VX 스크립트

# ★ change BATORUREIAUTO
# SUTETOAIKON material, the use of animation, recommended

#================================================= =============================
# ■ Ziifee
#================================================= =============================

module Zii
   # ▼ icon (× 16 + vertical side - 1)
   FIGHT = 132 # fight
   ESCAPE = 143 # escape
   ATTACK = 1 # attack (basic)
   GUARD = 52 # defense
   SKILL = 137 # skills
   ITEM = 144 # Item
 
   # ▼ rotation (a "positive" or "reverse" Cart)
   TURN = "positive"
 
   # ▼ face graphics (using "use" / if you do not use "")
   STATUS_FACE = ""
 
   # ▼ display settings ( "name" to "" to hide the name)
   STATUS_LINE = "name"
 
   # ▼ △ size (VX standard size is 20)
   LINE_SIZE = 14
 
  #------------------------------------------------- -------------------------
  # ● normal rotation of judgement
  #------------------------------------------------- -------------------------
  def self.turn_normal?
    return false if TURN == "reverse"
    return true if TURN == "positive"
    return true
  end
  #------------------------------------------------- -------------------------
  # ● Battle option face Graphics judgement
  #------------------------------------------------- -------------------------
  def self.battle_face?
    return true if STATUS_FACE == ""
    return false
  end
  #------------------------------------------------- -------------------------
  # ● In the Name of judge
  #------------------------------------------------- -------------------------
  def self.line_name?
    return true if STATUS_LINE == "name"
    return false
  end
end


#==============================================================================
# �� Window_Base
#==============================================================================

class Window_Base
  #--------------------------------------------------------------------------
  # �� ���O���t�B�b�N���`�� ��
  #     opacity : �s�����x
  #--------------------------------------------------------------------------
  def draw_face(face_name, face_index, x, y, size = 96, opacity = 255)
    bitmap = Cache.face(face_name)
    rect = Rect.new(0, 0, 0, 0)
    rect.x = face_index % 4 * 96 + (96 - size) / 2
    rect.y = face_index / 4 * 96 + (96 - size) / 2
    rect.width = size
    rect.height = size
    self.contents.blt(x, y, bitmap, rect, opacity)
    bitmap.dispose
  end
  #--------------------------------------------------------------------------
  # �� �A�N�^�[�����O���t�B�b�N�`�� ��
  #     opacity : �s�����x
  #--------------------------------------------------------------------------
  def draw_actor_face(actor, x, y, size = 96, opacity = 255)
    draw_face(actor.face_name, actor.face_index, x, y, size, opacity)
  end
end

#==============================================================================
# �� Window_SpinCommand
#------------------------------------------------------------------------------
# �@���]�p�R�}���h�I�����s���E�B���h�E�����B
#==============================================================================

