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Nerbert

Schlitzohr

  • »Nerbert« ist der Autor dieses Themas

Motto: Power is nothing without control. Just livin' my dreams.

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1

Mittwoch, 5. August 2009, 13:49

ATB2 Fehlermeldung

Hi,

ich habe mir im skript explorer ein battle menu geholt und nachdem ich ein monster besiege kommt eine fehler meldung:

das ist das ATB2 battlemenu

fehler:
line 30 NameError
undefined local variable
'actor' for #Scene_Battle:0x4206028

das ist die line 30: if recovery_rate != 0 and not actor.dead?
was is daran falsch?

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#==============================================================================
# New_Battle
# Compiled By : MakirouAru for    	RPG Maker XP : Postality Knights Edition
#==============================================================================
# 
# URL: http://www4.big.or.jp/~fukuyama/rgss/Battle_End_Recovery.txt
#
 
module Battle_End_Recovery
 
module Scene_Battle_Module
 
  # 䖥Å"â€"¦•ϐ”‚ÌID
  @@recovery_rate_variable_id = nil
 
  # 䖥Å"â€"¦‚̎擾
  def battle_end_recovery_rate
	if @@recovery_rate_variable_id.nil?
  	@@recovery_rate_variable_id = $data_system.variables.index ''
  	if @@recovery_rate_variable_id.nil?
    	@@recovery_rate_variable_id = false
  	end
	end
	return 0 unless @@recovery_rate_variable_id
	return $game_variables[@@recovery_rate_variable_id]
  end
  def battle_end_recovery
	recovery_rate = battle_end_recovery_rate
	if recovery_rate != 0 and not actor.dead?
  	$game_party.actors.each do |actor|
    	recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate
    	recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate
    	actor.hp += recovery_hp
    	actor.sp += recovery_sp
    	actor.damage = - recovery_hp
    	actor.damage_pop = true
 
  	end
 
  	# Æ'XÆ'e[Æ'^Æ'XÆ'EÆ'BÆ'“Æ'hÆ'E‚ðXV
  	@status_window.refresh
 
	end
  end
 
end # module Scene_Battle_Module
end # module Battle_End_Recovery
 
#------------------------------
# í“¬Æ'V[Æ'“‚̍Ēè‹`
#------------------------------
class Scene_Battle
 
# Scene_Battleâ€"pÆ'‚Æ'WÆ'…[Æ'‹‚ðÆ'CÆ'“Æ'NÆ'‹[Æ'h
include Battle_End_Recovery::Scene_Battle_Module
 
# Å'³‚ÌÆ'tÆ'F[Æ'Y‚TÅ JŽn‚É•Êâ€"¼‚ð‚‚¯‚é
alias battle_end_recovery_original_start_phase5 start_phase5
 
# Æ'tÆ'F[Æ'Y‚TÅ JŽn‚ðÄ’è‹`
def start_phase5
  battle_end_recovery
  battle_end_recovery_original_start_phase5
 
end
end
 
$data_system_level_up_se = ""
$data_system_level_up_me = "Audio/ME/007-Fanfare01"
 
