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| | [Demande à genoux] modification - système de points d'action | |
| | Auteur | Message |
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Invité Invité
| Sujet: [Demande à genoux] modification - système de points d'action Sam 01 Sep 2012, 16:16 | |
| Bonjour/bonsoir, je viens ici pour.. vous implorer à genoux *-* .. à la recherche du script qui donnerait du cachet à mes combats je suis tombé sur un script dans lequel chaque sort demande pour se lancer des points appelés " BP " et qui se rechargent à chaque tours, hors ce système de tour n'est pas compatible avec mes combats actuels (Il y a un tour par personnage et chaque tour affecte ce script, donc au lieu de gagner 1 bp j'en gagne 4 à 8..) , j'aurais donc aimé savoir si quelqu'un était habilité à transformer le mode de recharge pour passer de " à chaque tour " à " quand le personnage attaque " (l'attaque normal, pas un sort) Edit : Et si ça ne pose vraiment pas de difficulté à la personne, j'aurais apprécié que le mode de recharge soit " quand le personnage attaque ou se défend ", mais c'est purement facultatif.. ou alors " quand le personnage a effectué une action ", je ne sais pas si c'est plus simple ou compliqué mais ça serait tout aussi bien ! Edit 2 : La langue des annotations est le portugais, mais je ne pense pas que ça dérange vraiment. Le script actuellement : - Code:
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################################################################################ ################################# CODE CRUSH ################################### ################################################################################ =begin BP SYSTEM
-------------------------------------------------------------------------------- Script créés par Claimh. Version - 2.1.0 --------------------------------------------------------------------------------
CARACTERISTIQUES Ajoute un système de restriction par BP Des BP sont nécessaires en plus des SP pour utiliser les capacités Les BP ne peuvent être récupéré avec des objets, ils sont récupéré automatiquement à la fin de chaque tour de façon similaire à Wild Arms
MODIFICATION =end #------------------------------------------------------------------------------- module SysSkill_BP # Usar o custo SP. BATTLE_SP_USE = true # Ativar a janela de BP. WINDOW_BP_USE = true # Ativar o valor do BP por ícones. USE_BP_ICON = false # Nome do arquivo BP. BP_ICON = "036-Item05" SKILL_BP = { # Definição do custo de BP para cada habilidade. # # A => B #---------------------------------- # A = ID du sort. # B = BP nécéssaire. #---------------------------------- 1 => 2, 2 => 5, 3 =>7, 4 => 2, 5 => 5, 6 => 5, 7 => 2, 8 => 4, 9 => 6, 10 => 2, 11 => 4, 12 => 6, 13 => 2, 14 => 4, 15 => 6, 16 => 2, 17 => 4, 18 => 6, 19 => 2, 20 => 4, 21 => 6, 22 => 2, 23 => 4, 24 => 6, 25 => 2, 26 => 4, 27 => 6, 28 => 2, 29 => 4, 30 => 6, 31 => 3, 32 => 7, 33 => 1, 34 => 4, 35 => 1, 36 => 4, 37 => 1, 38 => 4, 39 => 1, 40 => 4, 41 => 1, 42 => 4, 43 => 1, 44 => 4, 45 => 1, 46 => 4, 47 => 1, 48 => 4, 49 => 1, 50 => 4, 51 => 1, 52 => 4, 53 => 3, 54 => 3, 55 => 3, 56 => 3, 57 => 2, 58 => 4, 59 => 6, 60 => 9, 61 => 2, 62 => 4, 63 => 6, 64 => 9, 65 => 2, 66 => 4, 67 => 6, 68 => 9, 69 => 2, 70 => 4, 71 => 6, 72 => 9, 73 => 2, 74 => 4, 75 => 6, 76 => 9, 77 => 2, 78 => 4, 79 => 6, 80 => 9 } # Definição dos parí¢metros iniciais de BP para cada personagem. ACT_BP = { #------------------------------------------------------ # A => [B, C, D] #------------------------------------------------------ # A = ID do personagem. # B = Quantité de BP d'origine du personnage. # C = Quantité de BP maximum du personnage. # D = Quantité de BP récupéré quand un tour passe. #------------------------------------------------------ 1 => [5, 10, 3], 2 => [4, 9, 4], 3 => [2, 13, 3], 4 => [4, 9, 2], 5 => [2, 10, 4], 6 => [3, 10, 2], 7 => [4, 12, 3], 8 => [4, 15, 2] } # Definindo em que Level o personagem aumentará o valor inicial de BP. ACT_INIT_BP_LVUP = { #------------------------------------------------------ # A => [B,B,B,B,B,B], #------------------------------------------------------ # A = ID do personagem. # B = Level 1 => [5,10,15,25,30,40], 2 => [5,10,15,25,30,40], 3 => [5,10,15,25,30,40], 4 => [5,10,15,25,30,40], 5 => [5,10,15,25,30,40], 6 => [5,10,15,25,30,40], 7 => [5,10,15,25,30,40], 8 => [5,10,15,25,30,40] } # Definindo em que Level o personagem aumentará o valor maximo de BP. ACT_MAX_BP_LVUP = { #------------------------------------------------------ # A => [B,B,B,B,B,B], #------------------------------------------------------ # A = ID do personagem. # B = Level 1 => [5,10,15,25,30,40], 2 => [5,10,15,25,30,40], 3 => [5,10,15,25,30,40], 4 => [5,10,15,25,30,40], 5 => [5,10,15,25,30,40], 6 => [5,10,15,25,30,40], 7 => [5,10,15,25,30,40], 8 => [5,10,15,25,30,40] } # Definindo em que Level o personagem aumentará o valor de BP ganho por turno. ACT_REST_BP_LVUP = { #------------------------------------------------------ # A => [B,B,B,B,B,B], #------------------------------------------------------ # A = ID do personagem. # B = Level
1 => [5,10,15,25,30,40], 2 => [5,10,15,25,30,40], 3 => [5,10,15,25,30,40], 4 => [5,10,15,25,30,40], 5 => [5,10,15,25,30,40], 6 => [5,10,15,25,30,40], 7 => [5,10,15,25,30,40], 8 => [5,10,15,25,30,40] } end #-------------------------------------------------------------------------------
class Game_Actor attr_accessor :bp attr_accessor :init_bp attr_accessor :max_bp attr_accessor :rest_bp alias initialize_use_limit initialize def initialize(actor_id) initialize_use_limit(actor_id) act_bp = SysSkill_BP::ACT_BP[actor_id] @bp = act_bp[0] @init_bp = act_bp[0] @max_bp = act_bp[1] @rest_bp = act_bp[2] end alias exp_bp= exp= def exp=(exp) cp_level = @level self.exp_bp = exp if cp_level < @level counter_num = 1 elsif cp_level > @level counter_num = -1 else return end for lv_index in cp_level...@level if SysSkill_BP::ACT_INIT_BP_LVUP[self.id].include?(lv_index) @init_bp += counter_num end if SysSkill_BP::ACT_MAX_BP_LVUP[self.id].include?(lv_index) @max_bp += counter_num end if SysSkill_BP::ACT_REST_BP_LVUP[self.id].include?(lv_index) @rest_bp += counter_num end end end end
class Game_Battler alias skill_limit_can_use? skill_can_use? def skill_can_use?(skill_id) ret = skill_limit_can_use?(skill_id) if self.is_a?(Game_Actor) and $scene.is_a?(Scene_Battle) bp = SysSkill_BP::SKILL_BP[skill_id] skill_bp = ( bp == nil ? 1 : bp) if ret if self.bp < skill_bp return false end else if !SysSkill_BP::BATTLE_SP_USE if $data_skills[skill_id].sp_cost > self.sp cp_sp = $data_skills[skill_id].sp_cost.dup $data_skills[skill_id].sp_cost = 0 ret_sp = skill_limit_can_use?(skill_id) $data_skills[skill_id].sp_cost = cp_sp if ret_sp if self.bp < skill_bp # if FlashSystem::FLASH_COST and self.flash_flg # return true # end return false end end end end end end return ret end end