class Window_SpinCommand < Window_Base
  #--------------------------------------------------------------------------
  # �� ���J�C���X�^���X����
  #--------------------------------------------------------------------------
  attr_reader   :index                    # �J�[������u
  attr_reader   :help_window              # �w���v�E�B���h�E
  #--------------------------------------------------------------------------
  # �� �I�u�W�F�N�g������
  #     cx / cy  : ���S�� X���W / Y���W
  #     commands : �R�}���h�z�� (���e �� [name, kind, pull, enabled?])
  #     setting  : �����n�b�V�� ("R"=>���a "S"=>���� "G"=>�w�i "L"=>����)
  #--------------------------------------------------------------------------
  def initialize(cx, cy, commands, setting = {})
    @radius    = setting.has_key?("R") ? setting["R"] : 40  # �`�����a
    @speed     = setting.has_key?("S") ? setting["S"] : 36  # ���]����
    @spin_back = setting.has_key?("G") ? setting["G"] : ""  # �w�i����
    @spin_line = setting.has_key?("L") ? setting["L"] : nil # �������u
    x, y = cx - @radius - 28, cy - @radius - 28
    width = height = @radius * 2 + 56
    super(x, y, width, height)
    self.opacity = 0
    @index = 0
    @commands = commands                                    # �R�}���h
    @spin_right = true
    @spin_count = 0
    update_cursor
  end
  #--------------------------------------------------------------------------
  # �� �X�s���������`������ (�`�����e �����p)
  #     i  : �C���f�b�N�X
  #     cx : ��� ���S���u X���W
  #     cy : ��� ���S���u Y���W
  #--------------------------------------------------------------------------
  def draw_spin_graphic(i, cx, cy)
    case command_kind(i)
    when "icon"
      draw_icon(command_pull(i), cx - 12, cy - 12, command_enabled?(i))
    end
  end
  #--------------------------------------------------------------------------
  # �� ���t���b�V�� �o�O�����p
  #--------------------------------------------------------------------------
  def refresh
    set_spin
  end
  #--------------------------------------------------------------------------
  # �� �������`�� �o�O�����p
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    @commands[index][3] = enabled
    set_spin
  end
  #--------------------------------------------------------------------------
  # �� �������R�}���h������������
  #--------------------------------------------------------------------------
  def command_name(index = @index)
    return "" if index < 0
    name = @commands[index][0]
    return name != nil ? name : ""
  end
  #--------------------------------------------------------------------------
  # �� �R�}���h������������
  #--------------------------------------------------------------------------
  def command_kind(index)
    result = @commands[index][1]
    return result != nil ? result : ""
  end
  #--------------------------------------------------------------------------
  # �� �R�}���h������ ������
  #--------------------------------------------------------------------------
  def command_pull(index)
    result = @commands[index][2]
    return result != nil ? result : ""
  end
  #--------------------------------------------------------------------------
  # �� �R�}���h���L���t���O������
  #--------------------------------------------------------------------------
  def command_enabled?(index)
    result = @commands[index][3]
    return result != nil ? result : true
  end
  #--------------------------------------------------------------------------
  # �� ���O�����u�� index ����������
  #--------------------------------------------------------------------------
  def set_index(name)
    n = -1
    for i in 0...@commands.size
      n = i if @commands[i][0] == name
    end
    @index = n if n >= 0
    update_cursor
    call_update_help
    set_spin
  end
  #--------------------------------------------------------------------------
  # �� �J�[������u������
  #     index : �V�����J�[������u
  #--------------------------------------------------------------------------
  def index=(index)
    @index = index
    update_cursor
    call_update_help
    set_spin
  end
  #--------------------------------------------------------------------------
  # �� ���S��X���W������
  #--------------------------------------------------------------------------
  def center_x
    return contents.width / 2
  end
  #--------------------------------------------------------------------------
  # �� ���S��Y���W������
  #--------------------------------------------------------------------------
  def center_y
    return contents.height / 2
  end
  #--------------------------------------------------------------------------
  # �� ������������
  #--------------------------------------------------------------------------
  def item_max
    return @commands.size
  end
  #--------------------------------------------------------------------------
