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标题: 你好,请问工程是1.00的如何升级到1.01a? [打印本页]

作者: 358429534    时间: 2012-8-16 11:40
标题: 你好,请问工程是1.00的如何升级到1.01a?
你好,请问工程是1.00的如何升级到1.01a?dsu_plus_rewardpost_czw
作者: 狱冥幻翼    时间: 2012-8-16 12:25
  1. #加个脚本,dll现在没汉化不推荐换
  2. #==============================================================================
  3. # ■ VXAce_SP1
  4. #------------------------------------------------------------------------------
  5. #  プリセットスクリプトの不具合を修正します。ユーザー定義のスクリプト素材は、
  6. # 原則としてこのセクションより下に配置してください。
  7. #==============================================================================

  8. #------------------------------------------------------------------------------
  9. # 【修正内容】
  10. #------------------------------------------------------------------------------
  11. # ●イベントコマンド[ステートの変更]にて、同じステートの付加と解除を同時に実
  12. #   行した際、二回目以降の付加が失敗する不具合を修正しました。
  13. # ●イベントコマンド[アニメーションの表示]にて、表示中のアニメーションがマッ
  14. #   プのスクロールに同期しない不具合を修正しました。
  15. # ●自動戦闘の行動が正常に選択されない不具合を修正しました。
  16. # ●装備できなくなった装備品が外れたことにより、さらに別の装備品が装備できなく
  17. #   なったとき、その装備品が増殖してしまう不具合を修正しました。
  18. # ●イベントコマンド[ピクチャの消去]を実行した後に余分な負荷がかかる不具合を
  19. #   修正しました。
  20. # ●移動ルートのオプション[移動できない場合は飛ばす]にチェックを入れた状態で
  21. #   トリガー[プレイヤーから接触]のイベントに接触すると、イベントが実行中であ
  22. #   っても起動予約がされてしまう不具合を修正しました。
  23. # ●魔法反射されたスキルに対してステート有効度が反映されない不具合を修正しまし
  24. #  た。
  25. # ●フォントのデフォルト設定にて太字または斜体を有効にしていても、ステータス画
  26. #   面を切り替えたとき等に無効な状態に戻ってしまう不具合を修正しました。
  27. #------------------------------------------------------------------------------
  28. class Game_Battler
  29.   attr_accessor :magic_reflection
  30.   #--------------------------------------------------------------------------
  31.   # ● 敵対関係の判定
  32.   #--------------------------------------------------------------------------
  33.   alias vxace_sp1_opposite? opposite?
  34.   def opposite?(battler)
  35.     vxace_sp1_opposite?(battler) || battler.magic_reflection
  36.   end
  37. end
  38. #------------------------------------------------------------------------------
  39. class Game_Actor
  40.   #--------------------------------------------------------------------------
  41.   # ● 装備できない装備品を外す
  42.   #     item_gain : 外した装備品をパーティに戻す
  43.   #--------------------------------------------------------------------------
  44.   alias vxace_sp1_release_unequippable_items release_unequippable_items
  45.   def release_unequippable_items(item_gain = true)
  46.     loop do
  47.       last_equips = equips.dup
  48.       vxace_sp1_release_unequippable_items(item_gain)
  49.       return if equips == last_equips
  50.     end
  51.   end
  52.   #--------------------------------------------------------------------------
  53.   # ● 自動戦闘時の戦闘行動を作成
  54.   #--------------------------------------------------------------------------
  55.   def make_auto_battle_actions
  56.     @actions.size.times do |i|
  57.       @actions[i] = make_action_list.max_by {|action| action.value }
  58.     end
  59.   end
  60. end
  61. #------------------------------------------------------------------------------
  62. class Game_Player
  63.   #--------------------------------------------------------------------------
  64.   # ● マップイベントの起動
  65.   #     triggers : トリガーの配列
  66.   #     normal   : プライオリティ[通常キャラと同じ]かそれ以外か
  67.   #--------------------------------------------------------------------------
  68.   alias vxace_sp1_start_map_event start_map_event
  69.   def start_map_event(x, y, triggers, normal)
  70.     return if $game_map.interpreter.running?
  71.     vxace_sp1_start_map_event(x, y, triggers, normal)
  72.   end
  73. end
  74. #------------------------------------------------------------------------------