class Scene_Battle alias main_use_limit main def main for i in 0..$game_party.actors.size-1 actor = $game_party.actors[i] actor.bp = actor.init_bp end main_use_limit end alias start_skill_select_limit start_skill_select def start_skill_select start_skill_select_limit if SysSkill_BP::WINDOW_BP_USE @actor_bp_window = Window_Battle_Point.new @actor_bp_window.x = @actor_index * 160 @actor_bp_window.y = 300 @actor_bp_window.back_opacity =160 @actor_bp_window.set_actor_bp(@active_battler) end end alias end_skill_select_limit end_skill_select def end_skill_select if SysSkill_BP::WINDOW_BP_USE @actor_bp_window.dispose @actor_bp_window = nil end end_skill_select_limit end alias make_skill_action_result_limit make_skill_action_result def make_skill_action_result make_skill_action_result_limit if @active_battler.is_a?(Game_Actor) bp = SysSkill_BP::SKILL_BP[@skill.id] skill_bp = (bp==nil ? 1 : bp) @active_battler.bp -= skill_bp if !SysSkill_BP::BATTLE_SP_USE @active_battler.sp += @skill.sp_cost end end end alias update_phase4_step6_limit update_phase4_step6 def update_phase4_step6 update_phase4_step6_limit if @active_battler.is_a?(Game_Actor) @active_battler.bp += @active_battler.rest_bp if @active_battler.bp > @active_battler.max_bp @active_battler.bp = @active_battler.max_bp end end end end class Window_Base < Window def draw_actor_bp(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, "BP") width = 144 if width - 32 >= 108 sp_x = x + width - 124 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end self.contents.font.color = actor.bp == 0 ? knockout_color : actor.bp <= actor.max_bp / 4 ? crisis_color : normal_color self.contents.draw_text(sp_x, y, 36, 32, actor.bp.to_s, 2) if flag self.contents.font.color = normal_color self.contents.draw_text(sp_x + 36, y, 12, 32, "/", 1) self.contents.draw_text(sp_x + 48, y, 48, 32, actor.max_bp.to_s) self.contents.font.color = knockout_color self.contents.draw_text(sp_x + 72, y, 12, 32, "+", 1) self.contents.draw_text(sp_x + 84, y, 48, 32, actor.rest_bp.to_s) self.contents.font.color = normal_color end end def draw_actor_bp_icon(actor, x, y) bitmap = RPG::Cache.icon(SysSkill_BP::BP_ICON) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) for i in 0...actor.bp self.contents.blt(x + cw - bitmap.width, y - ch + 30, bitmap, src_rect) cw += bitmap.width end end end
class Window_Battle_Point < Window_Base def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) end def set_actor_bp(actor) if SysSkill_BP::USE_BP_ICON draw_actor_bp_icon(actor, 4, 0) else draw_actor_bp(actor, 4, 0) end end end
#============================================================================== # ? Window_Skill #============================================================================== class Window_Skill < Window_Selectable def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0) if SysSkill_BP::BATTLE_SP_USE self.contents.draw_text(x + 196, y, 48, 32, skill.sp_cost.to_s, 2) end bp = SysSkill_BP::SKILL_BP[skill.id] skill_bp = (bp == nil ? 1 : bp) self.contents.font.color = crisis_color self.contents.draw_text(x + 232, y, 48, 32, skill_bp.to_s, 2) end end
#============================================================================== # ? Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Base def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size actor = $game_party.actors[i] actor_x = i * 160 + 4 draw_actor_name(actor, actor_x, 0) if SysSkill_BP::BATTLE_SP_USE draw_actor_hp(actor, actor_x, 30, 120) draw_actor_sp(actor, actor_x, 50, 120) else draw_actor_hp(actor, actor_x, 32, 120) end if SysSkill_BP::BATTLE_SP_USE bp_y = 70 else bp_y = 64 end if SysSkill_BP::USE_BP_ICON draw_actor_bp_icon(actor, actor_x, bp_y) else draw_actor_bp(actor, actor_x, bp_y) end if @level_up_flags[i] self.contents.font.color = normal_color self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!") else draw_actor_state(actor, actor_x, 96) end end end end Je pense que ça serait plus ou moins le point central de mes combats donc si quelqu'un en a la capacité et la volonté je le remercie grandement ! Bon Making et à bientôt ~ |
| | | Seri Modérateur
Nombre de messages : 558 Age : 35 Projet(s) en cours : Oliver Niveau Rpg Maker : Se débrouille Jeux Préférés : FF9,FF12, Chrono Cross Date d'inscription : 10/07/2012