  # �� �w�i������ (�����` ����)
  #--------------------------------------------------------------------------
  def set_background
    return if @spin_back == ""
    bitmap = Cache.system(@spin_back)
    rect = Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(12, 12, bitmap, rect)
  end
  #--------------------------------------------------------------------------
  # �� ���������� (�����` ����)
  #--------------------------------------------------------------------------
  def set_text
    return if @spin_line == nil
    y = center_y - WLH / 2 + @spin_line
    self.contents.draw_text(center_x - 48, y, 96, WLH, command_name, 1)
  end
  #--------------------------------------------------------------------------
  # �� �X�s���A�C�R�����p�x��������������
  #--------------------------------------------------------------------------
  def angle_size
    return (Math::PI * 2 / item_max)
  end
  #--------------------------------------------------------------------------
  # �� �X�s���A�C�R�����]�����J�E���g ����������
  #--------------------------------------------------------------------------
  def set_spin_count
    @spin_count = angle_size * 360 / @speed
    set_spin(true)
  end
  #--------------------------------------------------------------------------
  # �� �X�s������ �����s
  #     spin : ���]�t���O (true �������]��)
  #--------------------------------------------------------------------------
  def set_spin(spin = false)
    self.contents.clear
    set_background
    angle = spin ? @speed * @spin_count / 360 : 0
    angle = @spin_right ? angle : -angle
    for i in 0...item_max
      n = (i - @index) * angle_size + angle
      cx = @radius * Math.sin(n) + center_x
      cy = - @radius * Math.cos(n) + center_y
      draw_spin_graphic(i, cx, cy)
    end
    set_text
  end
  #--------------------------------------------------------------------------
  # �� �t���[���X�V
  #--------------------------------------------------------------------------
  def update
    super
    update_cursor
    if @spin_count > 0
      @spin_count -= 1
      set_spin(@spin_count >= 1)
      return
    end
    update_command
  end
  #--------------------------------------------------------------------------
  # �� �R�}���h�������������
  #--------------------------------------------------------------------------
  def command_movable?
    return false if @spin_count > 0
    return false if (not visible or not active)
    return false if (index < 0 or index > item_max or item_max == 0)
    return false if (@opening or @closing)
    return true
  end
  #--------------------------------------------------------------------------
  # �� �R�}���h���E������
  #--------------------------------------------------------------------------
  def command_right
    @index = (@index + 1) % item_max
    @spin_right = true
    set_spin_count
  end
  #--------------------------------------------------------------------------
  # �� �R�}���h����������
  #--------------------------------------------------------------------------
  def command_left
    @index = (@index - 1 + item_max) % item_max
    @spin_right = false
    set_spin_count
  end
  #--------------------------------------------------------------------------
  # �� �R�}���h�I�����X�V
  #--------------------------------------------------------------------------
  def update_command
    if command_movable?
      if Input.press?(Input::RIGHT)
        Sound.play_cursor
        Zii.turn_normal? ? command_right : command_left
      end
      if Input.press?(Input::LEFT)
        Sound.play_cursor
        Zii.turn_normal? ? command_left : command_right
      end
    end
    call_update_help
  end
  #--------------------------------------------------------------------------
  # �� �J�[������X�V
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0
      self.cursor_rect.empty
    else
      rect = Rect.new(0, 0, 24, 24)
      rect.x = center_x - rect.width / 2
      rect.y = center_y - rect.height / 2 - @radius
      self.cursor_rect = rect
    end
  end
  #--------------------------------------------------------------------------
  # �� �w���v�E�B���h�E������
  #     help_window : �V�����w���v�E�B���h�E
  #--------------------------------------------------------------------------
  def help_window=(help_window)
    @help_window = help_window
    call_update_help
  end
  #--------------------------------------------------------------------------
  # �� �w���v�E�B���h�E�X�V����b�h�������o��
  #--------------------------------------------------------------------------
  def call_update_help
    if self.active and @help_window != nil
       update_help
    end
  end
  #--------------------------------------------------------------------------
  # �� �w���v�E�B���h�E���X�V (���e���p���������`����)
  #--------------------------------------------------------------------------
  def update_help
  end
end

