Ergebnis 1 bis 20 von 63

Thema: RPG Maker(game) modifizieren

Hybrid-Darstellung

Vorheriger Beitrag Vorheriger Beitrag   Nächster Beitrag Nächster Beitrag
  1. #1
    och is mir garnicht aufgefallen. danke

  2. #2
    Die probleme machen doch das leben erst lebenswert ne. Und wie der zufall es will habe ich schon wieder das problem mit dem chip sets. keiner will gehen ich habe schon jede art versucht impotieren und allet mögliche. zwar sin die alle noch im ordner doch ich kann sie überhaupt nicht benutzen. da kan ich unter map Properties... nur die standart chip sets benutzen.

    ich wäre sehr verbunden, wenn mir jemand helfen könnte

  3. #3
    Musst du unter Database -> Tilesets aktivieren.

  4. #4
    jo dat is cool aber ich habe die englische version wo kann ich dasd finden und wie geht es den bei dem RPG Maker XP

  5. #5
    Database und Tilesets IST doch Englisch ._.
    Ich empfehle dir mal n spannendes Buch von dem genialen Autor Dr.Alzheim:

    DAS FORGOTTEN E-BOOK

    draufklicken um zu Lesen...

  6. #6
    Zitat Zitat von roter zahn Beitrag anzeigen
    Database und Tilesets IST doch Englisch ._.
    Ich empfehle dir mal n spannendes Buch von dem genialen Autor Dr.Alzheim:

    DAS FORGOTTEN E-BOOK

    draufklicken um zu Lesen...
    ... und da hat wieder jemand geschlafen. Das E-Book gilt soweit ich weiß NICHT für den RM XP.

  7. #7
    Hallo? Oben gibt's einen Button, der zur Database führt. Da kannst du dein komplettes Spiel einstellen. Ohne geht gar nichts. Und irgendwo in der Database gibt's eine Seite, die heißt "Tileset", wo du deine Tilesets definierst. Wie das im Detail geht, schreibe ich jetzt aber nicht auf - dafür gibt's KDs schöne XP Kurse:
    grundlagenkurs 1
    grundlagenkurs 2
    grundlagenkurs 3

    Erst durchackern, danach weiterfragen

  8. #8
    so hab ich gemacht aber jetze sind sie alle nicht mehr zusehen (zumindest auf dem RPG Maker) tja ich muss jetze allet dort hin inpotieren und jetzt bleiben auch die inpotierten sachen auch drine.

  9. #9
    Zitat Zitat von Caine Luveno Beitrag anzeigen
    ... und da hat wieder jemand geschlafen. Das E-Book gilt soweit ich weiß NICHT für den RM XP.
    Doch ^^
    Die Grundfunktionen à la Variablen ändern o.ä. sind ja im Rmxp genauso.
    Solange man Ruby nicht nutzt ist es eig. eine leicht verbesserte Version des 2k
    (mehr grafische Möglichkeiten [v.a. größere Charsets möglich],mehr Layer...)

  10. #10

    Skript???

    schaut mal was ich gefundwn habe ich glaube das es irgend ein skript ist oder so. Tja hat sich doch noch jemand die mühe gemacht.(hab es mit LimeWire 4.12.11 gefunden)

