Day.png);">
Apprendre


Vous êtes
nouveau sur
Oniromancie?

Visite guidée
du site


Découvrir
RPG Maker


Apprendre
RPG Maker

Tutoriels
Guides
Making-of

Dans le
Forum

Section Entraide

Jeux: puie z / Jeux: Citymaime - Chapitre 1 / Jeux: Mer, îles et fous / News: Du neuf dans le making / News: Muma|Rope est disponible en (...) / Chat

Bienvenue
visiteur !




publicité RPG Maker!

Statistiques

Liste des
membres


Contact

Mentions légales

418 connectés actuellement

30729807 visiteurs
depuis l'ouverture

3424 visiteurs
aujourd'hui



Barre de séparation

Partenaires

Indiexpo

Akademiya RPG Maker

Blog Alioune Fall

Fairy Tail Constellations

Hellsoft

Level Up!

Zarok

New RPG Maker

Alex d'Or

Tous nos partenaires

Devenir
partenaire



forums

Index du forum > Entraide > [RESOLU] [RPG Maker XP] Système de combat descriptif


alarcher70 - posté le 25/03/2015 à 21:56:02 (8 messages postés)

❤ 0

Domaine concerné: script
Logiciel utilisé: RPG Maker XP
Bonjour à tous les membres du forum!

J'aurais besoin d'un script qui, comme le titre du topic l'indique, permet un système de combat qui décrit les actions.

Au lieu d'avoir ceci:
image

J'aurais besoin de ceci:
image

Si vous connaisser un script comme celui-ci, je le prendrais bien volontiers. Si vous êtes même prêt à m'en faire un, alors je vous ajouterais dans les credits de mon jeu :).

Bonne journée à tous.


cortez - posté le 17/04/2015 à 16:37:57 (524 messages postés)

❤ 0

J'ai trouvé ce que tu souhaite ! Le script est anglais mais avec quelques tests tu
peux changer les écritures entre " " par un équivalent en français.

Exemple ligne 63 :

Portion de code : Tout sélectionner

1
"**start" =>             " wants to fight!",


devient

Portion de code : Tout sélectionner

1
"**start" =>             " veut se battre!",



Portion de code : Tout sélectionner

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
#==============================================================================
# Battle Message  --- RM2000
#------------------------------------------------------------------------------
# RM2000
# class Scene_Battle     : text_hash, add_text, check_states, set_text
# class Spriteset_Battle : actor_sprites(attr_accessor)
#------------------------------------------------------------------------------
#  ver 2.05 05/11/01 by Hako (http://aea.to/hako/)
#  Tranlated and edited by Lockheart.
#==============================================================================
 
class Window_BattleMessage < Window_Base
  #--------------------------------------------------------------------------
  # ● Main Set up
  #--------------------------------------------------------------------------
  # Maxium number of lines (1..4)
  WBM200_MAX_LINE = 4
  # The width of the window
  WBM200_WIDTH = 640
  # The height of the window (0:自動調整)
  WBM200_HEIGHT = 0
  # Windows X and width
  WBM200_X = (640 - WBM200_WIDTH) / 2  # 画面の中心へ
  # Windows Y axis
  WBM200_Y = 0
  # Windows pixel(0..10)
  WBM200_LINE_SPACE = 3
  # Border opactity (0..255)
  WBM200_OPACITY = 255
  # Back opactity (0..255)
  WBM200_BACK_OPACITY = 255
  # Font used and size.
  WBM200_TEXT_FONT = Font.new("Arial", 22)
  # Font color
  WBM200_TEXT_FONT.color = Color.new(255, 255, 255)
  # Shadowed text, true or false.
  WBM200_TEXT_SHADOW = true
end
 
