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| Sujet: [VXAce] ATB pour combat Sam 28 Jan 2012 - 13:59 | |
| Voiçi un script pour faire une jauge ATB. Pour ceux qui connaissent pas c'est une jauge qui monte et arrivée au bout vous pouvez attaquer. Elle est compatible avec le SBS que j'ai posté. Script de Fomar0153 sur je ne sais plus quel site. - Code:
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=begin Customisable ATB/Stamina Based Battle System Script by Fomar0153 Version 1.2 ---------------------- Notes ---------------------- No requirements Customises the battle system to be similar to ATB or Stamina based battle systems. ---------------------- Instructions ---------------------- Edit variables in CBS to suit your needs. The guard status should be set to 2~2 turns. ---------------------- Change Log ---------------------- 1.0 -> 1.1 Restored turn functionality and a glitch related to message windows 1.1 -> 1.2 Added CTB related options Added the ability to pass a turn Fixed a bug which caused an error on maps with no random battles Added options for turn functionality to be based on time or number of actions Added the ability to change the bar colours based on states ---------------------- Known bugs ---------------------- None =end module CBS
MAX_STAMINA = 1000 RESET_STAMINA = true # If ATB is set to false then the bars won't appear and # the pauses where the bars would be filling up are removed # effectively turning this into a CTB system ATB = true SAMINA_GAUGE_NAME = "ATB" ENABLE_PASSING = true PASSING_COST = 200 # If seconds per turn is set to 0 then a turn length will be # decided on number of actions TURN_LENGTH = 4 ESCAPE_COST = 500 # If reset stamina is set to true then all characters # will start with a random amount of stamina capped at # the percentage you set. # If reset stamina is set to false then this just # affects enemies. STAMINA_START_PERCENT = 20
# Default skill cost # If you want to customise skill costs do it like this # SKILL_COST[skill_id] = cost SKILL_COST = [] SKILL_COST[0] = 1000 # Attack SKILL_COST[1] = 1000 # Guard SKILL_COST[2] = 500 ITEM_COST = 1000
# If you prefer to have states handle agility buffs then set STATES_HANDLE_AGI to true STATES_HANDLE_AGI = false # In the following section mult means the amount you multiply stamina gains by # if STATES_HANDLE_AGI is set to true then it is only used to determine bar color # with debuffs taking precedence over buffs STAMINA_STATES = [] # Default colour STAMINA_STATES[0] = [1,31,32] # in the form # STAMINA_STATES[STATE_ID] = [MULT,FILL_COLOUR,EMPTY_COLOR] # e.g. Haste STAMINA_STATES[10] = [2,4,32] # e.g. Stop STAMINA_STATES[11] = [0,8,32] # e.g. Slow STAMINA_STATES[12] = [0.5,8,32]
#-------------------------------------------------------------------------- # ● New Method stamina_gain #-------------------------------------------------------------------------- def self.stamina_gain(battler) return ((2 + [0, battler.agi / 10].max) * self.stamina_mult(battler)).to_i end #-------------------------------------------------------------------------- # ● New Method stamina_gain #-------------------------------------------------------------------------- def self.stamina_mult(battler) return 1 if STATES_HANDLE_AGI mult = STAMINA_STATES[0][0] for state in battler.states unless STAMINA_STATES[state.id].nil? mult *= STAMINA_STATES[state.id][0] end end return mult end #-------------------------------------------------------------------------- # ● New Method stamina_gain #-------------------------------------------------------------------------- def self.stamina_colors(battler) colors = STAMINA_STATES[0] for state in battler.states unless STAMINA_STATES[state.id].nil? if STAMINA_STATES[state.id][0] < colors[0] or colors[0] == 1 colors = STAMINA_STATES[state.id] end end end return colors end #-------------------------------------------------------------------------- # ● New Method stamina_start #-------------------------------------------------------------------------- def self.stamina_start(battler) battler.stamina = rand(MAX_STAMINA * STAMINA_START_PERCENT / 100) end end