    #--------------------------------------------------------------------------
    # �œ ŒöŠJƒCƒ „ƒXƒ^ƒ „ƒX • Ï�“
    #--------------------------------------------------------------------------
    attr_accessor: update_cp_only # CPƒ�� [ƒ^� [‚Ì ‚Ý ‚Ì�X�V
    #--------------------------------------------------------------------------
    # �œ ƒIƒuƒWƒFƒNƒg� ‰ Šú ‰“
    #--------------------------------------------------------------------------
    alias xrxs_bp1_initialize initialize
    def initialize
    @update_cp_only = false
    xrxs_bp1_initialize
    end
    #--------------------------------------------------------------------------
    # �œ ƒŠƒtƒŒƒbƒVƒ…
    #--------------------------------------------------------------------------
    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
    #--------------------------------------------------------------------------
    # �œ CPƒ�� [ƒ^� [‚Ì • `‰ æ
    #--------------------------------------------------------------------------
    def draw_actor_cp_meter (actor x dort width = 156 Typ = 0)
    self.contents.font.color = system_color
    self.contents.fill_rect (x-1, y+27, width+2,6, Color.new (0, 0, 0, 255))
    nil-Eibe actor.cp ==
    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
    # ‚± ‚± ‚ÉŒø ‰ Ê ‰ ¹ ‚ð�Ý' è ‚· ‚é ‚Æ�AƒAƒNƒ^� [ƒRƒ} ƒ „ƒh ‚ªƒ|ƒbƒv ‚µ ‚½ ‚Æ ‚„‚ÉŒø ‰ Ê ‰ ¹ ‚ð�Ä�¶
    $data_system_command_up_se = ""
    #--------------------------------------------------------------------------
    # �œ ƒoƒgƒ ‹�I- ¹
    # result: STELLENANGEBOTE ‹‰ Ê (0: �Ÿ-˜ 1: “ s-k 2: „¦ `-)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_battle_end battle_end
    def battle_end (result)
    # CPƒJƒEƒ „ƒg' âŽ~
    @cp_thread.stop
    xrxs_bp1_battle_end (result)
    end
    #--------------------------------------------------------------------------
    # �œ ƒvƒŒƒoƒgƒ ‹ƒtƒF� [ƒYŠJŽn
    #--------------------------------------------------------------------------
    alias xrxs_bp1_start_phase1 start_phase1
    def start_phase1
    @agi_total = 0
    @cp_thread = Scene_Battle_CP.new
    # ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚ð�Ä�ì�¬
    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
    #--------------------------------------------------------------------------
    # �œ ƒp� [ƒeƒBƒRƒ} ƒ „ƒhƒtƒF� [ƒYŠJŽn
    #--------------------------------------------------------------------------
    alias xrxs_bp1_start_phase2 start_phase2
    def start_phase2
    xrxs_bp1_start_phase2
    @party_command_window.active = false
    @party_command_window.visible = false
    # ŽŸ ‚Ö
    start_phase3
    end
    #--------------------------------------------------------------------------
    # �œ ƒtƒŒ� [ƒ€�X�V (ƒp� [ƒeƒBƒRƒ} ƒ „ƒhƒtƒF� [ƒY)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase2 update_phase2
    def update_phase2
    # C ƒ {ƒ^ƒ „‚ª ‰ Ÿ ‚³ ‚ê ‚½ �ê� ‡
    Input.trigger-Eibe? (Input:: C)
    # ƒp� [ƒeƒBƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚̃J� [ƒ \ ƒ ‹ˆÊ' u ‚Å • ªŠò
    Kasten @party_command_window.index
    when 0 # �í ‚¤
    # Œˆ' è ES ‚ð ‰ ‰ `t
    $game_system.se_play ($data_system.decision_se)
    @cp_thread.start
    # ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒtƒF� [ƒYŠJŽn
    start_phase3
    end
    return
    end
    xrxs_bp1_update_phase2
    end
    #--------------------------------------------------------------------------
    # �œ ŽŸ ‚̃AƒNƒ^� [‚̃Rƒ} ƒ „ƒh „ü-Í ‚Ö
    #--------------------------------------------------------------------------
    def phase3_next_actor
    # ƒ ‹� [ƒv
    begin
    # ƒAƒNƒ^� [‚Ì- ¾ - ŃGƒtƒFƒNƒg OFF
    Eibe @active_battler! = nil
    @active_battler.blink = false
    end
    # �Ō㠂̃AƒNƒ^� [‚Ì�ê� ‡
    if @actor_index == $game_party.actors.size-1
    # ƒ�ƒCƒ „ƒtƒF� [ƒYŠJŽn
    @cp_thread.start
    start_phase4
    return
    end
    # ƒAƒNƒ^� [‚̃Cƒ „ƒfƒbƒNƒX ‚ð�i ‚ß ‚é
    @actor_index += 1
    @active_battler = $game_party.actors [@actor_index]
    @active_battler.blink = true
    @active_battler.inputableEibe? == false
    @active_battler.current_action.kind = -1
    end
    # ƒAƒNƒ^� [‚ªƒRƒ} ƒ „ƒh „ü-Í ‚ðŽó ‚¯ • t ‚¯ ‚È ‚¢�ó `Ô ‚È ‚ç ‚an ‚¤ˆê „x
    end until @active_battler.inputable?
    @cp_thread.stop
    # ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚ðƒZƒbƒgƒAƒbƒv
    @active_battler.now_guarding = false
    phase3_setup_command_window
    end
    #--------------------------------------------------------------------------
    # �œ `O ‚̃AƒNƒ^� [‚̃Rƒ} ƒ „ƒh „ü-Í ‚Ö
    #--------------------------------------------------------------------------
    def phase3_prior_actor
    # ƒ ‹� [ƒv
    begin
    # ƒAƒNƒ^� [‚Ì- ¾ - ŃGƒtƒFƒNƒg OFF
    Eibe @active_battler! = nil
    @active_battler.blink = false
    end
    # �Å� ‰ ‚̃AƒNƒ^� [‚Ì�ê� ‡
    if @actor_index == 0
    # �Å� ‰ ‚Ö-ß ‚é
    start_phase3
    return
    end
    # ƒAƒNƒ^� [‚̃Cƒ „ƒfƒbƒNƒX ‚ð-ß ‚·
    @actor_index - = 1
    @active_battler = $game_party.actors [@actor_index]
    @active_battler.blink = true
    # ƒAƒNƒ^� [‚ªƒRƒ} ƒ „ƒh „ü-Í ‚ðŽó ‚¯ • t ‚¯ ‚È ‚¢�ó `Ô ‚È ‚ç ‚an ‚¤ˆê „x
    end until @active_battler.inputable?
    @cp_thread.stop
    # ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚ðƒZƒbƒgƒAƒbƒv
    @active_battler.now_guarding = false
    phase3_setup_command_window
    end
    #--------------------------------------------------------------------------
    # �œ ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚̃ZƒbƒgƒAƒbƒv
    #--------------------------------------------------------------------------
    alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
    def phase3_setup_command_window
    # Œø ‰ Ê ‰ ¹ ‚Ì�Ä�¶
    Audio.se_play ($data_system_command_up_se) if $data_system_command_up_se! = ""
    # - ß ‚·
    xrxs_bp1_phase3_setup_command_window
    end
    #--------------------------------------------------------------------------
    # �œ ƒtƒŒ� [ƒ€�X�V (ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒtƒF� [ƒY: Šî- {ƒRƒ} ƒ „ƒh)
    #--------------------------------------------------------------------------
    alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
    def update_phase3_basic_command
    # C ƒ {ƒ^ƒ „‚ª ‰ Ÿ ‚³ ‚ê ‚½ �ê� ‡
    Input.trigger-Eibe? (Input:: C)
    # ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚̃J� [ƒ \ ƒ ‹ˆÊ' u ‚Å • ªŠò
    Kasten @actor_command_window.index
    when 4 # „¦ ‚° ‚é