class Scene_Battle
  #--------------------------------------------------------------------------
  # ● Set up
  #--------------------------------------------------------------------------
  # Show party battlers?
  WBM200_ACTOR_VISIBLE = false
  # Show animation over actor battlers?
  WBM200_ACTOR_ANIMATION = true
  # Show the damage appearing over the battlers?
  WBM200_DAMAGE_POP = false
  # Timer for how long the text remains on screen, in frames.
  WBM200_TEXT_WAIT = 30
  #--------------------------------------------------------------------------
  # ● Has lines
  #--------------------------------------------------------------------------
  def text_hash
    @wbm_set1 = {
    # Do not modify this line
    "**no" => "",
    #--------------------------------------------------
    # Base Text
    #--------------------------------------------------
    # Text shown when an enemy appears
    "**start" =>             " wants to fight!",
    # Victory text
    "**win" =>               "Victory is yours!",
    # Successful escape
    "**escape" =>            "You fled the battle.",
    # Failed Escape
    "**no_escape" =>         "Couldn't get away.",
    #--------------------------------------------------
    # These words go at the end of the lines, be sure to set them up correctly
    # or else you'll end up with words like, ghost caused 100 attacks or something.
    #--------------------------------------------------
    # When an attack is made
    "**attack" =>            " attacks",
    # Actors Critical word
    "**actor_critical" =>    " A critical hit!",
    # Enemys Critical word
    "**enemy_critical" =>    " A critical blow!",
    # Actor/Enemy guarding text 
    "**guard" =>             " guards",
    # Text for when an enemy flees
    "**enemy_action1" =>     " fled",
    # Text used for the 'do nothing' command, this could be, 'stands around'
    # 'watchs the party', etc, etc,
    "**enemy_action2" =>     " does nothing",
    # Skill usage(For physical skills F >= 1)
    "**skill1" =>            "!",
    # Skill usage(For magical skills F == 0)
    "**skill2" =>            "!",
    # Item usage
    "**item" =>               "!",
    #--------------------------------------------------
    # These words go at the end of the lines, be sure to set them up correctly
    # or else you'll end up with words like, ghost caused HP 100 attacks or something
    #--------------------------------------------------
    # Enemy attack damage text
    "**enemy_damage" =>       " Hp",
    # Damage, no hit. failed hit text for enemy
    "**enemy_no_damage" =>    " wasn't harmed",
    # Actor attack damage text
    "**actor_damage" =>       " Hp",
    # Damage, no hit. failed hit text for actor
    "**actor_no_damage" =>    " wasn't harmed",
    # Damage, no hit. failed hit text
    "**no_damage1" =>         " wasn't harmed",
    # Miss
    "**miss" =>               " was missed",
    # Recovery text for healing HP and SP
    "**cure" =>               "!",
    # SP damage text
    "**damage_sp" =>          " lost",
    # Stats up text
    "**up" =>                 " Increased!",
    # Stats down text
    "**down" =>               " Decreased!"
    }
    #--------------------------------------------------
    # Skill casting text
    # * This area allows you to give custom text for skills and spells
    # * Fro example, casting Heal would cause the text, Heal was used to recover the party.
    # * If not spell/skill is listed here, then the default text is used, which was filled in above.
    #   To set up your own skills use copy the following samples and replace the names with your own.
    # You can use $data_skills[x].name in place of the actual name and it will use the name from the database
    # this command can also be used within the text itself.
    #--------------------------------------------------
    @wbm_set1["Heal"] = ": Heal was used to recover the party."
    @wbm_set1[$data_skills[2].name] = " #{$data_skills[2].name} was cast"
    