#==============================================================================
# �� Window_LineHelp
#------------------------------------------------------------------------------
# �@�X�L�����A�C�e���������A�A�N�^�[���X�e�[�^�X��������������E�B���h�E�����B
#==============================================================================

class Window_LineHelp < Window_Base
  #--------------------------------------------------------------------------
  # �� �I�u�W�F�N�g������
  #--------------------------------------------------------------------------
  def initialize
    super(-16, 0, 576, WLH + 32)
    self.opacity = 0
  end
  #--------------------------------------------------------------------------
  # �� �e�L�X�g����
  #     text  : �E�B���h�E���������������
  #     align : �A���C�������g (0..�������A1..���������A2..�E����)
  #--------------------------------------------------------------------------
  def set_text(text, align = 0)
    if text != @text or align != @align
      self.contents.clear
      back_color = Color.new(0, 0, 0, 80)
      self.contents.fill_rect(0, y = 12, contents.width, WLH - y, back_color)
      self.contents.font.color = normal_color
      self.contents.draw_text(20, 0, self.width - 72, WLH, text, align)
      @text = text
      @align = align
    end
  end
end

#==============================================================================
# �� Window_PartyCommand
#==============================================================================

class Window_PartyCommand < Window_SpinCommand
  #--------------------------------------------------------------------------
  # �� �I�u�W�F�N�g������
  #--------------------------------------------------------------------------
  def initialize
    s1 = [Vocab::fight,  "icon", Zii::FIGHT,  true]
    s2 = [Vocab::escape, "icon", Zii::ESCAPE, $game_troop.can_escape]
    setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
    super(72, 356, [s1, s2], setting)
    self.active = false
    set_spin
  end
end

#==============================================================================
# �� Window_ActorCommand
#==============================================================================

class Window_ActorCommand < Window_SpinCommand
  #--------------------------------------------------------------------------
  # �� �I�u�W�F�N�g������
  #--------------------------------------------------------------------------
  def initialize
    s1 = [Vocab::attack, "icon", Zii::ATTACK, true]
    s2 = [Vocab::skill,  "icon", Zii::SKILL,  true]
    s3 = [Vocab::guard,  "icon", Zii::GUARD,  true]
    s4 = [Vocab::item,   "icon", Zii::ITEM,   true]
    setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
    super(72, 356, [s1, s2, s3, s4], setting)
    self.active = false
    set_spin
  end
  #--------------------------------------------------------------------------
  # �� �Z�b�g�A�b�v
  #     actor : �A�N�^�[
  #--------------------------------------------------------------------------
  def setup(actor)
    @commands[0][2] = Zii::ATTACK
    @commands[1][0] = Vocab::skill
    if actor.weapons[0] != nil
      n = actor.weapons[0].icon_index
      @commands[0][2] = n if n > 0
    end
    @commands[1][0] = actor.class.skill_name if actor.class.skill_name_valid
    self.index = 0
    set_spin
  end
end

#==============================================================================
# �� Window_BattleStatus
#==============================================================================

class Window_BattleStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # �� �I�u�W�F�N�g������ ��
  #--------------------------------------------------------------------------
  def initialize
    super(128, 288, 416, 128)
    @column_max = 4
    refresh
    self.active = false
    self.opacity = 0
  end
  #--------------------------------------------------------------------------
  # �� �X�e�[�g���X�V �����n�`��
  #--------------------------------------------------------------------------
  def draw_neomemo7_back
    @neomemo7_clear = false
    for index in 0...@item_max
      x = index * 96
      self.contents.clear_rect(x + 72, WLH * 3, 24, 24)
      next unless Zii.battle_face?
      actor = $game_party.members[index]
      next if actor.hp <= 0
      bitmap = Cache.face(actor.face_name)
      rect = Rect.new(0, 0, 22, 22)
      rect.x = actor.face_index % 4 * 96 + 72
      rect.y = actor.face_index / 4 * 96 + 72
      self.contents.blt(x + 72, WLH * 3, bitmap, rect, 192)
    end
  end
  #--------------------------------------------------------------------------
  # �� �������`�� ��
  #--------------------------------------------------------------------------
  def draw_item(index)
    x = index * 96
    rect = Rect.new(x, 0, 96, 96)
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    actor = $game_party.members[index]
    draw_actor_face(actor, x + 2, 2, 92, 192) if actor.hp > 0 and Zii.battle_face?
    draw_actor_state(actor, x + 72, WLH * 3)
    if Zii.line_name?
      self.contents.font.color = hp_color(actor)
      size = Zii::LINE_SIZE
      self.contents.font.size = size
      self.contents.draw_text(x, WLH * 1 + 20 - size, 80, WLH, actor.name)
      self.contents.font.size = 20
    end
    draw_actor_hp(actor, x, WLH * 2, 80)
    draw_actor_mp(actor, x, WLH * 3, 70)
  end
  #--------------------------------------------------------------------------
  # �� �J�[������X�V
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0                   # �J�[������u�� 0 ����������
      self.cursor_rect.empty        # �J�[���������������
    else                            # �J�[������u�� 0 ����������
      rect = Rect.new(index * 96, 0, 96, 96)
      self.cursor_rect = rect       # �J�[��������`���X�V
    end
  end
end

