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.
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?
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?