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hordie

Ankömmling

  • »hordie« ist der Autor dieses Themas

Motto: Zum Erfolg gibt es keinen Lift, man muss die Treppe nehmen.

  • Nachricht senden

1

Freitag, 31. Dezember 2010, 17:16

Problem mit Sideview CBS Kampfsystem

Hab den Sideview CBS Script neulich zu meinem Projekt hinzugefügt und war voll zufrieden. Doch es gab ein Problem. Wenn der erste Charakter der Gruppe angreifen will, dann hängt sich das Spiel auf. Hab viel versucht. Am Skill den er verwendet liegt es nicht. Und wenn der 2.te Charakter zuerst angreift gibts auch keine Probleme. Nur wenn er am Zug ist, dann gehts nicht mehr weiter.

Vielleich kennt jemand das Problem und weiß weiter.. :kA:
Freue mich auf Antworten.
MFG

2

Sonntag, 2. Januar 2011, 01:58

Zwei Informationen die ich gerne von dir hätte :
1. Einmal wüsste ich gerne, welches CBS Script du verwendest.
2.Dann müsste ich noch wissen, welche Scripts du noch in in deinem Projekt mit eingebaut hast.(Wegen Script Konflikte)
Sobald du uns diese beiden Informationen gegeben hast, können wir vielleicht herausfinden, warum bei dir
dieser Fehler auftritt.

MFG
Realität ist auch nur eine Art von Rollenspiel.

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Asandril« (2. Januar 2011, 01:58)


hordie

Ankömmling

  • »hordie« ist der Autor dieses Themas

Motto: Zum Erfolg gibt es keinen Lift, man muss die Treppe nehmen.

  • Nachricht senden

3

Mittwoch, 5. Januar 2011, 18:21

Also: :)

Location statt Schritte im Menü:
Spoiler

Ruby Quellcode

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#///////////////////Mapname statt Schritte im Menü/////////////////////
#~~~~~~~~~~~~~~~von Caesar~~~~~~~~~~~~~~~~~
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
class Window_Steps < Window_Base
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Ort")
    self.contents.font.color = normal_color
    mapname = load_data("Data/MapInfos.rxdata")[$game_map.map_id].name
    self.contents.draw_text(4, 32, 120, 32, mapname, 2)
  end
end
zum Lesen den Text mit der Maus markieren


Balkenscript:
Spoiler

Ruby Quellcode

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#==============================================================================
# ** COGWHEEL Plug 'n' Play Menu Bars (based on Syvkal's revisions)
#-------------------------------------------------------------------------------
# by DerVVulfman
# Version 1.1
# 06-28-06
#------------------------------------------------------------------------------
# This is a revision of Cogwheel's famous bargraph system, now set as an inser-
# table script to display bargraphs behind values in the menus.
#
# To prevent conflict with Cogwheel's RTAB system, two key definitions have been
# renamed: "gauge_rect" to "cw_gauge" & "gradation_rect" to "cw_grad_rect."
#
# 
# Affected Systems:  Main Menu
#                    Skill Menu
#                    Status Menu
#                    Hero Select Menu (for Items & Skills)
#                    Equipment Menu
#                    BattleStatus Menu
#                    
# The system uses a series of CONSTANTS that can be edited here.  They control
# the basic gauge colors and te manner the gauge is filled:
 
  # Gauge Border Colors
    COG_COLOR1 = Color.new(0, 0, 0, 192)         # Outer Border
    COG_COLOR2 = Color.new(255, 255, 192, 192)   # Inner Border
  # Gauge Empty filler
    COG_COLOR3 = Color.new(0, 0, 0, 192)         # Half of Inner Shading
    COG_COLOR4 = Color.new(64, 0, 0, 192)        # Half of Inner Shading
  # Alignment
    COG_ALIGN1 = 1    # Type 1: (0: Left / 1: Center / 2: Right Justify)
    COG_ALIGN2 = 2    # Type 2: (0: Upper / 1: Central / 2: Lower)
    COG_ALIGN3 = 0    # FILL ALIGNMENT (0: Left Justify / 1: Right Justify)
  # Gauge Settings
    COG_GRADE1 = 1    # EMPTY  gauge (0: Side / 1: Vertical / 2: Slanted)
    COG_GRADE2 = 0    # FILLER gauge (0: Side / 1: Vertical / 2: Slanted)
 
 
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
 
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Get EXP - numeric for calculations
  #--------------------------------------------------------------------------  
  def now_exp
   return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get Next Level EXP - numeric for calculations
  #-------------------------------------------------------------------------- 
  def next_exp
   return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end
 
 
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================
 
class Window_Base < Window
 
 
  #--------------------------------------------------------------------------
  # * Draw EXP w/ Bars
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  alias draw_actor_exp_original draw_actor_exp
  def draw_actor_exp(actor, x, y, width = 204)
    if actor.next_exp != 0
      rate = actor.now_exp.to_f / actor.next_exp
    else
      rate = 1
    end
    # Calculate Bar Gradiation
    if actor.next_exp != 0
      rate = actor.now_exp.to_f / actor.next_exp
    else
      rate = 1
    end
    # Adjust Bar Color based on Gradiation
    color1 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
    color2 = Color.new(100 - 72 * rate, 240 * rate, 62 * rate, 192)
    # Calculate Bar Width
    if actor.next_exp != 0
      exp = width * actor.now_exp / actor.next_exp
    else
      exp = width 
    end
    # Draw Bar Graph
    cw_gauge(x, y + 25, width, 10, exp, color1, color2)
    # Call original EXP                
    draw_actor_exp_original(actor, x, y)
  end  
 
  #--------------------------------------------------------------------------
  # * Draw HP w/ Bars
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  alias draw_actor_hp_original draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 144)
    # Calculate Bar Gradiation
    if actor.maxhp != 0
      rate = actor.hp.to_f / actor.maxhp
    else
      rate = 0
    end
    # Adjust Bar Color based on Gradiation
    color1 = Color.new(216 - 24 * rate, 0 * rate, 0 * rate, 192)
    color2 = Color.new(255 * rate, 165 * rate, 0 * rate, 192)
    # Calculate Bar Width
    if actor.maxhp != 0
      hp = width * actor.hp / actor.maxhp
    else
      hp = 0
    end
    # Draw Bar Graph
    cw_gauge(x, y + 25, width, 10, hp, color1, color2)
    # Call original HP
    draw_actor_hp_original(actor, x, y, width)
  end
 
  #--------------------------------------------------------------------------
  # * Draw SP w/ Bars
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  alias draw_actor_sp_original draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 144)
    # Calculate Bar Gradiation
    if actor.maxsp != 0
      rate = actor.sp.to_f / actor.maxsp
    else
      rate = 1
    end  
    # Adjust Bar Color based on Gradiation
    color1 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
    color2 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
    # Calculate Bar Width
    if actor.maxsp != 0
      sp = width * actor.sp / actor.maxsp
    else
      sp = width  
    end
    # Draw Bar Graph
    cw_gauge(x + width * 0 / 100, y + 25, width, 10, sp, color1, color2)
    # Call original SP                
    draw_actor_sp_original(actor, x, y, width)
  end
 
  #--------------------------------------------------------------------------
  # * Draw Parameter w/ Bars
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     type  : parameter type (0-6) 
  #--------------------------------------------------------------------------
  alias draw_actor_parameter_original draw_actor_parameter
  def draw_actor_parameter(actor, x, y, type)
    # Choose Color & Parameter Type
    case type
    when 0
      e1 = actor.atk
      c6 = Color.new(253, 53, 56, 192)
      c5 = Color.new(242, 2, 6, 192)
    when 1
      e1 = actor.pdef
      c6 = Color.new(238, 254, 124, 192)
      c5 = Color.new(228, 253, 48, 192)
    when 2
      e1 = actor.mdef
      c6 = Color.new(150, 37, 184, 192)
      c5 = Color.new(170, 57, 204, 192)
    when 3
      e1 = actor.str
      c6 = Color.new(253, 163, 33, 192)
      c5 = Color.new(254, 209, 154, 192)
    when 4
      e1 = actor.dex
      c6 = Color.new(255, 255, 255, 192)
      c5 = Color.new(222, 222, 222, 192)
    when 5
      e1 = actor.agi
      c6 = Color.new(124, 254, 155, 192)
      c5 = Color.new(33, 253, 86, 192)
    when 6
      e1 = actor.int
      c6 = Color.new(119, 203, 254, 192)
      c5 = Color.new(8, 160, 253, 192)
    end 
    # Calculate Bar Gradiation
    e2 = 999
    if e1.to_f != 0
      rate = e1.to_f / e2.to_f
    else
      rate = 1
    end
    # Adjust Bar Color based on Gradiation & Parameter Type
    for i in 0..7
      r = c6.red * rate
      g = (c6.green - 10) * rate
      b = c6.blue  * rate
      a = c6.alpha
    end
    # Calculate Bar Width
    width = 168
    if e1.to_f != 0
      par = width * e1.to_f / e2.to_f
    else
      par = width
    end
    # Equipment Calc Fix    
    case type
    when 0
      if e1 == 0
        par = 0
      end
    when 1
      if e1 == 0
        par = 0
      end
    when 2
      if e1 == 0
        par = 0
      end
    end
    # Draw Bar Graph
    cw_gauge(x , y + 25, width, 7, par, c5, Color.new(r, g, b, a))
    # Call Original Parameter             
    draw_actor_parameter_original(actor, x, y, type)
  end
 
  #--------------------------------------------------------------------------
  # * Gauge Rectangle (New to Class)
  #--------------------------------------------------------------------------
  def cw_gauge(x, y, width, height, gauge, color1, color2)
 
    # Use Cogwheel PRESETS
    color3 = COG_COLOR1
    color4 = COG_COLOR2
    color5 = COG_COLOR3
    color6 = COG_COLOR4
    align1 = COG_ALIGN1
    align2 = COG_ALIGN2
    align3 = COG_ALIGN3
    grade1 = COG_GRADE1
    grade2 = COG_GRADE2
 
    # Create Rectangle Width based on gauge max.
    rect_width = width
 
    case align1
    when 1
      x += (rect_width - width) / 2
    when 2
      x += rect_width - width
    end
    case align2
    when 1
      y -= height / 2
    when 2
      y -= height
    end
    self.contents.fill_rect(x, y, width, height, color3)
    self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color4)
    if align3 == 0
      if grade1 == 2
        grade1 = 3
      end
      if grade2 == 2
        grade2 = 3
      end
    end
    if (align3 == 1 and grade1 == 0) or grade1 > 0
      color = color5
      color5 = color6
      color6 = color
    end
    if (align3 == 1 and grade2 == 0) or grade2 > 0
      color = color1
      color1 = color2
      color2 = color
    end
    self.contents.cw_grad_rect(x + 2, y + 2, width - 4, height - 4, color5, color6, grade1)
    if align3 == 1
      x += width - gauge
    end
    self.contents.cw_grad_rect(x + 2, y + 2, gauge - 4, height - 4, color1, color2, grade2)
  end
 
  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end
 
 
#==============================================================================
# ** Bitmap
#==============================================================================
class Bitmap
 
  #--------------------------------------------------------------------------
  # * Gradation Rectangle
  #--------------------------------------------------------------------------
  def cw_grad_rect(x, y, width, height, color3, color4, align = 0)
   if align == 0
     for i in x...x + width
       red   = color3.red + (color4.red - color3.red) * (i - x) / (width - 1)
       green = color3.green +
               (color4.green - color3.green) * (i - x) / (width - 1)
       blue  = color3.blue +
               (color4.blue - color3.blue) * (i - x) / (width - 1)
       alpha = color3.alpha +
               (color4.alpha - color3.alpha) * (i - x) / (width - 1)
       color = Color.new(red, green, blue, alpha)
       fill_rect(i, y, 1, height, color)
     end
   elsif align == 1
     for i in y...y + height
       red   = color3.red +
               (color4.red - color3.red) * (i - y) / (height - 1)
       green = color3.green +
               (color4.green - color3.green) * (i - y) / (height - 1)
       blue  = color3.blue +
               (color4.blue - color3.blue) * (i - y) / (height - 1)
       alpha = color3.alpha +
               (color4.alpha - color3.alpha) * (i - y) / (height - 1)
       color = Color.new(red, green, blue, alpha)
       fill_rect(x, i, width, 1, color)
     end
   elsif align == 2
     for i in x...x + width
       for j in y...y + height
         red   = color3.red + (color4.red - color3.red) *
                 ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         green = color3.green + (color4.green - color3.green) *
                 ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         blue  = color3.blue + (color4.blue - color3.blue) *
                 ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         alpha = color3.alpha + (color4.alpha - color3.alpha) *
                 ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         color = Color.new(red, green, blue, alpha)
         set_pixel(i, j, color)
       end
     end
   elsif align == 3
     for i in x...x + width
       for j in y...y + height
         red   = color3.red + (color4.red - color3.red) *
               ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         green = color3.green + (color4.green - color3.green) *
               ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         blue  = color3.blue + (color4.blue - color3.blue) *
               ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         alpha = color3.alpha + (color4.alpha - color3.alpha) *
               ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         color = Color.new(red, green, blue, alpha)
         set_pixel(i, j, color)
       end
     end
   end
 end
 
  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end
zum Lesen den Text mit der Maus markieren


