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Screen Contest #90

Kamikun






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*Multiscope System - - - - -

    Valentino
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#1 Inviato 03 August 2010 - 13:24 PM

Multiscope Sistem


Descrizione

Script che permette di cambiare i target delle magie all'interno della battaglia (come i vecchi FF). Ad esempio passare da un nemico a tutti i nemici e viceversa oppure da un alleato a tutti e viceversa.
Solo le magie contrassegnate come multiscope avranno questa caratteristica. Il danno o la guarigione verranno dimezzati se bersaglieranno tutti i nemici/alleati.
Per le magie di status invece ce un apposito sistema che permette lo stesso il multiscope per queste magie, ma a un costo di punti magia raddoppiato. Una descrizione completa č contenuta nello script.



Autore
Avon Valentino (Io)



Allegati

Demo Link

http://www.mediafire...5uqpbtgy7ntijyk


Script Link

http://www.mediafire...c4444vc81y7shsw

Script:
CODE -> ruby
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#-------------------------------MULTISCOPE SYSTEM----------------------------
#
#
#----------------------------------SPIEGAZIONE-------------------------------
#
#
#Questo script permette il cambio di target durante la battaglia come ad esempio
#passare da un nemico a tutti i nemici o viceversa. Stessa cosa per gli alleati.
#L'id delle skill che hanno questa caratteristica vanno inseriti nell'insieme
#sottostante : SKILL_MULTISCOPE.
#Č importante che le skill inserite abbiano come target iniziale un solo
#obbiettivo (One enemy, One ally, One Ally hp = 0)
#Il danno o la guarigione ricevuta saranno dimezzati se applicati a tutti i target.
#Il tasto da premere per variare target di default č Y (S sulla tastiera)
#Per cambiare tasto da premere, cambiare l'input in SWITCH  (la Y di default)
#Per controllare a quale tasto corrisponde, premere F1 durante il test del gioco
#e andare su Keyboard dove si trovano i corrispondenti tasti che riceve il gioco.
#Esempio   S: Y  č uguale a dire che premere sulla tastiera il tasto S equivale
#a dare un input Y al sistema.
#Se si vuole creare una magia che cambia solamente lo status del target, e che
#possa cambiare tra uno e tutti i target inserirlo in STATUS_MULTISCOPE
#La magia colpirā tutti i bersagli ma comporterā un consumo doppo di SP.
#
#
#---------------------------------SPIEGAZIONE--------------------------------
#
#
#----------------------------------CREDITI-----------------------------------
#             Se usate questo script per favore creditatemi ;)
#
#                    Script creato da Valentino Avon.
#
#----------------------------------CREDITI-----------------------------------
 
 
#--------------------------------CONFIGURAZIONE------------------------------
 
SKILL_MULTISCOPE = [1,2,7]
# abilitā che hanno la possibilitā di cambio target.
 
 
STATUS_MULTISCOPE = [33,54]
#Abilitā che cambiano solamente lo stato del target.
#In questo caso, lo selezionare tutti i nemici/alleati comporta un consumo
#doppio di Punti Magia. (SP)
 
 
ICONA_MULTISCOPE = "M_S"
#icona che verrā visualizzata su una magia se sarā possibile il multiscope.
#da inserire in Graphics/Icons
#Se non si vuole avere icona semplicemente inserire:
#ICONA_MULTISCOPE = nil
 
SWITCH = (Input::Y)
#Tasto per cambiare da tutti a un nemico.
 
#--------------------------------CONFIGURAZIONE------------------------------
 
 
class Game_Battler
  attr_accessor :multiscope
  def initialize
    @battler_name = ""
    @battler_hue = 0
    @hp = 0
    @sp = 0
    @states = []
    @states_turn = {}
    @maxhp_plus = 0
    @maxsp_plus = 0
    @str_plus = 0
    @dex_plus = 0
    @agi_plus = 0
    @int_plus = 0
    @hidden = false
    @immortal = false
    @damage_pop = false
    @damage = nil
    @critical = false
    @animation_id = 0
    @animation_hit = false
    @white_flash = false
    @blink = false
    @current_action = Game_BattleAction.new
    @multiscope = false
  end
 