    #--------------------------------------------------
    # State text
    # * To show text for the states.
    # * replace Statename with the name of your state from the database
    # * You can also use the line $data_states[x].name + "_0" where x is the
    #   number of the state in th database.
    # * 0, 1, 2, 3 meanings are as follows.
    #--------------------------------------------------
    # Statename_0 : When used on Actor
    # Statename_1 : When used on enemy
    # Statename_2 : When cancelled/removed
    # Statename_3 : when used on yourself
    #--------------------------------------------------
    @wbm_set1[$data_states[2].name + "_0"] = " was stunned"
    @wbm_set1[$data_states[2].name + "_1"] = " was stunned"
    @wbm_set1[$data_states[2].name + "_2"] = " is no longer stunned"
    #-----------------------------------------
    @wbm_set1["Knockout_0"] = " was knocked out"
    @wbm_set1["Knockout_1"] = " was knocked out"
    @wbm_set1["Knockout_2"] = " was revived"
    @wbm_set1["Knockout_3"] = " Dies"
    #-----------------------------------------
    @wbm_set1["Venom_0"] = " was posioned"
    @wbm_set1["Venom_1"] = " was posioned"
    @wbm_set1["Venom_2"] = " is no longer poisoned"
  end
  #--------------------------------------------------------------------------
  # ● Add blank text
  #--------------------------------------------------------------------------
  def add_text(set0, key)
    # Blank return
    if key == nil or key == []
      return ""
    end
    # Blank
    if not @wbm_set1.include?(key)
      set0 = ""
      key = "**no"
    end
    text = set0 + @wbm_set1[key]
    return text
  end
  #---------------------------------------------------------------------------
  # ● This checks the states
  #---------------------------------------------------------------------------  
  def check_states
    @states0.clear
    @live.clear
    @target_sp.clear
    for target in @target_battlers
      st = []  # If state is
      target.states.each_index do |i|
        st << $data_states[target.states[i]].name
      end
      @states0[target] = st
      # If actor/enemy lives
      @live[target] = (target.hp > 0)
      @target_sp[target] = target.sp
    end
  end
  #---------------------------------------------------------------------------
  # ● Sets up the command lines
  # command : "**attack", "**skill", "**item"
  #---------------------------------------------------------------------------
  def set_text(command)
    if command == "**item"
      @text_0 = [@active_battler.name + " uses " + @item.name]
    else
      @text_0 = [@active_battler.name]
    end
    if command == "**skill"
      @text_key = [@skill.name]
      # Skill casting line
      if not @wbm_set1.include?(@text_key[0])
        @text_0 = [@active_battler.name + " casts " + @skill.name]
        # If attack power is over 1
        @text_key = @skill.atk_f > 0 ? ["**skill1"] : ["**skill2"]
      end
    else
      @text_key = [command]
    end
    states1 = []
    states_p = []
    states_m = []
    for target in @target_battlers
      damage = target.damage
      name   = target.name
      index  = target.index
      st = []
      target.states.each_index do |i|
        st << $data_states[target.states[i]].name.dup
      end
      states1 = st
      states_p = states1 - @states0[target]
      states_m = @states0[target] - states1
      if damage.to_s != "Miss"
        # HP damage
        if damage.to_i > 0
          if target.critical  # Critical
            @critical = true  # if critical set
            @text_0 << ""
            if @active_battler.is_a?(Game_Actor)
              @text_key << "**actor_critical" 
            else
              @text_key << "**enemy_critical"
            end
          end
          if target.is_a?(Game_Enemy)
            @text_0 << "#{name} lost #{damage}"
            @text_key << "**enemy_damage"
          else
            @text_0 << "#{name} lost #{damage}"
            @text_key << "**actor_damage"
          end
        # HP Recovery
        elsif damage.to_i < 0 and @live[target] == true
          damage *= -1
          @text_0 << "#{name} Recovered #{damage} #{$data_system.words.hp}"
          @text_key << "**cure"
        end
        sp = target.sp - @target_sp[target]  # SP
        # SP Damage
        if sp < 0
          sp *= -1
          @text_0 << "#{name} lost #{sp} #{$data_system.words.sp}"
          @text_key << "**damage_sp"
        # SP Recovery
        elsif sp > 0
          @text_0 << "#{name} #{sp} #{$data_system.words.sp}"
          @text_key << "**cure"
        end
        if command == "**item"
          # Parameter Set
          if @item.parameter_type > 0 and @item.parameter_points != 0
            points = @item.parameter_points
            case @item.parameter_type
            when 1  # MaxHP
              words = "" + $data_system.words.hp
            when 2  # MaxSP
              words = "" + $data_system.words.sp
            when 3  # Str
              words = $data_system.words.str
            when 4  # Dex
              words = $data_system.words.dex
            when 5  # Agi
              words = $data_system.words.agi
            when 6  # Int
              words = $data_system.words.int
            end
            if points > 0 # If points go up
              @text_0 << "#{name} #{words} #{points}"
              @text_key << "**up"
            else          # If points go down
              points *= -1
              @text_0 << "#{name} #{words} #{points}"
              @text_key << "**down"
            end
          end
        end
        # States
        if states_p != []
          states_p.each_index do |i|
            @text_key << "_STATES_" if damage.to_i != 0
            @text_0 << name
            if target.is_a?(Game_Enemy)
              @text_key << states_p[i] + "_1"
            else
              @text_key << states_p[i] + "_0"
            end
          end
        # States 2
        elsif states_m != [] and target.hp > 0
          states_m.each_index do |i|
            if damage.to_i != 0 and @live[target] == true
              @text_key << "_STATES_"
            end
            @text_0 << name
            @text_key << states_m[i] + "_2"
          end
        # Attack zero damage
        elsif damage.to_i == 0 and command == "**attack"
          @text_0 << name
          if target.is_a?(Game_Enemy)
            @text_key << "**enemy_no_damage"
          else
            @text_key << "**actor_no_damage"
          end
        elsif damage.to_i == 0 and command == "**skill"
          @text_0 << name
          @text_key << "**no_damage1"
        end
      # Miss
      else
        @text_0 << name
        @text_key << "**miss"
      end
      @text_key << "NEXT_TARGET"
    end # for target
  end
end
 