Zusätzliche Option im Menü:
Spoiler

Ruby Quellcode

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#/////////////////////////////Scene_Menu erweitert////////////////////////////
#~~~~~~~~~~~~~~~~~~by Caesar~~~~~~~~~~~~~~~~~
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# Standardmenü mit einer zusätzlichen Option, die ein Common 
# Event aufruft
#==================Parameter=================
# Name des neuen Menüpunktes
OPTION_NAME = "Aufgaben"
# ID des Common Events, das bei Auswahl der Option aufgerufen wird
MENU_COMMON_EVENT_ID = 5
#=========================================
class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #-----------------------
  def main
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Speichern"
    s6 = "Beenden"
    #~~~~~~~~~~
    s7 = OPTION_NAME
    #~~~~~~~~~~
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 256
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #-----------------------
  def update
    @command_window.update
    @playtime_window.update
    @steps_window.update
    @gold_window.update
    @status_window.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
  #-----------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 5
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      #~~~~~~~~~~~~~
      when 6
        $game_system.se_play($data_system.decision_se)
        $game_temp.common_event_id = MENU_COMMON_EVENT_ID
        $scene = Scene_Map.new
      #~~~~~~~~~~~~~
      end
      return
    end
  end
  #-----------------------
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 1
        if $game_party.actors[@status_window.index].restriction >= 2
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@status_window.index)
      when 2
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      when 3
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end
#===================
#~~~~~~~~~~~~
class Window_PlayTime < Window_Base
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width-32, height-32)
    refresh
  end
  #------------
  def refresh
    self.contents.clear
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.draw_text(4, 0, 120, 32, text, 1)
  end
end
#~~~~~~~~~~~
zum Lesen den Text mit der Maus markieren


HTML für Questlog:
Spoiler

Ruby Quellcode

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#///////////////////////HTML-Rendering-Engine/////////////////////////////////
#~~~~~~~~~~~~~~~~by Caesar~~~~~~~~~~~~~~~~~~~
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
class Bitmap
def draw_shadow_text(x, y, width, height, str, align=0)
color = font.color.dup
font.color = Color.new(192, 192, 192, 156)
draw_text(x+2, y+2, width, height, str, align)
font.color = color
draw_text(x, y, width, height, str, align)
end
#----------------
def draw_html(x, y, width, height, str)
# remember string and font variables
str = str.dup
color = font.color.dup
bold = font.bold
italic = font.italic
size = font.size
name = font.name.dup
#::::::::::
shadow = false
underlined = false
opacity = 255
str.gsub!(/<if=([0-9]+)>(.+?)<else>(.+?)<\/if>/) {$game_switches[$1.to_i] ? $2 : $3}
str.gsub!(/<var=([0-9]+)>/) {$game_variables[$1.to_i].to_s}
str.gsub!(/<eval={(.+?)}>/) {eval $1}
str.gsub!(/<style=([A-Za-z0-9_-]+)>(.+?)<\/style>/) {
STYLES.has_key?($1) ? STYLES[$1].sub("|", $2) : ""
} if defined?(STYLES)
str.gsub!(/<br>/) {"\n"}
str.gsub!(/\\\\/) {"\00"}
str.gsub!(/<b>/) {"\01"}
str.gsub!(/<\/b>/) {"\02"}
str.gsub!(/<i>/) {"\03"}
str.gsub!(/<\/i>/) {"\04"}
str.gsub!(/<color=(#?[0-9a-z_]+)>/) {"\05[#{$1}]"}
str.gsub!(/<\/color>/) {"\06"}
str.gsub!(/<shadow>/) {"\16"}
str.gsub!(/<\/shadow>/) {"\17"}
str.gsub!(/<small>/) {"\20"}
str.gsub!(/<\/small>/) {"\21"}
str.gsub!(/<big>/) {"\23"}
str.gsub!(/<\/big>/) {"\21"}
str.gsub!(/<size=([0-9]+)>/) {"\24[#{$1}]"}
str.gsub!(/<\/size>/) {"\21"}
str.gsub!(/<font=([A-Za-z0-9\s]+)>/) {"\25[#{$1}]"}
str.gsub!(/<\/font>/) {"\26"}
str.gsub!(/<u>/) {"\27"}
str.gsub!(/<\/u>/) {"\30"}
str.gsub!(/<icon=([_A-Za-z0-9-]+)>/) {"\11[#{$1}]"}
str.gsub!(/<image=([_A-Za-z0-9-]+)>/) {"\31[#{$1}]"}
str.gsub!(/<down=([0-9]+)>/) {"\22[#{$1}]"}
str.gsub!(/<space=([0-9]+)>/) {"\100[#{$1}]"}
str.gsub!(/<line>/) {"\07"}
ix = 0
iy = 0
while ((c = str.slice!(/./m)) != nil)
if c == "\00" # \\
c = "\\"
end
if c == "\01" # <b>
font.bold = true
end
if c == "\02" #</b>
font.bold = bold
end
if c == "\03" # <i>
font.italic = true
end
if c == "\04" # </i>
font.italic = false
end
if c == "\05" # <color=xxx>
str.sub!(/\[(#?[0-9a-z_]+)\]/, "")
if $1[0] == 35
col = Color.decode($1)
elsif $1.to_i != 0
col = Window_Base.text_color($1.to_i)
else
col = Color.get($1)
end
font.color = col
end
if c == "\06" # </color>
font.color = color
end
if c == "\16" # <shadow>
shadow = true
end
if c == "\17" # </shadow>
shadow = false
end
if c == "\20" # <small>
font.size -= 5 if font.size > 10
end
if c == "\21" # </small> </big> </size>
font.size = size
end
if c == "\23" # <big>
font.size += 5 if font.size < 92
end
if c == "\24" # <size=xx>
str.sub!(/\[([0-9]+)\]/, "")
newsize = $1.to_i
font.size = newsize if newsize > 5 and newsize < 97
end
if c == "\25" # <font=xxx>
str.sub!(/\[([A-Za-z0-9\s]+)\]/, "")
font.name = $1 if Font.exist?($1)
end
if c == "\26" # </font>
font.name = name
end
if c == "\27" # <u>
underlined = true
end
if c == "\30" # </u>
underlined = false
end
if c == "\11" #<icon=xxx>
str.sub!(/\[([_A-Za-z0-9-]+)\]/, "")
icon = RPG::Cache.icon($1)
blt(ix + 8, iy + LINE_HEIGHT/2 - 12, icon, Rect.new(0, 0, 24, 24))
ix += 24
end
if c == "\31" # <image=xxx>
str.sub!(/\[([_A-Za-z0-9-]+)\]/, "")
image = RPG::Cache.picture($1)
iy += LINE_HEIGHT
blt((width-image.rect.width)/2, iy, image, image.rect)
iy += image.rect.height
ix = 0
end
if c == "\22" # <down=xxx>
str.sub!(/\[([0-9]+)\]/, "")
iy += $1.to_i
ix = 0
end
if c == "\100" # <space=xxx>
str.sub!(/\[([0-9]+)\]/, "")
ix += $1.to_i
c = ""
end
if c == "\07" # <line>
iy += LINE_HEIGHT + 3
fill_rect(16, iy, width-32, 2, font.color)
fill_rect(16, iy, width-32, 2, Color.new(192, 192, 192, 156)) if shadow
iy += 5
ix = 0
end
if c == "\n"
iy += LINE_HEIGHT
ix = 0
end
#:::::::::
if shadow
draw_shadow_text(x+ix+4, y+iy, 40, font.size, c)
else
draw_text(x+ix+4, y+iy, 40, font.size, c)
end
w = text_size(c).width
if underlined
fill_rect(x+ix+4, y+iy+text_size("T").height+3, w, 2, font.color)
end
ix += w
end
#::::::::::
#reset font variables
font.color = color
font.bold = bold
font.italic = italic
font.size = size
font.name = name
#return height of the bitmap
return iy + LINE_HEIGHT
end
end
#==============
class Color
def Color.get(s)
eval "Color.#{s}" rescue Color.white
end
#------------
def Color.decode(hex)
return Color.decode(hex[1..hex.length]) if hex[0] == 35
hex.downcase!
red = hex[0..1].hex
green = hex[2..3].hex
blue = hex[4..5].hex
alpha = hex.length == 8 ? hex[6..7].hex : 255
return Color.new(red, green, blue, alpha)
end
#------------
def Color.normal_color
return Color.new(255, 255, 255, 255)
end
#-----------
def Color.disabled_color
return Color.new(255, 255, 255, 128)
end
#-----------
def Color.system_color
return Color.new(192, 224, 255, 255)
end
#-----------
def Color.crisis_color
return Color.new(255, 255, 64, 255)
end
#-----------
def Color.knockout_color
return Color.new(255, 64, 0)
end
#------------
def Color.white(alpha=255)
return Color.new(255, 255, 255, alpha)
end
#-----------
def Color.black(alpha=255)
return Color.new(0, 0, 0, alpha)
end
#----------
def Color.red(alpha=255)
return Color.new(255, 0, 0, alpha)
end
#----------
def Color.green(alpha=255)
return Color.new(0, 255, 0, alpha)
end
#---------
def Color.blue(alpha=255)
return Color.new(0, 0, 255, alpha)
end
#----------
def Color.yellow(alpha=255)
return Color.new(255, 255, 0, alpha)
end
#----------
def Color.cyan(alpha=255)
return Color.new(0, 255, 255, alpha)
end
#----------
def Color.magenta(alpha=255)
return Color.new(255, 255, 0, alpha)
end
#----------
def Color.light_gray(alpha=255)
return Color.new(192, 192, 192, alpha)
end
#-----------
def Color.gray(alpha=255)
return Color.new(128, 128, 128, alpha)
end
#-----------
def Color.dark_gray(alpha=255)
return Color.new(64, 64, 64, alpha)
end
#-----------
def Color.pink(alpha=255)
return Color.new(255, 175, 175, alpha)
end
#-----------
def Color.orange(alpha=255)
return Color.new(255, 200, 0, alpha)
end
end
#=====================
class Window_Base < Window
# redefine text colors for static context
def self.text_color(n)
case n
when 0
return Color.new(255, 255, 255, 255)
when 1
return Color.new(128, 128, 255, 255)
when 2
return Color.new(255, 128, 128, 255)
when 3
return Color.new(128, 255, 128, 255)
when 4
return Color.new(128, 255, 255, 255)
when 5
return Color.new(255, 128, 255, 255)
when 6
return Color.new(255, 255, 128, 255)
when 7
return Color.new(192, 192, 192, 255)
else
return Color.white
end
end
end
zum Lesen den Text mit der Maus markieren


Questlog 3.0:
Spoiler

Ruby Quellcode

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#//////////////////////////////////Questlog 3.0/////////////////////////////////
#~~~~~~~~~~~~~~~~~~by Caesar~~~~~~~~~~~~~~~~~
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
#===================Parameter==================
# Wenn true, werden neue Quests oben eingefügt, ansonsten unten
INSERT_AT_TOP = true
# Zeilenhöhe in der Questbeschreibung
LINE_HEIGHT = 24
# Windowskin der Questlog-Fenster (nil = default)
WINDOWSKIN = nil
# "Überschrift" des Questlogs
HEADER_TEXT = "Aufgaben"
# Geschwindigkeit beim Scrollen (Pixel / Frame)
SCROLL_SPEED = 7
# Styles für die Beschreibungen der Quests
STYLES = {
"h1" => "<size=45><font=Cambria><b>|</b></font></size><down=40>",
"h2" => "<big><b><font=Cambria>|</font></b></big><down=32>",
"disabled" => "<color=disabled_color>|</color>",
"highlight" => "<color=#eeee32>|</color>",
"system" => "<color=system_color>|</color>"
}
# Dieser Process wird ausgeführt, sobald das Questlog geschlossen wird;
# (Default: Spieler kommt wieder auf die Map)
ON_CLOSE = Proc.new {$scene = Scene_Menu.new}
#============================================
class Scene_Questlog
def main
@window_header = Window_Help.new
@window_header.x = 65
@window_header.y = 28
@window_header.z = 500
@window_header.width = 510
@window_header.windowskin = RPG::Cache.windowskin(WINDOWSKIN) unless
WINDOWSKIN.nil?
@window_header.contents = Bitmap.new(478, 32)
@window_header.contents.font.size = 30
@window_header.contents.draw_text(0, 0, 510, 32, HEADER_TEXT, 1)
@window_titles = Window_Questlog_Titles.new
@window_titles.windowskin = RPG::Cache.windowskin(WINDOWSKIN) unless
WINDOWSKIN.nil?
@window_description = Window_Questlog_Description.new(
$game_system.questlog.quests.map{|q| q.description})
@window_description.windowskin = RPG::Cache.windowskin(WINDOWSKIN) unless
WINDOWSKIN.nil?
@index = @window_titles.index
spriteset = Spriteset_Map.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@window_header.dispose
@window_titles.dispose
@window_description.dispose
spriteset.dispose
end
#----------------
def update
@window_titles.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
ON_CLOSE.call
return
end
if Input.press?(Input::R)
@window_description.scroll_down
elsif Input.press?(Input::L)
@window_description.scroll_up
end
if @index != @window_titles.index
@window_description.index = @index = @window_titles.index
end
end
end
#=============
class Quest
attr_reader :title
attr_reader :description
def initialize(title, description)
@title = title
@description = description
end
end
#============
class Questlog
attr_reader :quests
def initialize
@quests = []
end
#-----------
def add(quest, description="")
return add(Quest.new(quest, description)) unless quest.is_a?(Quest)
i = index(quest.title)
return @quests[i] = quest if i != nil
if INSERT_AT_TOP
# insert quest at top of the list
@quests.unshift(quest)
else
# insert quest at bottom of the list
@quests.push(quest)
end
end
#-----------
def remove(title)
@quests.delete_if{ |quest| quest.title == title}
end
#-----------
def count
return @quests.length
end
#------------
def index(title)
for i in 0..@quests.length-1
return i if @quests[i].title == title
end
return nil
end
#------------
def Questlog.add(title, description="")
$game_system.questlog.add(title, description)
end
#------------
def Questlog.remove(title)
$game_system.questlog.remove(title)
end
end
#=============
class Window_Questlog_Description < Window_Base
attr_reader :index
#------------------
def initialize(descriptions)
super(275, 92, 300, 360)
@descriptions = descriptions
@cache = Array.new(descriptions.size)
self.contents = Bitmap.new(width-32, height-32)
self.index = 0
self.z = 500
end
#-----------
def index=(index)
return if index == @index or @descriptions.empty?
@index = index
self.oy = 0
# bitmaps are only rendered once and than cached to reach more efficiency
if @cache[index].nil?
buffer = Bitmap.new(width-32, 2000)
docheight = buffer.draw_html(0, 0, 270, 2000, @descriptions[index])
@cache[index] = self.contents = Bitmap.new(width-32, docheight)
self.contents.blt(0, 0, buffer, Rect.new(0, 0, self.width-32, docheight))
else
self.contents = @cache[index]
end
end
#-----------
def scroll_down
self.oy += SCROLL_SPEED if self.height + self.oy - 32 < self.contents.height
end
#------------
def scroll_up
self.oy -= SCROLL_SPEED
self.oy = 0 if self.oy < 0
end
end
#=============
class Window_Questlog_Titles < Window_Base
attr_reader :index
def initialize
super(65, 92, 210, 360)
self.z = 500
@item_max = $game_system.questlog.count
self.contents = Bitmap.new(width-32, @item_max > 0 ? @item_max*32 : 32)
@index = 0
refresh
end
#-------------
def index=(index)
@index = index
update_cursor_rect
end
#-------------
def top_row=(row)
if row < 0
row = 0
end
if row > @item_max - 1
row = @item_max - 1
end
self.oy = row * 32
end
#-------------
def page_row_max
return (self.height - 32) / 32
end
#-------------
def page_item_max
return page_row_max * @column_max
end
#-------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index
top_row = self.oy / 32
if row < top_row
self.top_row = row
end
if row > top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
self.cursor_rect.set(0, @index * 32 - self.oy, self.width - 32, 32)
end
#-------------
def refresh
self.contents.clear
for i in 0...$game_system.questlog.count
quest = $game_system.questlog.quests[i]
y = i*32
self.contents.draw_html(4, y, 150, 32, quest.title)
end
end
#------------
def update
super
if self.active and @item_max > 0 and @index >= 0
if Input.repeat?(Input::DOWN) and
(Input.trigger?(Input::DOWN) or @index < @item_max - 1)
$game_system.se_play($data_system.cursor_se)
@index = (@index + 1) % @item_max
end
if Input.repeat?(Input::UP) and
(Input.trigger?(Input::UP) or @index > 0)
$game_system.se_play($data_system.cursor_se)
@index = (@index - 1 + @item_max) % @item_max
end
end
update_cursor_rect
end
end
#===========
class Scene_Map
def call_questlog
$game_temp.questlog_calling = false
$game_player.straighten
$scene = Scene_Questlog.new
end
end
#===========
class Game_System
attr_accessor :questlog
alias questlog_init initialize
def initialize
questlog_init
@questlog = Questlog.new
end
end
#===========
class Game_Temp
attr_accessor :questlog_calling
alias questlog_init initialize
def initialize
questlog_init
@questlog_calling = false
end
end
#========================
class Scene_Load < Scene_File
# if a game that does not yet contain the questlog is loaded
# a new (empty) questlog instance is created
alias questlog_read_save_data read_save_data
def read_save_data(file)
questlog_read_save_data(file)
$game_system.questlog = Questlog.new if $game_system.questlog.nil?
end
end
zum Lesen den Text mit der Maus markieren