class Game_BattlerBase #-------------------------------------------------------------------------- # ● New attr_accessor #-------------------------------------------------------------------------- attr_accessor :stamina #-------------------------------------------------------------------------- # ● Aliases initialize #-------------------------------------------------------------------------- alias cbs_initialize initialize def initialize cbs_initialize @stamina = 0 end #-------------------------------------------------------------------------- # ● New Method stamina_rate #-------------------------------------------------------------------------- def stamina_rate @stamina.to_f / CBS::MAX_STAMINA end #-------------------------------------------------------------------------- # ● New Method stamina_rate #-------------------------------------------------------------------------- def stamina_gain return if not movable? @stamina = [CBS::MAX_STAMINA, @stamina + CBS.stamina_gain(self)].min end #-------------------------------------------------------------------------- # ● New Method stamina_color #-------------------------------------------------------------------------- def stamina_color for state in @states unless CBS::STAMINA_STATES[state].nil? return STAMINA_STATES[state] end end return STAMINA_STATES[0] end end
#-------------------------------------------------------------------------- # ● New Class Window_PartyHorzCommand #-------------------------------------------------------------------------- class Window_PartyHorzCommand < Window_HorzCommand #-------------------------------------------------------------------------- # ● New Method initialize #-------------------------------------------------------------------------- def initialize super(0, 0) self.openness = 0 deactivate end #-------------------------------------------------------------------------- # ● New Method window_width #-------------------------------------------------------------------------- def window_width return Graphics.width end #-------------------------------------------------------------------------- # ● New Method visible_line_number #-------------------------------------------------------------------------- def visible_line_number return 1 end #-------------------------------------------------------------------------- # ● New Method make_command_list #-------------------------------------------------------------------------- def make_command_list add_command(Vocab::fight, :fight) add_command(Vocab::escape, :escape, BattleManager.can_escape?) end #-------------------------------------------------------------------------- # ● New Method setup #-------------------------------------------------------------------------- def setup clear_command_list make_command_list refresh select(0) activate open end end
class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ● Rewrote update #-------------------------------------------------------------------------- def update super if (CBS::ENABLE_PASSING and @actor_command_window.active) and Input.press?(:A) command_pass end if BattleManager.in_turn? and !inputting? while @subject.nil? and !CBS::ATB process_stamina end if CBS::ATB process_stamina end process_event process_action end BattleManager.judge_win_loss end #-------------------------------------------------------------------------- # ● New Method inputting? #-------------------------------------------------------------------------- def inputting? return @actor_command_window.active || @skill_window.active || @item_window.active || @actor_window.active || @enemy_window.active end #-------------------------------------------------------------------------- # ● New Method process_stamina #-------------------------------------------------------------------------- def process_stamina @actor_command_window.close return if @subject BattleManager.advance_turn all_battle_members.each do |battler| battler.stamina_gain end @status_window.refresh if @status_window.close? @status_window.open end if BattleManager.escaping? $game_party.battle_members.each do |battler| if battler.stamina < CBS::MAX_STAMINA $game_troop.members.each do |enemy| if enemy.stamina == CBS::MAX_STAMINA enemy.make_actions @subject = enemy end end return end end unless BattleManager.process_escape $game_party.battle_members.each do |actor| actor.stamina -= CBS::ESCAPE_COST end end end all_battle_members.each do |battler| if battler.stamina == CBS::MAX_STAMINA battler.make_actions @subject = battler if @subject.inputable? and battler.is_a?