#==============================================================================
# ■ Window_BattleMessage
#==============================================================================
class Window_BattleMessage < Window_Base
  #--------------------------------------------------------------------------
  # ● initialize
  #--------------------------------------------------------------------------
  def initialize
    h = WBM200_HEIGHT == 0 ?
      (WBM200_TEXT_FONT.size + WBM200_LINE_SPACE) * WBM200_MAX_LINE + 32 :
      WBM200_HEIGHT
    #super(WBM200_X, WBM200_Y, WBM200_WIDTH, h)
    super(0, 320, 640, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = WBM200_OPACITY
    self.back_opacity = WBM200_BACK_OPACITY
    self.contents.font = WBM200_TEXT_FONT
    self.z = 104
    self.visible = false
  end
  #--------------------------------------------------------------------------
  # ● Base of text
  #   text      :
  #   line      : Line (0: first row, 1: econd row, 2:third row, 3: fourth row)
  #   line_over : Lines going over (true: goes over, false: doesn't go over)
  #--------------------------------------------------------------------------
  def draw_text(text, line, line_over = false)
    x = 4
    y = 0
    w = WBM200_WIDTH - 32
    h = WBM200_TEXT_FONT.size + WBM200_LINE_SPACE
    sx = sy = 2
    # Max lines
    if line > WBM200_MAX_LINE - 1
      line = line_over ? line % WBM200_MAX_LINE : WBM200_MAX_LINE - 1
    end
    self.contents.clear
    alpha = WBM200_TEXT_SHADOW ? 255 : 0
    self.contents.font.color = Color.new(0, 0, 0, alpha)
    color = WBM200_TEXT_FONT.color
    case line
    when 0  # Line 1
      @text = [text, "", ""]
    when 1  # Line 2
      self.contents.draw_text(x+sx, y+sy, w, h, @text[0], 0)
      self.contents.font.color = color
      self.contents.draw_text(x, y, w, h, @text[0], 0)
      @text[1] = text
    when 2  # Line 3
      self.contents.draw_text(x+sx, y+sy, w, h, @text[0], 0)
      self.contents.draw_text(x+sx, y+h+sy, w, h, @text[1], 0)
      self.contents.font.color = color
      self.contents.draw_text(x, y, w, h, @text[0], 0)
      self.contents.draw_text(x, y+h, w, h, @text[1], 0)
      @text[2] = text
    when 3  # Line 4
      self.contents.draw_text(x+sx, y+sy, w, h, @text[0], 0)
      self.contents.draw_text(x+sx, y+h+sy, w, h, @text[1], 0)
      self.contents.draw_text(x+sx, y+h+h+sy, w, h, @text[2], 0)
      self.contents.font.color = color
      self.contents.draw_text(x, y, w, h, @text[0], 0)
      self.contents.draw_text(x, y+h, w, h, @text[1], 0)
      self.contents.draw_text(x, y+h+h, w, h, @text[2], 0)
    end
    self.contents.font.color = Color.new(0, 0, 0, alpha)
    self.contents.draw_text(x + sx, line*h + sy, w, h, text, 0)
    self.contents.font.color = color
    self.contents.draw_text(x, line*h, w, h, text, 0)
    self.visible = true
  end
end
 
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  attr_accessor :actor_sprites # Sprite_Battler
end
 
#==============================================================================
# ■ Scene_Battle 1
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  # ● Main Processing
  #--------------------------------------------------------------------------
  alias window_battle_message_200_main main
  def main
    text_hash
    @bwin_wbm = Window_BattleMessage.new
    @critcal = false
    @wbm_loop = 0
    @wbm_loop1 = 0
    @states0 = {}
    @live = {}
    @target_sp = {}
    window_battle_message_200_main
    @bwin_wbm.dispose
    @bwin_wbm = nil
  end
end
 