AMS:
Spoiler

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#===================================================
#   AMS - Advanced Message Script - R4 [Update #2]
#===================================================
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Edited, Fixed and Enhanced by: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis
#
# Special Thanks:
# Rabu: For enabling the Show Face feature in an encrypted project
#
# To found all my new features, search the following:  #NEW
# To configure the button to skip the dialog, search:  #SKIP_TEXT_CODE
#
# May 18, 2005
#===================================================
 
LETTER_BY_LETTER_MODE = true   #Set the letter by letter mode ON/OFF    
 
#===================================================
# ¼ CLASS AMS Begins
#===================================================
class AMS
 
attr_accessor :name_box_x_offset
attr_accessor :name_box_y_offset
attr_accessor :font_type
attr_accessor :name_font_type
attr_accessor :font_size
attr_accessor :name_font_size
attr_accessor :message_box_opacity
attr_accessor :name_box_skin
attr_accessor :name_box_text_color
attr_accessor :message_box_text_color
attr_accessor :message_box_skin
attr_accessor :name_box_width
attr_accessor :name_box_height
attr_accessor :message_width
attr_accessor :message_height
attr_accessor :message_x
attr_accessor :message_y_bottom
attr_accessor :message_y_middle
attr_accessor :message_y_top
attr_accessor :event_message_x_ofset
attr_accessor :event_message_y_ofset
 
def initialize
 
@name_box_x_offset = 10       #Choose the X axis offset of the name bos. default= 0
@name_box_y_offset = -10    #Choose the Y axis offset of the name bos. default= -10
@name_box_width = 8           #Choose the width of the Name Box. default= 8 
@name_box_height = 26        #Choose the height of the Name Box. default= 26
 
@font_type = "Trebuchet MS"           #Choose the Font Name (Case Sensitive) for message box
@name_font_type = "Trebuchet MS" #Choose the Font Name (Case Sensitive) for Name Box
@font_size = 22                     #Choose the default Font Size for message box text
@name_font_size = 20           #Choose the deafault Font Size for Name Box text
@name_box_text_color=0        #Choose the Text Color of the Name Box
@message_box_text_color=0   #Choose the Text Color of the Message Box
 
@message_box_opacity = 160            #Choose the opacity of the message window. Default=160
@message_box_skin = "untitled1"   #Choose the WindowSkin for the Message Box
@name_box_skin = "001-Blue01"       #Choose the WindowSkin for the Name Box
 
@message_width = 480          #Choose the width size of the message box. Default=480
@message_height = 160         #Choose the height size of the message box. Default=160
@message_x = 80                  #Choose the X position of the message box. Default=80
@message_y_bottom = 304    #Choose the Y bottom position of the message box. Default=304
@message_y_middle = 160    #Choose the Y middle position of the message box. Default=160
@message_y_top = 16           #Choose the Y top position of the message box. Default=16
 
@event_message_x_ofset = 32   #Choose the X position offset of the event message. Default=0
@event_message_y_ofset = 77   #Choose the Y position offset of the event message. Default=48
 
end
end
#===================================================
# ² CLASS AMS Ends
#===================================================
 
 
#===================================================
# ¼ Class Window_Message Begins
#===================================================
class Window_Message < Window_Selectable 
 
alias xrxs9_initialize initialize
 
def initialize
 
@alex_skip = false
 
xrxs9_initialize
 
if $soundname_on_speak == nil then
 $soundname_on_speak = ""
end
 
$gaiji_file = "./Graphics/Gaiji/sample.png"
 
if FileTest.exist?($gaiji_file)
 @gaiji_cache = Bitmap.new($gaiji_file)
else
 @gaigi_cache = nil
end
@opacity_text_buf = Bitmap.new(32, 32)
end
 
 
#--------------------------------------------------------------------------
 
alias xrxs9_terminate_message terminate_message
 
def terminate_message
 
if @name_window_frame != nil
 @name_window_frame.dispose
 @name_window_frame = nil
end
 
if @name_window_text  != nil
 @name_window_text.dispose
 @name_window_text  = nil
end
xrxs9_terminate_message
end
 
#--------------------------------------------------------------------------
 
def refresh
 
self.contents.clear
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
@popchar = -2
 
if $game_temp.choice_start == 0
 @x = 8
end
 
if $game_temp.message_text != nil
 @now_text = $game_temp.message_text
 if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
    @face_file = $1 + ".png"
    @x = @face_indent = 128
   if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
     self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
   end
   @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
 end
 
 begin
 last_text = @now_text.clone
 @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
 end until @now_text == last_text
 @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
   $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
  end
 
 #NEW
 #Dubealex's Stop Skip Text ON-OFF
 @now_text.gsub!(/\\[%]/) { "\100" }
 #End new command
 
 #NEW
 #Dubealex's Show Monster Name Feature
  @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
  $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
  end
  #End new command
 
 #NEW
 #Dubealex's Show Item Price Feature
  @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
  $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
  end
  #End new command
 
 #NEW
 #Dubealex's Show Hero Class Name Feature
  @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
  $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
  end
  #End new command
 
 #NEW
 #Dubealex's Show Current Map Name Feature
  @now_text.gsub!(/\\[Mm]ap/) do
  $game_map.name    != nil ? $game_map.name    : ""
  end
  #End new command
 
 #NEW
 #Dubealex's Choose Name Box Text Color
  @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
  $ams.name_box_text_color=$1.to_i
  @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
  end
  #End new command
 
 name_window_set = false
 if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
   name_window_set = true
   name_text = $1
   @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
 end
 
 if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
   @popchar = $1.to_i
   if @popchar == -1
     @x = @indent = 48
     @y = 4
   end
   @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
 end
 
 @max_choice_x = 0
 if @popchar >= 0
   @text_save = @now_text.clone
   @max_x = 0
   @max_y = 4
   for i in 0..3
     line = @now_text.split(/\n/)[3-i]
     @max_y -= 1 if line == nil and @max_y <= 4-i
     next if line == nil
     line.gsub!(/\\\w\[(\w+)\]/) { "" }
     cx = contents.text_size(line).width
     @max_x = cx if cx > @max_x
     if i >= $game_temp.choice_start
       @max_choice_x = cx if cx > @max_choice_x
     end
   end
   self.width = @max_x + 32 + @face_indent
   self.height = (@max_y - 1) * 32 + 64
   @max_choice_x -= 68
   @max_choice_x -= @face_indent*216/128
 else
   @max_x = self.width - 32 - @face_indent
   for i in 0..3
     line = @now_text.split(/\n/)[i]
     next if line == nil
     line.gsub!(/\\\w\[(\w+)\]/) { "" }
     cx = contents.text_size(line).width
     if i >= $game_temp.choice_start
       @max_choice_x = cx if cx > @max_choice_x
     end
   end
   @max_choice_x += 8
 end
 @cursor_width = 0
 @now_text.gsub!(/\\\\/) { "\000" }
 @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
 @now_text.gsub!(/\\[Gg]/) { "\002" }
 @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
 @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
 
  #NEW
  #Dubealex's Permanent Color Change
  @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
    $ams.message_box_text_color= $1.to_i
   @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
    end
  #End of new command
 
  #NEW
  #Dubealex's Font Change Feature
   @now_text.gsub(/\\[Tt]\[(.*?)\]/) do
    buftxt = $1.to_s
    $ams.font_type = buftxt
    @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
    end
  #End of new command
 
 @now_text.gsub!(/\\[.]/) { "\005" }
 @now_text.gsub!(/\\[|]/) { "\006" }
 @now_text.gsub!(/\\[>]/) { "\016" }
 @now_text.gsub!(/\\[<]/) { "\017" }
 @now_text.gsub!(/\\[!]/) { "\020" }
 @now_text.gsub!(/\\[~]/) { "\021" }
 @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
 @now_text.gsub!(/\\[Ii]/) { "\023" }
 @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
 @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
 @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
 @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
 
 reset_window
 
 if name_window_set
   color=$ams.name_box_text_color
   off_x =  $ams.name_box_x_offset
   off_y =  $ams.name_box_y_offset
   space = 3
   x = self.x + off_x - space / 3
   y = self.y + off_y - space / 3
   w = self.contents.text_size(name_text).width + $ams.name_box_width + space
   h = $ams.name_box_height + space
   @name_window_frame = Window_Frame.new(x, y, w, h)
   @name_window_frame.z = self.z + 1
   x = self.x + off_x + 4
   y = self.y + off_y
   @name_window_text  = Air_Text.new(x, y, name_text, color)
   @name_window_text.z = self.z + 2
 end
end
 
reset_window
 
if $game_temp.choice_max > 0
 @item_max = $game_temp.choice_max
 self.active = true
 self.index = 0
end
 
if $game_temp.num_input_variable_id > 0
 digits_max = $game_temp.num_input_digits_max
 number = $game_variables[$game_temp.num_input_variable_id]
 @input_number_window = Window_InputNumber.new(digits_max)
 @input_number_window.number = number
 @input_number_window.x = self.x + 8
 @input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end
 