    $game_temp.battle_can_escapeEibe
    # Œˆ' è ES ‚ð ‰ ‰ `t
    $game_system.se_play ($data_system.decision_se)
    # ƒAƒNƒVƒ ‡ ƒ „‚ð�Ý' è
    @active_battler.current_action.kind = 0
    @active_battler.current_action.basic = 4
    # ŽŸ ‚̃AƒNƒ^� [‚̃Rƒ} ƒ „ƒh „ü-Í ‚Ö
    phase3_next_actor
    Else
    # ƒuƒU� [SE ‚ð ‰ ‰ `t
    $game_system.se_play ($data_system.buzzer_se)
    end
    return
    end
    end
    xrxs_bsp1_update_phase3_basic_command
    end
    #--------------------------------------------------------------------------
    # �œ ƒ�ƒCƒ „ƒtƒF� [ƒYŠJŽn
    #--------------------------------------------------------------------------
    alias xrxs_bp1_start_phase4 start_phase4
    def start_phase4
    xrxs_bp1_start_phase4
    # ƒGƒlƒ~� [ƒAƒNƒVƒ ‡ ƒ „�ì�¬
    for enemy in $game_troop.enemies
    Eibe enemy.cp > 65535
    enemy.current_action.clear
    enemy.current_action.kind = -1 # ƒ^� [ƒ „“ ò ‚Î ‚µ�B
    next
    end
    enemy.make_action
    end
    # �s „®� ‡ �˜�ì�¬
    make_action_orders
    end
    #--------------------------------------------------------------------------
    # �œ ƒtƒŒ� [ƒ€�X�V (ƒ�ƒCƒ „ƒtƒF� [ƒY ƒXƒeƒbƒv 1: ƒAƒNƒVƒ ‡ ƒ „�€“ õ)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase4_step1 update_phase4_step1
    def update_phase4_step1
    # � ‰ Šú ‰“
    @phase4_act_continuation = 0
    # �Ÿ“ s““' è
    judgeEibe
    @cp_thread.stop
    # �Ÿ-˜ ‚Ü ‚½ ‚Í“ s-k ‚Ì�ê� ‡: ƒ�ƒ \ ƒbƒh�I- ¹
    return
    end
    # - ¢�s „®ƒoƒgƒ ‰ � [“ z-ñ ‚Ì�æ „ª ‚© ‚çŽæ „¾
    @active_battler = @action_battlers [0]
    # ƒXƒe� [ƒ^ƒX�X�V ‚ðCP ‚¾ ‚¯ ‚ÉŒÀ' è�B
    @status_window.update_cp_only = true
    # ƒXƒe� [ƒg�X�V ‚ð ‹ÖŽ~�B
    @active_battler.slip_state_update_ban = true if @active_battler! = nil
    # - ß ‚·
    xrxs_bp1_update_phase4_step1
    # ‹ÖŽ~ ‚ð ‰ ð�œ
    @status_window.update_cp_only = false
    @active_battler.slip_state_update_ban = false if @active_battler! = nil
    end
    #--------------------------------------------------------------------------
    # �œ ƒtƒŒ� [ƒ€�X�V (ƒ�ƒCƒ „ƒtƒF� [ƒY ƒXƒeƒbƒv 2: ƒAƒNƒVƒ ‡ ƒ „ŠJŽn)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase4_step2 update_phase4_step2
    def update_phase4_step2
    # ‹�§ƒAƒNƒVƒ ‡ ƒ „‚Å ‚È ‚¯ ‚ê ‚Î
    unless @active_battler.current_action.forcing
    # CP ‚ª `„‚è ‚Ä ‚¢ ‚È ‚¢�ê� ‡
    if @phase4_act_continuation == 0 and @active_battler.cp > 65535
    @phase4_step = 6
    return
    end
    # �§-ñ ‚ª [„G ‚ð' Ê�í�UŒ ‚‚· ‚é] ‚© [- ¡ • û ‚ð' Ê�í�UŒ ‚‚· ‚é] ‚Ì�ê� ‡
    if @active_battler.restriction == 2, or @active_battler.restriction == 3
    # ƒAƒNƒVƒ ‡ ƒ „‚É�UŒ ‚‚ð�Ý' è
    @active_battler.current_action.kind = 0
    @active_battler.current_action.basic = 0
    end
    # �§-ñ ‚ª [�s „® ‚Å ‚„‚È ‚¢] ‚Ì�ê� ‡
    if @active_battler.restriction == 4
    # ƒAƒNƒVƒ ‡ ƒ „‹�§ `Î�Û ‚̃oƒgƒ ‰ � [‚ðƒNƒŠƒA
    $game_temp.forcing_battler = nil
    if @phase4_act_continuation == 0 and @active_battler.cp <> # ƒXƒe� [ƒgŽ© `R ‰ ð�œ
    # ƒXƒe�[ƒgŽ©‘R‰ð�œ
    @active_battler.remove_states_auto
    # CP�Á“ ï
    @active_battler.cp = [(@active_battler.cp - 65535), 0] .max
    # ƒXƒe� [ƒ^ƒXƒEƒBƒ „ƒhƒE ‚ðƒŠƒtƒŒƒbƒVƒ…
    @status_window.refresh
    end
    # ƒXƒeƒbƒv 1 ‚ɈÚ�s
    @phase4_step = 1
    return
    end
    end
    # ƒAƒNƒVƒ ‡ ƒ „‚ÌŽí • Ê ‚Å • ªŠò
    @active_battler.current_action.kind-Kasten
    when 0
    # �UŒ ‚¥-hŒä�E „¦ ‚° ‚é�E ‰ ½ ‚à ‚µ ‚È ‚¢Žž ‚Ì ‹¤' Ê�Á“ ïCP
    @active_battler.cp - = 0 if @phase4_act_continuation == 0
    when 1
    # ƒXƒLƒ ‹Žg-pŽž ‚Ì�Á“ ïCP
    @active_battler.cp - = 65535 if @phase4_act_continuation == 0
    when 2
    # ƒAƒCƒeƒ€Žg-pŽž ‚Ì�Á“ ïCP
    @active_battler.cp - = 65535 if @phase4_act_continuation == 0
    when -1
    # CP ‚ª- ‚Ü ‚Á ‚Ä ‚¢ ‚È ‚¢
    @phase4_step = 6
    return
    end
    # CP ‰ ÁŽZ ‚ðˆêŽž' âŽ~ ‚· ‚é
    @cp_thread.stop = true
    # ƒXƒe� [ƒgŽ© `R ‰ ð�œ
    @active_battler.remove_states_auto
    xrxs_bp1_update_phase4_step2
    end
    #--------------------------------------------------------------------------
    # �œ Šî- {ƒAƒNƒVƒ ‡ ƒ „Œ ‹‰ Ê�ì�¬
    #--------------------------------------------------------------------------
    alias xrxs_bp1_make_basic_action_result make_basic_action_result
    def make_basic_action_result
    # �UŒ ‚‚Ì�ê� ‡
    if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
    @active_battler.cp - = 65535 # �UŒ ‚Žž ‚ÌCP�Á“ ï
    end
    # - hŒä ‚Ì�ê� ‡
    if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
    @active_battler.cp - = 32767 # - hŒäŽž ‚ÌCP�Á“ ï
    end
    # „G ‚Ì „¦ ‚° ‚é ‚Ì�ê� ‡
    Eibe @active_battler.is_a? (Game_Enemy) and
    @active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
    @active_battler.cp - = 65535 # „¦ `- Žž ‚ÌCP�Á“ ï
    end
    # ‰ ½ ‚à ‚µ ‚È ‚¢ ‚Ì�ê� ‡
    if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
    @active_battler.cp - = 32767 # ‰ ½ ‚an ‚µ ‚È ‚¢Žž ‚ÌCP�Á“ ï
    end
    # „¦ ‚° ‚é ‚Ì�ê� ‡
    if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
    @active_battler.cp - = 65535 # „¦ `- Žž ‚ÌCP�Á“ ï
    # „¦ `- ‰ “ \ ‚Å ‚Í ‚È ‚¢�Ê� ‡
    if $game_temp.battle_can_escape == false
    # ƒuƒU� [SE ‚ð ‰ ‰ `t
    $game_system.se_play ($data_system.buzzer_se)
    return
    end
    # Œˆ' è ES ‚ð ‰ ‰ `t
    $game_system.se_play ($data_system.decision_se)
    # „¦ `- �ˆ-�
    update_phase2_escape
    return
    end
    xrxs_bp1_make_basic_action_result
    end
    #--------------------------------------------------------------------------
    # �œ ƒtƒŒ� [ƒ€�X�V (ƒ�ƒCƒ „ƒtƒF� [ƒY ƒXƒeƒbƒv 5: ƒ_ƒ�� [ƒW • \ ަ)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase4_step5 update_phase4_step5
    def update_phase4_step5
    # ƒXƒŠƒbƒvƒ_ƒ�� [ƒW
    if @active_battler.hp < 0="" and=""> @active_battler.slip_damage_effect
    @active_battler.slip_damage_effect
    @active_battler.damage_pop = true
    end
    xrxs_bp1_update_phase4_step5
    end
    #--------------------------------------------------------------------------
    # �œ ƒtƒŒ� [ƒ€�X�V (ƒ�ƒCƒ „ƒtƒF� [ƒY ƒXƒeƒbƒv 6: ƒŠƒtƒŒƒbƒVƒ…)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase4_step6 update_phase4_step6
    def update_phase4_step6
    # CP ‰ ÁŽZ ‚ð�ÄŠJ ‚· ‚é
    @cp_thread.stop = false
    # ƒwƒ ‹ƒvƒEƒBƒ „ƒhƒE ‚ð ‰ B ‚·
    @help_window.visible = false
    xrxs_bp1_update_phase4_step6
    end
    end
    # �¥�£�¥ XRXS_BP 7. ƒoƒgƒ ‹ƒXƒe� [ƒ^ƒX�EƒNƒŠƒAƒfƒUƒCƒ „ver.1.02 �¥�£�¥
    # by �÷ ‰ ë �Ý „dort TOMY