#==============================================================================
# Window_LevelUpWindow
#==============================================================================
class Window_LevelUpWindow < Window_Base
#--------------------------------------------------------------------------
def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
  super(0, 128, 160, 192)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.visible = false
  refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
end
#--------------------------------------------------------------------------
def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
  self.contents.clear
  self.contents.font.color = system_color
  self.contents.font.name = $defaultfonttype
  self.contents.font.size = 14
  self.contents.draw_text( 0,   0, 160, 24, "LEVEL UP!!")
  self.contents.font.size = 18
  self.contents.draw_text( 0,  28, 160, 24, $data_system.words.hp)
  self.contents.draw_text( 0,  50, 160, 24, $data_system.words.sp)
  self.contents.font.size = 14
  self.contents.draw_text( 0,  72,  80, 24, $data_system.words.str)
  self.contents.draw_text( 0,  94,  80, 24, $data_system.words.dex)
  self.contents.draw_text( 0, 116,  80, 24, $data_system.words.agi)
  self.contents.draw_text( 0, 138,  80, 24, $data_system.words.int)
  self.contents.draw_text(92,   0, 128, 24, "¨")
  self.contents.draw_text(76,  28, 128, 24, "=")
  self.contents.draw_text(76,  50, 128, 24, "=")
  self.contents.draw_text(76,  72, 128, 24, "=")
  self.contents.draw_text(76,  94, 128, 24, "=")
  self.contents.draw_text(76, 116, 128, 24, "=")
  self.contents.draw_text(76, 138, 128, 24, "=")
  self.contents.font.color = normal_color
  self.contents.draw_text( 0,   0,  88, 24, last_lv.to_s, 2)
  self.contents.draw_text( 0,  28,  72, 24, "+" + up_hp.to_s, 2)
  self.contents.draw_text( 0,  50,  72, 24, "+" + up_sp.to_s, 2)
  self.contents.draw_text( 0,  72,  72, 24, "+" + up_str.to_s, 2)
  self.contents.draw_text( 0,  94,  72, 24, "+" + up_dex.to_s, 2)
  self.contents.draw_text( 0, 116,  72, 24, "+" + up_agi.to_s, 2)
  self.contents.draw_text( 0, 138,  72, 24, "+" + up_int.to_s, 2)
  self.contents.font.size = 20
  self.contents.draw_text( 0,   0, 128, 24, actor.level.to_s, 2)
  self.contents.draw_text( 0,  26, 128, 24, actor.maxhp.to_s, 2)
  self.contents.draw_text( 0,  48, 128, 24, actor.maxsp.to_s, 2)
  self.contents.draw_text( 0,  70, 128, 24, actor.str.to_s, 2)
  self.contents.draw_text( 0,  92, 128, 24, actor.dex.to_s, 2)
  self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2)
  self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2)
end
end
#==============================================================================
# ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
  attr_accessor :level_up_flags         	# LEVEL UP!•\ަ
end
#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
attr_accessor :exp_gain_ban
#--------------------------------------------------------------------------
alias xrxs_bp10_initialize initialize
def initialize
  @exp_gain_ban = false
  xrxs_bp10_initialize
end
#--------------------------------------------------------------------------
alias xrxs_bp10_cant_get_exp? cant_get_exp?
def cant_get_exp?
  if @exp_gain_ban == true
	return true
  else
	return xrxs_bp10_cant_get_exp?
  end
end
end
#==============================================================================
# ¡ Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# Å" Æ'AÆ'tÆ'^[Æ'oÆ'gÆ'‹Æ'tÆ'F[Æ'YÅ JŽn
#--------------------------------------------------------------------------
alias xrxs_bp10_start_phase5 start_phase5
def start_phase5
  # EXP Šl“¾‹ÖŽ~
  for i in 0...$game_party.actors.size
	$game_party.actors[i].exp_gain_ban = true
  end
  xrxs_bp10_start_phase5
  # EXP Å l“¾‹ÖŽ~‚̉ðÅ"
  for i in 0...$game_party.actors.size
	$game_party.actors[i].exp_gain_ban = false
  end
  # EXP‚ð‰Šú‰»
  @exp_gained = 0
  for enemy in $game_troop.enemies
	@exp_gained += enemy.exp if not enemy.hidden
  end
  # Ý’è
  @phase5_step   	= 0
  @exp_gain_actor	= -1
  # Æ'Å Æ'UÆ'‹Æ'gÆ'EÆ'BÆ'“Æ'hÆ'E‚ð•\ަ
  @result_window.y -= 64
  @result_window.visible = true
  # Æ'Å'Æ'xÆ'‹Æ'AÆ'bÆ'v”»’è‚Ö
  phase5_next_levelup
end
#--------------------------------------------------------------------------
# Å" Æ'tÆ'Å'[Æ'€XV (Æ'AÆ'tÆ'^[Æ'oÆ'gÆ'‹Æ'tÆ'F[Æ'Y)
#--------------------------------------------------------------------------
alias xrxs_bp10_update_phase5 update_phase5
def update_phase5
  case @phase5_step
  when 1
	update_phase5_step1
  else
	xrxs_bp10_update_phase5
	# Æ'Å'Æ'xÆ'‹Æ'AÆ'bÆ'v‚µ‚Ä‚¢‚éê‡‚Í‹­§Æ'oÆ'gÆ'‹Iâ€"¹
	battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
  end
end
#--------------------------------------------------------------------------
# Å" Æ'tÆ'Å'[Æ'€XV (Æ'AÆ'tÆ'^[Æ'oÆ'gÆ'‹Æ'tÆ'F[Æ'Y 1 : Æ'Å'Æ'xÆ'‹Æ'AÆ'bÆ'v)
#--------------------------------------------------------------------------
def update_phase5_step1
  # C Æ'{Æ'^Æ'“‚ª‰Ÿ‚³‚ꂽê‡
  if Input.trigger?(Input::C)
	# Æ'EÆ'BÆ'“Æ'hÆ'E‚ð•‚¶‚ÄŽŸ‚ÌÆ'AÆ'NÆ'^[‚Ö
	@levelup_window.visible = false if @levelup_window != nil
	@status_window.level_up_flags[@exp_gain_actor] = false
	phase5_next_levelup
  end
end
#--------------------------------------------------------------------------
# Å" ŽŸ‚ÌÆ'AÆ'NÆ'^[‚ÌÆ'Å'Æ'xÆ'‹Æ'AÆ'bÆ'v•\ަ‚Ö
#--------------------------------------------------------------------------
def phase5_next_levelup
  begin
	# ŽŸ‚ÌÆ'AÆ'NÆ'^[‚Ö
	@exp_gain_actor += 1
	# ÅÅ'ã‚ÌÆ'AÆ'NÆ'^[‚̏ꍇ
	if @exp_gain_actor >= $game_party.actors.size
  	# Æ'AÆ'tÆ'^[Æ'oÆ'gÆ'‹Æ'tÆ'F[Æ'YÅ JŽn
  	@phase5_step = 0
  	return
	end
	actor = $game_party.actors[@exp_gain_actor]
	if actor.cant_get_exp? == false
  	# Å'»Ý‚Ì”\â€"Í’l‚ð•ÛŽ
  	last_level = actor.level
  	last_maxhp = actor.maxhp
  	last_maxsp = actor.maxsp
  	last_str = actor.str
  	last_dex = actor.dex
  	last_agi = actor.agi
  	last_int = actor.int
  	# Å'oÅ'±’lŽæ“¾‚ÌÅ'ˆ’è“IuÅ Ã"(“ä
  	actor.exp += @exp_gained
  	# ”»’è
  	if actor.level > last_level
    	# Æ'Å'Æ'xÆ'‹Æ'AÆ'bÆ'v‚µ‚½ê‡
    	@status_window.level_up(@exp_gain_actor)
    	if $data_system_level_up_se != ""
      	Audio.se_stop
      	Audio.se_play($data_system_level_up_se)
    	end
    	if $data_system_level_up_me != ""
      	Audio.me_stop
      	Audio.me_play($data_system_level_up_me)
    	end
    	@levelup_window = Window_LevelUpWindow.new(actor, last_level,
      	actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,
      	actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)
    	@levelup_window.x = 160 * @exp_gain_actor
    	@levelup_window.visible = true
    	@phase5_wait_count = 40
    	@phase5_step   	=  1
    	# Æ'XÆ'e[Æ'^Æ'XÆ'EÆ'BÆ'“Æ'hÆ'E‚ðÆ'Å Æ'tÆ'Å'Æ'bÆ'VÆ'…
    	@status_window.refresh
    	return
  	end
	end
  end until false
end
end
# ¥£¥ XRXS_17. Æ'XÆ'Å Æ'bÆ'vÆ'_Æ'[Æ'Wâ€"hÅ'ä^Å'ø‰Êâ€"ʏڍ׉» ver.1.51 ¥£¥
# by ÷‰ë Ý“y, fukuyama
 