#--------------------------------------------------------------------------
 
def update
 
super
 
if @fade_in
 self.contents_opacity += 24
 if @input_number_window != nil
   @input_number_window.contents_opacity += 24
 end
 if self.contents_opacity == 255
   @fade_in = false
 end
 return
end
@now_text = nil if @now_text == ""
 
if @now_text != nil and @mid_stop == false
 if @write_wait > 0
   @write_wait -= 1
   return
 end
 text_not_skip = LETTER_BY_LETTER_MODE
 while true
   @max_x = @x if @max_x < @x
   @max_y = @y if @max_y < @y
   if (c = @now_text.slice!(/./m)) != nil
     if c == "\000"
       c = "\\"
     end
 
     if c == "\001"
       @now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
       temp_color = $1
       color = temp_color.to_i
       leading_x = temp_color.to_s.slice!(/./m)
       if leading_x == "#"
         self.contents.font.color = hex_color(temp_color)
         next
       end
       if color >= 0 and color <= 7
         self.contents.font.color = text_color(color)
       end
       next
     end
 
     if c == "\002"
       if @gold_window == nil and @popchar <= 0
         @gold_window = Window_Gold.new
         @gold_window.x = 560 - @gold_window.width
         if $game_temp.in_battle
           @gold_window.y = 192
         else
           @gold_window.y = self.y >= 128 ? 32 : 384
         end
         @gold_window.opacity = self.opacity
         @gold_window.back_opacity = self.back_opacity
       end
       c = ""
     end
 
     if c == "\003"
       @now_text.sub!(/\[([0-9]+)\]/, "")
       speed = $1.to_i
       if speed >= 0 and speed <= 19
         @write_speed = speed
       end
       c = ""
     end
 
     if c == "\004"
       @now_text.sub!(/\[(.*?)\]/, "")
       buftxt = $1.dup.to_s
       if buftxt.match(/\//) == nil and buftxt != "" then
         $soundname_on_speak = "Audio/SE/" + buftxt
       else
         $soundname_on_speak = buftxt.dup
       end
       c = ""
     elsif c == "\004"
       c = ""
     end
 
     if c == "\005"
       @write_wait += 5
       c = ""
     end
 
     if c == "\006"
       @write_wait += 20
       c = ""
     end
 
     if c == "\016"
       text_not_skip = false
       c = ""
     end
 
     if c == "\017"
       text_not_skip = true
       c = ""
     end
 
     if c == "\020"
       @mid_stop = true
       c = ""
     end
 
     if c == "\021"
       terminate_message
       return
     end
 
     if c == "\023"
       @indent = @x
       c = ""
     end
 
     if c == "\024"
       @now_text.sub!(/\[([0-9]+)\]/, "")
       @opacity = $1.to_i
       color = self.contents.font.color
       self.contents.font.name = $ams.font_type
       self.contents.font.size = $ams.font_size
       self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
       c = ""
     end
 
     if c == "\025"
       @now_text.sub!(/\[([0-9]+)\]/, "")
       self.contents.font.size = [[$1.to_i, 6].max, 32].min
       c = ""
     end
 
     if c == "\026"
       @now_text.sub!(/\[([0-9]+)\]/, "")
       @x += $1.to_i
       c = ""
     end
 
     if c == "\027"
       @now_text.sub!(/\[(.*?)\]/, "")
       @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
       if $soundname_on_speak != ""
         Audio.se_play($soundname_on_speak)
       end
     c = ""
     end
 
     if c == "\030"
       @now_text.sub!(/\[(.*?)\]/, "")
       self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
       if $soundname_on_speak != ""
         Audio.se_play($soundname_on_speak)
       end
       @x += 24
       c = ""
     end
 
     if c == "\n"
       @lines += 1
       @y += 1
       @x = 0 + @indent + @face_indent
       if @lines >= $game_temp.choice_start
         @x = 8 + @indent + @face_indent
         @cursor_width = @max_choice_x
       end
       c = ""
     end
 
     if c == "\022"
       @now_text.sub!(/\[([0-9]+)\]/, "")
       @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
       c = ""
     end
 
     #NEW
     #Dubealex's Text Skip On/OFF Command
      if c == "\100"
         if @alex_skip==false
            @alex_skip=true
         else
           @alex_skip=false
         end
        c = ""
      end 
      #end of new command
 
     if c != ""
       self.contents.draw_text(0+@x, 25 * @y, 40, 32, c)
       @x += self.contents.text_size(c).width
       if $soundname_on_speak != "" then
         Audio.se_play($soundname_on_speak)
       end
     end
 
#SKIP_TEXT_CODE
 
# B = Escape, 0 (On The NumPad), X
# C = Enter, Space Bar and C
# A = Shift, Z
 
 if Input.press?(Input::C) # <-- Change the value on that line
   if @alex_skip==false     
   text_not_skip = false
   end
     end
   else
     text_not_skip = true
     break
   end
 
   if text_not_skip
     break
   end
 end
 @write_wait += @write_speed
 return
end
 
if @input_number_window != nil
 @input_number_window.update
 if Input.trigger?(Input::C)
   $game_system.se_play($data_system.decision_se)
   $game_variables[$game_temp.num_input_variable_id] =
     @input_number_window.number
   $game_map.need_refresh = true
   @input_number_window.dispose
   @input_number_window = nil
   terminate_message
 end
 return
end
 
if @contents_showing
 if $game_temp.choice_max == 0
   self.pause = true
 end
 
 if Input.trigger?(Input::B)
   if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
     $game_system.se_play($data_system.cancel_se)
     $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
     terminate_message
   end
 end
 
 if Input.trigger?(Input::C)
   if $game_temp.choice_max > 0
     $game_system.se_play($data_system.decision_se)
     $game_temp.choice_proc.call(self.index)
   end
   if @mid_stop
     @mid_stop = false
     return
   else
     terminate_message
   end
 end
 return
end
 
if @fade_out == false and $game_temp.message_text != nil
 @contents_showing = true
 $game_temp.message_window_showing = true
 refresh
 Graphics.frame_reset
 self.visible = true
 self.contents_opacity = 0
 if @input_number_window != nil
   @input_number_window.contents_opacity = 0
 end
 @fade_in = true
 return
end
 
if self.visible
 @fade_out = true
 self.opacity -= 48
 if self.opacity == 0
   self.visible = false
   @fade_out = false
   $game_temp.message_window_showing = false
 end
 return
end
end
 
#--------------------------------------------------------------------------
 
def get_character(parameter)
 
case parameter
when 0 
 return $game_player
else
 events = $game_map.events
 return events == nil ? nil : events[parameter]
end
end
 
#--------------------------------------------------------------------------
 
def reset_window
 
#MESSAGE_SIZE
#MESSAGE_POSITION
 
if @popchar >= 0
 events = $game_map.events
 if events != nil
   character = get_character(@popchar)
   x = [[character.screen_x -  $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min
   y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min
   self.x = x
   self.y = y
 end
elsif @popchar == -1
 self.x = -4
 self.y = -4
 self.width = 648
 self.height = 488
else
 if $game_temp.in_battle
   self.y = 16
 else
   case $game_system.message_position
   when 0 
     self.y = $ams.message_y_top
   when 1 
     self.y = $ams.message_y_middle
   when 2 
     self.y = $ams.message_y_bottom
   end
   self.x = $ams.message_x
   if @face_file == nil
     self.width = $ams.message_width
     self.x = $ams.message_x
   else
     if self.width <= 600
       self.width = 600
       self.x -=60
      end
   end
   self.height = $ams.message_height
 end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
if @face_file != nil
 self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
 self.opacity = 255
 self.back_opacity = 0
elsif $game_system.message_frame == 0
 self.opacity = 255
 self.back_opacity = $ams.message_box_opacity
else
 self.opacity = 0
 self.back_opacity = $ams.message_box_opacity
end
end
 
#--------------------------------------------------------------------------
 
def gaiji_draw(x, y, num)
 
if @gaiji_cache == nil
 return 0
else
 if @gaiji_cache.width < num * 24
   return 0
 end
 
 if self.contents.font.size >= 20 and self.contents.font.size <= 24
   size = 24
 else
   size = self.contents.font.size * 100 * 24 / 2200
 end
 
 self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))
 
 if $soundname_on_speak != "" then
   Audio.se_play($soundname_on_speak)
 end
 return size
end
end
 
#--------------------------------------------------------------------------
 
def line_height
return 32
 
if self.contents.font.size >= 20 and self.contents.font.size <= 24
 return 32
else
 return self.contents.font.size * 15 / 10
end
end
 
#--------------------------------------------------------------------------
 
def ruby_draw_text(target, x, y, str,opacity)
 
sizeback = target.font.size
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
opacity = [[opacity, 0].max, 255].min
split_s = str.split(/,/)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil
 
height = sizeback + rubysize
width  = target.text_size(split_s[0]).width
 
target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback
 
buf_width = [target.text_size(split_s[0]).width, ruby_width].max
 
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
 
if opacity == 255
 target.font.size = rubysize
 target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
 target.font.size = sizeback
 target.draw_text(x, y, width, target.font.size, split_s[0])
 return width
else
 if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
   @opacity_text_buf.dispose
   @opacity_text_buf = Bitmap.new(buf_width, height)
 else
   @opacity_text_buf.clear
 end
 @opacity_text_buf.font.size = rubysize
 @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
 @opacity_text_buf.font.size = sizeback
 @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
 if sub_x >= 0
   target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
 else
   target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
 end
 return width
end
end
 
#--------------------------------------------------------------------------
 
def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!
 
case option
when "i"
 unless $data_items[index].name == nil
   r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
 end
when "w"
 unless $data_weapons[index].name == nil
   r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
 end
when "a"
 unless $data_armors[index].name == nil
   r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
 end
when "s"
 unless $data_skills[index].name == nil
   r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
 end
else
 r = $game_variables[index]
end
 
r == nil ? r = "" : nil
return r
end
 
#--------------------------------------------------------------------------
 
def dispose
terminate_message
 
if @gaiji_cache != nil
 unless @gaiji_cache.disposed?
   @gaiji_cache.dispose
 end
end
 
unless @opacity_text_buf.disposed?
 @opacity_text_buf.dispose
end
 
$game_temp.message_window_showing = false
if @input_number_window != nil
 @input_number_window.dispose
end
super
end
 
#--------------------------------------------------------------------------
 
def update_cursor_rect
if @index >= 0
 n = $game_temp.choice_start + @index
 self.cursor_rect.set(4 + @indent + @face_indent, n * 25, @cursor_width, 32)
else
 self.cursor_rect.empty
end
end
end
#=========================================
# ² CLASS Window_Message Ends
#=========================================
 
 
#=========================================
# ¼ Class Window_Frame Begins
#=========================================
class Window_Frame < Window_Base
 
def initialize(x, y, width, height)
super(x, y, width, height)
self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
self.contents = nil
end
 
#--------------------------------------------------------------------------
 
def dispose
super
end
end
#=========================================
# ² CLASS Window_Frame Ends
#=========================================
 
 
#=========================================
# ¼ CLASS Game_Map Additional Code Begins
#=========================================
class Game_Map
 
#Dubealex's Addition (from XRXS) to show Map Name on screen
def name
$map_infos[@map_id]
end
end
#=========================================
# ² CLASS Game_Map Additional Code Ends
#=========================================
 
 
#=========================================
# ¼ CLASS Scene_Title Additional Code Begins
#=========================================
class Scene_Title
 
#Dubealex's Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
  $map_infos[key] = $map_infos[key].name
end
 
#Dubealex's addition to save data from the AMS in the save files
$ams = AMS.new
 
end
#=========================================
# ² CLASS Scene_Title Additional Code Ends
#=========================================
 
 
#=========================================
# ¼ CLASS Window_Base Additional Code Begins
#=========================================
class Window_Base < Window
 
#Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
def hex_color(string)
 red = 0
 green = 0
 blue = 0
 if string.size != 6
   print("Hex strings must be six characters long.")
   print("White text will be used.")
   return Color.new(255, 255, 255, 255)
 end
 for i in 1..6
   s = string.slice!(/./m)
   if s == "#"
     print("Hex color string may not contain the \"#\" character.")
     print("White text will be used.")
     return Color.new(255, 255, 255, 255)
   end
   value = hex_convert(s)
   if value == -1
     print("Error converting hex value.")
     print("White text will be used.")
     return Color.new(255, 255, 255, 255)
   end
   case i
   when 1
     red += value * 16
   when 2
     red += value
   when 3
     green += value * 16
   when 4
     green += value
   when 5
     blue += value * 16
   when 6
     blue += value
   end
 end
 return Color.new(red, green, blue, 255)
end
 
#--------------------------------------------------------------------------
 
def hex_convert(character)
 case character
  when "0"
    return 0
 when "1"
    return 1
 when "2"
    return 2
 when "3"
    return 3
 when "4"
    return 4
 when "5"
    return 5
 when "6"
    return 6
 when "7"
    return 7
 when "8"
    return 8
 when "9"
    return 9
 when "A"
    return 10
 when "B"
    return 11
 when "C"
    return 12
 when "D"
    return 13
 when "E"
    return 14
 when "F"
    return 15
  end
 return -1
end
end
#=========================================
# ² CLASS Window_Base Additional Code Ends
#=========================================
 
 
#=========================================
# ¼ Class Air_Text Begins
#=========================================
class Air_Text < Window_Base
 
def initialize(x, y, designate_text, color=0)
 
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity      = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $ams.name_font_type
self.contents.font.size = $ams.name_font_size
self.contents.font.color = text_color(color)
self.contents.draw_text(0, 0, w, h, designate_text)
end
 
#--------------------------------------------------------------------------
 
def dispose
self.contents.clear
super
end
end
#==========================================
# ² CLASS Air_Text  Ends
#==========================================
 
 
#===================================================
# ¼ CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File
 
alias ams_original_write_save_data write_save_data
 
def write_save_data(file)
  ams_original_write_save_data(file)
  Marshal.dump($ams, file)
end
 
end
#===================================================
# ² CLASS Scene_Save Additional Code Ends
#===================================================
 
 
#===================================================
# ¼ CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File
 
alias ams_original_read_save_data read_save_data
 
def read_save_data(file)
  ams_original_read_save_data(file)
  $ams      = Marshal.load(file)
end
 
end
#===================================================
# ² CLASS Scene_Load Additional Code Ends
#===================================================
zum Lesen den Text mit der Maus markieren