  def skill_effect(user, skill)
    # Clear critical flag
    self.critical = false
    # If skill scope is for ally with 1 or more HP, and your own HP = 0,
    # or skill scope is for ally with 0, and your own HP = 1 or more
    if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
       ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
      # End Method
      return false
    end
    # Clear effective flag
    effective = false
    # Set effective flag if common ID is effective
    effective |= skill.common_event_id > 0
    # First hit detection
    hit = skill.hit
    if skill.atk_f > 0
      hit *= user.hit / 100
    end
    hit_result = (rand(100) < hit)
    # Set effective flag if skill is uncertain
    effective |= hit < 100
    # If hit occurs
    if hit_result == true
      # Calculate power
      power = skill.power + user.atk * skill.atk_f / 100
      if power > 0
        power -= self.pdef * skill.pdef_f / 200
        power -= self.mdef * skill.mdef_f / 200
        power = [power, 0].max
      end
      # Calculate rate
      rate = 20
      rate += (user.str * skill.str_f / 100)
      rate += (user.dex * skill.dex_f / 100)
      rate += (user.agi * skill.agi_f / 100)
      rate += (user.int * skill.int_f / 100)
      # Calculate basic damage
      self.damage = power * rate / 20
      # Element correction
      self.damage *= elements_correct(skill.element_set)
      self.damage /= 100
      # If damage value is strictly positive
      if self.damage > 0
        # Guard correction
        if self.guarding?
          self.damage /= 2
        end
      end
      # Dispersion
      if skill.variance > 0 and self.damage.abs > 0
        amp = [self.damage.abs * skill.variance / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      # Second hit detection
      eva = 8 * self.agi / user.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
      # Set effective flag if skill is uncertain
      effective |= hit < 100
    end
    # If hit occurs
    if hit_result == true
      # If physical attack has power other than 0
      if skill.power != 0 and skill.atk_f > 0
        # State Removed by Shock
        remove_states_shock
        # Set to effective flag
        effective = true
      end
      # Substract damage from HP
 
      last_hp = self.hp
      self.hp -= self.damage
      effective |= self.hp != last_hp
      # State change
      @state_changed = false
      effective |= states_plus(skill.plus_state_set)
      effective |= states_minus(skill.minus_state_set)
      # If power is 0
      if user.multiscope
       unless @state_changed
      self.damage /= 2
    end
    end
      if skill.power == 0
        # Set damage to an empty string
        self.damage = ""
        # If state is unchanged
        unless @state_changed
          # Set damage to "Miss"
          self.damage = "Mancato!"
        end
      end
    # If miss occurs
    else
      # Set damage to "Miss"
      self.damage = "Mancato!"
    end
    # If not in battle
    unless $game_temp.in_battle
      # Set damage to nil
      self.damage = nil
    end
    # End Method
    return effective
  end
end
 
 
 
 
 
class Scene_Battle
  def main
    $premuto = false
    # Initialize each kind of temporary battle data
    $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
    # Initialize battle event interpreter
    $game_system.battle_interpreter.setup(nil, 0)
    # Prepare troop
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    # Make actor command window
    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])
    @actor_command_window.y = 160
    @actor_command_window.back_opacity = 160
    @actor_command_window.active = false
    @actor_command_window.visible = false
    # Make other windows
    @party_command_window = Window_PartyCommand.new
    @help_window = Window_Help.new
    @help_window.back_opacity = 160
    @help_window.visible = false
    @scope_window = Window_Help.new
    @scope_window.back_opacity = 160
    @scope_window.y = 0
    @scope_window.visible = false
    @status_window = Window_BattleStatus.new
    @message_window = Window_Message.new
    # Make sprite set
    @spriteset = Spriteset_Battle.new
    # Initialize wait count
    @wait_count = 0
    # Execute transition
    if $data_system.battle_transition == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $data_system.battle_transition)
    end
    # Start pre-battle phase
    start_phase1
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Refresh map
    $game_map.refresh
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @actor_command_window.dispose
    @party_command_window.dispose
    @help_window.dispose
    @scope_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
    # Dispose of sprite set
    @spriteset.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
    # If switching from battle test to any screen other than game over screen
    if $BTEST and not $scene.is_a?(Scene_Gameover)
      $scene = nil
    end
  end
 
