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Problema con Script de Ventana en Batalla

 :: RPG Maker :: Scripts

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RPG Maker XP Problema con Script de Ventana en Batalla

Mensaje por NightBreeze el 2012-02-09, 06:23

¡Saludos! Vengo con un problema en uno de los scripts, y necesito vuestra ayuda ^^

Estoy utilizando el script de batallas en tiempo contínuo (las barritas), y que cuando subes de nivel, te aparece una ventanita con los stats que han subido. El script tal como lo tengo es el siguiente:

Código:
    #==============================================================================
    # ¦ New_Battle
    #------------------------------------------------------------------------------
    # Compiled By : MakirouAru
    #==============================================================================
    # ¥£¥ XRXS_BP 3. Ÿ—˜ŽžHP‰ñ•œ ver.1.01 ¥£¥
    # by fukuyama, ÷‰ë Ý“y

    # Battle_End_Recovery
    #
    # í“¬Œã‚̉ñ•œˆ—ƒ‚ƒWƒ…[ƒ‹
    #
    # Request: stay
    # Script: fukuyama
    # Test: ƒmƒRƒmŽq
    #
    # URL: http://www4.big.or.jp/~fukuyama/rgss/Battle_End_Recovery.txt
    #

    module Battle_End_Recovery

    module Scene_Battle_Module

    # ‰ñ•œ—¦•Ï”‚ÌID
    @@recovery_rate_variable_id = nil

    # ‰ñ•œ—¦‚̎擾
    def battle_end_recovery_rate
    if @@recovery_rate_variable_id.nil?
      @@recovery_rate_variable_id =
        $data_system.variables.index 'í“¬Œã‚̉ñ•œ—¦'
      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

    # í“¬Œã‚̉ñ•œˆ—
    def battle_end_recovery

    # ‰ñ•œ—¦
    recovery_rate = battle_end_recovery_rate

    # ‰ñ•œ—¦•Ï”‚ª‚OˆÈŠO‚©‚ƒAƒNƒ^[‚ª¶‘¶‚µ‚Ä‚¢‚éê‡Aí“¬Œã‚̉ñ•œˆ—‚ðs‚¤
    if recovery_rate != 0 and not actor.dead?

      # ƒp[ƒeƒB‚̃AƒNƒ^[–ˆ‚Ƀ‹[ƒv
      $game_party.actors.each do |actor|

        # ‰ñ•œ—ŒvŽZ
        recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate
        recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate

        # ŽÀÛ‚ɉñ•œ
        actor.hp += recovery_hp
        actor.sp += recovery_sp

        # ƒAƒjƒ[ƒVƒ‡ƒ“Ý’è
        actor.damage = - recovery_hp
        actor.damage_pop = true

      end

      # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðXV
      @status_window.refresh

    end
    end

    end # module Scene_Battle_Module
    end # module Battle_End_Recovery

    #------------------------------
    # í“¬ƒV[ƒ“‚̍Ēè‹`
    #------------------------------
    class Scene_Battle

    # Scene_Battle—pƒ‚ƒWƒ…[ƒ‹‚ðƒCƒ“ƒNƒ‹[ƒh
    include Battle_End_Recovery::Scene_Battle_Module

    # Œ³‚̃tƒF[ƒY‚TŠJŽn‚É•–¼‚ð‚‚¯‚é
    alias battle_end_recovery_original_start_phase5 start_phase5

    # ƒtƒF[ƒY‚TŠJŽn‚ðÄ’è‹`
    def start_phase5

    # í“¬Œã‚̉ñ•œˆ—‚ðŒÄ‚яo‚•
    battle_end_recovery

    # Œ³‚̃tƒF[ƒY‚TŠJŽn‚ðŒÄ‚яo‚•
    battle_end_recovery_original_start_phase5

    end
    end

    # Battle_End_Recovery
    # ¥£¥ XRXS_BP10. LEVEL UP!ƒEƒBƒ“ƒhƒE ¥£¥
    # by ÷‰ë Ý“y

    $data_system_level_up_se = ""  # ƒŒƒxƒ‹ƒAƒbƒvSEB""‚Å–³‚µB
    $data_system_level_up_me = "" # ƒŒƒxƒ‹ƒAƒbƒvME