| Sujet: Re: [Demande à genoux] modification - système de points d'action Dim 02 Sep 2012, 19:41 | |
| Salut ! J'ai ici quelques modifications qui pourraient marcher. Je ne promets rien - j'ai le cerveau qui marche un peu au ralenti - mais ça devrait marcher. J'ai rajouté quelques commentaires pour que tu vois ce que j'ai changé. - Code:
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################################################################################ ################################# CODE CRUSH ################################### ################################################################################ =begin BP SYSTEM
-------------------------------------------------------------------------------- Script créés par Claimh. Version - 2.1.0 --------------------------------------------------------------------------------
CARACTERISTIQUES Ajoute un système de restriction par BP Des BP sont nécessaires en plus des SP pour utiliser les capacités Les BP ne peuvent être récupéré avec des objets, ils sont récupéré automatiquement à la fin de chaque tour de façon similaire à Wild Arms
MODIFICATION =end #------------------------------------------------------------------------------- module SysSkill_BP # Usar o custo SP. BATTLE_SP_USE = true # Ativar a janela de BP. WINDOW_BP_USE = true # Ativar o valor do BP por ícones. USE_BP_ICON = false # Nome do arquivo BP. BP_ICON = "036-Item05" SKILL_BP = { # Definição do custo de BP para cada habilidade. # # A => B #---------------------------------- # A = ID du sort. # B = BP nécéssaire. #---------------------------------- 1 => 2, 2 => 5, 3 =>7, 4 => 2, 5 => 5, 6 => 5, 7 => 2, 8 => 4, 9 => 6, 10 => 2, 11 => 4, 12 => 6, 13 => 2, 14 => 4, 15 => 6, 16 => 2, 17 => 4, 18 => 6, 19 => 2, 20 => 4, 21 => 6, 22 => 2, 23 => 4, 24 => 6, 25 => 2, 26 => 4, 27 => 6, 28 => 2, 29 => 4, 30 => 6, 31 => 3, 32 => 7, 33 => 1, 34 => 4, 35 => 1, 36 => 4, 37 => 1, 38 => 4, 39 => 1, 40 => 4, 41 => 1, 42 => 4, 43 => 1, 44 => 4, 45 => 1, 46 => 4, 47 => 1, 48 => 4, 49 => 1, 50 => 4, 51 => 1, 52 => 4, 53 => 3, 54 => 3, 55 => 3, 56 => 3, 57 => 2, 58 => 4, 59 => 6, 60 => 9, 61 => 2, 62 => 4, 63 => 6, 64 => 9, 65 => 2, 66 => 4, 67 => 6, 68 => 9, 69 => 2, 70 => 4, 71 => 6, 72 => 9, 73 => 2, 74 => 4, 75 => 6, 76 => 9, 77 => 2, 78 => 4, 79 => 6, 80 => 9 } # Definição dos parí¢metros iniciais de BP para cada personagem. ACT_BP = { #------------------------------------------------------ # A => [B, C, D] #------------------------------------------------------ # A = ID do personagem. # B = Quantité de BP d'origine du personnage. # C = Quantité de BP maximum du personnage. # D = Quantité de BP récupéré quand un tour passe. #------------------------------------------------------ 1 => [5, 10, 1], 2 => [4, 9, 1], 3 => [2, 13, 1], 4 => [4, 9, 1], 5 => [2, 10, 1], 6 => [3, 10, 1], 7 => [4, 12, 1], 8 => [4, 15, 1] } #Déjà là ça devrait changer la quantité de BP récupéré (1 au lieu de 4, 2 ou 3 qu'il y avait avant)
# Definindo em que Level o personagem aumentará o valor inicial de BP. ACT_INIT_BP_LVUP = { #------------------------------------------------------ # A => [B,B,B,B,B,B], #------------------------------------------------------ # A = ID do personagem. # B = Level 1 => [5,10,15,25,30,40], 2 => [5,10,15,25,30,40], 3 => [5,10,15,25,30,40], 4 => [5,10,15,25,30,40], 5 => [5,10,15,25,30,40], 6 => [5,10,15,25,30,40], 7 => [5,10,15,25,30,40], 8 => [5,10,15,25,30,40] } # Definindo em que Level o personagem aumentará o valor maximo de BP. ACT_MAX_BP_LVUP = { #------------------------------------------------------ # A => [B,B,B,B,B,B], #------------------------------------------------------ # A = ID do personagem. # B = Level 1 => [5,10,15,25,30,40], 2 => [5,10,15,25,30,40], 3 => [5,10,15,25,30,40], 4 => [5,10,15,25,30,40], 5 => [5,10,15,25,30,40], 6 => [5,10,15,25,30,40], 7 => [5,10,15,25,30,40], 8 => [5,10,15,25,30,40] } # Definindo em que Level o personagem aumentará o valor de BP ganho por turno. ACT_REST_BP_LVUP = { #------------------------------------------------------ # A => [B,B,B,B,B,B], #------------------------------------------------------ # A = ID do personagem. # B = Level
1 => [5,10,15,25,30,40], 2 => [5,10,15,25,30,40], 3 => [5,10,15,25,30,40], 4 => [5,10,15,25,30,40], 5 => [5,10,15,25,30,40], 6 => [5,10,15,25,30,40], 7 => [5,10,15,25,30,40], 8 => [5,10,15,25,30,40] } end #-------------------------------------------------------------------------------
class Game_Actor attr_accessor :bp attr_accessor :init_bp attr_accessor :max_bp attr_accessor :rest_bp alias initialize_use_limit initialize def initialize(actor_id) initialize_use_limit(actor_id) act_bp = SysSkill_BP::ACT_BP[actor_id] @bp = act_bp[0] @init_bp = act_bp[0] @max_bp = act_bp[1] @rest_bp = act_bp[2] end alias exp_bp= exp= def exp=(exp) cp_level = @level self.exp_bp = exp if cp_level < @level counter_num = 1 elsif cp_level > @level counter_num = -1 else return end for lv_index in cp_level...@level if SysSkill_BP::ACT_INIT_BP_LVUP[self.id].include?(lv_index) @init_bp += counter_num end if SysSkill_BP::ACT_MAX_BP_LVUP[self.id].include?(lv_index) @max_bp += counter_num end if SysSkill_BP::ACT_REST_BP_LVUP[self.id].include?(lv_index) @rest_bp += counter_num end end end end
class Game_Battler alias skill_limit_can_use? skill_can_use? def skill_can_use?(skill_id) ret = skill_limit_can_use?(skill_id) if self.is_a?(Game_Actor) and $scene.is_a?(Scene_Battle) bp = SysSkill_BP::SKILL_BP[skill_id] skill_bp = ( bp == nil ? 1 : bp) if ret if self.bp < skill_bp return false end else if !SysSkill_BP::BATTLE_SP_USE if $data_skills[skill_id].sp_cost > self.sp cp_sp = $data_skills[skill_id].sp_cost.dup $data_skills[skill_id].sp_cost = 0 ret_sp = skill_limit_can_use?(skill_id) $data_skills[skill_id].sp_cost = cp_sp if ret_sp if self.bp < skill_bp # if FlashSystem::FLASH_COST and self.flash_flg # return true # end return false end end end end end end return ret end end
class Scene_Battle alias main_use_limit main def main for i in 0..$game_party.actors.size-1 actor = $game_party.actors[i] actor.bp = actor.init_bp end main_use_limit end alias start_skill_select_limit start_skill_select def start_skill_select start_skill_select_limit if SysSkill_BP::WINDOW_BP_USE @actor_bp_window = Window_Battle_Point.new @actor_bp_window.x = @actor_index * 160 @actor_bp_window.y = 300 @actor_bp_window.back_opacity =160 @actor_bp_window.set_actor_bp(@active_battler) end end alias end_skill_select_limit end_skill_select def end_skill_select if SysSkill_BP::WINDOW_BP_USE @actor_bp_window.dispose @actor_bp_window = nil end end_skill_select_limit end alias make_skill_action_result_limit make_skill_action_result def make_skill_action_result make_skill_action_result_limit if @active_battler.is_a?(Game_Actor) bp = SysSkill_BP::SKILL_BP[@skill.id] skill_bp = (bp==nil ? 1 : bp) @active_battler.bp -= skill_bp if !SysSkill_BP::BATTLE_SP_USE @active_battler.sp += @skill.sp_cost end end end alias update_phase4_step6_limit update_phase4_step6 def update_phase4_step6 update_phase4_step6_limit if @active_battler.is_a?(Game_Actor)
#rajout de la condition si le personnage était en train de se défendre. Ainsi il gagne des BP s'il se défend. #Sans cette condition, tous les persos gagnent des BP à la fin du tour. Avec, seuls les persos qui se défendaient #en gagnent.
