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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59 전투 Fomars indiviivdual battle 2 Man... 2008.10.28 1340
58 전투 VLAD ABS [액알 시스템] 65 아방스 2009.01.07 12566
57 전투 사이드뷰배틀3.3 + ATB1.1 스크립트. 65 할렘 2009.02.01 10946
56 전투 스킬 커맨드 스크립트 16 아방스 2009.02.05 4535
55 전투 GTBS 1.0 [스크립트] 24 아방스 2009.02.05 6141
54 전투 RPG Tankentai SBS 3.3 Kaduki Eng 2 아방스 2009.02.05 5467
53 전투 RPG Tankentai SBS 3.3 + ATB Kaduki Eng 58 아방스 2009.02.05 9071
52 전투 ORBS_v1[1].06 전투시스템. 22 file 할렘 2009.02.06 7408
51 전투 Requiem SBABS (Requiem Squad Based Battle System) 14 vk 2009.02.07 7543
50 전투 방패가없어? 그럼 방어못하게하는 스크립트. 16 file 할렘 2009.02.07 3425
49 전투 ORBS [새로운 전투 방식] 48 file 아방스 2009.03.04 10210
48 전투 에너미를 아이템으로 변화하는 스킬 8 Evangelista 2009.05.27 2850
47 전투 카운트배틀 시스템(스크립트 한글살짝번역) 10 file 카르와푸딩의아틀리에 2009.06.17 5520
46 전투 Requiem ABS 8 - 액션 배틀 시스템 8 36 아방스 2009.06.24 8540
45 전투 ATB전투방식.(사이드뷰X 백발의카임전투방식O) 14 file 이피쿤 2009.06.24 9037
44 전투 WGB배틀 시스템. 59 file 카르와푸딩의아틀리에 2009.06.30 8777
43 전투 RPGTankentai SBS3.3b 버전 (사이드뷰) 21 file 카르와푸딩의아틀리에 2009.07.01 8455
42 전투 Spirits System 정령 장착?이라고해야되나; 26 file 카르와푸딩의아틀리에 2009.08.19 3869
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