    #==============================================================================
    # ¡ Window_LevelUpWindow
    #------------------------------------------------------------------------------
    # @ƒoƒgƒ‹I—¹ŽžAƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡‚ɃXƒe[ƒ^ƒX‚𕎦‚•‚éƒEƒBƒ“ƒhƒE‚Å‚•B
    #==============================================================================
    class Window_LevelUpWindow < Window_Base
    #--------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    #--------------------------------------------------------------------------
    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
    #--------------------------------------------------------------------------
    # œ ƒŠƒtƒŒƒbƒVƒ…
    #--------------------------------------------------------------------------
    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 = "Celestia Redux","Palatino Linotype","Book Antiqua","Times New Roman"
    self.contents.font.size = 14
    self.contents.draw_text( 0,  0, 160, 24, "¡Nivel↑!")
    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
    #--------------------------------------------------------------------------
    # œ ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    #--------------------------------------------------------------------------
    attr_accessor :level_up_flags            # ¡SUBE DE NIVEL!•Ž¦
    end
    #==============================================================================
    # ¡ Game_Battler
    #==============================================================================
    class Game_Battler
    #--------------------------------------------------------------------------
    # œ ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    #--------------------------------------------------------------------------
    attr_accessor :exp_gain_ban            # EXPŽæ“¾ˆêŽž‹ÖŽ~
    #--------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    #--------------------------------------------------------------------------
    alias xrxs_bp10_initialize initialize
    def initialize
    @exp_gain_ban = false
    xrxs_bp10_initialize
    end
    #--------------------------------------------------------------------------
    # œ ƒXƒe[ƒg [EXP ‚ðŠl“¾‚Å‚«‚È‚¢] ”»’è
    #--------------------------------------------------------------------------
    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
    #--------------------------------------------------------------------------
    # œ ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒYŠJŽn
    #--------------------------------------------------------------------------
    alias xrxs_bp10_start_phase5 start_phase5
    def start_phase5
    # EXP Šl“¾‹ÖŽ~
    for i in 0...$game_party.actors.size
    $game_party.actors[i].exp_gain_ban = true
    end
    xrxs_bp10_start_phase5
    # EXP Šl“¾‹ÖŽ~‚̉ðœ
    for i in 0...$game_party.actors.size
    $game_party.actors[i].exp_gain_ban = false
    end
    # EXP‚ð‰Šú‰»
    @exp_gained = 0
    for enemy in $game_troop.enemies
    # Šl“¾ EXP‚ð’ljÁ        # ƒGƒlƒ~[‚ª‰B‚êó‘Ô‚Å‚È‚¢ê‡
    @exp_gained += enemy.exp if not enemy.hidden
    end
    # Ý’è
    @phase5_step      = 0
    @exp_gain_actor    = -1
    # ƒŠƒUƒ‹ƒgƒEƒBƒ“ƒhƒE‚𕎦
    @result_window.y -= 64
    @result_window.visible = true
    # ƒŒƒxƒ‹ƒAƒbƒv”»’è‚Ö
    phase5_next_levelup
    end
    #--------------------------------------------------------------------------
    # œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY)
    #--------------------------------------------------------------------------
    alias xrxs_bp10_update_phase5 update_phase5
    def update_phase5
    case @phase5_step
    when 1
    update_phase5_step1
    else
    xrxs_bp10_update_phase5
    # ƒŒƒxƒ‹ƒAƒbƒv‚µ‚Ä‚¢‚éê‡‚Í‹­§ƒoƒgƒ‹I—¹
    battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
    end
    end
    #--------------------------------------------------------------------------
    # œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY 1 : ƒŒƒxƒ‹ƒAƒbƒv)
    #--------------------------------------------------------------------------
    def update_phase5_step1
    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::C)
    # ƒEƒBƒ“ƒhƒE‚ð•Â‚¶‚ÄŽŸ‚̃AƒNƒ^[‚Ö
    @levelup_window.visible = false if @levelup_window != nil
    @status_window.level_up_flags[@exp_gain_actor] = false
    phase5_next_levelup
    end
    end
    #--------------------------------------------------------------------------
    # œ ŽŸ‚̃AƒNƒ^[‚̃Œƒxƒ‹ƒAƒbƒv•Ž¦‚Ö
    #--------------------------------------------------------------------------
    def phase5_next_levelup
    begin
    # ŽŸ‚̃AƒNƒ^[‚Ö
    @exp_gain_actor += 1
    # ÅŒã‚̃AƒNƒ^[‚̏ꍇ
    if @exp_gain_actor >= $game_party.actors.size
      # ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒYŠJŽn
      @phase5_step = 0
      return
    end
    actor = $game_party.actors[@exp_gain_actor]
    if actor.cant_get_exp? == false
      # Œ»Ý‚Ì”—Í’l‚ð•ÛŽ
      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
      # ŒoŒ±’lŽæ“¾‚ÌŒˆ’è“IuŠÔ(“ä
      actor.exp += @exp_gained
      # ”»’è
      if actor.level > last_level
        # ƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡
        @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
        # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ…
        @status_window.refresh
        return
      end
    end
    end until false
    end
    end
    # ¥£¥ XRXS_17. ƒXƒŠƒbƒvƒ_ƒ[ƒW–hŒä^Œø‰—Ú×‰» ver.1.51 ¥£¥
    # by ÷‰ë Ý“y, fukuyama
    #==============================================================================
    # ¡ Game_Battler
    #==============================================================================
    class Game_Battler
    #--------------------------------------------------------------------------
    # œ ƒXƒŠƒbƒvƒ_ƒ[ƒW‚ÌŒø‰“K—p
    #--------------------------------------------------------------------------
    alias xrxs_bp7_slip_damage_effect slip_damage_effect
    def slip_damage_effect
    # ”’l‚̏‰Šú‰»
    slip_damage_percent = 0
    slip_damage_plus = 0
    # Œ»Ý•t‰Á‚³‚ê‚Ä‚¢‚éƒXƒe[ƒg‚Ì’†‚©‚çƒXƒŠƒbƒvƒ_ƒ[ƒW—L‚è‚̃‚ƒm‚ð’T‚•
    for i in @states
    if $data_states[i].slip_damage
      # ‚»‚̃Xƒe[ƒg‚ªŽ‚Á‚Ä‚¢‚éƒXƒŠƒbƒvƒ_ƒ[ƒW‚Ì
      # Lvƒvƒ‰ƒXƒXƒe[ƒg‚Ü‚½‚ÍLvƒ}ƒCƒiƒXƒXƒe[ƒg‚ð”»’èB
      for j in $data_states[i].plus_state_set
        if $data_states[j] != nil
          if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
            slip_damage_percent += $1.to_i
          elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
            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 =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
            slip_damage_percent -= $1.to_i
          elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
            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‹ï‚ªƒXƒŠƒbƒv–hŒä‚ª‚ ‚éê‡‚ð”»’è
    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 =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
            if slip_damage_percent > 0
              slip_damage_percent = [slip_damage_percent - $1.to_i, 0].max
            end
          end
          if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
            if slip_damage_percent > 0
              slip_damage_plus = [slip_damage_plus - $1.to_i, 0].max
            end
          end
        end
      end
    end
    # ƒ_ƒ[ƒW‚ðÝ’è
    self.damage = self.maxhp * slip_damage_percent / 100 + slip_damage_plus
    # •ªŽU
    if self.damage.abs > 0
      amp = [self.damage.abs * 15 / 100, 1].max
      self.damage += rand(amp+1) + rand(amp+1) - amp
    end
    # HP ‚©‚çƒ_ƒ[ƒW‚ðŒ¸ŽZ
    self.hp -= self.damage
    # ƒƒƒbƒhI—¹
    return true
    end
    end
    end
    # ¥£¥ XRXS_BP 1. CP§“±“ü ver.15 ¥£¥
    # by ÷‰ë Ý“y, ˜aŠó, Jack-R