 
  def phase3_prior_actor
    # Loop
    begin
      # Actor blink effect OFF
      if @active_battler != nil
        @active_battler.blink = false
      end
      # If first actor
      if @actor_index == 0
        # Start party command phase
        start_phase2
        return
      end
      # Return to actor index
      @actor_index -= 1
      @active_battler = $game_party.actors[@actor_index]
      @active_battler.blink = true
    # Once more if actor refuses command input
  end until @active_battler.inputable?
  @active_battler.multiscope = false
      if @active_battler.is_a?(Game_Actor)
      # Branch by effect scope
      if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id)
      if @skill.scope == 2  # all enemies
        if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2
      @skill.scope = 1
    end
  end
end
if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id)
     if @skill.scope == 4
          if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2
        @skill.scope = 3
      end
      end
    end
  end
 
    # Set up actor command window
    phase3_setup_command_window
  end
 
 
  #------------------------------------
   def phase3_next_actor
    # Loop
    begin
      # Actor blink effect OFF
      if @active_battler != nil
        @active_battler.blink = false
      end
      # If last actor
      if @actor_index == $game_party.actors.size-1
        # Start main phase
        start_phase4
        return
      end
      # Advance actor index
      @actor_index += 1
      @active_battler = $game_party.actors[@actor_index]
      @active_battler.blink = true
    # Once more if actor refuses command input
  end until @active_battler.inputable?
          @active_battler.multiscope = false
          $premuto = false
    # Set up actor command window
    phase3_setup_command_window
  end
  #--------------------------------
 
  def update
    # If battle event is running
    if $game_system.battle_interpreter.running?
      # Update interpreter
      $game_system.battle_interpreter.update
      # If a battler which is forcing actions doesn't exist
      if $game_temp.forcing_battler == nil
        # If battle event has finished running
        unless $game_system.battle_interpreter.running?
          # Rerun battle event set up if battle continues
          unless judge
            setup_battle_event
          end
        end
        # If not after battle phase
        if @phase != 5
          # Refresh status window
          @status_window.refresh
        end
      end
    end
    # Update system (timer) and screen
    $game_system.update
    $game_screen.update
    # If timer has reached 0
    if $game_system.timer_working and $game_system.timer == 0
      # Abort battle
      $game_temp.battle_abort = true
    end
    # Update windows
    @help_window.update
    @party_command_window.update
    @actor_command_window.update
    @scope_window.update
    @status_window.update
    @message_window.update
    # Update sprite set
    @spriteset.update
    # If transition is processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # If message window is showing
    if $game_temp.message_window_showing
      return
    end
    # If effect is showing
    if @spriteset.effect?
      return
    end
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Switch to title screen
      $scene = Scene_Title.new
      return
    end
    # If battle is aborted
    if $game_temp.battle_abort
      # Return to BGM used before battle started
      $game_system.bgm_play($game_temp.map_bgm)
      # Battle ends
      battle_end(1)
      return
    end
    # If waiting
    if @wait_count > 0
      # Decrease wait count
      @wait_count -= 1
      return
    end
    # If battler forcing an action doesn't exist,
    # and battle event is running
    if $game_temp.forcing_battler == nil and
       $game_system.battle_interpreter.running?
      return
    end
    # Branch according to phase
    case @phase
    when 1  # pre-battle phase
      update_phase1
    when 2  # party command phase
      update_phase2
    when 3  # actor command phase
      update_phase3
    when 4  # main phase
      update_phase4
    when 5  # after battle phase
      update_phase5
    end
  end
#--------------------------------
 
def update_phase3
    # If enemy arrow is enabled
    if @enemy_arrow != nil
      update_phase3_enemy_select_plus if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id)
      update_phase3_enemy_select unless SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id)
    # If actor arrow is enabled
    elsif @actor_arrow != nil
      update_phase3_actor_select_plus if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id)
      update_phase3_actor_select  unless SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id)
    # If skill window is enabled
    elsif @skill_window != nil
      update_phase3_skill_select
    # If item window is enabled
    elsif @item_window != nil
      update_phase3_item_select
    # If actor command window is enabled
    elsif @actor_command_window.active
      update_phase3_basic_command
    end
  end
 