CBS Teil1:
Spoiler

Ruby Quellcode

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color1.blue) * (i - x) / (width - 1)
     alpha = color1.alpha +
             (color2.alpha - color1.alpha) * (i - x) / (width - 1)
     color = Color.new(red, green, blue, alpha)
     fill_rect(i, y, 1, height, color)
   end
elsif align == 1
   for i in y...y + height
     red   = color1.red +
             (color2.red - color1.red) * (i - y) / (height - 1)
     green = color1.green +
             (color2.green - color1.green) * (i - y) / (height - 1)
     blue  = color1.blue +
             (color2.blue - color1.blue) * (i - y) / (height - 1)
     alpha = color1.alpha +
             (color2.alpha - color1.alpha) * (i - y) / (height - 1)
     color = Color.new(red, green, blue, alpha)
     fill_rect(x, i, width, 1, color)
   end
elsif align == 2
   for i in x...x + width
     for j in y...y + height
       red   = color1.red + (color2.red - color1.red) *
               ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       green = color1.green + (color2.green - color1.green) *
               ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       blue  = color1.blue + (color2.blue - color1.blue) *
               ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       alpha = color1.alpha + (color2.alpha - color1.alpha) *
               ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       color = Color.new(red, green, blue, alpha)
       set_pixel(i, j, color)
     end
   end
elsif align == 3
   for i in x...x + width
     for j in y...y + height
       red   = color1.red + (color2.red - color1.red) *
             ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       green = color1.green + (color2.green - color1.green) *
             ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       blue  = color1.blue + (color2.blue - color1.blue) *
             ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       alpha = color1.alpha + (color2.alpha - color1.alpha) *
             ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       color = Color.new(red, green, blue, alpha)
       set_pixel(i, j, color)
     end
   end
end
end
end
 
module RPG
class Sprite < ::Sprite
def damage(value, critical)
   dispose_damage
   if value.is_a?(Numeric)
     damage_string = value.abs.to_s
   else
     damage_string = value.to_s
   end
   bitmap = Bitmap.new(160, 48)
   bitmap.font.name = "Arial Black"
   bitmap.font.size = 32
   bitmap.font.color.set(0, 0, 0)
   bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
   bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
   bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
   bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
   if value.is_a?(Numeric) and value < 0
     bitmap.font.color.set(176, 255, 144)
   else
     bitmap.font.color.set(255, 255, 255)
   end
   bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
   if critical
     bitmap.font.size = 20
     bitmap.font.color.set(0, 0, 0)
     bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
     bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
     bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
     bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
     bitmap.font.color.set(255, 255, 255)
     bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
   end
   @_damage_sprite = ::Sprite.new
   @_damage_sprite.bitmap = bitmap
   @_damage_sprite.ox = 80 + self.viewport.ox
   @_damage_sprite.oy = 20 + self.viewport.oy
   @_damage_sprite.x = self.x + self.viewport.rect.x
   @_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
   @_damage_sprite.z = 3000
   @_damage_duration = 40
end
def animation(animation, hit)
   dispose_animation
   @_animation = animation
   return if @_animation == nil
   @_animation_hit = hit
   @_animation_duration = @_animation.frame_max
   animation_name = @_animation.animation_name
   animation_hue = @_animation.animation_hue
   bitmap = RPG::Cache.animation(animation_name, animation_hue)
   if @@_reference_count.include?(bitmap)
     @@_reference_count[bitmap] += 1
   else
     @@_reference_count[bitmap] = 1
   end
   @_animation_sprites = []
   if @_animation.position != 3 or not @@_animations.include?(animation)
     for i in 0..15
       sprite = ::Sprite.new
       sprite.bitmap = bitmap
       sprite.visible = false
       @_animation_sprites.push(sprite)
     end
     unless @@_animations.include?(animation)
       @@_animations.push(animation)
     end
   end
   update_animation
end
def loop_animation(animation)
   return if animation == @_loop_animation
   dispose_loop_animation
   @_loop_animation = animation
   return if @_loop_animation == nil
   @_loop_animation_index = 0
   animation_name = @_loop_animation.animation_name
   animation_hue = @_loop_animation.animation_hue
   bitmap = RPG::Cache.animation(animation_name, animation_hue)
   if @@_reference_count.include?(bitmap)
     @@_reference_count[bitmap] += 1
   else
     @@_reference_count[bitmap] = 1
   end
   @_loop_animation_sprites = []
   for i in 0..15
     sprite = ::Sprite.new
     sprite.bitmap = bitmap
     sprite.visible = false
     @_loop_animation_sprites.push(sprite)
   end
   update_loop_animation
end
def animation_set_sprites(sprites, cell_data, position)
   for i in 0..15
     sprite = sprites[i]
     pattern = cell_data[i, 0]
     if sprite == nil or pattern == nil or pattern == -1
       sprite.visible = false if sprite != nil
       next
     end
     sprite.visible = true
     sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
     if position == 3
       if self.viewport != nil
         sprite.x = self.viewport.rect.width / 2
         sprite.y = self.viewport.rect.height - 160
       else
         sprite.x = 320
         sprite.y = 240
       end
     else
       sprite.x = self.x + self.viewport.rect.x -
                   self.ox + self.src_rect.width / 2
       sprite.y = self.y + self.viewport.rect.y -
                   self.oy + self.src_rect.height / 2
       sprite.y -= self.src_rect.height / 4 if position == 0
       sprite.y += self.src_rect.height / 4 if position == 2
     end
     sprite.x += cell_data[i, 1]
     sprite.y += cell_data[i, 2]
     sprite.z = 2000
     sprite.ox = 96
     sprite.oy = 96
     sprite.zoom_x = cell_data[i, 3] / 100.0
     sprite.zoom_y = cell_data[i, 3] / 100.0
     sprite.angle = cell_data[i, 4]
     sprite.mirror = (cell_data[i, 5] == 1)
     sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
     sprite.blend_type = cell_data[i, 7]
   end
end
end
end
 
class Game_Actor < Game_Battler
def screen_x
   if self.index != nil
   n_split = [($game_party.actors.length * 0.5).ceil, 4].min
   case n_split
   when 1
     n_index = self.index * 2
   when 2
     if self.index < ($game_party.actors.length - 2)
       n_index = 0.5 + (2 * self.index)
     else
       if $game_party.actors.length == 3 then
         n_index = (self.index * 2) + 2
       elsif $game_party.actors.length == 4 then
         n_index = self.index * 2
       end
     end
   when 3
       n_index = self.index + (0.25 * (self.index + 1))
     if $game_party.actors.length == 5
     if self.index < 2
       n_index = self.index + (0.25 * (self.index + 1))
     else
       n_index = self.index + (0.25 * (self.index + 2)) + 1
     end
     end
   when 4
     n_index = self.index
     if $game_party.actors.length == 7
     if self.index < 3
       n_index = self.index
     else
       n_index = self.index + 1
     end
     end
   end
     return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) / 5) + 480 + ((n_index / 4).floor * 60)
   else
     return 0
   end
end
#--------------------------------------------------------------------------
# ? ????? Y ?????
#--------------------------------------------------------------------------
def screen_y
   n_split = [($game_party.actors.length * 0.5).ceil, 4].min
   case n_split
   when 1
     n_index = self.index * 2
   when 2
     if self.index < ($game_party.actors.length - 2)
       n_index = 0.5 + (2 * self.index)
     else
       if $game_party.actors.length == 3 then
         n_index = (self.index * 2) + 2
       elsif $game_party.actors.length == 4 then
         n_index = self.index * 2
       end
     end
   when 3
       n_index = self.index + (0.25 * (self.index + 1))
     if $game_party.actors.length == 5
     if self.index < 2
       n_index = self.index + (0.25 * (self.index + 1))
     else
       n_index = self.index + (0.25 * (self.index + 2)) + 1
     end
     end
   when 4
     n_index = self.index
     if $game_party.actors.length == 7
     if self.index < 3
       n_index = self.index
     else
       n_index = self.index + 1
     end
     end
   end
   return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))
end
#--------------------------------------------------------------------------
# ? ????? Z ?????
#--------------------------------------------------------------------------
def screen_z
   # ??????????? Z ?????????
   if self.index != nil
     return self.index
   else
     return 0
   end
end
end
 
class Game_Enemy < Game_Battler
def screen_x
   n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min
   case n_split
   when 1
     n_index = self.index * 2
   when 2
     if self.index < ($game_troop.enemies.length - 2)
       n_index = 0.5 + (2 * self.index)
     else
       if $game_troop.enemies.length == 3 then
         n_index = (self.index * 2) + 2
       elsif $game_troop.enemies.length == 4 then
         n_index = self.index * 2
       end
     end
   when 3
       n_index = self.index + (0.25 * (self.index + 1))
     if $game_troop.enemies.length == 5
     if self.index < 2
       n_index = self.index + (0.25 * (self.index + 1))
     else
       n_index = self.index + (0.25 * (self.index + 2)) + 2
     end
     end
   when 4
     n_index = self.index
     if $game_troop.enemies.length == 7
     if self.index < 3
       n_index = self.index
     else
       n_index = self.index + 1
     end
     end
   end
   return (n_index - ((n_index / 4).floor) * 4) * ((-160 / (4)) / 5) + 160 - ((n_index / 4).floor * 60)
end
#--------------------------------------------------------------------------
# ? ????? Y ?????
#--------------------------------------------------------------------------
def screen_y
   n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min
   case n_split
   when 1
     n_index = self.index * 2
   when 2
     if self.index < ($game_troop.enemies.length - 2)
       n_index = 0.5 + (2 * self.index)
     else
       if $game_troop.enemies.length == 3 then
         n_index = (self.index * 2) + 2
       elsif $game_troop.enemies.length == 4 then
         n_index = self.index * 2
       end
     end
   when 3
       n_index = self.index + (0.25 * (self.index + 1))
     if $game_troop.enemies.length == 5
     if self.index < 2
       n_index = self.index + (0.25 * (self.index + 1))
     else
       n_index = self.index + (0.25 * (self.index + 2)) + 1
     end
     end
   when 4
     n_index = self.index
     if $game_troop.enemies.length == 7
     if self.index < 3
       n_index = self.index
     else
       n_index = self.index + 1
     end
     end
   end
   return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))
end
#--------------------------------------------------------------------------
# ? ????? Z ?????
#--------------------------------------------------------------------------
def screen_z
   return @member_index + 1
end
end
 
#==============================================================================
# ¦ Sprite_Battler
#------------------------------------------------------------------------------
#  ????????????????Game_Battler ???????????????
# ????????????????????
#==============================================================================
 
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :battler                  # ????
attr_accessor :moving        # Is the sprite moving?
attr_reader   :index
attr_accessor :target_index
attr_accessor :direction
attr_accessor :pattern
#--------------------------------------------------------------------------
# ? ?????????
#     viewport : ??????
#     battler  : ???? (Game_Battler)
#--------------------------------------------------------------------------
def initialize(viewport, battler = nil)
   super(viewport)
   change
   @old = Graphics.frame_count  # For the delay method
   @goingup = true    # Increasing animation? (if @rm2k_mode is true)
   @once = false      # Is the animation only played once?
   @animated = true   # Used to stop animation when @once is true
   self.opacity = 0
   @index = 0
   @pattern_b = 0
   @counter_b = 0
   @trans_sprite = Sprite.new
   @trans_sprite.opacity = 0
   @bar_hp_sprite = Sprite.new
   @bar_hp_sprite.bitmap = Bitmap.new(64, 10)
   @bar_sp_sprite = Sprite.new
   @bar_sp_sprite.bitmap = Bitmap.new(64, 10)
   @color1 = Color.new(0, 0, 0, 192)
   @color2 = Color.new(255, 255, 192, 192)
   @color3 = Color.new(0, 0, 0, 192)
   @color4 = Color.new(64, 0, 0, 192)
   @old_hp = -1
   @old_sp = -1
   @battler = battler
   @battler_visible = false
   @first = true
   @pattern = 0
   if $target_index == nil
     $target_index = 0
   end
   @battler.is_a?(Game_Enemy) ? enemy_pose(0, 1) : pose(0, 1)
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
   if self.bitmap != nil
     self.bitmap.dispose
   end
   if @trans_sprite.bitmap != nil
     @trans_sprite.bitmap.dispose
   end
   @trans_sprite.dispose
   @bar_hp_sprite.bitmap.dispose
   @bar_hp_sprite.dispose
   @bar_sp_sprite.bitmap.dispose
   @bar_sp_sprite.dispose
   super
end
 