    #==============================================================================
    # ¡ Scene_Battle_CP
    #==============================================================================
    class Scene_Battle_CP
    #--------------------------------------------------------------------------
    # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    #--------------------------------------------------------------------------
    attr_accessor  :stop                  # CP‰ÁŽZƒXƒgƒbƒv
    #----------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‚̏‰Šú‰»
    #----------------------------------------------------------------------------
    def initialize
    @battlers = []
    @cancel = false
    @agi_total = 0
    # ”z—ñ @count_battlers ‚ð‰Šú‰»
    @count_battlers = []
    # ƒGƒlƒ~[‚ð”z—ñ @count_battlers ‚ɒljÁ
    for enemy in $game_troop.enemies
    @count_battlers.push(enemy)
    end
    # ƒAƒNƒ^[‚ð”z—ñ @count_battlers ‚ɒljÁ
    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
    #----------------------------------------------------------------------------
    # œ CPƒJƒEƒ“ƒg‚ÌŠJŽn
    #----------------------------------------------------------------------------
    def start
    if @cp_thread != nil then
    return
    end
    @cancel = false
    @stop = false
    # ‚±‚±‚©‚çƒXƒŒƒbƒh
    @cp_thread = Thread.new do
    while @cancel != true

      if @stop != true
        self.update # XV
        sleep(0.05)
      end
    end
    end
    # ‚±‚±‚܂ŃXƒŒƒbƒh
    end
    #----------------------------------------------------------------------------
    # œ CPƒJƒEƒ“ƒgƒAƒbƒv
    #----------------------------------------------------------------------------
    def update
    if @count_battlers != nil then
    for battler in @count_battlers
      # s“®o—ˆ‚È‚¯‚ê‚Ζ³Ž‹
      if battler.dead? == true #or battler.movable? == false then
        battler.cp = 0
        next
      end
      # ‚±‚±‚Ì 1.3‚ð•Ï‚¦‚邱‚ƂŁ«ƒXƒs[ƒh‚ð•ÏX‰Â”B‚½‚¾‚µ¬”“_‚ÍŽg—p‚•‚邱‚ƁB
      battler.cp = [[battler.cp + 1.3 * 4096 * battler.agi / @agi_total, 0].max, 65535].min
    end
    end
    end
    #----------------------------------------------------------------------------
    # œ CPƒJƒEƒ“ƒg‚ÌŠJŽn
    #----------------------------------------------------------------------------
    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            # Œ»Ý–hŒä’†ƒtƒ‰ƒO
    attr_accessor :cp                      # Œ»ÝCP
    attr_accessor :slip_state_update_ban    # ƒXƒŠƒbƒvEƒXƒe[ƒgŽ©“®ˆ—‚Ì‹ÖŽ~
    #--------------------------------------------------------------------------
    # œ ƒRƒ}ƒ“ƒh“ü—͉””»’è
    #--------------------------------------------------------------------------
    def in***ble?
    return (not @hidden and restriction <= 1 and @cp >=65535)
    end
    #--------------------------------------------------------------------------
    # œ ƒXƒe[ƒg [ƒXƒŠƒbƒvƒ_ƒ[ƒW] ”»’è
    #--------------------------------------------------------------------------
    alias xrxs_bp1_slip_damage? slip_damage?
    def slip_damage?
    return false if @slip_state_update_ban
    return xrxs_bp1_slip_damage?
    end
    #--------------------------------------------------------------------------
    # œ ƒXƒe[ƒgŽ©‘R‰ðœ (ƒ^[ƒ“‚²‚ƂɌĂяo‚µ)
    #--------------------------------------------------------------------------
    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
    #--------------------------------------------------------------------------
    # œ ƒZƒbƒgƒAƒbƒv
    #--------------------------------------------------------------------------
    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
    #--------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    #--------------------------------------------------------------------------
    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
    #--------------------------------------------------------------------------
    #--------------------------------------------------------------------------
    # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    #--------------------------------------------------------------------------
    attr_accessor  :update_cp_only                  # CPƒ[ƒ^[‚݂̂̍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
    #--------------------------------------------------------------------------
    def draw_actor_name(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.font.size = 24
    self.contents.draw_text(x, y, 120, 32, actor.name)
    end
    #--------------------------------------------------------------------------
    # œ CPƒ[ƒ^[ ‚Ì•`‰æ
    #--------------------------------------------------------------------------
    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(182, 194, 224, 255))
    self.contents.fill_rect(x, y+29, w,1, Color.new(140, 164, 208, 255))
    self.contents.fill_rect(x, y+30, w,1, Color.new(75, 113, 158, 255))
    self.contents.fill_rect(x, y+31, w,1, Color.new(58, 86, 120, 255))
    end
    end