#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# Å" Æ'XÆ'Å Æ'bÆ'vÆ'_Æ'[Æ'W‚ÌÅ'ø‰Ê“Kâ€"p
#--------------------------------------------------------------------------
alias xrxs_bp7_slip_damage_effect slip_damage_effect
def slip_damage_effect
  # ”’l‚̏‰Šú‰»
  slip_damage_percent = 0
  slip_damage_plus = 0
  # Å'»Ý•t‰Á‚³‚ê‚Ä‚¢‚éÆ'XÆ'e[Æ'g‚Ì’†‚©‚çÆ'XÆ'Å Æ'bÆ'vÆ'_Æ'[Æ'Wâ€"L‚è‚ÌÆ'‚Æ'm‚ð’T‚·
  for i in @states
	if $data_states[i].slip_damage
  	# ‚»‚ÌÆ'XÆ'e[Æ'g‚ªŽ‚Á‚Ä‚¢‚éÆ'XÆ'Å Æ'bÆ'vÆ'_Æ'[Æ'W‚Ì
  	# LvÆ'vÆ'‰Æ'XÆ'XÆ'e[Æ'g‚Ü‚½‚ÍLvÆ'}Æ'CÆ'iÆ'XÆ'XÆ'e[Æ'g‚ð”»’èB
  	for j in $data_states[i].plus_state_set
    	if $data_states[j] != nil
      	if $data_states[j].name =~ /^Æ'XÆ'Å Æ'bÆ'v([0-9]+)(%|“)/
        	slip_damage_percent += $1.to_i
      	elsif $data_states[j].name =~ /^Æ'XÆ'Å Æ'bÆ'v([0-9]+)$/
        	slip_damage_plus += $1.to_i
      	end
    	end
  	end
  	for j in $data_states[i].minus_state_set
    	if $data_states[j] != nil
      	if $data_states[j].name =~ /^Æ'XÆ'Å Æ'bÆ'v([0-9]+)(%|“)/
        	slip_damage_percent -= $1.to_i
      	elsif $data_states[j].name =~ /^Æ'XÆ'Å Æ'bÆ'v([0-9]+)$/
        	slip_damage_plus -= $1.to_i
      	end
    	end
  	end
	end
  end
  if slip_damage_percent == 0 and slip_damage_plus == 0
	xrxs_bp7_slip_damage_effect
  else
	# â€"h‹ï‚ªÆ'XÆ'Å Æ'bÆ'vâ€"hÅ'䂪‚ ‚éê‡‚ð”»’è
	for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
  	armor = $data_armors[i]
  	next if armor == nil
  	for j in armor.guard_state_set 
    	if $data_states[j] != nil
      	if $data_states[j].name =~ /^Æ'XÆ'Å Æ'bÆ'v([0-9]+)(%|“)/
        	if slip_damage_percent > 0
          	slip_damage_percent = [slip_damage_percent - $1.to_i, 0].max
        	end
      	end
      	if $data_states[j].name =~ /^Æ'XÆ'Å Æ'bÆ'v([0-9]+)$/
        	if slip_damage_percent > 0
          	slip_damage_plus = [slip_damage_plus - $1.to_i, 0].max
        	end
      	end
    	end
  	end
	end
	# Æ'_Æ'[Æ'W‚ðÝ’è
	self.damage = self.maxhp * slip_damage_percent / 100 + slip_damage_plus
	# •ªŽU
	if self.damage.abs > 0
  	amp = [self.damage.abs * 15 / 100, 1].max
  	self.damage += rand(amp+1) + rand(amp+1) - amp
	end
	# HP ‚©‚çÆ'_Æ'[Æ'W‚ðÅ'¸ŽZ
	self.hp -= self.damage
	# Æ'Æ'\Æ'bÆ'hIâ€"¹
	return true
  end
end
end
# ¥£¥ XRXS_BP 1. CP§“±“ü ver.15 ¥£¥
# by ÷‰ë Ý“y, ˜aŠó, Jack-R
 