  75. class Game_Picture
  76.   #--------------------------------------------------------------------------
  77.   # ● ピクチャの消去
  78.   #--------------------------------------------------------------------------
  79.   alias vxace_sp1_erase erase
  80.   def erase
  81.     vxace_sp1_erase
  82.     @origin = 0
  83.   end
  84. end
  85. #------------------------------------------------------------------------------
  86. class Game_Interpreter
  87.   #--------------------------------------------------------------------------
  88.   # ● ステートの変更
  89.   #--------------------------------------------------------------------------
  90.   alias vxace_sp1_command_313 command_313
  91.   def command_313
  92.     vxace_sp1_command_313
  93.     $game_party.clear_results
  94.   end
  95. end
  96. #------------------------------------------------------------------------------
  97. class Sprite_Character
  98.   #--------------------------------------------------------------------------
  99.   # ● 位置の更新
  100.   #--------------------------------------------------------------------------
  101.   alias vxace_sp1_update_position update_position
  102.   def update_position
  103.     move_animation(@character.screen_x - x, @character.screen_y - y)
  104.     vxace_sp1_update_position
  105.   end
  106.   #--------------------------------------------------------------------------
  107.   # ● アニメーションの移動
  108.   #--------------------------------------------------------------------------
  109.   def move_animation(dx, dy)
  110.     if @animation && @animation.position != 3
  111.       @ani_ox += dx
  112.       @ani_oy += dy
  113.       @ani_sprites.each do |sprite|
  114.         sprite.x += dx
  115.         sprite.y += dy
  116.       end
  117.     end
  118.   end
  119. end
  120. #------------------------------------------------------------------------------
  121. class Sprite_Picture
  122.   #--------------------------------------------------------------------------
  123.   # ● 転送元ビットマップの更新
  124.   #--------------------------------------------------------------------------
  125.   alias vxace_sp1_update_bitmap update_bitmap
  126.   def update_bitmap
  127.     if @picture.name.empty?
  128.       self.bitmap = nil
  129.     else
  130.       vxace_sp1_update_bitmap
  131.     end
  132.   end
  133. end
  134. #------------------------------------------------------------------------------
  135. class Window_Base
  136.   #--------------------------------------------------------------------------
  137.   # ● フォント設定のリセット
  138.   #--------------------------------------------------------------------------
  139.   alias vxace_sp1_reset_font_settings reset_font_settings
  140.   def reset_font_settings
  141.     vxace_sp1_reset_font_settings
  142.     contents.font.bold = Font.default_bold
  143.     contents.font.italic = Font.default_italic
  144.   end
  145. end
  146. #------------------------------------------------------------------------------
  147. class Scene_Battle
  148.   #--------------------------------------------------------------------------
  149.   # ● 魔法反射の発動
  150.   #--------------------------------------------------------------------------
  151.   alias vxace_sp1_invoke_magic_reflection invoke_magic_reflection
  152.   def invoke_magic_reflection(target, item)
  153.     @subject.magic_reflection = true
  154.     vxace_sp1_invoke_magic_reflection(target, item)
  155.     @subject.magic_reflection = false
  156.   end
  157. end
复制代码

作者: 358429534    时间: 2012-8-16 12:58
狱冥幻翼 发表于 2012-8-16 12:25

谢谢!你的签名太有个性了........