    #==============================================================================
    # ¡ Scene_Battle
    #==============================================================================
    class Scene_Battle
    # ‚±‚±‚ÉŒø‰‰¹‚ðÝ’è‚•‚é‚ƁAƒAƒNƒ^[ƒRƒ}ƒ“ƒh‚ªƒ|ƒbƒv‚µ‚½‚Æ‚«‚ÉŒø‰‰¹‚ðÄ¶
    $data_system_command_up_se = ""
    #--------------------------------------------------------------------------
    # œ ƒoƒgƒ‹I—¹
    #    result : Œ‹‰ (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, "Huir"])
    @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‚ꂽê‡
    if Input.trigger?(Input::C)
    # ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒƒ‹ˆ’u‚Å•ªŠò
    case @party_command_window.index
    when 0 # í‚¤
      # Œˆ’è SE ‚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
    if @active_battler != nil
      @active_battler.blink = false
    end
    # ÅŒã‚̃AƒNƒ^[‚̏ꍇ
    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
    if @active_battler.in***ble? == false
      @active_battler.current_action.kind = -1
    end
    # ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x
    end until @active_battler.in***ble?
    @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
    if @active_battler != nil
      @active_battler.blink = false
    end
    # Å‰‚̃AƒNƒ^[‚̏ꍇ
    if @actor_index == 0
      # Å‰‚Ö–ß‚é
      start_phase3
      return
    end
    # ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ð–ß‚•
    @actor_index -= 1
    @active_battler = $game_party.actors[@actor_index]
    @active_battler.blink = true
    # ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x
    end until @active_battler.in***ble?
    @cp_thread.stop
    # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv
    @active_battler.now_guarding = false
    phase3_setup_command_window
    end
    #--------------------------------------------------------------------------
    # œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃ZƒbƒgƒAƒbƒv
    #--------------------------------------------------------------------------
    alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
    def phase3_setup_command_window
    # Œø‰‰¹‚̍ж
    Audio.se_play($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‚ꂽê‡
    if Input.trigger?(Input::C)
    # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒƒ‹ˆ’u‚Å•ªŠò
    case @actor_command_window.index
    when 4 # “¦‚°‚é
      if $game_temp.battle_can_escape
        # Œˆ’è SE ‚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
    if enemy.cp < 65535
      enemy.current_action.clear
      enemy.current_action.kind = -1 # ƒ^[ƒ“”ò‚΂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
    if judge
    @cp_thread.stop
    # Ÿ—˜‚Ü‚½‚Í”s–k‚̏ꍇ : ƒƒƒbƒhI—¹
    return
    end
    # –¢s“®ƒoƒgƒ‰[”z—ñ‚̐擪‚©‚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’íUŒ‚‚•‚é] ‚© [–¡•û‚ð’íUŒ‚‚•‚é] ‚̏ꍇ
    if @active_battler.restriction == 2 or @active_battler.restriction == 3
      # ƒAƒNƒVƒ‡ƒ“‚ɍUŒ‚‚ðÝ’è
      @active_battler.current_action.kind = 0
      @active_battler.current_action.basic = 0
    end
    # §–ñ‚ª [s“®‚Å‚«‚È‚¢] ‚̏ꍇ
    if @active_battler.restriction == 4
      # ƒAƒNƒVƒ‡ƒ“‹­§‘Ώۂ̃oƒgƒ‰[‚ðƒNƒŠƒA
      $game_temp.forcing_battler = nil
      if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
        # 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 ‚Ɉڍs
      @phase4_step = 1
      return
    end
    end
    # ƒAƒNƒVƒ‡ƒ“‚ÌŽí•‚Å•ªŠò
    case @active_battler.current_action.kind
    when 0
    # UŒ‚¥–hŒäE“¦‚°‚éE‰½‚à‚µ‚È‚¢Žž‚Ì‹¤’Á”ïCP
    @active_battler.cp -=    0 if @phase4_act_continuation == 0
    when 1
    # ƒXƒLƒ‹Žg—pŽž‚̏Á”ïCP
    @active_battler.cp -= 65535 if @phase4_act_continuation == 0
    when 2
    # ƒAƒCƒeƒ€Žg—pŽž‚̏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‹‰ì¬
    #--------------------------------------------------------------------------
    alias xrxs_bp1_make_basic_action_result make_basic_action_result
    def make_basic_action_result
    # UŒ‚‚̏ꍇ
    if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
    @active_battler.cp -= 65535 # UŒ‚Žž‚ÌCPÁ”ï
    end
    # –hŒä‚̏ꍇ
    if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
    @active_battler.cp -= 32767 # –hŒäŽž‚ÌCPÁ”ï
    end
    # “G‚Ì“¦‚°‚é‚̏ꍇ
    if @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‚¢‚̏ꍇ
    if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
    @active_battler.cp -= 32767 # ‰½‚à‚µ‚È‚¢Žž‚ÌCPÁ”ï
    end
    # “¦‚°‚é‚̏ꍇ
    if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
    @active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï
    # “¦‘–‰Â”‚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 SE ‚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•Ž¦)
    #--------------------------------------------------------------------------
    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?
    @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“y, TOMY

    #==============================================================================
    # ¡ Window_BattleStatus
    #==============================================================================
    class Window_BattleStatus < Window_Base
    #--------------------------------------------------------------------------
    # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    #--------------------------------------------------------------------------
    attr_accessor  :update_cp_only                  # CPƒ[ƒ^[‚݂̂̍XV
    #--------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    #--------------------------------------------------------------------------
    alias xrxs_bp7_initialize initialize
    def initialize
    xrxs_bp7_initialize
    # «Full-View‚̏ꍇ‚͉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
    if @update_cp_only
    xrxs_bp7_refresh
    return
    end
    # •`Ž‚ð‹ÖŽ~‚µ‚È‚ª‚ç–ß‚•
    @draw_ban = true
    xrxs_bp7_refresh
    # •`Ž‚Ì‹ÖŽ~‚ð‰ðœ
    @draw_ban = false
    # •`Ž‚ðŠJŽn
    @item_max = $game_party.actors.size
    end
    end
    #==============================================================================
    # ¡ Window_Base
    #==============================================================================
    class Window_Base < Window
    #--------------------------------------------------------------------------
    # œ –¼‘O‚Ì•`‰æ
    #--------------------------------------------------------------------------
    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
    #--------------------------------------------------------------------------
    # œ ƒXƒe[ƒg‚Ì•`‰æ
    #--------------------------------------------------------------------------
    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
    #==============================================================================
    # ž ŠO•”ƒ‰ƒCƒuƒ‰ƒŠ
    #==============================================================================
    class Window_Base
    #--------------------------------------------------------------------------
    # œ ƒ‰ƒCƒ“•`‰æ by ÷‰ë Ý“y
    #--------------------------------------------------------------------------
    def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
    # •`Ž‹——£‚ÌŒvŽZB‘å‚«‚ß‚É’¼ŠpŽž‚Ì’•‚³B
    distance = (start_x - end_x).abs + (start_y - end_y).abs
    # •`ŽŠJŽn
    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
    #--------------------------------------------------------------------------
    # œ ‰e•¶Žš•`‰æ by TOMY
    #--------------------------------------------------------------------------
    def draw_shadow_text(x, y, width, height, string, align = 0)
    # Œ³‚̐F‚ð•Û‘¶‚µ‚Ä‚¨‚­
    color = self.contents.font.color.dup
    # •Žš‚ʼne•`‰æ
    self.contents.font.color = Color.new(0, 0, 0)
    self.contents.draw_text(x + 2, y + 2, width, height, string, align)
    # Œ³‚̐F‚É–ß‚µ‚Ä•`‰æ
    self.contents.font.color = color
    self.contents.draw_text(x, y, width, height, string, align)
    end
    end
    end


El problema es el siguiente: al aparecer la ventana, los gráficos de los battles (que he reubicado en la pantalla, como pueden ver), se superponen a la ventana, tapándola. ¿Qué es necesario modificar para que la ventana esté POR ENCIMA de los personajes? (que la ventana tape a los personajes, no al reves).

Quizás el cambio no sea en este script, sino en otro; así que pues si necesitan que os muestre algun otro script aquí, pídanmelo! ^^




¡Muchísimas gracias!

NightBreeze
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RPG Maker XP Re: Problema con Script de Ventana en Batalla

Mensaje por Mukadelheid el 2012-02-09, 15:20

Intenta probarlo ahora .

Aunque me da error al probarlo , puede que me falte otra parte.