#==============================================================================
# �� Scene_Battle
#------------------------------------------------------------------------------
# �@�o�g���������������s���N���X�����B
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # �� ��������r���[�|�[�g������
  #--------------------------------------------------------------------------
  alias :neomemo13_create_info_viewport :create_info_viewport
  def create_info_viewport
    neomemo13_create_info_viewport
    @info_viewport.rect.set(0, 0, 544, 416)
    @status_window.x = 128
    @actor_command_window.x = 4
  end
  #--------------------------------------------------------------------------
  # �� ��������r���[�|�[�g���X�V
  #--------------------------------------------------------------------------
  alias :neomemo13_update_info_viewport :update_info_viewport
  def update_info_viewport
    ox = @info_viewport.ox
    neomemo13_update_info_viewport
    @info_viewport.ox = ox
  end
  #--------------------------------------------------------------------------
  # �� �p�[�e�B�R�}���h�I�����J�n
  #--------------------------------------------------------------------------
  alias :neomemo13_start_party_command_selection :start_party_command_selection
  def start_party_command_selection
    if $game_temp.in_battle
      @party_command_window.visible = true
      @actor_command_window.visible = false
    end
    neomemo13_start_party_command_selection
  end
  #--------------------------------------------------------------------------
  # �� �p�[�e�B�R�}���h�I�����X�V
  #--------------------------------------------------------------------------
  alias :neomemo13_update_party_command_selection :update_party_command_selection
  def update_party_command_selection
    return unless @party_command_window.command_movable?
    neomemo13_update_party_command_selection
  end
  #--------------------------------------------------------------------------
  # �� �A�N�^�[�R�}���h�I�����J�n
  #--------------------------------------------------------------------------
  alias :neomemo13_start_actor_command_selection :start_actor_command_selection
  def start_actor_command_selection
    neomemo13_start_actor_command_selection
    @party_command_window.visible = false
    @actor_command_window.visible = true
  end
  #--------------------------------------------------------------------------
  # �� �A�N�^�[�R�}���h�I�����X�V
  #--------------------------------------------------------------------------
  alias :neomemo13_update_actor_command_selection :update_actor_command_selection
  def update_actor_command_selection
    return unless @actor_command_window.command_movable?
    neomemo13_update_actor_command_selection
  end
  #--------------------------------------------------------------------------
  # �� �����G�L�����I�����J�n
  #--------------------------------------------------------------------------
  alias :neomemo13_start_target_enemy_selection :start_target_enemy_selection
  def start_target_enemy_selection
    x = @info_viewport.rect.x
    ox = @info_viewport.ox
    neomemo13_start_target_enemy_selection
    @info_viewport.rect.x = x
    @info_viewport.ox = ox
    @target_enemy_window.x = 544 - @target_enemy_window.width
    @target_enemy_window.y = 288
    @info_viewport.rect.width -= @target_enemy_window.width
  end
  #--------------------------------------------------------------------------
  # �� �����G�L�����I�����I��
  #--------------------------------------------------------------------------
  alias :neomemo13_end_target_enemy_selection :end_target_enemy_selection
  def end_target_enemy_selection
    x = @info_viewport.rect.x
    ox = @info_viewport.ox
    @info_viewport.rect.width += @target_enemy_window.width
    neomemo13_end_target_enemy_selection
    @info_viewport.rect.x = x
    @info_viewport.ox = ox
  end
  #--------------------------------------------------------------------------
  # �� �����A�N�^�[�����I�����J�n
  #--------------------------------------------------------------------------
  alias :neomemo13_start_target_actor_selection :start_target_actor_selection
  def start_target_actor_selection
    x = @info_viewport.rect.x
    ox = @info_viewport.ox
    neomemo13_start_target_actor_selection
    @target_actor_window.y = 288
    @info_viewport.rect.x = x
    @info_viewport.ox = ox
    @info_viewport.rect.width -= @target_actor_window.width
  end
  #--------------------------------------------------------------------------
  # �� �����A�N�^�[�I�����I��
  #--------------------------------------------------------------------------
  alias :neomemo13_end_target_actor_selection :end_target_actor_selection
  def end_target_actor_selection
    x = @info_viewport.rect.x
    ox = @info_viewport.ox
    @info_viewport.rect.width += @target_actor_window.width
    neomemo13_end_target_actor_selection