def change(frames = 0, delay = 0, offx = 0, offy = 0, startf = 0, once = false)
   @frames = frames
   @delay = delay
   @offset_x, @offset_y = offx, offy
   @current_frame = startf
   @once = once
   @goingup = true
   @animated = true
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
   bar_check = true if @_damage_duration == 1
   super
   @trans_sprite.blend_type = self.blend_type
   @trans_sprite.color = self.color
   if @_collapse_duration > 0
     @trans_sprite.opacity = self.opacity
   else
     @trans_sprite.opacity = [self.opacity, 160].min
   end
   if (@_damage_duration == 0 and bar_check == true) or @first == true
     @first = false if @first == true
     bar_check = false
     @bar_must_change = true
   end
   @bar_hp_sprite.opacity = self.opacity
   @bar_sp_sprite.opacity = self.opacity
   # ????? nil ???
   if @battler == nil
     self.bitmap = nil
     @trans_sprite.bitmap = nil
     loop_animation(nil)
     return
   end
   # ????????????????????
   if @battler.battler_name != @battler_name or
      @battler.battler_hue != @battler_hue
     # ????????????
     @battler_name = @battler.battler_name
     @battler_hue = @battler.battler_hue
     if @battler.is_a?(Game_Actor)
       @battler_name = @battler.character_name
       @battler_hue = @battler.character_hue
       @direction = 4
     else
       @direction = 6
     end
       self.bitmap = RPG::Cache.character(@battler_name, @battler_hue)
       @width = bitmap.width / 4
       @height = bitmap.height / 4
       @frame_width = @width
       @frame_height = @height
       self.ox = @width / 2
       self.oy = @height
       @pattern = @current_frame
       @direction = @offset_y
       sx = @pattern * @width
       sy = (@direction - 2) / 2 * @height
       self.src_rect.set(sx, sy, @width, @height)
       @current_frame = (@current_frame + 1) unless @frames == 0
       @animated = false if @current_frame == @frames and @once
       @current_frame %= @frames
       @trans_sprite.bitmap = self.bitmap
       @trans_sprite.ox = self.ox
       @trans_sprite.oy = self.oy
       @trans_sprite.src_rect.set(sx, sy, @width, @height)
     # ?????????????????? 0 ???
     if @battler.dead? or @battler.hidden
       self.opacity = 0
       @trans_sprite.opacity = 0
       @bar_hp_sprite.opacity = 0
       @bar_sp_sprite.opacity = 0
     end
   self.x = @battler.screen_x
   self.y = @battler.screen_y
   self.z = @battler.screen_z
end
change_sp_bar if @old_sp != @battler.sp
if delay(@delay) and @animated
     @pattern = @current_frame
     @direction = @offset_y
     sx = @pattern * @width
     sy = (@direction - 2) / 2 * @height
     self.src_rect.set(sx, sy, @width, @height)
     @current_frame = (@current_frame + 1) unless @frames == 0
     @animated = false if @current_frame == @frames and @once
     @current_frame %= @frames
     @trans_sprite.ox = self.ox
     @trans_sprite.oy = self.oy
     @trans_sprite.src_rect.set(sx, sy, @width, @height)
   end
   # ??????? ID ????????????
   if @battler.damage == nil and
      @battler.state_animation_id != @state_animation_id
     @state_animation_id = @battler.state_animation_id
     loop_animation($data_animations[@state_animation_id])
   end
   # ??????????????
   #if @battler.is_a?(Game_Actor) and @battler_visible
     # ???????????????????????
     #if $game_temp.battle_main_phase
       #self.opacity += 3 if self.opacity < 255
     #else
       #self.opacity -= 3 if self.opacity > 207
     #end
   #end
   # ??
   if @battler.blink
     blink_on
   else
     blink_off
   end
   # ??????
   unless @battler_visible
     # ??
     if not @battler.hidden and not @battler.dead? and
        (@battler.damage == nil or @battler.damage_pop)
       appear
       @battler_visible = true
     end
   end
   # ?????
   if @battler_visible
     # ??
     if @battler.hidden
       $game_system.se_play($data_system.escape_se)
       escape
       @trans_sprite.opacity = 0
       @battler_visible = false
     end
     # ??????
     if @battler.white_flash
       whiten
       @battler.white_flash = false
     end
     # ???????
     if @battler.animation_id != 0
       animation = $data_animations[@battler.animation_id]
       animation(animation, @battler.animation_hit)
       @battler.animation_id = 0
     end
     # ????
     if @battler.damage_pop
       damage(@battler.damage, @battler.critical)
       @battler.damage = nil
       @battler.critical = false
       @battler.damage_pop = false
     end
     if @bar_must_change == true
       @bar_must_change = false
       if @old_hp != @battler.hp
         change_hp_bar
       end
       if @battler.damage == nil and @battler.dead?
         if @battler.is_a?(Game_Enemy)
           $game_system.se_play($data_system.enemy_collapse_se)
         else
           $game_system.se_play($data_system.actor_collapse_se)
         end
         collapse
         @battler_visible = false
       end
     end
   end
   # ???????????
   @trans_sprite.x = self.x
   @trans_sprite.y = self.y
   @trans_sprite.z = self.z
   @bar_hp_sprite.x = @battler.screen_x - 32
   @bar_hp_sprite.y = @battler.screen_y - (@height +18) if @height != nil
   @bar_hp_sprite.z = 100
   @bar_sp_sprite.x = @battler.screen_x - 32
   @bar_sp_sprite.y = @battler.screen_y - (@height + 8) if @height != nil
   @bar_sp_sprite.z = 100
end
 
#--------------------------------------------------------------------------
# - Move the sprite
#   x : X coordinate of the destination point
#   y : Y coordinate of the destination point
#   speed : Speed of movement (0 = delayed, 1+ = faster)
#   delay : Movement delay if speed is at 0
#--------------------------------------------------------------------------
def move(x, y, speed = 1, delay = 0)
   @destx = x
   @desty = y
   @move_speed = speed
   @move_delay = delay
   @move_old = Graphics.frame_count
   @moving = true
end
 
#--------------------------------------------------------------------------
# - Move sprite to destx and desty
#--------------------------------------------------------------------------
def update_move
   return unless @moving
   movinc = @move_speed == 0 ? 1 : @move_speed
   if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0
     self.x += movinc if self.x < @destx
     self.x -= movinc if self.x > @destx
     self.y += movinc if self.y < @desty
     self.y -= movinc if self.y > @desty
     @move_old = Graphics.frame_count
   end
   if @move_speed > 1  # Check if sprite can't reach that point
     self.x = @destx if (@destx - self.x).abs % @move_speed != 0 and
                        (@destx - self.x).abs <= @move_speed
     self.y = @desty if (@desty - self.y).abs % @move_speed != 0 and
                        (@desty - self.y).abs <= @move_speed
   end
   if self.x == @destx and self.y == @desty
     @moving = false
   end
end
 
#--------------------------------------------------------------------------
# - Pause animation, but still updates movement
#   frames : Number of frames
#--------------------------------------------------------------------------
def delay(frames)
   update_move
   if (Graphics.frame_count - @old >= frames)
     @old = Graphics.frame_count
     return true
   end
   return false
end
 
def change_hp_bar
   j = false
  @old_hp = @battler.hp if @old_hp == -1
   i = @old_hp
   loop do
     i -= 10
     if i < @battler.hp
       i = @battler.hp
       j = true
     end
     rate = i.to_f / @battler.maxhp
     @color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
     @color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
     @bar_hp_sprite.bitmap.clear
     @bar_hp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)
     @bar_hp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)
     @bar_hp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)
     #@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
     @bar_hp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color5, @color6, 2)
     #@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
     @bar_hp_sprite.opacity = self.opacity
     Graphics.update
     if j == true
       j = false
       break
     end
   end
   @old_hp = @battler.hp
end
 
def change_sp_bar
   j = false
  @old_sp = @battler.sp if @old_sp == -1
   i = @old_sp
   loop do
     i -= 10
     if i < @battler.sp
       i = @battler.sp
       j = true
     end
     rate = i.to_f / @battler.maxsp
     @color7 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
     @color8 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
     @bar_sp_sprite.bitmap.clear
     @bar_sp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)
     @bar_sp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)
     @bar_sp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)
     #@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
     @bar_sp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color7, @color8, 0)
     #@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
     @bar_sp_sprite.opacity = self.opacity
     Graphics.update
     if j == true
       j = false
       break
     end
   end
   @old_sp = @battler.sp
end
 
def enemy                                             #
   $target_index += $game_troop.enemies.size
   $target_index %= $game_troop.enemies.size
   return $game_troop.enemies[$target_index]           #
end                                                   #
 
def actor                                             #
   $target_index += $game_party.actors.size
   $target_index %= $game_party.actors.size
   return $game_party.actors[$target_index]            #
end
 
def index=(index)
   @index = index
   update
end
 
   def pose(number, frames = 4)
   case number
   when 0
     change(frames, 4, 0, 4, 0)
   when 1
     change(frames, 4, 0, 4)
   when 2
     change(frames, 4, 0, 6)
   else
     change(frames, 4, 0, 0, 0)
   end
end
 
   def enemy_pose(number ,enemy_frames = 4)
   case number
   when 0
     change(enemy_frames, 4, 0, 6, 0)
   when 1
     change(enemy_frames, 4, 0, 4)
   when 2
     change(enemy_frames, 4, 0, 6)
   else
     change(enemy_frames, 4, 0, 0, 0)
   end
end
 
def default_pose
   pose(0, 1)
end
end
 
#==============================================================================
# ¦ Spriteset_Battle
#------------------------------------------------------------------------------
#  ???????????????????????????? Scene_Battle ??
# ????????????
#==============================================================================
 
class Spriteset_Battle
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader   :viewport1                # ????????????
attr_reader   :viewport2                # ????????????
attr_accessor :actor_sprites
attr_accessor :enemy_sprites
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
   # ?????????
   @viewport1 = Viewport.new(0, 0, 640, 480)
   @viewport2 = Viewport.new(0, 0, 640, 480)
   @viewport3 = Viewport.new(0, 0, 640, 480)
   @viewport4 = Viewport.new(0, 0, 640, 480)
   @viewport2.z = 101
   @viewport3.z = 200
   @viewport4.z = 5000
   if $game_temp.battleback_name == ""
   @battleback_sprite = nil
   @tilemap = Tilemap.new(@viewport1)
   @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
   for i in 0..6
     autotile_name = $game_map.autotile_names[i]
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     @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
   end
   @tilemap.map_data = $game_map.data
   @tilemap.priorities = $game_map.priorities
   else
   # ??????????????
   @tilemap = nil
   @battleback_sprite = Sprite.new(@viewport1)
   end
   # ????????????
   @enemy_sprites = []
   for enemy in $game_troop.enemies#.reverse
     @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
   end
   # ????????????
   @actor_sprites = []
   for j in 0..7
       # ƒAƒNƒ^[ƒXƒvƒ‰ƒCƒg‚ð’ljÁ
       @actor_sprites.push(Sprite_Battler.new(@viewport1, $game_party.actors[j]))
   end
   # ?????
   @weather = RPG::Weather.new(@viewport1)
   # ????????????
   @picture_sprites = []
   for i in 51..100
     @picture_sprites.push(Sprite_Picture.new(@viewport3,
       $game_screen.pictures[i]))
   end
   # ????????????
   @timer_sprite = Sprite_Timer.new
   # ??????
   update
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
   if @tilemap != nil
   # ?????????
   @tilemap.tileset.dispose
   for i in 0..6
     @tilemap.autotiles[i].dispose
   end
   @tilemap.dispose
   end
   # ??????????????
   if @battleback_sprite != nil
   # ??????????????????????
   if @battleback_sprite.bitmap != nil
     @battleback_sprite.bitmap.dispose
   end
   @battleback_sprite.dispose
   end
   # ??????????????????????
   for sprite in @enemy_sprites + @actor_sprites
     sprite.dispose
   end
   # ?????
   @weather.dispose
   # ????????????
   for sprite in @picture_sprites
     sprite.dispose
   end
   # ????????????
   @timer_sprite.dispose
   # ?????????
   @viewport1.dispose
   @viewport2.dispose
   @viewport3.dispose
   @viewport4.dispose
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def effect?
   # ??????????????? true ???
   for sprite in @enemy_sprites + @actor_sprites
     return true if sprite.effect?
   end
   return false
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
   # ???????????????????????
   if @battleback_sprite != nil
   if @battleback_name != $game_temp.battleback_name
     @battleback_name = $game_temp.battleback_name
     if @battleback_sprite.bitmap != nil
       @battleback_sprite.bitmap.dispose
     end
     bg_bitmap = RPG::Cache.battleback(@battleback_name)
     bg_bitmap_stretch = Bitmap.new(640, 480)
     bg_bitmap_stretch.stretch_blt(Rect.new(0, 0, 640, 480), bg_bitmap, bg_bitmap.rect)
     @battleback_sprite.bitmap = bg_bitmap_stretch
   end
   end
   if @tilemap != nil
   @tilemap.ox = $game_map.display_x / 4
   @tilemap.oy = $game_map.display_y / 4
   @tilemap.update
   end
   # ????????????
   for sprite in @enemy_sprites + @actor_sprites
     sprite.update
   end
   # ???????????
   @weather.type = $game_screen.weather_type
   @weather.max = $game_screen.weather_max
   @weather.update
   # ????????????
   for sprite in @picture_sprites
     sprite.update
   end
   # ????????????
   @timer_sprite.update
   # ???????????????
   @viewport1.tone = $game_screen.tone
   @viewport1.ox = $game_screen.shake
   # ????????????
   @viewport4.color = $game_screen.flash_color
   # ?????????
   @viewport1.update
   @viewport2.update
   @viewport4.update
end
end
 
#==============================================================================
# ¦ Window_Command
#------------------------------------------------------------------------------
#  ?????????????????????
#==============================================================================
 
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# ? ?????????
#     width    : ???????
#     commands : ??????????
#--------------------------------------------------------------------------
def initialize(width, commands, column_max = 1, style = 0, inf_scroll = 1)
   # ????????????????????
   super(0, 0, width, (commands.size * 1.0 / column_max).ceil * 32 + 32)
   @inf_scroll = inf_scroll
   @item_max = commands.size
   @commands = commands
   @column_max = column_max
   @style = style
   self.contents = Bitmap.new(width - 32, (@item_max * 1.0 / @column_max).ceil * 32)
   self.contents.font.name = "Tahoma"
   self.contents.font.size = 22
   refresh
   self.index = 0
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i, normal_color)
   end
end
#--------------------------------------------------------------------------
# ? ?????
#     index : ????
#     color : ???
#--------------------------------------------------------------------------
def draw_item(index, color)
   self.contents.font.color = color
   rect = Rect.new(index%@column_max * (self.width / @column_max) + 4, 32 * (index/@column_max), self.width / @column_max - 40, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   self.contents.draw_text(rect, @commands[index], @style)
end
#--------------------------------------------------------------------------
# ? ??????
#     index : ????
#--------------------------------------------------------------------------
def disable_item(index)
   draw_item(index, disabled_color)
end
 
def update_help
   @help_window.set_actor($game_party.actors[$scene.actor_index])
end
end
 
#==============================================================================
# ¦ Arrow_Enemy
#------------------------------------------------------------------------------
#  ????????????????????????????? Arrow_Base ??
# ????????
#==============================================================================
 
class Arrow_Enemy < Arrow_Base
#--------------------------------------------------------------------------
# ? ?????????????????
#--------------------------------------------------------------------------
def enemy
   return $game_troop.enemies[@index]
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
   super
   # ???????????????????
   $game_troop.enemies.size.times do
     break if self.enemy.exist?
     @index += 1
     @index %= $game_troop.enemies.size
   end
   # ?????
   if Input.repeat?(Input::DOWN)
     $game_system.se_play($data_system.cursor_se)
     $game_troop.enemies.size.times do
       @index += 1
       @index %= $game_troop.enemies.size
       break if self.enemy.exist?
     end
   end
   # ?????
   if Input.repeat?(Input::UP)
     $game_system.se_play($data_system.cursor_se)
     $game_troop.enemies.size.times do
       @index += $game_troop.enemies.size - 1
       @index %= $game_troop.enemies.size
       break if self.enemy.exist?
     end
   end
   if Input.repeat?(Input::RIGHT)
     $game_system.se_play($data_system.cursor_se)
     $game_troop.enemies.size.times do
       @index += ((($game_troop.enemies.length) * 0.5).ceil)
       @index %= $game_troop.enemies.size
       break if self.enemy.exist?
     end
   end
   if Input.repeat?(Input::LEFT)
     $game_system.se_play($data_system.cursor_se)
     $game_troop.enemies.size.times do
       @index += $game_troop.enemies.size - ((($game_troop.enemies.length) * 0.5).ceil)
       @index %= $game_troop.enemies.size
       break if self.enemy.exist?
     end
   end
   # ???????????
   if self.enemy != nil
     self.x = self.enemy.screen_x + 4
     self.y = self.enemy.screen_y + 36
     self.z = self.enemy.screen_z + 1
   end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_help
   # ????????????????????????
   @help_window.set_enemy(self.enemy)
end
end
 