Código:
 #==============================================================================
    # ¦ New_Battle
    #------------------------------------------------------------------------------
    # Compiled By : MakirouAru
    #==============================================================================
    # ¥£¥ XRXS_BP 3. Ÿ—˜ŽžHP‰ñ•œ ver.1.01 ¥£¥
    # by fukuyama, ÷‰ë Ý“y

    # Battle_End_Recovery
    #
    # í“¬Œã‚̉ñ•œˆ—ƒ‚ƒWƒ…[ƒ‹
    #
    # Request: stay
    # Script: fukuyama
    # Test: ƒmƒRƒmŽq
    #
    # URL: http://www4.big.or.jp/~fukuyama/rgss/Battle_End_Recovery.txt
    #

    module Battle_End_Recovery

    module Scene_Battle_Module

    # ‰ñ•œ—¦•Ï”‚ÌID
    @@recovery_rate_variable_id = nil

    # ‰ñ•œ—¦‚̎擾
    def battle_end_recovery_rate
    if @@recovery_rate_variable_id.nil?
      @@recovery_rate_variable_id =
        $data_system.variables.index 'í“¬Œã‚̉ñ•œ—¦'
      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

    # í“¬Œã‚̉ñ•œˆ—
    def battle_end_recovery

    # ‰ñ•œ—¦
    recovery_rate = battle_end_recovery_rate

    # ‰ñ•œ—¦•Ï”‚ª‚OˆÈŠO‚©‚ƒAƒNƒ^[‚ª¶‘¶‚µ‚Ä‚¢‚éê‡Aí“¬Œã‚̉ñ•œˆ—‚ðs‚¤
    if recovery_rate != 0 and not actor.dead?

      # ƒp[ƒeƒB‚̃AƒNƒ^[–ˆ‚Ƀ‹[ƒv
      $game_party.actors.each do |actor|

        # ‰ñ•œ—ŒvŽZ
        recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate
        recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate

        # ŽÀÛ‚ɉñ•œ
        actor.hp += recovery_hp
        actor.sp += recovery_sp

        # ƒAƒjƒ[ƒVƒ‡ƒ“Ý’è
        actor.damage = - recovery_hp
        actor.damage_pop = true

      end

      # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðXV
      @status_window.refresh

    end
    end

    end # module Scene_Battle_Module
    end # module Battle_End_Recovery

    #------------------------------
    # í“¬ƒV[ƒ“‚̍Ēè‹`
    #------------------------------
    class Scene_Battle

    # Scene_Battle—pƒ‚ƒWƒ…[ƒ‹‚ðƒCƒ“ƒNƒ‹[ƒh
    include Battle_End_Recovery::Scene_Battle_Module

    # Œ³‚̃tƒF[ƒY‚TŠJŽn‚É•–¼‚ð‚‚¯‚é
    alias battle_end_recovery_original_start_phase5 start_phase5

    # ƒtƒF[ƒY‚TŠJŽn‚ðÄ’è‹`
    def start_phase5

    # í“¬Œã‚̉ñ•œˆ—‚ðŒÄ‚яo‚•
    battle_end_recovery

    # Œ³‚̃tƒF[ƒY‚TŠJŽn‚ðŒÄ‚яo‚•
    battle_end_recovery_original_start_phase5

    end
    end

    # Battle_End_Recovery
    # ¥£¥ XRXS_BP10. LEVEL UP!ƒEƒBƒ“ƒhƒE ¥£¥
    # by ÷‰ë Ý“y

    $data_system_level_up_se = ""  # ƒŒƒxƒ‹ƒAƒbƒvSEB""‚Å–³‚µB
    $data_system_level_up_me = "" # ƒŒƒxƒ‹ƒAƒbƒvME