#==============================================================================
# ■ Scene_Battle 2
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  alias window_battle_message_200_start_phase1 start_phase1
  def start_phase1
    if not WBM200_ACTOR_VISIBLE
      for i in 0...$game_party.actors.size
        @spriteset.actor_sprites[i].visible = false
      end
    end
    window_battle_message_200_start_phase1
  end
  #--------------------------------------------------------------------------
  # ● Frame Update (pre-battle phase)
  #--------------------------------------------------------------------------
  alias window_battle_message_200_update_phase1 update_phase1
  def update_phase1
 
    if $game_troop.enemies[@wbm_loop] != nil
      unless $game_troop.enemies[@wbm_loop].hidden
        text = add_text($game_troop.enemies[@wbm_loop].name, "**start")
        @bwin_wbm.draw_text(text, @wbm_loop1, true)
        @wbm_loop1 += 1 # Message Line +1
        @wait_count = WBM200_TEXT_WAIT
      end
      @wbm_loop += 1 # Enemy Index +1
      return
    elsif @wbm_loop == $game_troop.enemies.size
      @wbm_loop = @wbm_loop1 = 0
      window_battle_message_200_update_phase1
    end
  end
  #--------------------------------------------------------------------------
  # ● Wait text
  #   Text wait before moving to next phase
  #--------------------------------------------------------------------------
  alias window_battle_message_200_start_phase2 start_phase2
  def start_phase2
    @wait_count = WBM200_TEXT_WAIT
    @bwin_wbm.visible = false
    window_battle_message_200_start_phase2
  end
  #--------------------------------------------------------------------------
  # ● Escape
  #--------------------------------------------------------------------------
  alias window_battle_message_200_update_phase2 update_phase2
  def update_phase2
    # Escaping
    if @success != nil
      update_phase2_escape
    end
    window_battle_message_200_update_phase2
  end
  #--------------------------------------------------------------------------
  # ● Frame Update (party command phase: escape)
  #--------------------------------------------------------------------------
  def update_phase2_escape
    # Calculate enemy agility average
    enemies_agi = 0
    enemies_number = 0
    for enemy in $game_troop.enemies
      if enemy.exist?
        enemies_agi += enemy.agi
        enemies_number += 1
      end
    end
    if enemies_number > 0
      enemies_agi /= enemies_number
    end
    # Calculate actor agility average
    actors_agi = 0
    actors_number = 0
    for actor in $game_party.actors
      if actor.exist?
        actors_agi += actor.agi
        actors_number += 1
      end
    end
    if actors_number > 0
      actors_agi /= actors_number
    end
    # Determine if escape is successful
    @success ||= rand(100) < 50 * actors_agi / enemies_agi
    # If escape is successful
    if @success
      #--------------------------------------
      # If successful escape
      if @wbm_loop == 0
        @party_command_window.active = false
        @party_command_window.visible = false
        text = add_text("", "**escape")
        @bwin_wbm.draw_text(text, 0)
        @wait_count = 20
        @wbm_loop = 1
        # Return call
        return
      end
      @bwin_wbm.visible = false
      #--------------------------------------
      # Escaping SFX
      $game_system.se_play($data_system.escape_se)
      # Starts Map BGM
      $game_system.bgm_play($game_temp.map_bgm)
      # Ends battle
      battle_end(1)
      # Else
    else
      #--------------------------------------
      # For failed escapse
      @party_command_window.visible = false
      text = add_text("", "**no_escape")
      @bwin_wbm.draw_text(text, 0)
      @text_0 = [""]
      @text_key = ["**no"]
      @success = nil
      @wait_count = 20
      #--------------------------------------
      # Clearing actions
      $game_party.clear_actions
      # Starts Phase 4
      start_phase4
    end
  end
  #--------------------------------------------------------------------------
  # ● Victory text
  #--------------------------------------------------------------------------
  alias window_battle_message_200_start_phase5 start_phase5
  def start_phase5
    # Victory text
    text = add_text("", "**win")
    @bwin_wbm.draw_text(text, 0)
    window_battle_message_200_start_phase5
  end
end
 