‘‘──358429534于2012-8-16 13:00补充以下内容:

不是还有个ace脚本补丁是干嘛的???
’’


‘‘──358429534于2012-8-16 13:00补充以下内容:
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Ace Core Engine v1.09
  4. # -- Last Updated: 2012.02.19
  5. # -- Level: Easy, Normal
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================

  9. $imported = {} if $imported.nil?
  10. $imported["YEA-CoreEngine"] = true

  11. #==============================================================================
  12. # ▼ Updates
  13. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  14. # 2012.02.19 - Bug Fixed: Parallax updating works properly with looping maps.
  15. # 2012.02.10 - Bug Fixed: Forced actions no longer cancel out other actions
  16. #              that have been queued up for later.
  17. # 2012.01.08 - Font resets no longer reset bold and italic to off, but instead
  18. #              to whatever default you've set.
  19. # 2011.12.26 - New Bugfix: When using substitute, allies will no longer take
  20. #              place of low HP allies for friendly skills.
  21. # 2011.12.20 - New Bugfix: Force Action no longer cancels out an actor's queue.
  22. #              Credits to Yami for finding and making the fix for!
  23. #              Switch added for those who want removed forced action battlers.
  24. # 2011.12.15 - Updated for better menu gauge appearance.
  25. # 2011.12.10 - Bug Fixed: Right and bottom sides of the map would show
  26. #              the left and top sides of the map.
  27. #            - Bug Fixed: Viewport sizes didn't refresh from smaller maps.
  28. # 2011.12.07 - New Bugfix: Dual weapon normal attacks will now play both
  29. #              animations without one animation interrupting the other.
  30. # 2011.12.04 - Updated certain GUI extensions for increased screen size.
  31. #            - More efficient digit grouping method credits to TDS.
  32. # 2011.12.01 - Started Script and Finished.
  33. #
  34. #==============================================================================
  35. # ▼ Introduction
  36. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  37. # This is the core engine for Yanfly Engine Ace, made for RPG Maker VX Ace.
  38. # This script provides various changes made to the main engine including bug
  39. # fixes and GUI upgrades.
  40. #
  41. # -----------------------------------------------------------------------------
  42. # Bug Fix: Animation Overlay
  43. # -----------------------------------------------------------------------------
  44. # - It's the same bug from VX. When an all-screen animation is played against a
  45. # group of enemies, the animation bitmap is actually made multiple times, thus
  46. # causing a pretty extreme overlay when there are a lot of enemies on screen.
  47. # This fix will cause the animation to play only once.
  48. #
  49. # -----------------------------------------------------------------------------
  50. # Bug Fix: Animation Interruption
  51. # -----------------------------------------------------------------------------
  52. # - A new bug. When a character dual wields and attacks a single target, if an
  53. # animation lasts too long, it will interrupt and/or halt the next animation
  54. # from occurring. This script will cause the first animation to finish playing
  55. # and then continue forth.
  56. #
  57. # -----------------------------------------------------------------------------
  58. # Bug Fix: Battle Turn Order Fix
  59. # -----------------------------------------------------------------------------
  60. # - Same bug from VX. For those who use the default battle system, once a
  61. # turn's started, the action order for the turn becomes set and unchanged for
  62. # the remainder of that turn. Any changes to a battler's AGI will not be
  63. # altered at all even if the battler were to receive an AGI buff or debuff.
  64. # This fix will cause the speed to be updated properly upon each action.
  65. #
  66. # -----------------------------------------------------------------------------
  67. # Bug Fix: Forced Action Fix
  68. # -----------------------------------------------------------------------------
  69. # - A new bug. When a battler is forced to perform an action, the battler's