(Game_Actor) @actor_command_window.setup(@subject) BattleManager.set_actor(battler) end return end end end #-------------------------------------------------------------------------- # ● Rewrote create_info_viewport #-------------------------------------------------------------------------- def create_info_viewport @info_viewport = Viewport.new @info_viewport.rect.y = Graphics.height - @status_window.height - 48 @info_viewport.rect.height = @status_window.height + 48 @info_viewport.z = 100 @info_viewport.ox = 0 @status_window.viewport = @info_viewport end #-------------------------------------------------------------------------- # ● Rewrote create_party_command_window #-------------------------------------------------------------------------- def create_party_command_window @party_command_window = Window_PartyHorzCommand.new @party_command_window.viewport = @info_viewport @party_command_window.set_handler(:fight, method(:command_fight)) @party_command_window.set_handler(:escape, method(:command_escape)) @party_command_window.unselect end #-------------------------------------------------------------------------- # ● Rewrote create_status_window #-------------------------------------------------------------------------- def create_status_window @status_window = Window_BattleStatus.new end #-------------------------------------------------------------------------- # ● Rewrote create_actor_command_window #-------------------------------------------------------------------------- def create_actor_command_window @actor_command_window = Window_ActorCommand.new @actor_command_window.viewport = @info_viewport @actor_command_window.set_handler(:attack, method(:command_attack)) @actor_command_window.set_handler(:skill, method(:command_skill)) @actor_command_window.set_handler(:guard, method(:command_guard)) @actor_command_window.set_handler(:item, method(:command_item)) @actor_command_window.set_handler(:cancel, method(:prior_command)) @actor_command_window.x = Graphics.width - 128 @actor_command_window.y = 48 end #-------------------------------------------------------------------------- # ● Destroyed update_info_viewport #-------------------------------------------------------------------------- def update_info_viewport # no thank you end #-------------------------------------------------------------------------- # ● Rewrote start_party_command_selection #-------------------------------------------------------------------------- def start_party_command_selection unless scene_changing? refresh_status @status_window.unselect @status_window.open if BattleManager.input_start @actor_command_window.close @party_command_window.setup else @party_command_window.deactivate turn_start end end end #-------------------------------------------------------------------------- # ● Rewrote start_actor_command_selection #-------------------------------------------------------------------------- def start_actor_command_selection @party_command_window.close BattleManager.set_escaping(false) turn_start end #-------------------------------------------------------------------------- # ● Rewrote prior_command #-------------------------------------------------------------------------- def prior_command start_party_command_selection end #-------------------------------------------------------------------------- # ● Rewrote process_action #-------------------------------------------------------------------------- def process_action return if scene_changing? if !@subject || !@subject.current_action @subject = BattleManager.next_subject end if Input.trigger?(:B) and (@subject == nil) start_party_command_selection end return unless @subject if @subject.current_action @subject.current_action.prepare if @subject.current_action.valid? @status_window.open execute_action end @subject.remove_current_action refresh_status @log_window.display_auto_affected_status(@subject) @log_window.wait_and_clear end process_action_end unless @subject.current_action end #-------------------------------------------------------------------------- # ● Aliases use_item #-------------------------------------------------------------------------- alias cbs_use_item use_item def use_item cbs_use_item @subject.stamina_loss end #-------------------------------------------------------------------------- # ● Rewrote turn_end #-------------------------------------------------------------------------- def turn_end all_battle_members.each do |battler| battler.on_turn_end refresh_status @log_window.display_auto_affected_status(battler) @log_window.wait_and_clear end end #-------------------------------------------------------------------------- # ● Rewrote command_fight #-------------------------------------------------------------------------- def command_fight BattleManager.next_command start_actor_command_selection end #-------------------------------------------------------------------------- # ● Rewrote command_escape #-------------------------------------------------------------------------- def command_escape @party_command_window.close BattleManager.set_escaping(true) turn_start end #-------------------------------------------------------------------------- # ● New method command_pass #-------------------------------------------------------------------------- def command_pass BattleManager.actor.stamina -= CBS::PASSING_COST BattleManager.clear_actor @subject = nil turn_start @actor_command_window.active = false @actor_command_window.close end #-------------------------------------------------------------------------- # ● Destroyed next_command #-------------------------------------------------------------------------- def next_command # no thank you end end