    #==============================================================================
    # ¡ Window_LevelUpWindow
    #------------------------------------------------------------------------------
    # @ƒoƒgƒ‹I—¹ŽžAƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡‚ɃXƒe[ƒ^ƒX‚𕎦‚•‚éƒEƒBƒ“ƒhƒE‚Å‚•B
    #==============================================================================
    class Window_LevelUpWindow < Window_Base
    #--------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    #--------------------------------------------------------------------------
    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)
    self.z = 500
    end
    #--------------------------------------------------------------------------
    # œ ƒŠƒtƒŒƒbƒVƒ…
    #--------------------------------------------------------------------------
    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 = "Celestia Redux","Palatino Linotype","Book Antiqua","Times New Roman"
    self.contents.font.size = 14
    self.contents.draw_text( 0,  0, 160, 24, "¡Nivel↑!")
    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
    #--------------------------------------------------------------------------
    # œ ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    #--------------------------------------------------------------------------
    attr_accessor :level_up_flags            # ¡SUBE DE NIVEL!•Ž¦
    end
    #==============================================================================
    # ¡ Game_Battler
    #==============================================================================
    class Game_Battler
    #--------------------------------------------------------------------------
    # œ ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    #--------------------------------------------------------------------------
    attr_accessor :exp_gain_ban            # EXPŽæ“¾ˆêŽž‹ÖŽ~
    #--------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    #--------------------------------------------------------------------------
    alias xrxs_bp10_initialize initialize
    def initialize
    @exp_gain_ban = false
    xrxs_bp10_initialize
    end
    #--------------------------------------------------------------------------
    # œ ƒXƒe[ƒg [EXP ‚ðŠl“¾‚Å‚«‚È‚¢] ”»’è
    #--------------------------------------------------------------------------
    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
    #--------------------------------------------------------------------------
    # œ ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒYŠJŽn
    #--------------------------------------------------------------------------
    alias xrxs_bp10_start_phase5 start_phase5
    def start_phase5
    # EXP Šl“¾‹ÖŽ~
    for i in 0...$game_party.actors.size
    $game_party.actors[i].exp_gain_ban = true
    end
    xrxs_bp10_start_phase5
    # EXP Šl“¾‹ÖŽ~‚̉ðœ
    for i in 0...$game_party.actors.size
    $game_party.actors[i].exp_gain_ban = false
    end
    # EXP‚ð‰Šú‰»
    @exp_gained = 0
    for enemy in $game_troop.enemies
    # Šl“¾ EXP‚ð’ljÁ        # ƒGƒlƒ~[‚ª‰B‚êó‘Ô‚Å‚È‚¢ê‡
    @exp_gained += enemy.exp if not enemy.hidden
    end
    # Ý’è
    @phase5_step      = 0
    @exp_gain_actor    = -1
    # ƒŠƒUƒ‹ƒgƒEƒBƒ“ƒhƒE‚𕎦
    @result_window.y -= 64
    @result_window.visible = true
    # ƒŒƒxƒ‹ƒAƒbƒv”»’è‚Ö
    phase5_next_levelup
    end
    #--------------------------------------------------------------------------
    # œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY)
    #--------------------------------------------------------------------------
    alias xrxs_bp10_update_phase5 update_phase5
    def update_phase5
    case @phase5_step
    when 1
    update_phase5_step1
    else
    xrxs_bp10_update_phase5
    # ƒŒƒxƒ‹ƒAƒbƒv‚µ‚Ä‚¢‚éê‡‚Í‹­§ƒoƒgƒ‹I—¹
    battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
    end
    end
    #--------------------------------------------------------------------------
    # œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY 1 : ƒŒƒxƒ‹ƒAƒbƒv)
    #--------------------------------------------------------------------------
    def update_phase5_step1
    # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::C)
    # ƒEƒBƒ“ƒhƒE‚ð•Â‚¶‚ÄŽŸ‚̃AƒNƒ^[‚Ö
    @levelup_window.visible = false if @levelup_window != nil
    @status_window.level_up_flags[@exp_gain_actor] = false
    phase5_next_levelup
    end
    end
    #--------------------------------------------------------------------------
    # œ ŽŸ‚̃AƒNƒ^[‚̃Œƒxƒ‹ƒAƒbƒv•Ž¦‚Ö
    #--------------------------------------------------------------------------
    def phase5_next_levelup
    begin
    # ŽŸ‚̃AƒNƒ^[‚Ö
    @exp_gain_actor += 1
    # ÅŒã‚̃AƒNƒ^[‚̏ꍇ
    if @exp_gain_actor >= $game_party.actors.size
      # ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒYŠJŽn
      @phase5_step = 0
      return
    end
    actor = $game_party.actors[@exp_gain_actor]
    if actor.cant_get_exp? == false
      # Œ»Ý‚Ì”—Í’l‚ð•ÛŽ
      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
      # ŒoŒ±’lŽæ“¾‚ÌŒˆ’è“IuŠÔ(“ä
      actor.exp += @exp_gained
      # ”»’è
      if actor.level > last_level
        # ƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡
        @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
        # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ…
        @status_window.refresh
        return
      end
    end
    end until false
    end
    end
    # ¥£¥ XRXS_17. ƒXƒŠƒbƒvƒ_ƒ[ƒW–hŒä^Œø‰—Ú×‰» ver.1.51 ¥£¥
    # by ÷‰ë Ý“y, fukuyama
    #==============================================================================
    # ¡ Game_Battler
    #==============================================================================
    class Game_Battler
    #--------------------------------------------------------------------------
    # œ ƒXƒŠƒbƒvƒ_ƒ[ƒW‚ÌŒø‰“K—p
    #--------------------------------------------------------------------------
    alias xrxs_bp7_slip_damage_effect slip_damage_effect
    def slip_damage_effect
    # ”’l‚̏‰Šú‰»
    slip_damage_percent = 0
    slip_damage_plus = 0
    # Œ»Ý•t‰Á‚³‚ê‚Ä‚¢‚éƒXƒe[ƒg‚Ì’†‚©‚çƒXƒŠƒbƒvƒ_ƒ[ƒW—L‚è‚̃‚ƒm‚ð’T‚•
    for i in @states
    if $data_states[i].slip_damage
      # ‚»‚̃Xƒe[ƒg‚ªŽ‚Á‚Ä‚¢‚éƒXƒŠƒbƒvƒ_ƒ[ƒW‚Ì
      # Lvƒvƒ‰ƒXƒXƒe[ƒg‚Ü‚½‚ÍLvƒ}ƒCƒiƒXƒXƒe[ƒg‚ð”»’èB
      for j in $data_states[i].plus_state_set
        if $data_states[j] != nil
          if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
            slip_damage_percent += $1.to_i
          elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
            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 =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
            slip_damage_percent -= $1.to_i
          elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
            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‹ï‚ªƒXƒŠƒbƒv–hŒä‚ª‚ ‚éê‡‚ð”»’è
    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 =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
            if slip_damage_percent > 0
              slip_damage_percent = [slip_damage_percent - $1.to_i, 0].max
            end
          end
          if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
            if slip_damage_percent > 0
              slip_damage_plus = [slip_damage_plus - $1.to_i, 0].max
            end
          end
        end
      end
    end
    # ƒ_ƒ[ƒW‚ðÝ’è
    self.damage = self.maxhp * slip_damage_percent / 100 + slip_damage_plus
    # •ªŽU
    if self.damage.abs > 0
      amp = [self.damage.abs * 15 / 100, 1].max
      self.damage += rand(amp+1) + rand(amp+1) - amp
    end
    # HP ‚©‚çƒ_ƒ[ƒW‚ðŒ¸ŽZ
    self.hp -= self.damage
    # ƒƒƒbƒhI—¹
    return true
    end
    end
    end
    # ¥£¥ XRXS_BP 1. CP§“±“ü ver.15 ¥£¥
    # by ÷‰ë Ý“y, ˜aŠó, Jack-R

    #==============================================================================
    # ¡ Scene_Battle_CP
    #==============================================================================
    class Scene_Battle_CP
    #--------------------------------------------------------------------------
    # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    #--------------------------------------------------------------------------
    attr_accessor  :stop                  # CP‰ÁŽZƒXƒgƒbƒv
    #----------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‚̏‰Šú‰»
    #----------------------------------------------------------------------------
    def initialize
    @battlers = []
    @cancel = false
    @agi_total = 0
    # ”z—ñ @count_battlers ‚ð‰Šú‰»
    @count_battlers = []
    # ƒGƒlƒ~[‚ð”z—ñ @count_battlers ‚ɒljÁ
    for enemy in $game_troop.enemies
    @count_battlers.push(enemy)
    end
    # ƒAƒNƒ^[‚ð”z—ñ @count_battlers ‚ɒljÁ
    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
    #----------------------------------------------------------------------------
    # œ CPƒJƒEƒ“ƒg‚ÌŠJŽn
    #----------------------------------------------------------------------------
    def start
    if @cp_thread != nil then
    return
    end
    @cancel = false
    @stop = false
    # ‚±‚±‚©‚çƒXƒŒƒbƒh
    @cp_thread = Thread.new do
    while @cancel != true