  70. # queued action is removed and the battler loses its place in battle. This
  71. # fix will resume queue after a forced action.
  72. #
  73. # -----------------------------------------------------------------------------
  74. # Bug Fix: Gauge Overlap Fix
  75. # -----------------------------------------------------------------------------
  76. # - Same bug from VX. When some values exceed certain amounts, gauges can
  77. # overextend past the width they were originally designed to fit in. This fix
  78. # will prevent any overextending from gauges.
  79. #
  80. # -----------------------------------------------------------------------------
  81. # Bug Fix: Held L and R Menu Scrolling
  82. # -----------------------------------------------------------------------------
  83. # - Before in VX, you can scroll through menus by holding down L and R buttons
  84. # (Q and W on the keyboard) to scroll through menus quickly. This fix will
  85. # re-enable the ability to scroll through menus in such a fashion. Disable it
  86. # in the module if you wish to.
  87. #
  88. # -----------------------------------------------------------------------------
  89. # Bug Fix: Substitute Healing
  90. # -----------------------------------------------------------------------------
  91. # If an actor has the substitute (cover) flag on them, they will attempt to
  92. # take the place of low HP allies when they're the target of attack. However,
  93. # this is also the case for friendly skills such as heal. This script will fix
  94. # it where if a battler targets an ally, no substitutes will take place.
  95. #
  96. # -----------------------------------------------------------------------------
  97. # New Feature: Screen Resolution Size
  98. # -----------------------------------------------------------------------------
  99. # - The screen can now be resized from 544x416 with ease and still support maps
  100. # that are smaller than 544x416. Maps smaller than 544x416 will be centered on
  101. # the screen without having sprites jumping all over the place.
  102. #
  103. # -----------------------------------------------------------------------------
  104. # New Feature: Adjust Animation Speed
  105. # -----------------------------------------------------------------------------
  106. # - RPG Maker VX Ace plays animations at a rate of 15 FPS by default. Speed up
  107. # the animations by changing a simple constant in the module.
  108. #
  109. # -----------------------------------------------------------------------------
  110. # New Feature: GUI Modifications
  111. # -----------------------------------------------------------------------------
  112. # - There are quite a lot of different modifications you can do to the GUI.
  113. # This includes placing outlines around your gauges, changing the colours of
  114. # each individual font aspect, and more. Also, you can change the default font
  115. # setting for your games here.
  116. #
  117. # -----------------------------------------------------------------------------
  118. # New Feature: Numeric Digit Grouping
  119. # -----------------------------------------------------------------------------
  120. # This will change various scenes to display numbers in groups where they are
  121. # separated by a comma every three digits. Thus, a number like 1234567 will
  122. # show up as 1,234,567. This allows for players to read numbers quicker.
  123. #
  124. # And that's all for the bug fixes and features!
  125. #
  126. #==============================================================================
  127. # ▼ Instructions
  128. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  129. # To install this script, open up your script editor and copy/paste this script
  130. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  131. #
  132. #==============================================================================
  133. # ▼ Compatibility
  134. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  135. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  136. # it will run with RPG Maker VX without adjusting.
  137. #
  138. #==============================================================================