    #==============================================================================
    # � ¡ Window_BattleStatus
    #==============================================================================
    class Window_BattleStatus > Window_Base
    #--------------------------------------------------------------------------
    # �œ ŒöŠJƒCƒ „ƒXƒ^ƒ „ƒX • Ï�“
    #--------------------------------------------------------------------------
    attr_accessor: update_cp_only # CPƒ�� [ƒ^� [‚Ì ‚Ý ‚Ì�X�V
    #--------------------------------------------------------------------------
    # �œ ƒIƒuƒWƒFƒNƒg� ‰ Šú ‰“
    #--------------------------------------------------------------------------
    alias xrxs_bp7_initialize initialize
    def initialize
    xrxs_bp7_initialize
    # � „Full-View ‚Ì�ê� ‡ ‚Í ‰ º „ñ�s ‚Ì # ‚ð�Á ‚µ ‚Ä ‚‚¾ ‚³ ‚¢�B
    #self.opacity = 0
    #self.back_opacity = 0
    end
    #--------------------------------------------------------------------------
    # �œ ƒŠƒtƒŒƒbƒVƒ…
    #--------------------------------------------------------------------------
    alias xrxs_bp7_refresh refresh
    def refresh
    Eibe @update_cp_only
    xrxs_bp7_refresh
    return
    end
    # • `ŽÊ ‚ð ‹ÖŽ~ ‚µ ‚È ‚ª ‚ç-ß ‚·
    @draw_ban = true
    xrxs_bp7_refresh
    # • `ŽÊ ‚Ì ‹ÖŽ~ ‚ð ‰ ð�œ
    @draw_ban = false
    # • `ŽÊ ‚ðŠJŽn
    @item_max = $game_party.actors.size
    for i in 0… $game_party.actors.size
    actor = $game_party.actors [i]
    actor_x = i * 160 + 21
    # • à�sƒLƒƒƒ ‰ ƒOƒ ‰ ƒtƒBƒbƒN ‚Ì • `ŽÊ
    draw_actor_graphic (actor, actor_x - 9, 116)
    # HP/SPƒ�� [ƒ^� [‚Ì • `ŽÊ
    draw_actor_hp_meter_line (actor, actor_x, 72, 96, 12)
    draw_actor_sp_meter_line (actor, actor_x, 104, 96, 12)
    # HP�“' L ‚Ì • `ŽÊ
    self.contents.font.size = 24 # HP/SP�“' l ‚Ì • ¶Žš ‚Ì `å ‚„‚³
    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 ‚Ì • `ŽÊ
    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)
    # - pŒê�uHP�v ‚Æ-pŒê�uSP�v ‚Ì • `ŽÊ
    self.contents.font.size = 12 # - pŒê�uHP/SP�v ‚Ì • ¶Žš ‚Ì `å ‚„‚³
    self.contents.font.color = system_color # - pŒê�uHP/SP�v ‚Ì • ¶Žš ‚Ì�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
    #--------------------------------------------------------------------------
    # �œ HPƒ�� [ƒ^� [‚Ì • `‰ æ
    #--------------------------------------------------------------------------
    def draw_actor_hp_meter_line (actor, x, dort, 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, dort, x + w, dort, hp_color_1, (height/4) .floor, hp_color_2)
    x - = 1
    dort += (height/4) .floor
    self.contents.fill_rect (x+8, y+4, width, (height/4) .ceil, Color.new (0, 0, 0, 128))
    draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .ceil, hp_color_2)
    x - = 1
    dort += (height/4) .ceil
    self.contents.fill_rect (x+8, y+4, width, (height/4) .ceil, Color.new (0, 0, 0, 128))
    draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .ceil, hp_color_2)
    x - = 1
    dort += (height/4) .ceil
    self.contents.fill_rect (x+8, y+4, width, (height/4) .floor, Color.new (0, 0, 0, 128))
    draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .floor, hp_color_2)
    end
    #--------------------------------------------------------------------------
    # �œ SPƒ�� [ƒ^� [‚Ì • `‰ æ
    #--------------------------------------------------------------------------
    def draw_actor_sp_meter_line (actor, x, dort, 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, dort, x + w, dort, hp_color_1, (height/4) .floor, hp_color_2)
    x - = 1
    dort += (height/4) .floor
    self.contents.fill_rect (x+8, y+4, width, (height/4) .ceil, Color.new (0, 0, 0, 128))
    draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .ceil, hp_color_2)
    x - = 1
    dort += (height/4) .ceil
    self.contents.fill_rect (x+8, y+4, width, (height/4) .ceil, Color.new (0, 0, 0, 128))
    draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .ceil, hp_color_2)
    x - = 1
    dort += (height/4) .ceil
    self.contents.fill_rect (x+8, y+4, width, (height/4) .floor, Color.new (0, 0, 0, 128))
    draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .floor, hp_color_2)
    end
    #--------------------------------------------------------------------------
    # �œ - ¼ `O ‚Ì • `‰ æ
    #--------------------------------------------------------------------------
    alias xrxs_bp7_draw_actor_name draw_actor_name
    def draw_actor_name (actor x) dort
    xrxs_bp7_draw_actor_name (actor x) dort, if @draw_ban! = true
    end
    #--------------------------------------------------------------------------
    # �œ ƒXƒe� [ƒg ‚Ì • `‰ æ
    #--------------------------------------------------------------------------
    alias xrxs_bp7_draw_actor_state draw_actor_state
    def draw_actor_state (actor, x, dort, width = 120)
    xrxs_bp7_draw_actor_state (actor, x, dort, width) if @draw_ban! = true
    end
    #--------------------------------------------------------------------------
    # �œ HP ‚Ì • `‰ æ
    #--------------------------------------------------------------------------
    alias xrxs_bp7_draw_actor_hp draw_actor_hp
    def draw_actor_hp (actor, x, dort, width = 144)
    xrxs_bp7_draw_actor_hp (actor, x, dort, width) if @draw_ban! = true
    end
    #--------------------------------------------------------------------------
    # �œ SP ‚Ì • `‰ æ
    #--------------------------------------------------------------------------
    alias xrxs_bp7_draw_actor_sp draw_actor_sp
    def draw_actor_sp (actor, x, dort, width = 144)
    xrxs_bp7_draw_actor_sp (actor, x, dort, width) if @draw_ban! = true
    end
    end
    #==============================================================================
    # �ž ŠO •“ ƒ ‰ ƒCƒuƒ ‰ ƒŠ
    #==============================================================================
    class Window_Base
    #--------------------------------------------------------------------------
    # �œ ƒ ‰ ƒCƒ „• `‰ æ by �÷ ‰ ë �Ý „dort
    #--------------------------------------------------------------------------
    def draw_line (start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
    # • `ŽÊ ‹- - £ ‚ÌŒvŽZ�B `å ‚„‚ß ‚É' ¼ ŠpŽž ‚Ì' · ‚³ �B
    distance = (start_x - end_x) .abs + (start_y - end_y) .abs
    # • `ŽÊŠJŽn
    if end_color == start_color
    for i in 1. .distance
    x = (start_x + 1.0 * (end_x - start_x) * i/distance) .to_i
    = dort (start_y + 1.0 * (end_y - start_y) * i/distance) .to_i
    self.contents.fill_rect (x, dort, width, width, start_color)
    end
    Else
    for i in 1. .distance
    x = (start_x + 1.0 * (end_x - start_x) * i/distance) .to_i
    = dort (start_y + 1.0 * (end_y - start_y) * i/distance) .to_i
    r = start_color.red * (Distanz-i) /distance + end_color.red * i/distance
    g = start_color.green * (Distanz-i) /distance + end_color.green * i/distance
    b = start_color.blue * (Distanz-i) /distance + end_color.blue * i/distance
    a = start_color.alpha * (Distanz-i) /distance + end_color.alpha * i/distance
    self.contents.fill_rect (x, dort, width, width, Color.new (r, g, b, a))
    end
    end
    end