if @active_battler.current_action.basic == 1 @active_battler.bp += @active_battler.rest_bp
if @active_battler.bp > @active_battler.max_bp @active_battler.bp = @active_battler.max_bp end end end end class Window_Base < Window def draw_actor_bp(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, "BP") width = 144 if width - 32 >= 108 sp_x = x + width - 124 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end self.contents.font.color = actor.bp == 0 ? knockout_color : actor.bp <= actor.max_bp / 4 ? crisis_color : normal_color self.contents.draw_text(sp_x, y, 36, 32, actor.bp.to_s, 2) if flag self.contents.font.color = normal_color self.contents.draw_text(sp_x + 36, y, 12, 32, "/", 1) self.contents.draw_text(sp_x + 48, y, 48, 32, actor.max_bp.to_s) self.contents.font.color = knockout_color self.contents.draw_text(sp_x + 72, y, 12, 32, "+", 1) self.contents.draw_text(sp_x + 84, y, 48, 32, actor.rest_bp.to_s) self.contents.font.color = normal_color end end def draw_actor_bp_icon(actor, x, y) bitmap = RPG::Cache.icon(SysSkill_BP::BP_ICON) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) for i in 0...actor.bp self.contents.blt(x + cw - bitmap.width, y - ch + 30, bitmap, src_rect) cw += bitmap.width end end end
class Window_Battle_Point < Window_Base def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) end def set_actor_bp(actor) if SysSkill_BP::USE_BP_ICON draw_actor_bp_icon(actor, 4, 0) else draw_actor_bp(actor, 4, 0) end end end
#============================================================================== # ? Window_Skill #============================================================================== class Window_Skill < Window_Selectable def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0) if SysSkill_BP::BATTLE_SP_USE self.contents.draw_text(x + 196, y, 48, 32, skill.sp_cost.to_s, 2) end bp = SysSkill_BP::SKILL_BP[skill.id] skill_bp = (bp == nil ? 1 : bp) self.contents.font.color = crisis_color self.contents.draw_text(x + 232, y, 48, 32, skill_bp.to_s, 2) end end
#============================================================================== # ? Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Base def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size actor = $game_party.actors[i] actor_x = i * 160 + 4 draw_actor_name(actor, actor_x, 0) if SysSkill_BP::BATTLE_SP_USE draw_actor_hp(actor, actor_x, 30, 120) draw_actor_sp(actor, actor_x, 50, 120) else draw_actor_hp(actor, actor_x, 32, 120) end if SysSkill_BP::BATTLE_SP_USE bp_y = 70 else bp_y = 64 end if SysSkill_BP::USE_BP_ICON draw_actor_bp_icon(actor, actor_x, bp_y) else draw_actor_bp(actor, actor_x, bp_y) end if @level_up_flags[i] self.contents.font.color = normal_color self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!") else draw_actor_state(actor, actor_x, 96) end end end end ~Seri | |
| | | | [Demande à genoux] modification - système de points d'action | |
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