  #---------------------------------------
    def update_phase3_enemy_select_plus
    # Update enemy arrow
    @enemy_arrow.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      $premuto = false
       @active_battler.multiscope = false
       @scope_window.visible = false
      @scope_window.set_text("",1)
      if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id)
       if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2
      if @skill.scope == 2
        @skill.scope = 1
      end
    end
    end
    @scope_window.visible = false
      @help_window.visible = false
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # End enemy selection
      end_enemy_select
      return
    end
 
if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id)
if  @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2
if Input.trigger?(SWITCH)
if $premuto == false #if @skill.scope == 1
@active_battler.multiscope = true
$premuto = true
  @enemy_arrow.visible = false
$game_system.se_play($data_system.decision_se)
#@skill.scope = 2
@help_window.visible = false
@scope_window.set_text("Tutti i nemici. (Danno Dimezzato).", 1) if SKILL_MULTISCOPE.include?(@skill.id)
@scope_window.set_text("Tutti i nemici. (Consumo MP raddoppiato).", 1) if STATUS_MULTISCOPE.include?(@skill.id)
else#elsif #@skill.scope == 2
  $premuto = false
@active_battler.multiscope = false
  @enemy_arrow.visible = true
  @help_window.visible = true
  #@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)
$game_system.se_play($data_system.decision_se)
#@skill.scope = 1
@scope_window.set_text("", 1)
@scope_window.visible = false
end
end
end
end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.target_index = @enemy_arrow.index
      $premuto = false
      # End enemy selection
      @scope_window.visible = false
      end_enemy_select
      # If skill window is showing
      if @skill_window != nil
        # End skill selection
        end_skill_select
      end
      # If item window is showing
      if @item_window != nil
        # End item selection
        end_item_select
      end
      # Go to command input for next actor
      phase3_next_actor
    end
  end
#---------------------------------------
 
 
  def update_phase3_actor_select_plus
    # Update actor arrow
    @actor_arrow.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $premuto = false
       @active_battler.multiscope = false
            @scope_window.set_text("",1)
      @scope_window.visible = false
      $game_system.se_play($data_system.cancel_se)
       if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id)
         if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2
      if @skill.scope == 4
        @skill.scope = 3
      end
    end
    end
    @scope_window.visible = false
      # End actor selection
      end_actor_select
      return
    end
  if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id)
  if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2
if Input.trigger?(SWITCH)
if $premuto == false#if @skill.scope == 3
@active_battler.multiscope = true
$premuto = true
  @actor_arrow.visible = false
  @help_window.visible = false
$game_system.se_play($data_system.decision_se)
#@skill.scope = 4
@scope_window.set_text("Tutti gli alleati. (Effetto Dimezzato).", 1) if SKILL_MULTISCOPE.include?(@skill.id)
@scope_window.set_text("Tutti gli alleati. (Consumo MP raddoppiato).", 1) if STATUS_MULTISCOPE.include?(@skill.id)
else # elsif @skill.scope == 4
  $premuto = false
@active_battler.multiscope = false
  @actor_arrow.visible = true
  @help_window.visible = true
  #@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)
$game_system.se_play($data_system.decision_se)
#@skill.scope = 3
@scope_window.set_text("", 1)
@scope_window.visible = false
end
end
end
end
 
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play decision SE
      $premuto = false
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.target_index = @actor_arrow.index
      # End actor selection
      @scope_window.visible = false
      end_actor_select
      # If skill window is showing
      if @skill_window != nil
        # End skill selection
        end_skill_select
      end
      # If item window is showing
      if @item_window != nil
        # End item selection
        end_item_select
      end
      # Go to command input for next actor
      phase3_next_actor
 