#==============================================================================
# ¡ Scene_Battle_CP
#==============================================================================
class Scene_Battle_CP
#--------------------------------------------------------------------------
# Å" Å'öŠJÆ'CÆ'“Æ'XÆ'^Æ'“Æ'X•ϐ”
#--------------------------------------------------------------------------
attr_accessor   :stop               	# CP‰ÁŽZÆ'XÆ'gÆ'bÆ'v
#----------------------------------------------------------------------------
# Å" Æ'IÆ'uÆ'WÆ'FÆ'NÆ'g‚̏‰Šú‰»
#----------------------------------------------------------------------------
def initialize
  @battlers = []
  @cancel = false
  @agi_total = 0
  # ”zâ€"ñ @count_battlers ‚ð‰Šú‰»
  @count_battlers = []
  # Æ'GÆ'lÆ'~[‚ð”zâ€"ñ @count_battlers ‚ɒljÁ
  for enemy in $game_troop.enemies
	@count_battlers.push(enemy)
  end
  # Æ'AÆ'NÆ'^[‚ð”zâ€"ñ @count_battlers ‚ɒljÁ
  for actor in $game_party.actors
	@count_battlers.push(actor)
  end
  for battler in @count_battlers
	@agi_total += battler.agi
  end
  for battler in @count_battlers
	battler.cp = [[65535 * (rand(15) + 85) / 100 * battler.agi / @agi_total * 4, 0].max, 65535].min
  end
end
#----------------------------------------------------------------------------
# Å" CPÆ'JÆ'EÆ'“Æ'g‚ÌŠJŽn
#----------------------------------------------------------------------------
def start
  if @cp_thread != nil then
	return
  end
  @cancel = false
  @stop = false
  # ‚±‚±‚©‚çÆ'XÆ'Å'Æ'bÆ'h
  @cp_thread = Thread.new do
	while @cancel != true
  	if @stop != true
    	self.update # XV
    	sleep(0.05)
  	end
	end
  end
  # ‚±‚±‚܂ů'XÆ'Å'Æ'bÆ'h
end
#----------------------------------------------------------------------------
# Å" CPÆ'JÆ'EÆ'“Æ'gÆ'AÆ'bÆ'v
#----------------------------------------------------------------------------
def update
  if @count_battlers != nil then
	for battler in @count_battlers
  	# s“®oâ€"ˆ‚È‚¯‚ê‚Îâ€"³Ž‹
  	if battler.dead? == true #or battler.movable? == false then
    	battler.cp = 0
    	next
  	end
  	# ‚±‚±‚Ì 1.3‚ð•Ï‚¦‚邱‚ƂŁ«Æ'XÆ's[Æ'h‚ð•ύX‰Â”\B‚½‚¾‚µ¬”“_‚ÍŽgâ€"p‚·‚邱‚ƁB
  	battler.cp = [[battler.cp + 1.3 * 4096 * battler.agi / @agi_total, 0].max, 65535].min
	end
  end
end
#----------------------------------------------------------------------------
# Å" CPÆ'JÆ'EÆ'“Æ'g‚ÌŠJŽn
#----------------------------------------------------------------------------
def stop
  @cancel = true
  if @cp_thread != nil then
	@cp_thread.join
	@cp_thread = nil
  end
end
end
#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
attr_accessor :now_guarding         	# Å'»Ýâ€"hÅ'ä’†Æ'tÆ'‰Æ'O
attr_accessor :cp                   	# Å'»ÝCP
attr_accessor :slip_state_update_ban	# Æ'XÆ'Å Æ'bÆ'vEÆ'XÆ'e[Æ'gŽ©“®ˆâ€"‚̋֎~
#--------------------------------------------------------------------------
# Å" Æ'RÆ'}Æ'“Æ'h“üâ€"͉”\”»’è
#--------------------------------------------------------------------------
def inputable?
  return (not @hidden and restriction <= 1 and @cp >=65535)
end
#--------------------------------------------------------------------------
# Å" Æ'XÆ'e[Æ'g [Æ'XÆ'Å Æ'bÆ'vÆ'_Æ'[Æ'W] ”»’è
#--------------------------------------------------------------------------
alias xrxs_bp1_slip_damage? slip_damage?
def slip_damage?
  return false if @slip_state_update_ban
  return xrxs_bp1_slip_damage?
end
#--------------------------------------------------------------------------
# Å" Æ'XÆ'e[Æ'gŽ©‘R‰ðÅ" (Æ'^[Æ'“‚²‚Æ‚ÉÅ'Ä‚Ã'o‚µ)
#--------------------------------------------------------------------------
alias xrxs_bp1_remove_states_auto remove_states_auto
def remove_states_auto
  return if @slip_state_update_ban
  xrxs_bp1_remove_states_auto
end
end
#==============================================================================
# ¡ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# Å" Æ'ZÆ'bÆ'gÆ'AÆ'bÆ'v
#--------------------------------------------------------------------------
alias xrxs_bp1_setup setup
def setup(actor_id)
  xrxs_bp1_setup(actor_id)
  @hate = 100  # init-value is 100
  @cp = 0
  @now_guarding = false
  @slip_state_update_ban = false
end
end
#==============================================================================
# ¡ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# Å" Æ'IÆ'uÆ'WÆ'FÆ'NÆ'g‰Šú‰»
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize(troop_id, member_index)
  xrxs_bp1_initialize(troop_id, member_index)
  @hate = 100  # init-value is 100
  @cp = 0
  @now_guarding = false
  @slip_state_update_ban = false
end
end
#==============================================================================
# ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# Å" Å'öŠJÆ'CÆ'“Æ'XÆ'^Æ'“Æ'X•ϐ”
#--------------------------------------------------------------------------
attr_accessor   :update_cp_only               	# CPÆ'[Æ'^[‚݂̂̍XV
#--------------------------------------------------------------------------
# Å" Æ'IÆ'uÆ'WÆ'FÆ'NÆ'g‰Šú‰»
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize
  @update_cp_only = false
  xrxs_bp1_initialize
end
#--------------------------------------------------------------------------
# Å" Æ'Å Æ'tÆ'Å'Æ'bÆ'VÆ'…
#--------------------------------------------------------------------------
alias xrxs_bp1_refresh refresh
def refresh
  if @update_cp_only == false
	xrxs_bp1_refresh
  end
  for i in 0...$game_party.actors.size
	actor = $game_party.actors[i]
	actor_x = i * 160 + 4
	draw_actor_cp_meter(actor, actor_x, 96, 120, 0)
  end
end
#--------------------------------------------------------------------------
# Å" CPÆ'[Æ'^[ ‚Ì•`‰æ
#--------------------------------------------------------------------------
def draw_actor_cp_meter(actor, x, y, width = 156, type = 0)
  self.contents.font.color = system_color
  self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
  if actor.cp == nil
	actor.cp = 0
  end
  w = width * [actor.cp,65535].min / 65535
  self.contents.fill_rect(x, y+28, w,1, Color.new(255, 255, 128, 255))
  self.contents.fill_rect(x, y+29, w,1, Color.new(255, 255, 0, 255))
  self.contents.fill_rect(x, y+30, w,1, Color.new(192, 192, 0, 255))
  self.contents.fill_rect(x, y+31, w,1, Color.new(128, 128, 0, 255))
end
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle
$data_system_command_up_se = ""
#--------------------------------------------------------------------------
# Å" Æ'oÆ'gÆ'‹Iâ€"¹
# 	result : Å'‹‰Ê (0:Ÿâ€"Ëœ 1:”sâ€"k 2:“¦‘â€")
#--------------------------------------------------------------------------
alias xrxs_bp1_battle_end battle_end
def battle_end(result)
  # CPÆ'JÆ'EÆ'“Æ'g’âŽ~
  @cp_thread.stop
  xrxs_bp1_battle_end(result)
end
#--------------------------------------------------------------------------
# Å" Æ'vÆ'Å'Æ'oÆ'gÆ'‹Æ'tÆ'F[Æ'YÅ JŽn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase1 start_phase1
def start_phase1
  @agi_total = 0
  @cp_thread = Scene_Battle_CP.new
  # Æ'AÆ'NÆ'^[Æ'RÆ'}Æ'“Æ'hÆ'EÆ'BÆ'“Æ'hÆ'E‚ðÄì¬
  s1 = $data_system.words.attack
  s2 = $data_system.words.skill
  s3 = $data_system.words.guard
  s4 = $data_system.words.item
  @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "Run"])
  @actor_command_window.y = 128
  @actor_command_window.back_opacity = 160
  @actor_command_window.active = false
  @actor_command_window.visible = false
  @actor_command_window.draw_item(4, $game_temp.battle_can_escape ? @actor_command_window.normal_color : @actor_command_window.disabled_color)
  xrxs_bp1_start_phase1
end
#--------------------------------------------------------------------------
# Å" Æ'p[Æ'eÆ'BÆ'RÆ'}Æ'“Æ'hÆ'tÆ'F[Æ'YÅ JŽn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase2 start_phase2
def start_phase2
  xrxs_bp1_start_phase2
  @party_command_window.active = false
  @party_command_window.visible = false
  # ŽŸ‚Ö
  start_phase3
end
#--------------------------------------------------------------------------
# Å" Æ'tÆ'Å'[Æ'€XV (Æ'p[Æ'eÆ'BÆ'RÆ'}Æ'“Æ'hÆ'tÆ'F[Æ'Y)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase2 update_phase2
def update_phase2