class Window_BattleStatus < Window_Selectable #-------------------------------------------------------------------------- # ● Rewrote initialize #-------------------------------------------------------------------------- def initialize super(0, 48, Graphics.width, window_height) if CBS::ATB super(0, 48, Graphics.width - 128, window_height) unless CBS::ATB refresh self.openness = 0 end #-------------------------------------------------------------------------- # ● Rewrote window_width #-------------------------------------------------------------------------- def window_width Graphics.width - 128 end #-------------------------------------------------------------------------- # ● Rewrote refresh #-------------------------------------------------------------------------- def refresh contents.clear draw_all_items end #-------------------------------------------------------------------------- # ● Rewrote draw_item #-------------------------------------------------------------------------- def draw_item(index) actor = $game_party.battle_members[index] draw_basic_area(basic_area_rect(index), actor) draw_gauge_area(gauge_area_rect(index), actor) end #-------------------------------------------------------------------------- # ● Rewrote basic_area_rect #-------------------------------------------------------------------------- def basic_area_rect(index) rect = item_rect_for_text(index) rect.width -= gauge_area_width + 10 rect end #-------------------------------------------------------------------------- # ● Rewrote gauge_area_rect #-------------------------------------------------------------------------- def gauge_area_rect(index) rect = item_rect_for_text(index) rect.x += rect.width - gauge_area_width #- 128 #### rect.width = gauge_area_width rect end #-------------------------------------------------------------------------- # ● Rewrote gauge_area_width #-------------------------------------------------------------------------- def gauge_area_width return 220 + 128 if CBS::ATB return 220 end #-------------------------------------------------------------------------- # ● Rewrote draw_gauge_area_with_tp #-------------------------------------------------------------------------- def draw_gauge_area_with_tp(rect, actor) draw_actor_hp(actor, rect.x + 0, rect.y, 72) draw_actor_mp(actor, rect.x + 82, rect.y, 64) draw_actor_tp(actor, rect.x + 156, rect.y, 64) draw_actor_stamina(actor, rect.x + 240, rect.y, 108) if CBS::ATB end #-------------------------------------------------------------------------- # ● Rewrote draw_gauge_area_without_tp #-------------------------------------------------------------------------- def draw_gauge_area_without_tp(rect, actor) draw_actor_hp(actor, rect.x + 0, rect.y, 134) draw_actor_mp(actor, rect.x + 144, rect.y, 76) draw_actor_stamina(actor, rect.x + 240, rect.y, 108) if CBS::ATB end #-------------------------------------------------------------------------- # ● New Method draw_actor_stamina #-------------------------------------------------------------------------- def draw_actor_stamina(actor, x, y, width = 124) draw_gauge(x, y, width, actor.stamina_rate, text_color(CBS.stamina_colors(actor)[2]),text_color(CBS.stamina_colors(actor)[1])) change_color(system_color) draw_text(x, y, 30, line_height, CBS::SAMINA_GAUGE_NAME) end end
class Window_BattleSkill < Window_SkillList #-------------------------------------------------------------------------- # ● Rewrote initialize #-------------------------------------------------------------------------- def initialize(help_window, info_viewport) y = help_window.height super(0, y, Graphics.width, info_viewport.rect.y - y + 48) self.visible = false @help_window = help_window @info_viewport = info_viewport end end
class Window_BattleActor < Window_BattleStatus #-------------------------------------------------------------------------- # ● Rewrote initialize #-------------------------------------------------------------------------- def initialize(info_viewport) super() self.y = info_viewport.rect.y + 48 self.visible = false self.openness = 255 @info_viewport = info_viewport end end
class Window_BattleEnemy < Window_Selectable # ● Rewrote initialize #-------------------------------------------------------------------------- def initialize(info_viewport) super(0, info_viewport.rect.y + 48, window_width, fitting_height(4)) refresh self.visible = false @info_viewport = info_viewport end end