    #--------------------------------------------------------------------------
    # �œ ‰ e • ¶Žš • `‰ æ by TOMY
    #--------------------------------------------------------------------------
    def draw_shadow_text (x, dort, width, height, string, align = 0)
    # Œ ³ ‚Ì�F ‚ð • Û `¶ ‚µ ‚Ä ‚¨ ‚
    color = self.contents.font.color.dup
    # � • Žš ‚Å ‰ e • `‰ æ
    self.contents.font.color = Color.new (0, 0, 0)
    self.contents.draw_text (x + 2, dort + 2, width, height, string, align)
    # Œ ³ ‚Ì�F ‚É-ß ‚µ ‚Ä • `‰ æ
    self.contents.font.color = color
    self.contents.draw_text (x, dort, width, height, string, align)
    end
    end

  11. #11
    Zitat Zitat von D.C.Crimson Beitrag anzeigen
    schaut mal was ich gefundwn habe ich glaube das es irgend ein skript ist oder so. Tja hat sich doch noch jemand die mühe gemacht.(hab es mit LimeWire 4.12.11 gefunden)

    #--------------------------------------------------------------------------
    # �œ ŒöŠJƒCƒ „ƒXƒ^ƒ „ƒX • Ï�“
    #--------------------------------------------------------------------------
    attr_accessor: update_cp_only # CPƒ�� [ƒ^� [‚Ì ‚Ý ‚Ì�X�V
    #--------------------------------------------------------------------------
    # �œ ƒIƒuƒWƒFƒNƒg� ‰ Šú ‰“
    #--------------------------------------------------------------------------
    alias xrxs_bp1_initialize initialize
    def initialize
    @update_cp_only = false
    xrxs_bp1_initialize
    end
    #--------------------------------------------------------------------------
    # �œ ƒŠƒtƒŒƒbƒVƒ…
    #--------------------------------------------------------------------------
    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
    #--------------------------------------------------------------------------
    # �œ CPƒ�� [ƒ^� [‚Ì • `‰ æ
    #--------------------------------------------------------------------------
    def draw_actor_cp_meter (actor x dort width = 156 Typ = 0)
    self.contents.font.color = system_color
    self.contents.fill_rect (x-1, y+27, width+2,6, Color.new (0, 0, 0, 255))
    nil-Eibe actor.cp ==
    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
    # ‚± ‚± ‚ÉŒø ‰ Ê ‰ ¹ ‚ð�Ý' è ‚· ‚é ‚Æ�AƒAƒNƒ^� [ƒRƒ} ƒ „ƒh ‚ªƒ|ƒbƒv ‚µ ‚½ ‚Æ ‚„‚ÉŒø ‰ Ê ‰ ¹ ‚ð�Ä�¶
    $data_system_command_up_se = ""
    #--------------------------------------------------------------------------
    # �œ ƒoƒgƒ ‹�I- ¹
    # result: STELLENANGEBOTE ‹‰ Ê (0: �Ÿ-˜ 1: “ s-k 2: „¦ `-)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_battle_end battle_end
    def battle_end (result)
    # CPƒJƒEƒ „ƒg' âŽ~
    @cp_thread.stop
    xrxs_bp1_battle_end (result)
    end
    #--------------------------------------------------------------------------
    # �œ ƒvƒŒƒoƒgƒ ‹ƒtƒF� [ƒYŠJŽn
    #--------------------------------------------------------------------------
    alias xrxs_bp1_start_phase1 start_phase1
    def start_phase1
    @agi_total = 0
    @cp_thread = Scene_Battle_CP.new
    # ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚ð�Ä�ì�¬
    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
    #--------------------------------------------------------------------------
    # �œ ƒp� [ƒeƒBƒRƒ} ƒ „ƒhƒtƒF� [ƒYŠJŽn
    #--------------------------------------------------------------------------
    alias xrxs_bp1_start_phase2 start_phase2
    def start_phase2
    xrxs_bp1_start_phase2
    @party_command_window.active = false
    @party_command_window.visible = false
    # ŽŸ ‚Ö
    start_phase3
    end
    #--------------------------------------------------------------------------
    # �œ ƒtƒŒ� [ƒ€�X�V (ƒp� [ƒeƒBƒRƒ} ƒ „ƒhƒtƒF� [ƒY)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase2 update_phase2
    def update_phase2
    # C ƒ {ƒ^ƒ „‚ª ‰ Ÿ ‚³ ‚ê ‚½ �ê� ‡
    Input.trigger-Eibe? (Input:: C)
    # ƒp� [ƒeƒBƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚̃J� [ƒ \ ƒ ‹ˆÊ' u ‚Å • ªŠò
    Kasten @party_command_window.index
    when 0 # �í ‚¤
    # Œˆ' è ES ‚ð ‰ ‰ `t
    $game_system.se_play ($data_system.decision_se)
    @cp_thread.start
    # ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒtƒF� [ƒYŠJŽn
    start_phase3
    end
    return
    end
    xrxs_bp1_update_phase2
    end
    #--------------------------------------------------------------------------
    # �œ ŽŸ ‚̃AƒNƒ^� [‚̃Rƒ} ƒ „ƒh „ü-Í ‚Ö
    #--------------------------------------------------------------------------
    def phase3_next_actor
    # ƒ ‹� [ƒv
    begin
    # ƒAƒNƒ^� [‚Ì- ¾ - ŃGƒtƒFƒNƒg OFF
    Eibe @active_battler! = nil
    @active_battler.blink = false
    end
    # �Ō㠂̃AƒNƒ^� [‚Ì�ê� ‡
    if @actor_index == $game_party.actors.size-1
    # ƒ�ƒCƒ „ƒtƒF� [ƒYŠJŽn
    @cp_thread.start
    start_phase4
    return
    end
    # ƒAƒNƒ^� [‚̃Cƒ „ƒfƒbƒNƒX ‚ð�i ‚ß ‚é
    @actor_index += 1
    @active_battler = $game_party.actors [@actor_index]
    @active_battler.blink = true
    @active_battler.inputableEibe? == false
    @active_battler.current_action.kind = -1
    end
    # ƒAƒNƒ^� [‚ªƒRƒ} ƒ „ƒh „ü-Í ‚ðŽó ‚¯ • t ‚¯ ‚È ‚¢�ó `Ô ‚È ‚ç ‚an ‚¤ˆê „x
    end until @active_battler.inputable?
    @cp_thread.stop
    # ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚ðƒZƒbƒgƒAƒbƒv
    @active_battler.now_guarding = false
    phase3_setup_command_window
    end
    #--------------------------------------------------------------------------
    # �œ `O ‚̃AƒNƒ^� [‚̃Rƒ} ƒ „ƒh „ü-Í ‚Ö
    #--------------------------------------------------------------------------
    def phase3_prior_actor
    # ƒ ‹� [ƒv
    begin
    # ƒAƒNƒ^� [‚Ì- ¾ - ŃGƒtƒFƒNƒg OFF
    Eibe @active_battler! = nil
    @active_battler.blink = false
    end
    # �Å� ‰ ‚̃AƒNƒ^� [‚Ì�ê� ‡
    if @actor_index == 0
    # �Å� ‰ ‚Ö-ß ‚é
    start_phase3
    return
    end
    # ƒAƒNƒ^� [‚̃Cƒ „ƒfƒbƒNƒX ‚ð-ß ‚·
    @actor_index - = 1
    @active_battler = $game_party.actors [@actor_index]
    @active_battler.blink = true
    # ƒAƒNƒ^� [‚ªƒRƒ} ƒ „ƒh „ü-Í ‚ðŽó ‚¯ • t ‚¯ ‚È ‚¢�ó `Ô ‚È ‚ç ‚an ‚¤ˆê „x
    end until @active_battler.inputable?
    @cp_thread.stop
    # ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚ðƒZƒbƒgƒAƒbƒv
    @active_battler.now_guarding = false
    phase3_setup_command_window
    end
    #--------------------------------------------------------------------------
    # �œ ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚̃ZƒbƒgƒAƒbƒv
    #--------------------------------------------------------------------------
    alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
    def phase3_setup_command_window
    # Œø ‰ Ê ‰ ¹ ‚Ì�Ä�¶
    Audio.se_play ($data_system_command_up_se) if $data_system_command_up_se! = ""
    # - ß ‚·
    xrxs_bp1_phase3_setup_command_window
    end
    #--------------------------------------------------------------------------
    # �œ ƒtƒŒ� [ƒ€�X�V (ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒtƒF� [ƒY: Šî- {ƒRƒ} ƒ „ƒh)