  # C Æ'{Æ'^Æ'“‚ª‰Ÿ‚³‚ꂽê‡
  if Input.trigger?(Input::C)
	# Æ'p[Æ'eÆ'BÆ'RÆ'}Æ'“Æ'hÆ'EÆ'BÆ'“Æ'hÆ'E‚ÌÆ'J[Æ'\Æ'‹ˆÊ’u‚Å•ªŠò
	case @party_command_window.index
	when 0  # í‚¤
  	# Å'ˆ’è SE ‚ð‰‰‘t
  	$game_system.se_play($data_system.decision_se)
  	@cp_thread.start
  	# Æ'AÆ'NÆ'^[Æ'RÆ'}Æ'“Æ'hÆ'tÆ'F[Æ'YÅ JŽn
  	start_phase3
	end
	return
  end
  xrxs_bp1_update_phase2
end
#--------------------------------------------------------------------------
# Å" ŽŸ‚ÌÆ'AÆ'NÆ'^[‚ÌÆ'RÆ'}Æ'“Æ'h“üâ€"Í‚Ö
#--------------------------------------------------------------------------
def phase3_next_actor
  # Æ'‹[Æ'v
  begin
	# Æ'AÆ'NÆ'^[‚Ìâ€"¾â€"Ã…Æ'GÆ'tÆ'FÆ'NÆ'g OFF
	if @active_battler != nil
  	@active_battler.blink = false
	end
	# ÅÅ'ã‚ÌÆ'AÆ'NÆ'^[‚̏ꍇ
	if @actor_index == $game_party.actors.size-1
  	# Æ'Æ'CÆ'“Æ'tÆ'F[Æ'YÅ JŽn
  	@cp_thread.start
  	start_phase4
  	return
	end
	# Æ'AÆ'NÆ'^[‚ÌÆ'CÆ'“Æ'fÆ'bÆ'NÆ'X‚ði‚ß‚é
	@actor_index += 1
	@active_battler = $game_party.actors[@actor_index]
	@active_battler.blink = true
	if @active_battler.inputable? == false
  	@active_battler.current_action.kind = -1
	end
	# Æ'AÆ'NÆ'^[‚ªÆ'RÆ'}Æ'“Æ'h“üâ€"Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ã"‚È‚ç‚à ‚¤ˆê“x
  end until @active_battler.inputable?
  @cp_thread.stop
  # Æ'AÆ'NÆ'^[Æ'RÆ'}Æ'“Æ'hÆ'EÆ'BÆ'“Æ'hÆ'E‚ðÆ'ZÆ'bÆ'gÆ'AÆ'bÆ'v
  @active_battler.now_guarding = false
  phase3_setup_command_window
end
#--------------------------------------------------------------------------
# Å" ‘O‚ÌÆ'AÆ'NÆ'^[‚ÌÆ'RÆ'}Æ'“Æ'h“üâ€"Í‚Ö
#--------------------------------------------------------------------------
def phase3_prior_actor
  # Æ'‹[Æ'v
  begin
	# Æ'AÆ'NÆ'^[‚Ìâ€"¾â€"Ã…Æ'GÆ'tÆ'FÆ'NÆ'g OFF
	if @active_battler != nil
  	@active_battler.blink = false
	end
	# Å‰‚ÌÆ'AÆ'NÆ'^[‚̏ꍇ
	if @actor_index == 0
  	# Å‰‚Öâ€"ß‚é
  	start_phase3
  	return
	end
	# Æ'AÆ'NÆ'^[‚ÌÆ'CÆ'“Æ'fÆ'bÆ'NÆ'X‚ðâ€"ß‚·
	@actor_index -= 1
	@active_battler = $game_party.actors[@actor_index]
	@active_battler.blink = true
  end until @active_battler.inputable?
  @cp_thread.stop
  @active_battler.now_guarding = false
  phase3_setup_command_window
end
#--------------------------------------------------------------------------
alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
  # Å'ø‰Ê‰¹‚̍ж
  Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != ""
  # â€"ß‚·
  xrxs_bp1_phase3_setup_command_window
end
#--------------------------------------------------------------------------
alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
  if Input.trigger?(Input::C)
	case @actor_command_window.index
	when 4  # “¦‚°‚é
  	if $game_temp.battle_can_escape
    	# Å'ˆ’è SE ‚ð‰‰‘t
    	$game_system.se_play($data_system.decision_se)
    	# Æ'AÆ'NÆ'VÆ'‡Æ'“‚ðÝ’è
    	@active_battler.current_action.kind = 0
    	@active_battler.current_action.basic = 4
    	# ŽŸ‚ÌÆ'AÆ'NÆ'^[‚ÌÆ'RÆ'}Æ'“Æ'h“üâ€"Í‚Ö
    	phase3_next_actor
  	else
    	# Æ'uÆ'U[ SE ‚ð‰‰‘t
    	$game_system.se_play($data_system.buzzer_se)
  	end
  	return
	end
  end
  xrxs_bsp1_update_phase3_basic_command
end
#--------------------------------------------------------------------------
# Å" Æ'Æ'CÆ'“Æ'tÆ'F[Æ'YÅ JŽn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase4 start_phase4
def start_phase4
  xrxs_bp1_start_phase4
  # Æ'GÆ'lÆ'~[Æ'AÆ'NÆ'VÆ'‡Æ'“ì¬
  for enemy in $game_troop.enemies
	if enemy.cp < 65535
  	enemy.current_action.clear
  	enemy.current_action.kind = -1
  	next
	end
	enemy.make_action
  end
  # s“®‡˜ì¬
  make_action_orders
end
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step1 update_phase4_step1
def update_phase4_step1
  # ‰Šú‰»
  @phase4_act_continuation = 0
  # Ÿ”s”»’è
  if judge
	@cp_thread.stop
	# Ÿâ€"˜‚Ü‚½‚Í”sâ€"k‚̏ꍇ : Æ'Æ'\Æ'bÆ'hIâ€"¹
	return
  end
  # â€"¢s“®Æ'oÆ'gÆ'‰[”zâ€"ñ‚̐擪‚©‚çŽæ“¾
  @active_battler = @action_battlers[0]
  # Æ'XÆ'e[Æ'^Æ'XXV‚ðCP‚¾‚¯‚ÉÅ'À’èB
  @status_window.update_cp_only = true
  # Æ'XÆ'e[Æ'gXV‚ð‹ÖŽ~B
  @active_battler.slip_state_update_ban = true if @active_battler != nil
  # â€"ß‚·
  xrxs_bp1_update_phase4_step1
  # ‹ÖŽ~‚ð‰ðÅ"
  @status_window.update_cp_only = false
  @active_battler.slip_state_update_ban = false if @active_battler != nil 
end
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step2 update_phase4_step2
def update_phase4_step2
  # ‹­§Æ'AÆ'NÆ'VÆ'‡Æ'“‚łȂ¯‚ê‚Î
  unless @active_battler.current_action.forcing
	# CP‚ª‘«‚è‚Ä‚¢‚È‚¢ê‡
	if @phase4_act_continuation == 0 and @active_battler.cp < 65535
  	@phase4_step = 6
  	return
	end
	if @active_battler.restriction == 2 or @active_battler.restriction == 3
  	# Æ'AÆ'NÆ'VÆ'‡Æ'“‚ɍUÅ'‚‚ðÝ’è
  	@active_battler.current_action.kind = 0
  	@active_battler.current_action.basic = 0
	end
	# §â€"ñ‚ª [s“®‚Å‚«‚È‚¢] ‚̏ꍇ
	if @active_battler.restriction == 4
  	# Æ'AÆ'NÆ'VÆ'‡Æ'“‹­§‘ΏۂÌÆ'oÆ'gÆ'‰[‚ðÆ'NÆ'Å Æ'A
  	$game_temp.forcing_battler = nil
  	if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
    	# Æ'XÆ'e[Æ'gŽ©‘R‰ðÅ"
    	@active_battler.remove_states_auto
    	# CPÁ”ï
    	@active_battler.cp = [(@active_battler.cp - 65535),0].max
    	# Æ'XÆ'e[Æ'^Æ'XÆ'EÆ'BÆ'“Æ'hÆ'E‚ðÆ'Å Æ'tÆ'Å'Æ'bÆ'VÆ'…
    	@status_window.refresh
  	end
  	# Æ'XÆ'eÆ'bÆ'v 1 ‚Ɉڍs
  	@phase4_step = 1
  	return
	end
  end
  # Æ'AÆ'NÆ'VÆ'‡Æ'“‚ÌŽí•ʂŕªŠò
  case @active_battler.current_action.kind
  when 0
	# UÅ'‚¥â€"hÅ'äE“¦‚°‚éE‰½‚à ‚µ‚È‚¢Žž‚Ì‹¤’ʏÁ”ïCP
	@active_battler.cp -= 	0 if @phase4_act_continuation == 0
  when 1
	# Æ'XÆ'LÆ'‹Žgâ€"pŽž‚̏Á”ïCP
	@active_battler.cp -= 65535 if @phase4_act_continuation == 0
  when 2
	# Æ'AÆ'CÆ'eÆ'€Žgâ€"pŽž‚̏Á”ïCP
	@active_battler.cp -= 65535 if @phase4_act_continuation == 0
  when -1
	# CP‚ªâ€"­‚Ü‚Á‚Ä‚¢‚È‚¢
	@phase4_step = 6
	return
  end
  # CP‰ÁŽZ‚ðˆêŽž’âŽ~‚·‚é
  @cp_thread.stop = true
  # Æ'XÆ'e[Æ'gŽ©‘R‰ðÅ"
  @active_battler.remove_states_auto
  xrxs_bp1_update_phase4_step2
end
#--------------------------------------------------------------------------
# Å" Šîâ€"{Æ'AÆ'NÆ'VÆ'‡Æ'“ Å'‹‰Êì¬
#--------------------------------------------------------------------------
alias xrxs_bp1_make_basic_action_result make_basic_action_result
def make_basic_action_result
  # UÅ'‚‚̏ꍇ
  if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
	@active_battler.cp -= 65535 # UÅ'‚Žž‚ÌCPÁ”ï
  end
  # â€"hÅ'ä‚̏ꍇ
  if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
	@active_battler.cp -= 32767 # â€"hÅ'䎞‚ÌCPÁ”ï
  end
  # “G‚Ì“¦‚°‚é‚̏ꍇ
  if @active_battler.is_a?(Game_Enemy) and
 	@active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
	@active_battler.cp -= 65535 # “¦‘â€"Žž‚ÌCPÁ”ï
  end
  # ‰½‚à ‚µ‚È‚¢‚̏ꍇ
  if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
	@active_battler.cp -= 32767 # ‰½‚à ‚µ‚È‚¢Žž‚ÌCPÁ”ï
  end
  # “¦‚°‚é‚̏ꍇ
  if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
	@active_battler.cp -= 65535 # “¦‘â€"Žž‚ÌCPÁ”ï
	# “¦‘â€"‰Â”\‚ł͂Ȃ¢ê‡
	if $game_temp.battle_can_escape == false
  	# Æ'uÆ'U[ SE ‚ð‰‰‘t
  	$game_system.se_play($data_system.buzzer_se)
  	return
	end
	# Å'ˆ’è SE ‚ð‰‰‘t
	$game_system.se_play($data_system.decision_se)
	# “¦‘â€"ˆâ€"
	update_phase2_escape
	return
  end
  xrxs_bp1_make_basic_action_result
end
#--------------------------------------------------------------------------
# Å" Æ'tÆ'Å'[Æ'€XV (Æ'Æ'CÆ'“Æ'tÆ'F[Æ'Y Æ'XÆ'eÆ'bÆ'v 5 : Æ'_Æ'[Æ'W•\ަ)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step5 update_phase4_step5
def update_phase4_step5
  # Æ'XÆ'Å Æ'bÆ'vÆ'_Æ'[Æ'W
  if @active_battler.hp > 0 and @active_battler.slip_damage?
	@active_battler.slip_damage_effect
	@active_battler.damage_pop = true
  end
  xrxs_bp1_update_phase4_step5
end
#--------------------------------------------------------------------------
# Å" Æ'tÆ'Å'[Æ'€XV (Æ'Æ'CÆ'“Æ'tÆ'F[Æ'Y Æ'XÆ'eÆ'bÆ'v 6 : Æ'Å Æ'tÆ'Å'Æ'bÆ'VÆ'…)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step6 update_phase4_step6
def update_phase4_step6
  # CP‰ÁŽZ‚ðÄŠJ‚·‚é
  @cp_thread.stop = false
  # Æ'wÆ'‹Æ'vÆ'EÆ'BÆ'“Æ'hÆ'E‚ð‰B‚·
  @help_window.visible = false
  xrxs_bp1_update_phase4_step6
end
end
# ¥£¥ XRXS_BP 7. Æ'oÆ'gÆ'‹Æ'XÆ'e[Æ'^Æ'XEÆ'NÆ'Å Æ'AÆ'fÆ'UÆ'CÆ'“ ver.1.02 ¥£¥
# by ÷‰ë Ý“y, TOMY
 