  139. module YEA
  140.   module CORE
  141.    
  142.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  143.     # - Screen Resolution Size -
  144.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  145.     # RPG Maker VX Ace has the option of having larger width and height for
  146.     # your games. Resizing the width and height will have these changes:
  147.     #
  148.     #              Default   Resized   Min Tiles Default   Min Tiles New
  149.     #    Width       544       640           17                 20
  150.     #    Height      416       480           13                 15
  151.     #
  152.     # * Note: Maximum width is 640 while maximum height is 480.
  153.     #         Minimum width is 110 while maximum height is 10.
  154.     #         These are limitations set by RPG Maker VX Ace's engine.
  155.     #
  156.     # By selecting resize, all of the default menus will have their windows
  157.     # adjusted, but scripts provided by non-Yanfly Engine sources may or may
  158.     # not adjust themselves properly.
  159.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  160.     RESIZE_WIDTH  = 544
  161.     RESIZE_HEIGHT = 416
  162.    
  163.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  164.     # - Adjust Animation Speed -
  165.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  166.     # By default, the animation speed played in battles operates at 15 FPS
  167.     # (frames per second). For those who would like to speed it up, change this
  168.     # constant to one of these values:
  169.     #   RATE   Speed
  170.     #     4      15 fps
  171.     #     3      20 fps
  172.     #     2      30 fps
  173.     #     1      60 fps
  174.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  175.     ANIMATION_RATE = 3
  176.    
  177.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  178.     # - Digit Grouping -
  179.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  180.     # Setting this to true will cause numbers to be grouped together when they
  181.     # are larger than a thousand. For example, 12345 will appear as 12,345.
  182.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  183.     GROUP_DIGITS = true
  184.    
  185.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  186.     # - Font Settings -
  187.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  188.     # Adjust the default font settings for your game here. The various settings
  189.     # will be explained below.
  190.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  191.     FONT_NAME = ["VL Gothic", "Verdana", "Arial", "Courier"]
  192.     # This adjusts the fonts used for your game. If the font at the start of
  193.     # the array doesn't exist on the player's computer, it'll use the next one.
  194.     FONT_SIZE = 24       # Adjusts font size. Default: 24
  195.     FONT_BOLD = false   # Makes font bold. Default: false
  196.     FONT_ITALIC = false  # Makes font italic. Default: false
  197.     FONT_SHADOW = false  # Gives font a shadow. Default: false
  198.     FONT_OUTLINE = true  # Gives font an outline. Default: true
  199.     FONT_COLOUR = Color.new(255, 255, 255, 255)   # Default: 255, 255, 255, 255
  200.     FONT_OUTLINE_COLOUR = Color.new(0, 0, 0, 128) # Default:   0,   0,   0, 128
  201.    
  202.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  203.     # - Forced Action Settings -
  204.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  205.     # For those who would like to allow the game to remove a forced action
  206.     # battler from the queue list, use the switch below. If you don't want to
  207.     # use this option, set the switch ID to 0.
  208.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  209.     FORCED_ACTION_REMOVE_SWITCH = 0
  210.    
  211.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  212.     # - Gauge Appearance Settings -
  213.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  214.     # You can modify the way your gauges appear in the game. If you wish for
  215.     # them to have an outline, it's possible. You can also adjust the height
  216.     # of the gauges, too.
  217.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  218.     GAUGE_OUTLINE = true
  219.     GAUGE_HEIGHT = 12
  220.    
  221.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  222.     # - Held L and R Menu Scrolling -
  223.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  224.     # VX gave the ability to scroll through menus quickly through holding the
  225.     # L and R buttons (Q and W on the keyboard). VX Ace disabled it. Now, you
  226.     # can re-enable the ability to scroll faster by setting this constant to
  227.     # true. To disable it, set this constant to false.
  228.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  229.     QUICK_SCROLLING = true
  230.    
  231.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  232.     # - System Text Colours -
  233.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  234.     # Sometimes the system text colours are boring as just orange for HP, blue
  235.     # for MP, and green for TP. Change the values here. Each number corresponds
  236.     # to the colour index of the Window.png skin found in Graphics\System.
  237.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  238.     COLOURS ={
  239.     # :text       => ID
  240.       :normal     =>  0,   # Default:  0
  241.       :system     => 16,   # Default: 16
  242.       :crisis     => 17,   # Default: 17
  243.       :knockout   => 18,   # Default: 18
  244.       :gauge_back => 19,   # Default: 19
  245.       :hp_gauge1  => 28,   # Default: 20
  246.       :hp_gauge2  => 29,   # Default: 21
  247.       :mp_gauge1  => 22,   # Default: 22
  248.       :mp_gauge2  => 23,   # Default: 23
  249.       :mp_cost    => 23,   # Default: 23
  250.       :power_up   => 24,   # Default: 24
  251.       :power_down => 25,   # Default: 25
  252.       :tp_gauge1  => 10,   # Default: 28
  253.       :tp_gauge2  =>  2,   # Default: 29
  254.       :tp_cost    =>  2,   # Default: 29
  255.     } # Do not remove this.
  256.    
  257.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  258.     # - System Text Options -
  259.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  260.     # Here, you can adjust the transparency used for disabled items, the %
  261.     # needed for HP and MP to enter "crisis" mode.
  262.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  263.     TRANSPARENCY = 160   # Adjusts transparency of disabled items. Default: 160
  264.     HP_CRISIS = 0.25     # When HP is considered critical. Default: 0.25
  265.     MP_CRISIS = 0.25     # When MP is considered critical. Default: 0.25
  266.     ITEM_AMOUNT = "×%s"  # The prefix used for item amounts.
  267.    
  268.   end # CORE
  269. end # YEA