      if @stop != true
        self.update # XV
        sleep(0.05)
      end
    end
    end
    # ‚±‚±‚܂ŃXƒŒƒbƒh
    end
    #----------------------------------------------------------------------------
    # œ CPƒJƒEƒ“ƒgƒAƒbƒv
    #----------------------------------------------------------------------------
    def update
    if @count_battlers != nil then
    for battler in @count_battlers
      # s“®o—ˆ‚È‚¯‚ê‚Ζ³Ž‹
      if battler.dead? == true #or battler.movable? == false then
        battler.cp = 0
        next
      end
      # ‚±‚±‚Ì 1.3‚ð•Ï‚¦‚邱‚ƂŁ«ƒXƒs[ƒh‚ð•ÏX‰Â”B‚½‚¾‚µ¬”“_‚ÍŽg—p‚•‚邱‚ƁB
      battler.cp = [[battler.cp + 1.3 * 4096 * battler.agi / @agi_total, 0].max, 65535].min
    end
    end
    end
    #----------------------------------------------------------------------------
    # œ CPƒJƒEƒ“ƒg‚ÌŠJŽn
    #----------------------------------------------------------------------------
    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            # Œ»Ý–hŒä’†ƒtƒ‰ƒO
    attr_accessor :cp                      # Œ»ÝCP
    attr_accessor :slip_state_update_ban    # ƒXƒŠƒbƒvEƒXƒe[ƒgŽ©“®ˆ—‚Ì‹ÖŽ~
    #--------------------------------------------------------------------------
    # œ ƒRƒ}ƒ“ƒh“ü—͉””»’è
    #--------------------------------------------------------------------------
    def in***ble?
    return (not @hidden and restriction <= 1 and @cp >=65535)
    end
    #--------------------------------------------------------------------------
    # œ ƒXƒe[ƒg [ƒXƒŠƒbƒvƒ_ƒ[ƒW] ”»’è
    #--------------------------------------------------------------------------
    alias xrxs_bp1_slip_damage? slip_damage?
    def slip_damage?
    return false if @slip_state_update_ban
    return xrxs_bp1_slip_damage?
    end
    #--------------------------------------------------------------------------
    # œ ƒXƒe[ƒgŽ©‘R‰ðœ (ƒ^[ƒ“‚²‚ƂɌĂяo‚µ)
    #--------------------------------------------------------------------------
    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
    #--------------------------------------------------------------------------
    # œ ƒZƒbƒgƒAƒbƒv
    #--------------------------------------------------------------------------
    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
    #--------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    #--------------------------------------------------------------------------
    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
    #--------------------------------------------------------------------------
    #--------------------------------------------------------------------------
    # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    #--------------------------------------------------------------------------
    attr_accessor  :update_cp_only                  # CPƒ[ƒ^[‚݂̂̍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
    #--------------------------------------------------------------------------
    def draw_actor_name(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.font.size = 24
    self.contents.draw_text(x, y, 120, 32, actor.name)
    end
    #--------------------------------------------------------------------------
    # œ CPƒ[ƒ^[ ‚Ì•`‰æ
    #--------------------------------------------------------------------------
    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(182, 194, 224, 255))
    self.contents.fill_rect(x, y+29, w,1, Color.new(140, 164, 208, 255))
    self.contents.fill_rect(x, y+30, w,1, Color.new(75, 113, 158, 255))
    self.contents.fill_rect(x, y+31, w,1, Color.new(58, 86, 120, 255))
    end
    end

    #==============================================================================
    # ¡ Scene_Battle
    #==============================================================================
    class Scene_Battle
    # ‚±‚±‚ÉŒø‰‰¹‚ðÝ’è‚•‚é‚ƁAƒAƒNƒ^[ƒRƒ}ƒ“ƒh‚ªƒ|ƒbƒv‚µ‚½‚Æ‚«‚ÉŒø‰‰¹‚ðÄ¶
    $data_system_command_up_se = ""
    #--------------------------------------------------------------------------
    # œ ƒoƒgƒ‹I—¹
    #    result : Œ‹‰ (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, "Huir"])
    @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‚ꂽê‡
    if Input.trigger?(Input::C)
    # ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒƒ‹ˆ’u‚Å•ªŠò
    case @party_command_window.index
    when 0 # í‚¤
      # Œˆ’è SE ‚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
    if @active_battler != nil
      @active_battler.blink = false
    end
    # ÅŒã‚̃AƒNƒ^[‚̏ꍇ
    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
    if @active_battler.in***ble? == false
      @active_battler.current_action.kind = -1
    end
    # ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x
    end until @active_battler.in***ble?
    @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
    if @active_battler != nil
      @active_battler.blink = false
    end
    # Å‰‚̃AƒNƒ^[‚̏ꍇ
    if @actor_index == 0
      # Å‰‚Ö–ß‚é
      start_phase3
      return
    end
    # ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ð–ß‚•
    @actor_index -= 1
    @active_battler = $game_party.actors[@actor_index]
    @active_battler.blink = true
    # ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x
    end until @active_battler.in***ble?
    @cp_thread.stop
    # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv
    @active_battler.now_guarding = false
    phase3_setup_command_window
    end
    #--------------------------------------------------------------------------
    # œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃ZƒbƒgƒAƒbƒv
    #--------------------------------------------------------------------------
    alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
    def phase3_setup_command_window
    # Œø‰‰¹‚̍ж
    Audio.se_play($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‚ꂽê‡
    if Input.trigger?(Input::C)
    # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒƒ‹ˆ’u‚Å•ªŠò
    case @actor_command_window.index
    when 4 # “¦‚°‚é
      if $game_temp.battle_can_escape
        # Œˆ’è SE ‚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
    if enemy.cp < 65535
      enemy.current_action.clear
      enemy.current_action.kind = -1 # ƒ^[ƒ“”ò‚΂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
    if judge
    @cp_thread.stop
    # Ÿ—˜‚Ü‚½‚Í”s–k‚̏ꍇ : ƒƒƒbƒhI—¹
    return
    end
    # –¢s“®ƒoƒgƒ‰[”z—ñ‚̐擪‚©‚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’íUŒ‚‚•‚é] ‚© [–¡•û‚ð’íUŒ‚‚•‚é] ‚̏ꍇ
    if @active_battler.restriction == 2 or @active_battler.restriction == 3
      # ƒAƒNƒVƒ‡ƒ“‚ɍUŒ‚‚ðÝ’è
      @active_battler.current_action.kind = 0
      @active_battler.current_action.basic = 0
    end
    # §–ñ‚ª [s“®‚Å‚«‚È‚¢] ‚̏ꍇ
    if @active_battler.restriction == 4
      # ƒAƒNƒVƒ‡ƒ“‹­§‘Ώۂ̃oƒgƒ‰[‚ðƒNƒŠƒA
      $game_temp.forcing_battler = nil
      if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
        # 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 ‚Ɉڍs
      @phase4_step = 1
      return
    end
    end
    # ƒAƒNƒVƒ‡ƒ“‚ÌŽí•‚Å•ªŠò
    case @active_battler.current_action.kind
    when 0
    # UŒ‚¥–hŒäE“¦‚°‚éE‰½‚à‚µ‚È‚¢Žž‚Ì‹¤’Á”ïCP
    @active_battler.cp -=    0 if @phase4_act_continuation == 0
    when 1
    # ƒXƒLƒ‹Žg—pŽž‚̏Á”ïCP
    @active_battler.cp -= 65535 if @phase4_act_continuation == 0
    when 2
    # ƒAƒCƒeƒ€Žg—pŽž‚̏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‹‰ì¬
    #--------------------------------------------------------------------------
    alias xrxs_bp1_make_basic_action_result make_basic_action_result
    def make_basic_action_result
    # UŒ‚‚̏ꍇ
    if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
    @active_battler.cp -= 65535 # UŒ‚Žž‚ÌCPÁ”ï
    end
    # –hŒä‚̏ꍇ
    if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
    @active_battler.cp -= 32767 # –hŒäŽž‚ÌCPÁ”ï
    end
    # “G‚Ì“¦‚°‚é‚̏ꍇ
    if @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‚¢‚̏ꍇ
    if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
    @active_battler.cp -= 32767 # ‰½‚à‚µ‚È‚¢Žž‚ÌCPÁ”ï
    end
    # “¦‚°‚é‚̏ꍇ
    if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
    @active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï
    # “¦‘–‰Â”‚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 SE ‚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•Ž¦)
    #--------------------------------------------------------------------------
    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?
    @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“y, TOMY