#==============================================================================
# ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# Å" Å'öŠJÆ'CÆ'“Æ'XÆ'^Æ'“Æ'X•ϐ”
#--------------------------------------------------------------------------
attr_accessor   :update_cp_only               	# CPÆ'[Æ'^[‚݂̂̍XV
#--------------------------------------------------------------------------
# Å" Æ'IÆ'uÆ'WÆ'FÆ'NÆ'g‰Šú‰»
#--------------------------------------------------------------------------
alias xrxs_bp7_initialize initialize
def initialize
  xrxs_bp7_initialize
  # «Full-View‚̏ꍇ‚͉º“ñs‚Ì # ‚ðÁ‚µ‚Ä‚­‚¾‚³‚¢B
  #self.opacity = 0
  #self.back_opacity = 0
end
#--------------------------------------------------------------------------
# Å" Æ'Å Æ'tÆ'Å'Æ'bÆ'VÆ'…
#--------------------------------------------------------------------------
alias xrxs_bp7_refresh refresh
def refresh
  if @update_cp_only
	xrxs_bp7_refresh
	return
  end
  # •`ŽÊ‚ð‹ÖŽ~‚µ‚È‚ª‚çâ€"ß‚·
  @draw_ban = true
  xrxs_bp7_refresh
  # •`ŽÊ‚̋֎~‚ð‰ðÅ"
  @draw_ban = false
  # •`ŽÊ‚ðŠJŽn
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
	actor = $game_party.actors[i]
	actor_x = i * 160 + 21
	# •à sÆ'LÆ'Æ'Æ'‰Æ'OÆ'‰Æ'tÆ'BÆ'bÆ'N‚Ì•`ŽÊ
	draw_actor_graphic(actor, actor_x - 9, 116)
	# HP/SPÆ'[Æ'^[‚Ì•`ŽÊ
	draw_actor_hp_meter_line(actor, actor_x,  72, 96, 12)
	draw_actor_sp_meter_line(actor, actor_x, 104, 96, 12)
	self.contents.font.size = 24
	self.contents.font.color = actor.hp == 0 ? knockout_color :
  	actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
	draw_shadow_text(actor_x-2, 58, 96, 24, actor.hp.to_s, 2)
	self.contents.font.color = actor.sp == 0 ? knockout_color :
  	actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
	draw_shadow_text(actor_x-2, 90, 96, 24, actor.sp.to_s, 2)
	self.contents.font.size = 12
	self.contents.font.color = system_color
	draw_shadow_text(actor_x, 60, 96, 12, $data_system.words.hp)
	draw_shadow_text(actor_x, 92, 96, 12, $data_system.words.sp)
 