  270. #==============================================================================
  271. # ▼ Editting anything past this point may potentially result in causing
  272. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  273. # halitosis so edit at your own risk.
  274. #==============================================================================

  275. Graphics.resize_screen(YEA::CORE::RESIZE_WIDTH, YEA::CORE::RESIZE_HEIGHT)
  276. Font.default_name = YEA::CORE::FONT_NAME
  277. Font.default_size = YEA::CORE::FONT_SIZE
  278. Font.default_bold = YEA::CORE::FONT_BOLD
  279. Font.default_italic = YEA::CORE::FONT_ITALIC
  280. Font.default_shadow = YEA::CORE::FONT_SHADOW
  281. Font.default_outline = YEA::CORE::FONT_OUTLINE
  282. Font.default_color = YEA::CORE::FONT_COLOUR
  283. Font.default_out_color = YEA::CORE::FONT_OUTLINE_COLOUR

  284. #==============================================================================
  285. # ■ Numeric
  286. #==============================================================================

  287. class Numeric  
  288.   
  289.   #--------------------------------------------------------------------------
  290.   # new method: group_digits
  291.   #--------------------------------------------------------------------------
  292.   def group
  293.     return self.to_s unless YEA::CORE::GROUP_DIGITS
  294.     self.to_s.gsub(/(\d)(?=\d{3}+(?:\.|$))(\d{3}\..*)?/,'\1,\2')
  295.   end
  296.   
  297. end # Numeric

  298. #==============================================================================
  299. # ■ Switch
  300. #==============================================================================

  301. module Switch
  302.   
  303.   #--------------------------------------------------------------------------
  304.   # self.forced_action_remove
  305.   #--------------------------------------------------------------------------
  306.   def self.forced_action_remove
  307.     return false if YEA::CORE::FORCED_ACTION_REMOVE_SWITCH <= 0
  308.     return $game_switches[YEA::CORE::FORCED_ACTION_REMOVE_SWITCH]
  309.   end
  310.   
  311. end # Switch

  312. #==============================================================================
  313. # ■ BattleManager
  314. #==============================================================================

  315. module BattleManager
  316.   
  317.   #--------------------------------------------------------------------------
  318.   # overwrite method: turn_start
  319.   #--------------------------------------------------------------------------
  320.   def self.turn_start
  321.     @phase = :turn
  322.     clear_actor
  323.     $game_troop.increase_turn
  324.     @performed_battlers = []
  325.     make_action_orders
  326.   end
  327.   
  328.   #--------------------------------------------------------------------------
  329.   # overwrite method: next_subject
  330.   #--------------------------------------------------------------------------
  331.   def self.next_subject
  332.     @performed_battlers = [] if @performed_battlers.nil?
  333.     loop do
  334.       @action_battlers -= @performed_battlers
  335.       battler = @action_battlers.shift
  336.       return nil unless battler
  337.       next unless battler.index && battler.alive?
  338.       @performed_battlers.push(battler)
  339.       return battler
  340.     end
  341.   end
  342.   
  343.   #--------------------------------------------------------------------------
  344.   # overwrite method: force_action
  345.   #--------------------------------------------------------------------------
  346.   def self.force_action(battler)
  347.     @action_forced = [] if @action_forced == nil
  348.     @action_forced.push(battler)
  349.     return unless Switch.forced_action_remove
  350.     @action_battlers.delete(battler)
  351.   end
  352.   
  353.   #--------------------------------------------------------------------------
  354.   # overwrite method: action_forced?
  355.   #--------------------------------------------------------------------------
  356.   def self.action_forced?
  357.     @action_forced != nil
  358.   end
  359.   
  360.   #--------------------------------------------------------------------------
  361.   # overwrite method: action_forced_battler
  362.   #--------------------------------------------------------------------------
  363.   def self.action_forced_battler
  364.     @action_forced.shift
  365.   end
  366.   
  367.   #--------------------------------------------------------------------------
  368.   # overwrite method: clear_action_force
  369.   #--------------------------------------------------------------------------
  370.   def self.clear_action_force
  371.     @action_forced = nil if @action_forced.empty?
  372.   end
  373.   
  374. end # BattleManager