    #--------------------------------------------------------------------------
    alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
    def update_phase3_basic_command
    # C ƒ {ƒ^ƒ „‚ª ‰ Ÿ ‚³ ‚ê ‚½ �ê� ‡
    Input.trigger-Eibe? (Input:: C)
    # ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚̃J� [ƒ \ ƒ ‹ˆÊ' u ‚Å • ªŠò
    Kasten @actor_command_window.index
    when 4 # „¦ ‚° ‚é
    $game_temp.battle_can_escapeEibe
    # Œˆ' è ES ‚ð ‰ ‰ `t
    $game_system.se_play ($data_system.decision_se)
    # ƒAƒNƒVƒ ‡ ƒ „‚ð�Ý' è
    @active_battler.current_action.kind = 0
    @active_battler.current_action.basic = 4
    # ŽŸ ‚̃AƒNƒ^� [‚̃Rƒ} ƒ „ƒh „ü-Í ‚Ö
    phase3_next_actor
    Else
    # ƒuƒU� [SE ‚ð ‰ ‰ `t
    $game_system.se_play ($data_system.buzzer_se)
    end
    return
    end
    end
    xrxs_bsp1_update_phase3_basic_command
    end
    #--------------------------------------------------------------------------
    # �œ ƒ�ƒCƒ „ƒtƒF� [ƒYŠJŽn
    #--------------------------------------------------------------------------
    alias xrxs_bp1_start_phase4 start_phase4
    def start_phase4
    xrxs_bp1_start_phase4
    # ƒGƒlƒ~� [ƒAƒNƒVƒ ‡ ƒ „�ì�¬
    for enemy in $game_troop.enemies
    Eibe enemy.cp > 65535
    enemy.current_action.clear
    enemy.current_action.kind = -1 # ƒ^� [ƒ „“ ò ‚Î ‚µ�B
    next
    end
    enemy.make_action
    end
    # �s „®� ‡ �˜�ì�¬
    make_action_orders
    end
    #--------------------------------------------------------------------------
    # �œ ƒtƒŒ� [ƒ€�X�V (ƒ�ƒCƒ „ƒtƒF� [ƒY ƒXƒeƒbƒv 1: ƒAƒNƒVƒ ‡ ƒ „�€“ õ)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase4_step1 update_phase4_step1
    def update_phase4_step1
    # � ‰ Šú ‰“
    @phase4_act_continuation = 0
    # �Ÿ“ s““' è
    judgeEibe
    @cp_thread.stop
    # �Ÿ-˜ ‚Ü ‚½ ‚Í“ s-k ‚Ì�ê� ‡: ƒ�ƒ \ ƒbƒh�I- ¹
    return
    end
    # - ¢�s „®ƒoƒgƒ ‰ � [“ z-ñ ‚Ì�æ „ª ‚© ‚çŽæ „¾
    @active_battler = @action_battlers [0]
    # ƒXƒe� [ƒ^ƒX�X�V ‚ðCP ‚¾ ‚¯ ‚ÉŒÀ' è�B
    @status_window.update_cp_only = true
    # ƒXƒe� [ƒg�X�V ‚ð ‹ÖŽ~�B
    @active_battler.slip_state_update_ban = true if @active_battler! = nil
    # - ß ‚·
    xrxs_bp1_update_phase4_step1
    # ‹ÖŽ~ ‚ð ‰ ð�œ
    @status_window.update_cp_only = false
    @active_battler.slip_state_update_ban = false if @active_battler! = nil
    end
    #--------------------------------------------------------------------------
    # �œ ƒtƒŒ� [ƒ€�X�V (ƒ�ƒCƒ „ƒtƒF� [ƒY ƒXƒeƒbƒv 2: ƒAƒNƒVƒ ‡ ƒ „ŠJŽn)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase4_step2 update_phase4_step2
    def update_phase4_step2
    # ‹�§ƒAƒNƒVƒ ‡ ƒ „‚Å ‚È ‚¯ ‚ê ‚Î
    unless @active_battler.current_action.forcing
    # CP ‚ª `„‚è ‚Ä ‚¢ ‚È ‚¢�ê� ‡
    if @phase4_act_continuation == 0 and @active_battler.cp > 65535
    @phase4_step = 6
    return
    end
    # �§-ñ ‚ª [„G ‚ð' Ê�í�UŒ ‚‚· ‚é] ‚© [- ¡ • û ‚ð' Ê�í�UŒ ‚‚· ‚é] ‚Ì�ê� ‡
    if @active_battler.restriction == 2, or @active_battler.restriction == 3
    # ƒAƒNƒVƒ ‡ ƒ „‚É�UŒ ‚‚ð�Ý' è
    @active_battler.current_action.kind = 0
    @active_battler.current_action.basic = 0
    end
    # �§-ñ ‚ª [�s „® ‚Å ‚„‚È ‚¢] ‚Ì�ê� ‡
    if @active_battler.restriction == 4
    # ƒAƒNƒVƒ ‡ ƒ „‹�§ `Î�Û ‚̃oƒgƒ ‰ � [‚ðƒNƒŠƒA
    $game_temp.forcing_battler = nil
    if @phase4_act_continuation == 0 and @active_battler.cp <> # ƒXƒe� [ƒgŽ© `R ‰ ð�œ
    # ƒXƒe�[ƒgŽ©‘R‰ð�œ
    @active_battler.remove_states_auto
    # CP�Á“ ï
    @active_battler.cp = [(@active_battler.cp - 65535), 0] .max
    # ƒXƒe� [ƒ^ƒXƒEƒBƒ „ƒhƒE ‚ðƒŠƒtƒŒƒbƒVƒ…
    @status_window.refresh
    end
    # ƒXƒeƒbƒv 1 ‚ɈÚ�s
    @phase4_step = 1
    return
    end
    end
    # ƒAƒNƒVƒ ‡ ƒ „‚ÌŽí • Ê ‚Å • ªŠò
    @active_battler.current_action.kind-Kasten
    when 0
    # �UŒ ‚¥-hŒä�E „¦ ‚° ‚é�E ‰ ½ ‚à ‚µ ‚È ‚¢Žž ‚Ì ‹¤' Ê�Á“ ïCP
    @active_battler.cp - = 0 if @phase4_act_continuation == 0
    when 1
    # ƒXƒLƒ ‹Žg-pŽž ‚Ì�Á“ ïCP
    @active_battler.cp - = 65535 if @phase4_act_continuation == 0
    when 2
    # ƒAƒCƒeƒ€Žg-pŽž ‚Ì�Á“ ïCP
    @active_battler.cp - = 65535 if @phase4_act_continuation == 0
    when -1
    # CP ‚ª- ‚Ü ‚Á ‚Ä ‚¢ ‚È ‚¢
    @phase4_step = 6
    return
    end
    # CP ‰ ÁŽZ ‚ðˆêŽž' âŽ~ ‚· ‚é
    @cp_thread.stop = true
    # ƒXƒe� [ƒgŽ© `R ‰ ð�œ
    @active_battler.remove_states_auto
    xrxs_bp1_update_phase4_step2
    end
    #--------------------------------------------------------------------------
    # �œ Šî- {ƒAƒNƒVƒ ‡ ƒ „Œ ‹‰ Ê�ì�¬
    #--------------------------------------------------------------------------
    alias xrxs_bp1_make_basic_action_result make_basic_action_result
    def make_basic_action_result
    # �UŒ ‚‚Ì�ê� ‡
    if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
    @active_battler.cp - = 65535 # �UŒ ‚Žž ‚ÌCP�Á“ ï
    end
    # - hŒä ‚Ì�ê� ‡
    if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
    @active_battler.cp - = 32767 # - hŒäŽž ‚ÌCP�Á“ ï
    end
    # „G ‚Ì „¦ ‚° ‚é ‚Ì�ê� ‡
    Eibe @active_battler.is_a? (Game_Enemy) and
    @active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
    @active_battler.cp - = 65535 # „¦ `- Žž ‚ÌCP�Á“ ï
    end
    # ‰ ½ ‚à ‚µ ‚È ‚¢ ‚Ì�ê� ‡
    if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
    @active_battler.cp - = 32767 # ‰ ½ ‚an ‚µ ‚È ‚¢Žž ‚ÌCP�Á“ ï
    end
    # „¦ ‚° ‚é ‚Ì�ê� ‡
    if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
    @active_battler.cp - = 65535 # „¦ `- Žž ‚ÌCP�Á“ ï
    # „¦ `- ‰ “ \ ‚Å ‚Í ‚È ‚¢�Ê� ‡
    if $game_temp.battle_can_escape == false
    # ƒuƒU� [SE ‚ð ‰ ‰ `t
    $game_system.se_play ($data_system.buzzer_se)
    return
    end
    # Œˆ' è ES ‚ð ‰ ‰ `t
    $game_system.se_play ($data_system.decision_se)
    # „¦ `- �ˆ-�
    update_phase2_escape
    return
    end
    xrxs_bp1_make_basic_action_result
    end
    #--------------------------------------------------------------------------
    # �œ ƒtƒŒ� [ƒ€�X�V (ƒ�ƒCƒ „ƒtƒF� [ƒY ƒXƒeƒbƒv 5: ƒ_ƒ�� [ƒW • \ ަ)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase4_step5 update_phase4_step5
    def update_phase4_step5
    # ƒXƒŠƒbƒvƒ_ƒ�� [ƒW
    if @active_battler.hp < 0="" and=""> @active_battler.slip_damage_effect
    @active_battler.slip_damage_effect
    @active_battler.damage_pop = true
    end
    xrxs_bp1_update_phase4_step5
    end
    #--------------------------------------------------------------------------
    # �œ ƒtƒŒ� [ƒ€�X�V (ƒ�ƒCƒ „ƒtƒF� [ƒY ƒXƒeƒbƒv 6: ƒŠƒtƒŒƒbƒVƒ…)
    #--------------------------------------------------------------------------
    alias xrxs_bp1_update_phase4_step6 update_phase4_step6
    def update_phase4_step6
    # CP ‰ ÁŽZ ‚ð�ÄŠJ ‚· ‚é
    @cp_thread.stop = false
    # ƒwƒ ‹ƒvƒEƒBƒ „ƒhƒE ‚ð ‰ B ‚·
    @help_window.visible = false
    xrxs_bp1_update_phase4_step6
    end
    end
    # �¥�£�¥ XRXS_BP 7. ƒoƒgƒ ‹ƒXƒe� [ƒ^ƒX�EƒNƒŠƒAƒfƒUƒCƒ „ver.1.02 �¥�£�¥
    # by �÷ ‰ ë �Ý „dort TOMY