	draw_actor_state(actor, actor_x, 100)
  end
end
end
#==============================================================================
# ¡ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# Å" HPÆ'[Æ'^[ ‚Ì•`‰æ
#--------------------------------------------------------------------------
def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
  w = width * actor.hp / actor.maxhp
  hp_color_1 = Color.new(255,   0,   0, 192)
  hp_color_2 = Color.new(255, 255,   0, 192)
  self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  x -= 1
  y += (height/4).floor
  self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  x -= 1
  y += (height/4).ceil
  self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  x -= 1
  y += (height/4).ceil
  self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# Å" SPÆ'[Æ'^[ ‚Ì•`‰æ
#--------------------------------------------------------------------------
def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
  w = width * actor.sp / actor.maxsp
  hp_color_1 = Color.new(  0,   0, 255, 192)
  hp_color_2 = Color.new(  0, 255, 255, 192)
  self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  x -= 1
  y += (height/4).floor
  self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  x -= 1
  y += (height/4).ceil
  self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  x -= 1
  y += (height/4).ceil
  self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# Å" â€"¼‘O‚Ì•`‰æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_name draw_actor_name
def draw_actor_name(actor, x, y)
  xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true
end
#--------------------------------------------------------------------------
# Å" Æ'XÆ'e[Æ'g‚Ì•`‰æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_state draw_actor_state
def draw_actor_state(actor, x, y, width = 120)
  xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# Å" HP ‚Ì•`‰æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
  xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# Å" SP ‚Ì•`‰æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_sp draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
  xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
end
end
#==============================================================================
# ž Å O•”Æ'‰Æ'CÆ'uÆ'‰Æ'Å 
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# Å" Æ'‰Æ'CÆ'“•`‰æ by ÷‰ë Ý“y
#--------------------------------------------------------------------------
def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
  distance = (start_x - end_x).abs + (start_y - end_y).abs
  # •`ŽÊŠJŽn
  if end_color == start_color
	for i in 1..distance
  	x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  	y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  	self.contents.fill_rect(x, y, width, width, start_color) 
	end
  else
	for i in 1..distance
  	x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  	y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  	r = start_color.red   * (distance-i)/distance + end_color.red   * i/distance
  	g = start_color.green * (distance-i)/distance + end_color.green * i/distance
  	b = start_color.blue  * (distance-i)/distance + end_color.blue  * i/distance
  	a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
  	self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a)) 
	end
  end
end
 