    end
  end
 
  #------------------------------------
 
 
def set_target_battlers(scope)
    # If battler performing action is enemy
    if @active_battler.is_a?(Game_Enemy)
      # Branch by effect scope
      case scope
      when 1  # single enemy
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_party.smooth_target_actor(index))
      when 2  # all enemies
        for actor in $game_party.actors
          if actor.exist?
            @target_battlers.push(actor)
          end
        end
      when 3  # single ally
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_troop.smooth_target_enemy(index))
      when 4  # all allies
        for enemy in $game_troop.enemies
          if enemy.exist?
            @target_battlers.push(enemy)
          end
        end
      when 5  # single ally (HP 0)
        index = @active_battler.current_action.target_index
        enemy = $game_troop.enemies[index]
        if enemy != nil and enemy.hp0?
          @target_battlers.push(enemy)
        end
      when 6  # all allies (HP 0)
        for enemy in $game_troop.enemies
          if enemy != nil and enemy.hp0?
            @target_battlers.push(enemy)
          end
        end
      when 7  # user
        @target_battlers.push(@active_battler)
      end
    end
    # If battler performing action is actor
    if @active_battler.is_a?(Game_Actor)
      # Branch by effect scope
      case scope
      when 1  # single enemy
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_troop.smooth_target_enemy(index))
      when 2  # all enemies
        if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id)
        if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2
      @skill.scope = 1
    end
    end
        for enemy in $game_troop.enemies
          if enemy.exist?
            @target_battlers.push(enemy)
          end
        end
      when 3  # single ally
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_party.smooth_target_actor(index))
      when 4  # all allies
        if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id)
          if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2
        @skill.scope = 3
      end
      end
        for actor in $game_party.actors
          if actor.exist?
            @target_battlers.push(actor)
          end
        end
      when 5  # single ally (HP 0)
        index = @active_battler.current_action.target_index
        actor = $game_party.actors[index]
        if actor != nil and actor.hp0?
          @target_battlers.push(actor)
        end
      when 6  # all allies (HP 0)
        for actor in $game_party.actors
          if actor != nil and actor.hp0?
            @target_battlers.push(actor)
          end
        end
      when 7  # user
        @target_battlers.push(@active_battler)
      end
    end
  end
 
 
  def make_skill_action_result
    # Get skill
    @skill = $data_skills[@active_battler.current_action.skill_id]
    # If not a forcing action
    unless @active_battler.current_action.forcing
      # If unable to use due to SP running out
      unless @active_battler.skill_can_use?(@skill.id)
        # Clear battler being forced into action
        $game_temp.forcing_battler = nil
        # Shift to step 1
        @phase4_step = 1
        return
      end
    end
    # Use up SP
     if STATUS_MULTISCOPE.include?(@skill.id) or SKILL_MULTISCOPE.include?(@skill.id)
       if @active_battler.multiscope
       @skill.scope = 2 if @skill.scope == 1
       @skill.scope = 4 if @skill.scope == 3
     else
       @skill.scope = 1 if @skill.scope == 2
       @skill.scope = 3 if @skill.scope == 4
     end
   end
 
   if STATUS_MULTISCOPE.include?(@skill.id)
      if @skill.scope == 2 or @skill.scope == 4
    @active_battler.sp -= @skill.sp_cost*2
  else
    @active_battler.sp -= @skill.sp_cost
    end
    end
    # Refresh status window
    @status_window.refresh
    # Show skill name on help window
    @help_window.set_text(@skill.name, 1)
    # Set animation ID
    @animation1_id = @skill.animation1_id
    @animation2_id = @skill.animation2_id
    # Set command event ID
    @common_event_id = @skill.common_event_id
    # Set target battlers
    set_target_battlers(@skill.scope)
    # Apply skill effect
    for target in @target_battlers
      target.skill_effect(@active_battler, @skill)
    end
  end
end
 
 
 
#==============================================================================
# ** Arrow_Actor
#------------------------------------------------------------------------------
#  This arrow cursor is used to choose an actor. This class inherits from the
#  Arrow_Base class.
#==============================================================================
 
class Arrow_Actor < Arrow_Base
  #--------------------------------------------------------------------------
  # * Get Actor Indicated by Cursor
  #--------------------------------------------------------------------------
  def actor
    return $game_party.actors[@index]
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    unless $premuto
    # Cursor right
    if Input.repeat?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @index += 1
      @index %= $game_party.actors.size
    end
    # Cursor left
    if Input.repeat?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @index += $game_party.actors.size - 1
      @index %= $game_party.actors.size
    end
    # Set sprite coordinates
    if self.actor != nil
      self.x = self.actor.screen_x
      self.y = self.actor.screen_y
    end
  end
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    # Display actor status in help window
    @help_window.set_actor(self.actor) unless $premuto
  end
end
 