#==============================================================================
# ■ Scene_Battle 4
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  # ● Frame Update (main phase step 1 : action preparation)
  #--------------------------------------------------------------------------
  def update_phase4_step1
    # Hide help window
    @help_window.visible = false
    # Determine win/loss
    if judge
      # If won, or if lost : end method
      return
    end
    # If an action forcing battler doesn't exist
    if $game_temp.forcing_battler == nil
      # Set up battle event
      setup_battle_event
      # If battle event is running
      if $game_system.battle_interpreter.running?
        return
      end
    end
    # If an action forcing battler exists
    if $game_temp.forcing_battler != nil
      # Add to head, or move
      @action_battlers.delete($game_temp.forcing_battler)
      @action_battlers.unshift($game_temp.forcing_battler)
    end
    # If no actionless battlers exist (all have performed an action)
    if @action_battlers.size == 0
      # Start party command phase
      start_phase2
      return
    end
    # Initialize animation ID and common event ID
    @animation1_id = 0
    @animation2_id = 0
    @common_event_id = 0
    # Shift from head of actionless battlers
    @active_battler = @action_battlers.shift
    # If already removed from battle
    if @active_battler.index == nil
      return
    end
    #------------------------------▼
    # Active battler name
    text_0 = @active_battler.name
    st0 = []
    st1 = []
    @active_battler.states.each_index do |i|
      st0 << $data_states[@active_battler.states[i]].name
    end
    # Slip damage
    if @active_battler.hp > 0 and @active_battler.slip_damage?
      for i in @active_battler.states
        if $data_states[i].slip_damage
          text_key = $data_states[i].name + "_3"
          if @wbm_set1[text_key] != nil
            text = text_0 + @wbm_set1[text_key]
            @bwin_wbm.draw_text(text, 0)
            @wait_count = WBM200_TEXT_WAIT
          end
        end
      end
      # Slip damage
      @active_battler.slip_damage_effect
      @active_battler.states.each_index do |i|
        st1 << $data_states[@active_battler.states[i]].name
      end
      states_p = st1 - st0
      # If battler dies
      if @active_battler.hp <= 0
        text_key = "**no"
        for i in 1...$data_states.size
          if $data_states[i].zero_hp
            text_key = $data_states[i].name + "_0"
            break
          end
        end
        if @wbm_set1[text_key] != nil
          text = text_0 + @wbm_set1[text_key]
          @bwin_wbm.draw_text(text, 1)
          @wait_count = WBM200_TEXT_WAIT
        end
      end
      # If Damage pop available
      if WBM200_DAMAGE_POP
        @active_battler.damage_pop = true
      else
        @active_battler.damage_pop = false
        @active_battler.damage = nil
        @wait_count += WBM200_TEXT_WAIT
      end
    # Active battler
    elsif @active_battler.hp > 0 and @active_battler.states[0] != nil
      st1 = $data_states[@active_battler.states[0]].name
      text_key = st1 + "_3"
      if @wbm_set1[text_key] != nil
        text = text_0 + @wbm_set1[text_key]
        @bwin_wbm.draw_text(text, 0)
        @wait_count = WBM200_TEXT_WAIT
      end
    end
    # Natural removal of states
    @active_battler.remove_states_auto
    st1 = []
    @active_battler.states.each_index do |i|
      st1 << $data_states[@active_battler.states[i]].name
    end
    states_m = st0 - st1
    if states_m[0] != nil and @active_battler.hp > 0
      text_key = states_m[0] + "_2"
      if @wbm_set1[text_key] != nil
        text = text_0 + @wbm_set1[text_key]
        @bwin_wbm.draw_text(text, 0)
        @wait_count = WBM200_TEXT_WAIT
      end
    end
    #------------------------------▲
    # efresh status window
    @status_window.refresh
    # Shift to step 2
    @phase4_step = 2
  end
  #--------------------------------------------------------------------------
  # ● Make Basic Action Results
  #--------------------------------------------------------------------------
  def make_basic_action_result
    # If attack
    if @active_battler.current_action.basic == 0
      # Set anaimation ID
      @animation1_id = @active_battler.animation1_id
      @animation2_id = @active_battler.animation2_id
      # If action battler is enemy
      if @active_battler.is_a?(Game_Enemy)
        if @active_battler.restriction == 3    # if attack enemy state
          target = $game_troop.random_target_enemy
        elsif @active_battler.restriction == 2 # If attack actor state
          target = $game_party.random_target_actor
        else
          index = @active_battler.current_action.target_index
          target = $game_party.smooth_target_actor(index)
        end
      end
      # If action battler is actor
      if @active_battler.is_a?(Game_Actor)
        if @active_battler.restriction == 3
          target = $game_party.random_target_actor
        elsif @active_battler.restriction == 2
          target = $game_troop.random_target_enemy
        else
          index = @active_battler.current_action.target_index
          target = $game_troop.smooth_target_enemy(index)
        end
      end
      # Set array of targeted battlers
      @target_battlers = [target]
      check_states  #Checks the states
      # Apply normal attack results
      for target in @target_battlers
        target.attack_effect(@active_battler)
      end
      set_text("**attack")  #Text call command
      return
    end
    # If guard
    if @active_battler.current_action.basic == 1
      #-----------------------------------------------------------------
      @text_0 = [@active_battler.name]
      @text_key = ["**guard"]
      #-----------------------------------------------------------------
      # Display "Guard" in help window
      #@help_window.set_text($data_system.words.guard, 1)