#--------------------------------------------------------------------------
def draw_shadow_text(x, y, width, height, string, align = 0)
  color = self.contents.font.color.dup
  # •Žš‚ʼne•`‰æ
  self.contents.font.color = Color.new(0, 0, 0)
  self.contents.draw_text(x + 2, y + 2, width, height, string, align)
  # Å'³‚̐F‚Éâ€"ß‚µ‚Ä•`‰æ
  self.contents.font.color = color
  self.contents.draw_text(x, y, width, height, string, align)
end
end

Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von »Nerbert« (5. August 2009, 16:04)


2

Mittwoch, 5. August 2009, 16:24

Der Fehler liegt anscheinend, daran das hier 2 Zeilen vertauscht wurden.
So müsste es aussehen:

Ruby Quellcode

27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
def battle_end_recovery
  recovery_rate = battle_end_recovery_rate
  $game_party.actors.each do |actor|	
    if recovery_rate != 0 and not actor.dead?
      recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate
      recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate
      actor.hp += recovery_hp
      actor.sp += recovery_sp
      actor.damage = - recovery_hp
      actor.damage_pop = true
    end
    # Æ'XÆ'e[Æ'^Æ'XÆ'EÆ'BÆ'“Æ'hÆ'E‚ðXV
    @status_window.refresh
  end
end

In deinem geposteten Beispiel sind die Zeilen 29 und 30 vertauscht. Wie die Zeilennummern im Original liegen weiß ich nicht genau, hier scheinen sie etwas verschoben. Oritentier dich einfach am Inhalt.
Kurz gesagt: vertausche die fehlerhafte Zeile mit der darunterliegenden und es sollte gehen.

Nerbert

Schlitzohr

  • »Nerbert« ist der Autor dieses Themas

Motto: Power is nothing without control. Just livin' my dreams.

  • Nachricht senden

3

Mittwoch, 5. August 2009, 16:47

man ey super dankeschön
:yahoo!:

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