#==============================================================================
# ¦ Arrow_Actor
#------------------------------------------------------------------------------
#  ????????????????????????????? Arrow_Base ??
# ????????
#==============================================================================
 
class Arrow_Actor < Arrow_Base
#--------------------------------------------------------------------------
# ? ?????????????????
#--------------------------------------------------------------------------
def actor
   return $game_party.actors[@index]
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
   super
   # ?????
   if Input.repeat?(Input::DOWN)
     $game_system.se_play($data_system.cursor_se)
     @index += 1
     @index %= $game_party.actors.size
   end
   # ?????
   if Input.repeat?(Input::UP)
     $game_system.se_play($data_system.cursor_se)
     @index += $game_party.actors.size - 1
     @index %= $game_party.actors.size
   end
   if Input.repeat?(Input::RIGHT)
     $game_system.se_play($data_system.cursor_se)
     @index += ($game_party.actors.length * 0.5).ceil
     @index %= $game_party.actors.size
   end
   # ?????
   if Input.repeat?(Input::LEFT)
     $game_system.se_play($data_system.cursor_se)
     @index += $game_party.actors.size - (($game_party.actors.length * 0.5).ceil)
     @index %= $game_party.actors.size
   end
   # ???????????
   if self.actor != nil
     self.x = self.actor.screen_x
     self.y = self.actor.screen_y + 36
     self.z = self.actor.screen_z + 1
   end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_help
   # ??????????????????????
   @help_window.set_actor(self.actor)
end
end
 
class Scene_Battle
attr_accessor :actor_index
def main
   # ???????????????
   $game_temp.in_battle = true
   $game_temp.battle_turn = 0
   $game_temp.battle_event_flags.clear
   $game_temp.battle_abort = false
   $game_temp.battle_main_phase = false
   $game_temp.battleback_name = $game_map.battleback_name
   $game_temp.forcing_battler = nil
   # ??????????????????
   $game_system.battle_interpreter.setup(nil, 0)
   # ???????
   @troop_id = $game_temp.battle_troop_id
   $game_troop.setup(@troop_id)
   # ????????????????
   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(640, [s1, s2, s3, s4], 4)
   @actor_command_window.y = 64
   @actor_command_window.back_opacity = 160
   @actor_command_window.active = false
   @actor_command_window.visible = false
   # ????????????
   @party_command_window = Window_PartyCommand.new
   @help_window = Window_Help.new
   @help_window.back_opacity = 160
   @help_window.visible = false
   #@status_window = Window_BattleStatus.new
   @message_window = Window_Message.new
   # ???????????
   @spriteset = Spriteset_Battle.new
   # ????????????
   @wait_count = 0
   # ?????????
   if $data_system.battle_transition == ""
     Graphics.transition(20)
   else
     Graphics.transition(40, "Graphics/Transitions/" +
       $data_system.battle_transition)
   end
   # ???????????
   start_phase1
   # ??????
   loop do
     # ????????
     Graphics.update
     # ???????
     Input.update
     # ??????
     update
     # ????????????????
     if $scene != self
       break
     end
   end
   # ??????????
$game_map.refresh
   # ?????????
   Graphics.freeze
   # ????????
   @actor_command_window.dispose
   @party_command_window.dispose
   @help_window.dispose
   #@status_window.dispose
   @message_window.dispose
   if @skill_window != nil
     @skill_window.dispose
   end
   if @item_window != nil
     @item_window.dispose
   end
   if @result_window != nil
     @result_window.dispose
   end
   # ???????????
   @spriteset.dispose
   # ???????????????
   if $scene.is_a?(Scene_Title)
     # ??????????
     Graphics.transition
     Graphics.freeze
   end
   # ???????????????????????????
   if $BTEST and not $scene.is_a?(Scene_Gameover)
     $scene = nil
   end
end
 
def update
   # ?????????????
   if $game_system.battle_interpreter.running?
     # ?????????
     $game_system.battle_interpreter.update
     # ?????????????????????????
     if $game_temp.forcing_battler == nil
       # ?????????????????
       unless $game_system.battle_interpreter.running?
         # ??????????????????????????
         unless judge
           setup_battle_event
         end
       end
       # ????????????????
       if @phase != 5
         # ?????????????????
         #@status_window.refresh
       end
     end
   end
   # ???? (????)??????
   $game_system.update
   $game_screen.update
   # ????? 0 ??????
   if $game_system.timer_working and $game_system.timer == 0
     # ?????
     $game_temp.battle_abort = true
   end
   # ????????
   @help_window.update
   @party_command_window.update
   @actor_command_window.update
   #@status_window.update
   @message_window.update
   # ???????????
   @spriteset.update
   # ?????????????
   if $game_temp.transition_processing
     # ?????????????????
     $game_temp.transition_processing = false
     # ?????????
     if $game_temp.transition_name == ""
       Graphics.transition(20)
     else
       Graphics.transition(40, "Graphics/Transitions/" +
         $game_temp.transition_name)
     end
   end
   # ????????????????
   if $game_temp.message_window_showing
     return
   end
   # ???????????
   if @spriteset.effect?
     return
   end
   # ??????????
   if $game_temp.gameover
     # ??????????????
     $scene = Scene_Gameover.new
     return
   end
   # ???????????
   if $game_temp.to_title
     # ???????????
     $scene = Scene_Title.new
     return
   end
   # ????????
   if $game_temp.battle_abort
     # ??????? BGM ???
     $game_system.bgm_play($game_temp.map_bgm)
     # ?????
     battle_end(1)
     return
   end
   # ????????
   if @wait_count > 0
     # ????????????
     @wait_count -= 1
     return
   end
 
   # this one holds the battle while the player moves
   for actor in @spriteset.actor_sprites
     if actor.moving
       return
     end
   end
   # and this one is for the enemy...
   for enemy in @spriteset.enemy_sprites
     if enemy.moving# and $game_system.animated_enemy
       return
     end
   end
   # ???????????????????????
   # ????????????????
   if $game_temp.forcing_battler == nil and
      $game_system.battle_interpreter.running?
     return
   end
   # ??????????
   case @phase
   when 1  # ?????????
     update_phase1
   when 2  # ????????????
     update_phase2
   when 3  # ????????????
     update_phase3
   when 4  # ???????
     update_phase4
   when 5  # ???????????
     update_phase5
   end
end
 
def start_phase2
   # ???? 2 ???
   @phase = 2
   # ?????????????
   @actor_index = -1
   @active_battler = nil
   # ?????????????????
   @party_command_window.active = true
   @party_command_window.visible = true
   # ?????????????????
   @actor_command_window.active = false
   @actor_command_window.visible = false
   @help_window.visible = false
   # ??????????????
   $game_temp.battle_main_phase = false
   # ????????????????
   $game_party.clear_actions
   # ????????????
   unless $game_party.inputable?
     # ?????????
     start_phase4
   end
end
 
def update_phase2_escape
   # ??????????????
   enemies_agi = 0
   enemies_number = 0
   for enemy in $game_troop.enemies
     if enemy.exist?
       enemies_agi += enemy.agi
       enemies_number += 1
     end
   end
   if enemies_number > 0
     enemies_agi /= enemies_number
   end
   # ??????????????
   actors_agi = 0
   actors_number = 0
   for actor in $game_party.actors
     if actor.exist?
       actors_agi += actor.agi
       actors_number += 1
     end
   end
   if actors_number > 0
     actors_agi /= actors_number
   end
   # ??????
   success = rand(100) < 50 * actors_agi / enemies_agi
   # ???????
   if success
     # ?? SE ???
     $game_system.se_play($data_system.escape_se)
       for actor in $game_party.actors
         @spriteset.actor_sprites[actor.index].pose(2)
         @spriteset.actor_sprites[actor.index].move(660, actor.screen_y, 10)
       end
       check = escape_move
     until check == false
       @spriteset.update
       Graphics.update
       check = escape_move
     end
     # ??????? BGM ???
     $game_system.bgm_play($game_temp.map_bgm)
     # ?????
     battle_end(1)
   # ???????
   else
     # ????????????????
     $game_party.clear_actions
     # ?????????
     start_phase4
   end
end
 
def escape_move
   for actor in @spriteset.actor_sprites
     if actor.moving
       return true
     end
   end
   return false
end
 
def start_phase5
   # ???? 5 ???
   @phase = 5
   # ????? ME ???
   $game_system.me_play($game_system.battle_end_me)
   # ??????? BGM ???
   $game_system.bgm_play($game_temp.map_bgm)
   # EXP???????????????
   exp = 0
   gold = 0
   treasures = []
   # ???
   for enemy in $game_troop.enemies
     # ??????????????
     unless enemy.hidden
       # ?? EXP????????
       exp += enemy.exp
       gold += enemy.gold
       # ?????????
       if rand(100) < enemy.treasure_prob
         if enemy.item_id > 0
           treasures.push($data_items[enemy.item_id])
         end
         if enemy.weapon_id > 0
           treasures.push($data_weapons[enemy.weapon_id])
         end
         if enemy.armor_id > 0
           treasures.push($data_armors[enemy.armor_id])
         end
       end
     end
   end
   # ???????? 6 ??????
   treasures = treasures[0..5]
   # EXP ??
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     if actor.cant_get_exp? == false
       last_level = actor.level
       actor.exp += exp
       if actor.level > last_level
         #@status_window.level_up(i)
       end
     end
   end
   # ??????
   $game_party.gain_gold(gold)
   # ???????
   for item in treasures
     case item
     when RPG::Item
       $game_party.gain_item(item.id, 1)
     when RPG::Weapon
       $game_party.gain_weapon(item.id, 1)
     when RPG::Armor
       $game_party.gain_armor(item.id, 1)
     end
   end
   # ???????????????
   @result_window = Window_BattleResult.new(exp, gold, treasures)
   # ???????????
   @phase5_wait_count = 100
end
 
#--------------------------------------------------------------------------
# ? ?????? (???????????)
#--------------------------------------------------------------------------
def update_phase5
   # ????????? 0 ???????
   if @phase5_wait_count > 0
     # ????????????
     @phase5_wait_count -= 1
     # ????????? 0 ??????
     if @phase5_wait_count == 0
       # ????????????
       @result_window.visible = true
       # ??????????????
       $game_temp.battle_main_phase = false
       # ?????????????????
       #@status_window.refresh
     end
     return
   end
   # C ??????????
   if Input.trigger?(Input::C)
     # ?????
     battle_end(0)
   end
end
 
def phase3_setup_command_window
   # ?????????????????
   @party_command_window.active = false
   @party_command_window.visible = false
   # ?????????????????
   @actor_command_window.active = true
   @actor_command_window.visible = true
   @help_window.visible = true
   # ???????????????????
   if @actor_command_window.help_window == nil
     @actor_command_window.help_window = @help_window
   end
   @actor_command_window.update_help   
   #@actor_command_window.x = @actor_index * 160
   # ??????? 0 ???
   @actor_command_window.index = 0
end
def start_enemy_select
   # ??????????
   @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
   # ?????????????
   @enemy_arrow.help_window = @help_window
   # ?????????????????
   @actor_command_window.active = false
   @actor_command_window.visible = false
end
 
def update_phase4
   case @phase4_step
   when 1
     update_phase4_step1
   when 2
     update_phase4_step2
   when 3
     update_phase4_step3
   when 4
     update_phase4_step4
   when 5
     update_phase4_step5
   when 6
     update_phase4_step6
   when 7
     update_phase4_step7
   end   
end
 
def update_phase4_step1
 
   # Change actor poses to default
   #if @active_battler.is_a?(Game_Actor)
   #  @spriteset.actor_sprites[@active_battler.index].default_pose
   #end
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     @spriteset.actor_sprites[i].default_pose
   end
 