      return
    end
    # If battler performing action is enemy
    if @active_battler.is_a?(Game_Enemy) and
       @active_battler.current_action.basic == 2
      #-----------------------------------------------------------------
      @text_0 = [@active_battler.name]
      @text_key = ["**enemy_action1"]
      #-----------------------------------------------------------------
      # Display "Escape" in help window
      #@help_window.set_text("Escape", 1)
      # Escape
      @active_battler.escape
      return
    end
    # If doing nothing
    if @active_battler.current_action.basic == 3
      #-----------------------------------------------------------------
      # If action battler is enemy
      if @active_battler.is_a?(Game_Enemy) and ! @active_battler.hidden and
         @active_battler.restriction != 4
        @text_0 = [@active_battler.name]
        @text_key = ["**enemy_action2"]
      else
        @text_0 = [""]
        @text_key = ["**no"]
      end
      #★★-----------------------------------------------------------------
      # Clear battler being forced into action
      $game_temp.forcing_battler = nil
      # Shift to step 1
      #@phase4_step = 1
      return
    end
  end
  #--------------------------------------------------------------------------
  # ● Make Skill Action Results
  #--------------------------------------------------------------------------
  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
    @active_battler.sp -= @skill.sp_cost
    # 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)
    check_states  #Checks states
    # Apply skill effect
    for target in @target_battlers
      target.skill_effect(@active_battler, @skill)
    end
    set_text("**skill")  #Text call command
  end
  #--------------------------------------------------------------------------
  # ● Make Item Action Results
  #--------------------------------------------------------------------------
  def make_item_action_result
    # Get item
    @item = $data_items[@active_battler.current_action.item_id]
    # If unable to use due to items running out
    unless $game_party.item_can_use?(@item.id)
      # Shift to step 1
      @phase4_step = 1
      return
    end
    # If consumable
    if @item.consumable
      # Decrease used item by 1
      $game_party.lose_item(@item.id, 1)
    end
    # Display item name on help window
    #@help_window.set_text(@item.name, 1)
    # Set animation ID
    @animation1_id = @item.animation1_id
    @animation2_id = @item.animation2_id
    # Set common event ID
    @common_event_id = @item.common_event_id
    # Decide on target
    index = @active_battler.current_action.target_index
    target = $game_party.smooth_target_actor(index)
    # Set target battlers
    set_target_battlers(@item.scope)
    check_states  #Checks states
    # Apply item effect
    for target in @target_battlers
      target.item_effect(@item)
    end
    set_text("**item")  #Text call command
  end
  #--------------------------------------------------------------------------
  # ● Frame Update (main phase step 3 : animation for action performer)
  #--------------------------------------------------------------------------
  alias window_battle_message_200_update_phase4_step3 update_phase4_step3
  def update_phase4_step3
    if @text_0 == nil or @text_key == nil
      @text_0 = [""]
      @text_key = ["**no"]
    end
    text = add_text(@text_0[0], @text_key[0])
    @bwin_wbm.draw_text(text, 0)
    @text_0.delete_at 0
    @text_key.delete_at 0
    window_battle_message_200_update_phase4_step3
    if not WBM200_ACTOR_ANIMATION and @active_battler.is_a?(Game_Actor)
      @active_battler.animation_id = 0
    end
    @help_window.visible = false
  end
  #--------------------------------------------------------------------------
  # ● Frame Update (main phase step 4 : animation for target)
  #--------------------------------------------------------------------------
  alias window_battle_message_200_update_phase4_step4 update_phase4_step4
  def update_phase4_step4
    if @critical
      text = add_text(@text_0[0], @text_key[0])
      @bwin_wbm.draw_text(text, 1)
      @text_0.delete_at 0
      @text_key.delete_at 0
    end
    window_battle_message_200_update_phase4_step4
    for target in @target_battlers
      if not WBM200_ACTOR_ANIMATION and target.is_a?(Game_Actor)
        target.animation_id = 0
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● Frame Update (main phase step 5 : damage display)
  #--------------------------------------------------------------------------
  alias window_battle_message_200_update_phase4_step5 update_phase4_step5
  def update_phase4_step5
    # 
    line = @critical ? 2 : 1
    if @text_key[@wbm_loop] == "_STATES_"
      @text_key.delete_at @wbm_loop
      text = add_text(@text_0[@wbm_loop], @text_key[@wbm_loop])
      @bwin_wbm.draw_text(text, line + 1)
    else
      text = add_text(@text_0[@wbm_loop], @text_key[@wbm_loop])
      @bwin_wbm.draw_text(text, line)
    end
    @wbm_loop += 1
    if @text_key[@wbm_loop] == "NEXT_TARGET"  
      @text_key.delete_at @wbm_loop
      if @target_battlers[@wbm_loop1].damage != nil
        if WBM200_DAMAGE_POP
          @target_battlers[@wbm_loop1].damage_pop = true
        else
          @target_battlers[@wbm_loop1].damage = nil
          @wait_count = WBM200_TEXT_WAIT
        end
      end
      @wbm_loop1 += 1
    end
    if @wbm_loop < @text_0.size
      if @wbm_set1[@text_key[@wbm_loop - 1]] != nil
        @wait_count = WBM200_TEXT_WAIT
        return
      end
    end
    @critical = false
    @wbm_loop = @wbm_loop1 = 0
    window_battle_message_200_update_phase4_step5
    for target in @target_battlers
      if target.damage != nil and not WBM200_DAMAGE_POP
        @wait_count = WBM200_TEXT_WAIT
        target.damage_pop = false
        target.damage = nil
      end
    end
  end
end