    #==============================================================================
    # ¡ Window_BattleStatus
    #==============================================================================
    class Window_BattleStatus < Window_Base
    #--------------------------------------------------------------------------
    # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
    #--------------------------------------------------------------------------
    attr_accessor  :update_cp_only                  # CPƒ[ƒ^[‚݂̂̍XV
    #--------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    #--------------------------------------------------------------------------
    alias xrxs_bp7_initialize initialize
    def initialize
    xrxs_bp7_initialize
    # «Full-View‚̏ꍇ‚͉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
    if @update_cp_only
    xrxs_bp7_refresh
    return
    end
    # •`Ž‚ð‹ÖŽ~‚µ‚È‚ª‚ç–ß‚•
    @draw_ban = true
    xrxs_bp7_refresh
    # •`Ž‚Ì‹ÖŽ~‚ð‰ðœ
    @draw_ban = false
    # •`Ž‚ðŠJŽn
    @item_max = $game_party.actors.size
    end
    end
    #==============================================================================
    # ¡ Window_Base
    #==============================================================================
    class Window_Base < Window
    #--------------------------------------------------------------------------
    # œ –¼‘O‚Ì•`‰æ
    #--------------------------------------------------------------------------
    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
    #--------------------------------------------------------------------------
    # œ ƒXƒe[ƒg‚Ì•`‰æ
    #--------------------------------------------------------------------------
    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
    #==============================================================================
    # ž ŠO•”ƒ‰ƒCƒuƒ‰ƒŠ
    #==============================================================================
    class Window_Base
    #--------------------------------------------------------------------------
    # œ ƒ‰ƒCƒ“•`‰æ by ÷‰ë Ý“y
    #--------------------------------------------------------------------------
    def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
    # •`Ž‹——£‚ÌŒvŽZB‘å‚«‚ß‚É’¼ŠpŽž‚Ì’•‚³B
    distance = (start_x - end_x).abs + (start_y - end_y).abs
    # •`ŽŠJŽn
    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
    #--------------------------------------------------------------------------
    # œ ‰e•¶Žš•`‰æ by TOMY
    #--------------------------------------------------------------------------
    def draw_shadow_text(x, y, width, height, string, align = 0)
    # Œ³‚̐F‚ð•Û‘¶‚µ‚Ä‚¨‚­
    color = self.contents.font.color.dup
    # •Žš‚ʼne•`‰æ
    self.contents.font.color = Color.new(0, 0, 0)
    self.contents.draw_text(x + 2, y + 2, width, height, string, align)
    # Œ³‚̐F‚É–ß‚µ‚Ä•`‰æ
    self.contents.font.color = color
    self.contents.draw_text(x, y, width, height, string, align)
    end
    end
    end

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RPG Maker XP Re: Problema con Script de Ventana en Batalla

Mensaje por NightBreeze el 2012-02-09, 17:46

Me da error "en la línea 479 de tipo 'SyntaxError'.:

#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
attr_accessor :now_guarding # Œ»Ý–hŒä’†ƒtƒ‰ƒO
attr_accessor :cp # Œ»ÝCP
attr_accessor :slip_state_update_ban # ƒXƒŠƒbƒvEƒXƒe[ƒgŽ©“®ˆ—‚Ì‹ÖŽ~
#--------------------------------------------------------------------------
# œ ƒRƒ}ƒ“ƒh“ü—͉””»’è
#--------------------------------------------------------------------------

def in***ble?
return (not @hidden and restriction <= 1 and @cp >=65535)
end


(la línea marcada en negrita, "def in***ble")


Edit:

Ya funciona!! No sé qué es lo que causaba el error, pero me he fijado qué le has cambiado al script (que vi que era tan solo la línea "self.z = 500" en la linea 119), y se lo he agregado manualmente, y ha funcionado!
Es sólo esa linea la que agregaste/cambiaste, verdad? Qué es lo que hace ese comando?

Muchísimas gracias por tu ayuda, en verdad!! Very Happy

Edit 2:
Ya me han respondido en otro foro la explicación de esta misma solución ^^ muchísimas gracias!

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RPG Maker XP Re: Problema con Script de Ventana en Batalla

Mensaje por Contenido patrocinado Hoy a las 16:33


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