   @help_window.visible = false
   if judge
     return
   end
   if $game_temp.forcing_battler == nil
     setup_battle_event
     if $game_system.battle_interpreter.running?
       return
     end
   end
   if $game_temp.forcing_battler != nil
     @action_battlers.delete($game_temp.forcing_battler)
     @action_battlers.unshift($game_temp.forcing_battler)
   end
   if @action_battlers.size == 0
     start_phase2
     return
   end
   @animation1_id = 0
   @animation2_id = 0
   @common_event_id = 0
   @active_battler = @action_battlers.shift
   if @active_battler.index == nil
     return
   end
   if @active_battler.hp > 0 and @active_battler.slip_damage?
     @active_battler.slip_damage_effect
     @active_battler.damage_pop = true
   end
   @active_battler.remove_states_auto
   #@status_window.refresh
   @phase4_step = 2
end
 
def make_basic_action_result
 
   if @active_battler.is_a?(Game_Actor)
     $actor_on_top = true
   elsif @active_battler.is_a?(Game_Enemy)
     $actor_on_top = false
   end
   if @active_battler.current_action.basic == 0
     @animation1_id = @active_battler.animation1_id
     @animation2_id = @active_battler.animation2_id
     if @active_battler.is_a?(Game_Enemy)
       if @active_battler.restriction == 3
         target = $game_troop.random_target_enemy
       elsif @active_battler.restriction == 2
         target = $game_party.random_target_actor
       else
         index = @active_battler.current_action.target_index
         target = $game_party.smooth_target_actor(index)
       end
#======== here is the setting for the movement & animation...
         x = target.screen_x - 32
         @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2)
         @spriteset.enemy_sprites[@active_battler.index].move(x, target.screen_y, 10)
#========= here if you look at the RPG's movement settings you'll see
#========= that he takes the number 40 for the speed of the animation...
#========= i thing thats too fast so i settet it down to 10 so looks smoother...
     end
     if @active_battler.is_a?(Game_Actor)
       weapon = $data_weapons[@active_battler.weapon_id]
       range = false
       if weapon != nil
         for id in weapon.element_set
           if $data_system.elements[23] == "Range"
             range = true
             break
           end
         end
       end
       if @active_battler.restriction == 3
         target = $game_party.random_target_actor
       elsif @active_battler.restriction == 2
         target = $game_troop.random_target_enemy
       else
         index = @active_battler.current_action.target_index
         target = $game_troop.smooth_target_enemy(index)
       end
#======= the same thing for the player... ^-^
       x = target.screen_x + 32
       @spriteset.actor_sprites[@active_battler.index].pose(1)
       @spriteset.actor_sprites[@active_battler.index].move(x * (range ? 2 : 1), target.screen_y, 10)
       range = false
     end
     @target_battlers = [target]
     for target in @target_battlers
       target.attack_effect(@active_battler)
     end
     return
   end
   if @active_battler.current_action.basic == 1
     if @active_battler.is_a?(Game_Actor)
       @spriteset.actor_sprites[@active_battler.index].pose(0, 1) #defence
     else
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) #defence
     end
     @help_window.set_text($data_system.words.guard, 1)
     return
   end
   if @active_battler.is_a?(Game_Enemy) and
      @active_battler.current_action.basic == 2
     @help_window.set_text("Escape", 1)
     @active_battler.escape
     return
   end
   if @active_battler.current_action.basic == 3
     $game_temp.forcing_battler = nil
     @phase4_step = 1
     return
   end
 
   if @active_battler.current_action.basic == 4
     if $game_temp.battle_can_escape == false
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     update_phase2_escape
     return
   end
end
 
def make_skill_action_result
 
   @skill = $data_skills[@active_battler.current_action.skill_id]
   unless @active_battler.current_action.forcing
     unless @active_battler.skill_can_use?(@skill.id)
       $game_temp.forcing_battler = nil
       @phase4_step = 1
       return
     end
   end
   @active_battler.sp -= @skill.sp_cost
   #@status_window.refresh
   @help_window.set_text(@skill.name, 1)
   @animation1_id = @skill.animation1_id
   @animation2_id = @skill.animation2_id
     if @active_battler.is_a?(Game_Enemy)
         #@spriteset.enemy_sprites[@active_battler.index].change_sp_bar
          x = @active_battler.screen_x + 48
         @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2)
         @spriteset.enemy_sprites[@active_battler.index].move(x, @active_battler.screen_y, 5)
         @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
     end
     if @active_battler.is_a?(Game_Actor)
       #@spriteset.actor_sprites[@active_battler.index].change_sp_bar
       x = @active_battler.screen_x - 48
       @spriteset.actor_sprites[@active_battler.index].pose(1)
       @spriteset.actor_sprites[@active_battler.index].move(x, @active_battler.screen_y, 5)
       @spriteset.actor_sprites[@active_battler.index].pose(0, 1)
     end
   @common_event_id = @skill.common_event_id
   set_target_battlers(@skill.scope)
   for target in @target_battlers
     target.skill_effect(@active_battler, @skill)
   end
end
 
   def make_item_action_result
 
   # sorry i didnt work on this...
   # couse i dont have a sprite that uses items....
   # so i just added the standby sprite here...
   # when i get more time for this i'll try what i can do for this one... ^-^
   # its the same as the ones above...
   if @active_battler.is_a?(Game_Actor)
     @spriteset.actor_sprites[@active_battler.index].pose(0, 1)
   else
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
   end
 
   @item = $data_items[@active_battler.current_action.item_id]
   unless $game_party.item_can_use?(@item.id)
     @phase4_step = 1
     return
   end
   if @item.consumable
     $game_party.lose_item(@item.id, 1)
   end
   @help_window.set_text(@item.name, 1)
   @animation1_id = @item.animation1_id
   @animation2_id = @item.animation2_id
   @common_event_id = @item.common_event_id
   index = @active_battler.current_action.target_index
   target = $game_party.smooth_target_actor(index)
   set_target_battlers(@item.scope)
   for target in @target_battlers
     target.item_effect(@item)
   end
end
 
def update_phase4_step3
   if @active_battler.current_action.kind == 0 and
      @active_battler.current_action.basic == 0
      # in this one... we have our weapon animations... for player and monster
     if @active_battler.is_a?(Game_Actor)
       @spriteset.actor_sprites[@active_battler.index].pose(0,1)
     elsif @active_battler.is_a?(Game_Enemy)
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0,1)
     end
   end
   if @animation1_id == 1
     @active_battler.white_flash = true
   else
     @active_battler.animation_id = @animation1_id
     @active_battler.animation_hit = true
   end
   @phase4_step = 4
end
 
def update_phase4_step4
   # this here is for the hit animation...
   for target in @target_battlers
     target.animation_id = @animation2_id
     target.animation_hit = (target.damage != "Miss")
   end
   @wait_count = 8
   @phase4_step = 5
end
 
def update_phase4_step5
   if @active_battler.hp > 0 and @active_battler.slip_damage?
     @active_battler.slip_damage_effect
     @active_battler.damage_pop = true
   end
   # ???????????
   @help_window.visible = false
   # ?????????????????
   #@status_window.refresh
   # ??????
 
   if @active_battler.is_a?(Game_Actor)
     @spriteset.actor_sprites[@active_battler.index].pose(0, 1)
   else
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
   end
   for target in @target_battlers
     if target.damage != nil
       target.damage_pop = true
       if @active_battler.is_a?(Game_Actor)
         @spriteset.actor_sprites[@active_battler.index].pose(0, 1)
       else
         @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
       end
     end
   end
   # ???? 6 ???
   @phase4_step = 6
end
 
def update_phase4_step6
 
   # here we are asking if the player is dead and is a player or an enemy...
   # these lines are for the running back and standby animation....
   if @active_battler.is_a?(Game_Actor)
     if @active_battler.current_action.basic == 1
       @spriteset.actor_sprites[@active_battler.index].pose(0, 1)
     else
       @spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
       @spriteset.actor_sprites[@active_battler.index].pose(2)
     end
   else
     if @active_battler.current_action.basic == 1
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
     else
       @spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
     end
   end
   for target in @target_battlers
     if target.is_a?(Game_Actor)
         @spriteset.actor_sprites[target.index].pose(0, 1)
       else
         @spriteset.enemy_sprites[target.index].enemy_pose(0, 1)
     end
   end
   $game_temp.forcing_battler = nil
   if @common_event_id > 0
     common_event = $data_common_events[@common_event_id]
     $game_system.battle_interpreter.setup(common_event.list, 0)
   end
   @phase4_step = 7
end
 
def update_phase4_step7
 
   # here we are asking if the player is dead and is a player or an enemy...
   # these lines are for the running back and standby animation....
   if @active_battler.is_a?(Game_Actor)
     @spriteset.actor_sprites[@active_battler.index].pose(0, 1)
   else
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
   end
 
   $game_temp.forcing_battler = nil
   if @common_event_id > 0
     common_event = $data_common_events[@common_event_id]
     $game_system.battle_interpreter.setup(common_event.list, 0)
   end
   @phase4_step = 1
end
end
zum Lesen den Text mit der Maus markieren


Ich hoffe du findest den Fehler.

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Gjorsch« (5. Januar 2011, 21:44)


4

Donnerstag, 6. Januar 2011, 10:28

Kannst du nochmal die beiden CBS Scripts überprüfen.Wie es aussieht, hast du diese hier unvollständig eingefügt.(Jedenfalls das Erste)
Oder besser noch du zeigst mir die Seite, wo du das CBS Script her hast.

EDIT :
Ich glaube ich habe das CBS Script gefunden.
Probier diese Demo einmal aus.(Bei mir kam bisher dein beschriebener Fehler, in dieser Demo nicht zustande)
Danach solltest du das Script aus der Demo einmal bei dir verwenden und schreib mir ob der Fehler immer noch bei dir auftritt.
(Das Alte CBS Script von dir, sollte natürlich vorher entfernt werden)
Sollte der Fehler immer noch auftreten, habe ich noch folgende Frage :
Hast du eigene Skills über Common-Events erstellt, die dein Erster Actor benutzt?

Kampf-CBS.rar

MFG
Realität ist auch nur eine Art von Rollenspiel.

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Asandril« (6. Januar 2011, 10:27)


hordie

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5

Freitag, 7. Januar 2011, 09:49

Habe dein Script bei mir eingefügt, aber dann ist folgende Fehlermeldung gekommen:

????? 'CBS Sideview' ? 1664 ??? NoMethodError ????????
undefined method `enemy_pose' for nil:NILClass

6

Freitag, 7. Januar 2011, 12:21

Kann sein, dass ich vielleicht doch das Falsche CBS Script gefunden habe.
Was ich noch vorschlagen kann, dass du dein CBS Script am besten hier in einem Projekt postest.
Denn deine 2 CBS Scripts oben sind nicht Vollständig.
Eine Frage noch :
Hast du meine Demo oben ausprobiert?Wenn ja, hat diese bei dir funktioniert?
Und ist es das selbe CBS Script welches du benutzt?
MFG
Realität ist auch nur eine Art von Rollenspiel.

hordie

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  • »hordie« ist der Autor dieses Themas

Motto: Zum Erfolg gibt es keinen Lift, man muss die Treppe nehmen.

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7

Freitag, 7. Januar 2011, 18:54

(ich glaube das hast du falsch verstanden: die 2 CBS scripte gehören zusammen. Hatte nur nicht beide platz ;D)

Ich habe deine Demo probiert und sie funktioniert einwandfrei. Allerdings habe ich festgestellt, dass deine Demo 1 Zeile mehr hat. Ich weiß jetzt aber nicht ob es nur eine Lehrstelle ist oder was wichtiges :D

8

Samstag, 8. Januar 2011, 00:44

Ich wusste mittlerweile das die beiden CBS Scripts zusammengehören.Deshalb wollte ich auch, dass du das CBS Script
in einem Projekt postest, weil das Erste CBS Script trotzdem unvollständig ist.
(Am Anfang fehlt einiges und es fängt mitten drin an)
Ist aber nicht mehr so wichtig, da ich jetzt weiss, dass ich das selbe Script benutzt habe.
Ich könnte jetzt die ganze Zeit Rätselraten warum du dieses Problem in deinem Projekt hast.Möglichkeiten gibt es Dutzende.
zb.Hast du das Script in einer Falschen Reihe eingefügt, wo es zu Problemen mit anderen Scripts kommt.
Oder du hast in irgendeinem Script etwas verändert, dass zu diesem Fehler führt.Und und und..
Letztendlich müsste ich dein Projekt selber sehen, um rauszufinden wo der Fehler liegt.
Die Entscheidung liegt natürlich bei dir.

MFG
Realität ist auch nur eine Art von Rollenspiel.

hordie

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  • »hordie« ist der Autor dieses Themas

Motto: Zum Erfolg gibt es keinen Lift, man muss die Treppe nehmen.

  • Nachricht senden

9

Samstag, 8. Januar 2011, 16:44

Ich habe jetzt eine Kopie meines Projektes gemacht und alle Maps gelöscht. Scripts und alles andere sind noch enthalten.
Ich weiß jetzt aber nicht wie ich sie dir geben kann... bei Dateianhänge kann man keine Ordner hochladen...

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10

Samstag, 8. Januar 2011, 21:02

Du must den Ordner mit 7zip etc. komprimieren.
  • Qualifikationen :success:

    :hand-point: Fähigkeiten:

    :map: Mapping: :star: :star: :star: :star: :star-half:
    :wall-break: Eventing: :star: :star: :star: :star-empty: :star-empty:
    :quill: Storydesign::star: :star: :star-half: :star-empty: :star-empty:
    :palette: Pixeln: :star: :star-half: :star-empty: :star-empty: :star-empty:
    :ruby: Scripting: :star-half: :star-empty: :star-empty: :star-empty: :star-empty:
    :music-beam: Musik: :star-empty: :star-empty: :star-empty: :star-empty: :star-empty:
  • FRPG :quill:

    Name: Irir Nylak: (Bedeutung: Baumtänzer, wörtl.: Der mit den Bäumen tanzt)
    Geschlecht: Männlich
    Rasse: Waldelb
    Alter: 87
    Beruf/Klasse: Jäger

    Level: 1
    Quest:
    Party: -
    Inventar:

    Ledertasche (2/6):

    * 1x Proviant (Trockenfleisch, ein Stück Trockengebäck, sowie ein Wasserschlauch)
    * Detaillierte Karte vom Grünwald und Umgebung

    Kleidung (2/4):

    * Zwei Feuersteine zum Entzünden von Feuer
    * Eine traditionelle Holzschnitzerei aus Eiche (ein kleiner, ca. 5cm hoher Miniatur Baum, er soll Glück bringen)

    kleine Kräutertasche (3/10):

    * 2x Baldrian
    * 1x Estragon

    Köcher (10/10)

    Geld: 16 Kupferstücke

    Rüstung:
    • Einfache Bekleidung aus Leinen, wobei die Brustpartien aus Leder bestehen (dort bessere Rüstung)
    • Feste Lederstiefel
    • Eine Lederscherpe mit einer angebrachter Scheide für ein Jagdmesser (Ausnehmen von Tieren, Zweitwaffe beim Umgang mit Bogen)
    • Ein Kurzbogen aus geöltem Zedernholz
  • :clipboard: Tutorials


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