verehn - posté le 17/04/2015 à 16:44:21 (9058 messages postés) - honor

❤ 0

Vhehrhehn

Tes images ne s'affichent pas, je les remets avec la bonne adresse:

image

image

Eldrao ~ PakuPaku ~ Winged Light ~ Ruin ~ Ma galerie ~ LTDAD ~ Don de graphismes plateforme 2D


alarcher70 - posté le 17/04/2015 à 19:07:33 (8 messages postés)

❤ 0

Merci beaucoup cortez, le script fonctionne a merveille ^^.

Index du forum > Entraide > [RESOLU] [RPG Maker XP] Système de combat descriptif

repondre up

Suite à de nombreux abus, le post en invités a été désactivé. Veuillez vous inscrire si vous souhaitez participer à la conversation.

Haut de page

Merci de ne pas reproduire le contenu de ce site sans autorisation.
Contacter l'équipe - Mentions légales

Plan du site

Communauté: Accueil | Forum | Chat | Commentaires | News | Flash-news | Screen de la semaine | Sorties | Tests | Gaming-Live | Interviews | Galerie | OST | Blogs | Recherche
Apprendre: Visite guidée | RPG Maker 95 | RPG Maker 2003 | RPG Maker XP | RPG Maker VX | RPG Maker MV | Tutoriels | Guides | Making-of
Télécharger: Programmes | Scripts/Plugins | Ressources graphiques / sonores | Packs de ressources | Midis | Eléments séparés | Sprites
Jeux: Au hasard | Notre sélection | Sélection des membres | Tous les jeux | Jeux complets | Le cimetière | RPG Maker 95 | RPG Maker 2000 | RPG Maker 2003 | RPG Maker XP | RPG Maker VX | RPG Maker VX Ace | RPG Maker MV | Autres | Proposer
Ressources RPG Maker 2000/2003: Chipsets | Charsets | Panoramas | Backdrops | Facesets | Battle anims | Battle charsets | Monstres | Systems | Templates
Ressources RPG Maker XP: Tilesets | Autotiles | Characters | Battlers | Window skins | Icônes | Transitions | Fogs | Templates
Ressources RPG Maker VX: Tilesets | Charsets | Facesets | Systèmes
Ressources RPG Maker MV: Tilesets | Characters | Faces | Systèmes | Title | Battlebacks | Animations | SV/Ennemis
Archives: Palmarès | L'Annuaire | Livre d'or | Le Wiki | Divers