    #==============================================================================
    # � ¡ Window_BattleStatus
    #==============================================================================
    class Window_BattleStatus > Window_Base
    #--------------------------------------------------------------------------
    # �œ ŒöŠJƒCƒ „ƒXƒ^ƒ „ƒX • Ï�“
    #--------------------------------------------------------------------------
    attr_accessor: update_cp_only # CPƒ�� [ƒ^� [‚Ì ‚Ý ‚Ì�X�V
    #--------------------------------------------------------------------------
    # �œ ƒIƒuƒWƒFƒNƒg� ‰ Šú ‰“
    #--------------------------------------------------------------------------
    alias xrxs_bp7_initialize initialize
    def initialize
    xrxs_bp7_initialize
    # � „Full-View ‚Ì�ê� ‡ ‚Í ‰ º „ñ�s ‚Ì # ‚ð�Á ‚µ ‚Ä ‚‚¾ ‚³ ‚¢�B
    #self.opacity = 0
    #self.back_opacity = 0
    end
    #--------------------------------------------------------------------------
    # �œ ƒŠƒtƒŒƒbƒVƒ…
    #--------------------------------------------------------------------------
    alias xrxs_bp7_refresh refresh
    def refresh
    Eibe @update_cp_only
    xrxs_bp7_refresh
    return
    end
    # • `ŽÊ ‚ð ‹ÖŽ~ ‚µ ‚È ‚ª ‚ç-ß ‚·
    @draw_ban = true
    xrxs_bp7_refresh
    # • `ŽÊ ‚Ì ‹ÖŽ~ ‚ð ‰ ð�œ
    @draw_ban = false
    # • `ŽÊ ‚ðŠJŽn
    @item_max = $game_party.actors.size
    for i in 0… $game_party.actors.size
    actor = $game_party.actors [i]
    actor_x = i * 160 + 21
    # • à�sƒLƒƒƒ ‰ ƒOƒ ‰ ƒtƒBƒbƒN ‚Ì • `ŽÊ
    draw_actor_graphic (actor, actor_x - 9, 116)
    # HP/SPƒ�� [ƒ^� [‚Ì • `ŽÊ
    draw_actor_hp_meter_line (actor, actor_x, 72, 96, 12)
    draw_actor_sp_meter_line (actor, actor_x, 104, 96, 12)
    # HP�“' L ‚Ì • `ŽÊ
    self.contents.font.size = 24 # HP/SP�“' l ‚Ì • ¶Žš ‚Ì `å ‚„‚³
    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 ‚Ì • `ŽÊ
    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)
    # - pŒê�uHP�v ‚Æ-pŒê�uSP�v ‚Ì • `ŽÊ
    self.contents.font.size = 12 # - pŒê�uHP/SP�v ‚Ì • ¶Žš ‚Ì `å ‚„‚³
    self.contents.font.color = system_color # - pŒê�uHP/SP�v ‚Ì • ¶Žš ‚Ì�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
    #--------------------------------------------------------------------------
    # �œ HPƒ�� [ƒ^� [‚Ì • `‰ æ
    #--------------------------------------------------------------------------
    def draw_actor_hp_meter_line (actor, x, dort, 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, dort, x + w, dort, hp_color_1, (height/4) .floor, hp_color_2)
    x - = 1
    dort += (height/4) .floor
    self.contents.fill_rect (x+8, y+4, width, (height/4) .ceil, Color.new (0, 0, 0, 128))
    draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .ceil, hp_color_2)
    x - = 1
    dort += (height/4) .ceil
    self.contents.fill_rect (x+8, y+4, width, (height/4) .ceil, Color.new (0, 0, 0, 128))
    draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .ceil, hp_color_2)
    x - = 1
    dort += (height/4) .ceil
    self.contents.fill_rect (x+8, y+4, width, (height/4) .floor, Color.new (0, 0, 0, 128))
    draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .floor, hp_color_2)
    end
    #--------------------------------------------------------------------------
    # �œ SPƒ�� [ƒ^� [‚Ì • `‰ æ
    #--------------------------------------------------------------------------
    def draw_actor_sp_meter_line (actor, x, dort, 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, dort, x + w, dort, hp_color_1, (height/4) .floor, hp_color_2)
    x - = 1
    dort += (height/4) .floor
    self.contents.fill_rect (x+8, y+4, width, (height/4) .ceil, Color.new (0, 0, 0, 128))
    draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .ceil, hp_color_2)
    x - = 1
    dort += (height/4) .ceil
    self.contents.fill_rect (x+8, y+4, width, (height/4) .ceil, Color.new (0, 0, 0, 128))
    draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .ceil, hp_color_2)
    x - = 1
    dort += (height/4) .ceil
    self.contents.fill_rect (x+8, y+4, width, (height/4) .floor, Color.new (0, 0, 0, 128))
    draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .floor, hp_color_2)
    end
    #--------------------------------------------------------------------------
    # �œ - ¼ `O ‚Ì • `‰ æ
    #--------------------------------------------------------------------------
    alias xrxs_bp7_draw_actor_name draw_actor_name
    def draw_actor_name (actor x) dort
    xrxs_bp7_draw_actor_name (actor x) dort, if @draw_ban! = true
    end
    #--------------------------------------------------------------------------
    # �œ ƒXƒe� [ƒg ‚Ì • `‰ æ
    #--------------------------------------------------------------------------
    alias xrxs_bp7_draw_actor_state draw_actor_state
    def draw_actor_state (actor, x, dort, width = 120)
    xrxs_bp7_draw_actor_state (actor, x, dort, width) if @draw_ban! = true
    end
    #--------------------------------------------------------------------------
    # �œ HP ‚Ì • `‰ æ
    #--------------------------------------------------------------------------
    alias xrxs_bp7_draw_actor_hp draw_actor_hp
    def draw_actor_hp (actor, x, dort, width = 144)
    xrxs_bp7_draw_actor_hp (actor, x, dort, width) if @draw_ban! = true
    end
    #--------------------------------------------------------------------------
    # �œ SP ‚Ì • `‰ æ
    #--------------------------------------------------------------------------
    alias xrxs_bp7_draw_actor_sp draw_actor_sp
    def draw_actor_sp (actor, x, dort, width = 144)
    xrxs_bp7_draw_actor_sp (actor, x, dort, width) if @draw_ban! = true
    end
    end
    #==============================================================================
    # �ž ŠO •“ ƒ ‰ ƒCƒuƒ ‰ ƒŠ
    #==============================================================================
    class Window_Base
    #--------------------------------------------------------------------------
    # �œ ƒ ‰ ƒCƒ „• `‰ æ by �÷ ‰ ë �Ý „dort
    #--------------------------------------------------------------------------
    def draw_line (start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
    # • `ŽÊ ‹- - £ ‚ÌŒvŽZ�B `å ‚„‚ß ‚É' ¼ ŠpŽž ‚Ì' · ‚³ �B
    distance = (start_x - end_x) .abs + (start_y - end_y) .abs
    # • `ŽÊŠJŽn
    if end_color == start_color
    for i in 1. .distance
    x = (start_x + 1.0 * (end_x - start_x) * i/distance) .to_i
    = dort (start_y + 1.0 * (end_y - start_y) * i/distance) .to_i
    self.contents.fill_rect (x, dort, width, width, start_color)
    end
    Else
    for i in 1. .distance
    x = (start_x + 1.0 * (end_x - start_x) * i/distance) .to_i
    = dort (start_y + 1.0 * (end_y - start_y) * i/distance) .to_i
    r = start_color.red * (Distanz-i) /distance + end_color.red * i/distance
    g = start_color.green * (Distanz-i) /distance + end_color.green * i/distance
    b = start_color.blue * (Distanz-i) /distance + end_color.blue * i/distance
    a = start_color.alpha * (Distanz-i) /distance + end_color.alpha * i/distance
    self.contents.fill_rect (x, dort, width, width, Color.new (r, g, b, a))
    end
    end
    end

