phase4_step6 update_phase4_step6
 def update_phase4_step6
   # CP???Z????J????
   @cp_thread.stop = false
   # ?w???v?E?B???h?E???B??
   @help_window.visible = false
   xrxs_bp1_update_phase4_step6
 end
end
# ?????? XRXS_BP 7. ?o?g???X?e?[?^?X?E?N???A?f?U?C?? ver.1.02 ??????
# by ???? ??y, TOMY

#==============================================================================
# ?? Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
 #--------------------------------------------------------------------------
 # ?? ???J?C???X?^???X???
 #--------------------------------------------------------------------------
 attr_accessor   :update_cp_only                   # CP???[?^?[????X?V
 #--------------------------------------------------------------------------
 # ?? ?I?u?W?F?N?g??????
 #--------------------------------------------------------------------------
 alias xrxs_bp7_initialize initialize
 def initialize
   xrxs_bp7_initialize
   # ??Full-View?????????s?? # ????????*???????B
   #self.opacity = 0
   #self.back_opacity = 0
 end
 #--------------------------------------------------------------------------
 # ?? ???t???b?V??
 #--------------------------------------------------------------------------
 alias xrxs_bp7_refresh refresh
 def refresh
   if @update_cp_only
     xrxs_bp7_refresh
     return
   end
   # ?`?????~??????????
   @draw_ban = true
   xrxs_bp7_refresh
   # ?`????~??????
   @draw_ban = false
   # ?`????J?n
   @item_max = $game_party.actors.size
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     actor_x = i * 160 + 21
     # ???s?L?????O???t?B?b?N??`??
     draw_actor_graphic(actor, actor_x - 9, 116)
     # HP/SP???[?^?[??`??
     draw_actor_hp_meter_line(actor, actor_x,  72, 96, 12)
     draw_actor_sp_meter_line(actor, actor_x, 104, 96, 12)
     # HP???l??`??
     self.contents.font.size = 24            # HP/SP???l??????????
     self.contents.font.color = actor.hp == 0 ? knockout_color :
       actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
     draw_shadow_text(actor_x-2, 58, 96, 24, actor.hp.to_s, 2)
     # SP???l??`??
     self.contents.font.color = actor.sp == 0 ? knockout_color :
       actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
     draw_shadow_text(actor_x-2, 90, 96, 24, actor.sp.to_s, 2)
     # ?p???uHP?v??p???uSP?v??`??
     self.contents.font.size = 12            # ?p???uHP/SP?v??????????
     self.contents.font.color = system_color # ?p???uHP/SP?v???????F
     draw_shadow_text(actor_x, 60, 96, 12, $data_system.words.hp)
     draw_shadow_text(actor_x, 92, 96, 12, $data_system.words.sp)
     
     draw_actor_state(actor, actor_x, 100)
   end
 end
end
#==============================================================================
# ?? Window_Base
#==============================================================================
class Window_Base < Window
 #--------------------------------------------------------------------------
 # ?? HP???[?^?[ ??`??
 #--------------------------------------------------------------------------
 def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
   w = width * actor.hp / actor.maxhp
   hp_color_1 = Color.new(255,   0,   0, 192)
   hp_color_2 = Color.new(255, 255,   0, 192)
   self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
   x -= 1
   y += (height/4).floor
   self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
   x -= 1
   y += (height/4).ceil
   self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
   x -= 1
   y += (height/4).ceil
   self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
 end
 #--------------------------------------------------------------------------
 # ?? SP???[?^?[ ??`??
 #--------------------------------------------------------------------------
 def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
   w = width * actor.sp / actor.maxsp
   hp_color_1 = Color.new(  0,   0, 255, 192)
   hp_color_2 = Color.new(  0, 255, 255, 192)
   self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
   x -= 1
   y += (height/4).floor
   self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
   x -= 1
   y += (height/4).ceil
   self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
   x -= 1
   y += (height/4).ceil
   self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
 end
 #--------------------------------------------------------------------------
 # ?? ???O??`??
 #--------------------------------------------------------------------------
 alias xrxs_bp7_draw_actor_name draw_actor_name
 def draw_actor_name(actor, x, y)
   xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true
 end
 #--------------------------------------------------------------------------
 # ?? ?X?e?[?g??`??
 #--------------------------------------------------------------------------
 alias xrxs_bp7_draw_actor_state draw_actor_state
 def draw_actor_state(actor, x, y, width = 120)
   xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
 end
 #--------------------------------------------------------------------------
 # ?? HP ??`??
 #--------------------------------------------------------------------------
 alias xrxs_bp7_draw_actor_hp draw_actor_hp
 def draw_actor_hp(actor, x, y, width = 144)
   xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
 end
 #--------------------------------------------------------------------------
 # ?? SP ??`??
 #--------------------------------------------------------------------------
 alias xrxs_bp7_draw_actor_sp draw_actor_sp
 def draw_actor_sp(actor, x, y, width = 144)
   xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
 end
end
#==============================================================================
# ?? ?O?????C?u????
#==============================================================================
class Window_Base
 #--------------------------------------------------------------------------
 # ?? ???C???`?? by ???? ??y
 #--------------------------------------------------------------------------
 def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
   # ?`???????v?Z?B???????p????????B
   distance = (start_x - end_x).abs + (start_y - end_y).abs
   # ?`??J?n
   if end_color == start_color
     for i in 1..distance
       x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
       y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
       self.contents.fill_rect(x, y, width, width, start_color) 
     end
   else
     for i in 1..distance
       x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
       y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
       r = start_color.red   * (distance-i)/distance + end_color.red   * i/distance
       g = start_color.green * (distance-i)/distance + end_color.green * i/distance
       b = start_color.blue  * (distance-i)/distance + end_color.blue  * i/distance
       a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
       self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a)) 
     end
   end
 end

 #--------------------------------------------------------------------------
 # ?? ?e?????`?? by TOMY
 #--------------------------------------------------------------------------
 def draw_shadow_text(x, y, width, height, string, align = 0)
   # ????F???????????*
   color = self.contents.font.color.dup
   # ??????e?`??
   self.contents.font.color = Color.new(0, 0, 0)
   self.contents.draw_text(x + 2, y + 2, width, height, string, align)
   # ????F??????`??
   self.contents.font.color = color
   self.contents.draw_text(x, y, width, height, string, align)
 end
end


And to be honest I dont know what it means by 'module'. Also when it says Class Game_battler i get confused because there is a GB1,2 & 3 so i don't know which one to insert a certain piece of script into.

Same goes to Scene Battle but there are 4.


Can you guys help me?
 
I was going to moan at you for a lack of code tags but you edited your post.
I'm guessing to use this script, go to the script editor, scroll down to main and click on it (in the menu bar thing) and push insert and a new section for code will appear. Copy and paste this script into it. Save and test.
 

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