class Window_BattleItem < Window_ItemList #-------------------------------------------------------------------------- # ● Rewrote initialize #-------------------------------------------------------------------------- def initialize(help_window, info_viewport) y = help_window.height super(0, y, Graphics.width, info_viewport.rect.y - y + 48) self.visible = false @help_window = help_window @info_viewport = info_viewport end end
module BattleManager #-------------------------------------------------------------------------- # ● Rewrote setup #-------------------------------------------------------------------------- def self.setup(troop_id, can_escape = true, can_lose = false) init_members $game_troop.setup(troop_id) @can_escape = can_escape @can_lose = can_lose make_escape_ratio @escaping = false @turn_counter = 0 @actions_per_turn = $game_party.members.size + $game_troop.members.size ($game_party.members + $game_troop.members).each do |battler| if battler.is_a?(Game_Enemy) or CBS::RESET_STAMINA CBS.stamina_start(battler) end end end #-------------------------------------------------------------------------- # ● New Method set_escaping #-------------------------------------------------------------------------- def self.set_escaping(escaping) @escaping = escaping end #-------------------------------------------------------------------------- # ● New Method escaping? #-------------------------------------------------------------------------- def self.escaping? return @escaping end #-------------------------------------------------------------------------- # ● Rewrote turn_start #-------------------------------------------------------------------------- def self.turn_start @phase = :turn clear_actor $game_troop.increase_turn if $game_troop.turn_count == 0 end #-------------------------------------------------------------------------- # ● New Method set_actor #-------------------------------------------------------------------------- def self.set_actor(actor) @actor_index = actor.index end #-------------------------------------------------------------------------- # ● New Increase action counter #-------------------------------------------------------------------------- def self.add_action return if @actions_per_turn.nil? @turn_counter += 1 if @turn_counter == @actions_per_turn and CBS::TURN_LENGTH == 0 $game_troop.increase_turn SceneManager.scene.turn_end @turn_counter = 0 end end #-------------------------------------------------------------------------- # ● New Method advance_turn #-------------------------------------------------------------------------- def self.advance_turn return if CBS::TURN_LENGTH == 0 @turn_counter += 1 if @turn_counter == 60 * CBS::TURN_LENGTH $game_troop.increase_turn SceneManager.scene.turn_end @turn_counter = 0 end end end
class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # ● Rewrote on_turn_end #-------------------------------------------------------------------------- def on_turn_end @result.clear regenerate_all update_state_turns update_buff_turns remove_states_auto(2) end #-------------------------------------------------------------------------- # ● New Method on_turn_end #-------------------------------------------------------------------------- def stamina_loss if self.actor? @stamina -= input.stamina_cost else @stamina -= @actions[0].stamina_cost end BattleManager.add_action end end
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● Rewrote input #-------------------------------------------------------------------------- def input if @actions[@action_input_index] == nil @actions[@action_input_index] = Game_Action.new(self) end return @actions[@action_input_index] end end
class Game_Action #-------------------------------------------------------------------------- # ● New Method stamina_cost #-------------------------------------------------------------------------- def stamina_cost if @item.is_skill? return CBS::SKILL_COST[item.id] if CBS::SKILL_COST[item.id] return CBS::SKILL_COST[0] end return CBS::ITEM_COST if @item.is_item? return CBS::MAX_STAMINA end end
Edit Rito: Le Script est uniquement pour VXAce. |
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Citadin Lv.7
Age : 123 Inscrit le : 08/04/2010 Messages : 218
| Sujet: Re: [VXAce] ATB pour combat Dim 1 Avr 2012 - 14:11 | |
| Screens ? Installation ? Compatibilite ? EDIT : Bon, j'ai teste, on a pas besoin d'autre scripts pour le faire marcher. Ce script d'ATB marche tout seul (Desolez pour les accents, j'ai un clavier americain) EDIT 2 : Il marche tres bien avec le SBS du fofo ! |
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