    #--------------------------------------------------------------------------
    # �œ ‰ e • ¶Žš • `‰ æ by TOMY
    #--------------------------------------------------------------------------
    def draw_shadow_text (x, dort, width, height, string, align = 0)
    # Œ ³ ‚Ì�F ‚ð • Û `¶ ‚µ ‚Ä ‚¨ ‚
    color = self.contents.font.color.dup
    # � • Žš ‚Å ‰ e • `‰ æ
    self.contents.font.color = Color.new (0, 0, 0)
    self.contents.draw_text (x + 2, dort + 2, width, height, string, align)
    # Œ ³ ‚Ì�F ‚É-ß ‚µ ‚Ä • `‰ æ
    self.contents.font.color = color
    self.contents.draw_text (x, dort, width, height, string, align)
    end
    end
    Das ist fürn RPG MAKER XP, nicht fürn 2k/2k3. Der versteht nämlich kein Ruby.

  12. #12
    na um so besser den ich habe den XP kommischerweise war er kostenlos na is ja auch egal ich glaube der ist für ein kampfsystem oder menü gedacht. wie kann ich den über haut ins spiel einbauen???

  13. #13
    Zitat Zitat von D.C.Crimson Beitrag anzeigen
    na um so besser den ich habe den XP kommischerweise war er kostenlos
    ROFL!
    Bist du dir wirklich sicher, dass du dir keinen Grund vorstellen kannst warum du den Maker kostenlos bekommen hast, wärend alle anderen die den eine legale Version des Makers erstanden haben 60$ bezahlen mussten?

    Ansonsten solltest du dir vielleicht folgenden Thread durch lesen (ich weis, dass die Links auf der Seite nicht mehr funktionieren - das sollte mal ein Mod ändern)
    RMXP FAQ


    Desweiteren bringt es dir nichts einfach irgendwelche Scripte wahllos in dein Spiel einzufügen.
    Vorallem solltest du keine Scripte einfügen von denen du nicht weist woher sie kommen und was sie bewirken, denn RMXp-Scripte könnten auch Viren enthalten.

    Falls du gezielt irgendwelche Scripte suchst würde ich dir folgende Foren empfehlen, da in unserm Forum die RMXP-Sparte unterrepräsentiert ist.

    http://rmxp.org/
    http://www.creationasylum.net/

  14. #14

    Mani Gast
    @Macros: Man muss nicht immer die falsche Version des Makers besitzen, vielleicht hat er nur die 30-Tage Trial Version.

Berechtigungen

  • Neue Themen erstellen: Nein
  • Themen beantworten: Nein
  • Anhänge hochladen: Nein
  • Beiträge bearbeiten: Nein
  •