    @info_viewport.rect.x = x
    @info_viewport.ox = ox
  end
  #--------------------------------------------------------------------------
  # �� �X�L���I�����J�n
  #--------------------------------------------------------------------------
  alias :neomemo13_start_skill_selection :start_skill_selection
  def start_skill_selection
    neomemo13_start_skill_selection
    @skill_window.dispose if @skill_window != nil
    @help_window.dispose if @help_window != nil
    @help_window = Window_LineHelp.new
    @skill_window = Window_Skill.new(8, 64, 528, 216, @active_battler)
    @skill_window.help_window = @help_window
  end
  #--------------------------------------------------------------------------
  # �� �A�C�e���I�����J�n
  #--------------------------------------------------------------------------
  alias :neomemo13_start_item_selection :start_item_selection
  def start_item_selection
    neomemo13_start_item_selection
    @item_window.dispose if @item_window != nil
    @help_window.dispose if @help_window != nil
    @help_window = Window_LineHelp.new
    @item_window = Window_Item.new(8, 64, 528, 216)
    @item_window.help_window = @help_window
  end
end











Comment '33'

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537 메시지 네오 메시지 시스템 최신 17 file RPGbooster 2008.10.08 4251
536 타이틀/게임오버 타이틀에 스토리맵을 달자 26 file RPGbooster 2008.10.08 4829
535 레벨업시 자세한 능력치화면 31 file RPGbooster 2008.10.08 4181
534 MOG 스토리 씬 22 file RPGbooster 2008.10.08 3345
533 이름입력 MOG 이름바꾸기 11 file RPGbooster 2008.10.08 3285
532 Tankentai SBS 2.8 업데이트 [사이드뷰 배틀시스템 ] 42 file RPGbooster 2008.10.08 5140
531 물반사 효과 32 file RPGbooster 2008.10.08 3723
530 무기에 초필살기를 장착! 19 file RPGbooster 2008.10.08 4131
529 파티 파티 체인저 3.4 최신 13 file RPGbooster 2008.10.08 3864
528 케릭터 텍스트박스 18 file RPGbooster 2008.10.08 4709
527 전투 GTBS_VX 1.0 택틱컬rpg 14 file RPGbooster 2008.10.08 3352
526 전투 Crissaegrim ABS 2.0.5 최신 48 file RPGbooster 2008.10.08 8768
525 전투 PRABS 2.0 액션배틀시스템 58 file RPGbooster 2008.10.08 7575
524 아이템 아이템입수 화면 16 file RPGbooster 2008.10.08 4526
523 fog[안개] 효과 43 file RPGbooster 2008.10.08 4196
522 타이틀/게임오버 심플한 게임오버화면 28 file RPGbooster 2008.10.08 3328
521 전투 새로운 전투돌입효과 29 file RPGbooster 2008.10.08 5079
520 타이틀/게임오버 타이틀 로고 26 file RPGbooster 2008.10.08 4950
519 파티 대규모파티 KGC스크립 50 file RPGbooster 2008.10.08 6012
518 미니맵 KGC 미니 맵 22 file RPGbooster 2008.10.08 4036
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