 
#==============================================================================
# ** Arrow_Enemy
#------------------------------------------------------------------------------
#  This arrow cursor is used to choose enemies. This class inherits from the
#  Arrow_Base class.
#==============================================================================
 
class Arrow_Enemy < Arrow_Base
  #--------------------------------------------------------------------------
  # * Get Enemy Indicated by Cursor
  #--------------------------------------------------------------------------
  def enemy
    return $game_troop.enemies[@index]
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    unless $premuto
    # Skip if indicating a nonexistant enemy
    $game_troop.enemies.size.times do
      break if self.enemy.exist?
      @index += 1
      @index %= $game_troop.enemies.size
    end
    # Cursor right
    if Input.repeat?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      $game_troop.enemies.size.times do
        @index += 1
        @index %= $game_troop.enemies.size
        break if self.enemy.exist?
      end
    end
    # Cursor left
    if Input.repeat?(Input::LEFT)
      $game_system.se_play($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
    # Set sprite coordinates
    if self.enemy != nil
      self.x = self.enemy.screen_x
      self.y = self.enemy.screen_y
    end
  end
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    # Display enemy name and state in the help window
    @help_window.set_enemy(self.enemy) unless $premuto
  end
end
 
 
#==============================================================================
# ** Window_Skill
#------------------------------------------------------------------------------
#  This window displays usable skills on the skill and battle screens.
#==============================================================================
 
class Window_Skill < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 128, 640, 352)
    @actor = actor
    @column_max = 2
    refresh
    self.index = 0
    # If in battle, move window to center of screen
    # and make it semi-transparent
    if $game_temp.in_battle
      self.y = 64
      self.height = 256
      self.back_opacity = 160
    end
  end
  #--------------------------------------------------------------------------
  # * Acquiring Skill
  #--------------------------------------------------------------------------
  def skill
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 0...@actor.skills.size
      skill = $data_skills[@actor.skills[i]]
      if skill != nil
        @data.push(skill)
      end
    end
    # If item count is not 0, make a bit map and draw all items
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  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)
    self.contents.draw_text(x + 190, y, 48, 32, skill.sp_cost.to_s, 2) unless ICONA_MULTISCOPE == nil
    self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2) if ICONA_MULTISCOPE == nil
 
    if SKILL_MULTISCOPE.include?(skill.id) or STATUS_MULTISCOPE.include?(skill.id)
 
    bitmap = Bitmap.new("Graphics/Icons/"+ICONA_MULTISCOPE) unless ICONA_MULTISCOPE == nil
    bmp_rect = Rect.new(0, 0, bitmap.width, bitmap.height) unless ICONA_MULTISCOPE == nil
    self.contents.blt(x + 240, y, bitmap, bmp_rect) unless ICONA_MULTISCOPE == nil
  end
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" : self.skill.description)
  end
end
Parsed in 0.218 seconds at 141.36 KB/s, using GeSHi 1.0.8.3


Istruzioni per l'uso
Le istruzioni sono all'interno dello script. Per configurarlo č presente la configurazione nello script.
Se usate questo script, per favore creditatemi! wink.gif



Bugs e Conflitti Noti
N\A



Altri Dettagli
Se volete modificare qualcosa o adattare il systema a un battle system chiedetemi pure, cercherō di aiutarvi! biggrin.gif

Modificato da Valentino, 06 September 2010 - 17:19 PM.


    Guardian of Irael
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#2 Inviato 03 August 2010 - 14:18 PM

Bel lavoro! ^ ^ Soprattutto per questo...

Se volete modificare qualcosa o adattare il systema a un battle system chiedetemi pure, cercherō di aiutarvi! biggrin.gif

:D

(\_/)
(^ ^) <----coniglietto rosso, me!     
(> <)

 
Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^
 
KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^
 
FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^  
 
REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^

Spoiler


    Valentino
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#3 Inviato 03 August 2010 - 17:36 PM

Ei grazie! :biggrin: Ti serve lo script modificato?

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#4 Inviato 03 August 2010 - 17:40 PM

No, no era solo per sottolineare quel bel dettaglio! XD

^ ^

(\_/)
(^ ^) <----coniglietto rosso, me!     
(> <)

 
Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^
 
KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^
 
FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^  
 
REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^

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#5 Inviato 03 August 2010 - 18:21 PM

ah ok XD grazie comunque! č praticamente il mio primo script intero! :biggrin:




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