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