  375. #==============================================================================
  376. # ■ Game_Battler
  377. #==============================================================================

  378. class Game_Battler < Game_BattlerBase
  379.   
  380.   #--------------------------------------------------------------------------
  381.   # public instance variables
  382.   #--------------------------------------------------------------------------
  383.   attr_accessor :pseudo_ani_id
  384.   
  385.   #--------------------------------------------------------------------------
  386.   # alias method: clear_sprite_effects
  387.   #--------------------------------------------------------------------------
  388.   alias game_battler_clear_sprite_effects_ace clear_sprite_effects
  389.   def clear_sprite_effects
  390.     game_battler_clear_sprite_effects_ace
  391.     @pseudo_ani_id = 0
  392.   end
  393.   
  394.   #--------------------------------------------------------------------------
  395.   # alias method: force_action
  396.   #--------------------------------------------------------------------------
  397.   alias game_battler_force_action_ace force_action
  398.   def force_action(skill_id, target_index)
  399.     clone_current_actions
  400.     game_battler_force_action_ace(skill_id, target_index)
  401.   end
  402.   
  403.   #--------------------------------------------------------------------------
  404.   # new method: clone_current_actions
  405.   #--------------------------------------------------------------------------
  406.   def clone_current_actions
  407.     @cloned_actions = @actions.dup
  408.   end
  409.   
  410.   #--------------------------------------------------------------------------
  411.   # new method: restore_cloned_actions
  412.   #--------------------------------------------------------------------------
  413.   def restore_cloned_actions
  414.     return if @cloned_actions.nil?
  415.     @actions = @cloned_actions.dup
  416.     @cloned_actions = nil
  417.   end
  418.   
  419.   #--------------------------------------------------------------------------
  420.   # alias method: on_action_end
  421.   #--------------------------------------------------------------------------
  422.   alias game_battler_on_action_end_ace on_action_end
  423.   def on_action_end
  424.     game_battler_on_action_end_ace
  425.     restore_cloned_actions
  426.   end
  427.   
  428.   #--------------------------------------------------------------------------
  429.   # alias method: on_battle_end
  430.   #--------------------------------------------------------------------------
  431.   alias game_battler_on_battle_end_ace on_battle_end
  432.   def on_battle_end
  433.     game_battler_on_battle_end_ace
  434.     @cloned_actions = nil
  435.   end
  436.   
  437. end # Game_Battler

  438. #==============================================================================
  439. # ■ Game_Troop
  440. #==============================================================================

  441. class Game_Troop < Game_Unit
  442.   
  443.   #--------------------------------------------------------------------------
  444.   # overwrite method: setup
  445.   #--------------------------------------------------------------------------
  446.   def setup(troop_id)
  447.     clear
  448.     @troop_id = troop_id
  449.     @enemies = []
  450.     troop.members.each do |member|
  451.       next unless $data_enemies[member.enemy_id]
  452.       enemy = Game_Enemy.new(@enemies.size, member.enemy_id)
  453.       enemy.hide if member.hidden
  454.       enemy.screen_x = member.x + (Graphics.width - 544)/2
  455.       enemy.screen_y = member.y + (Graphics.height - 416)
  456.       @enemies.push(enemy)
  457.     end
  458.     init_screen_tone
  459.     make_unique_names
  460.   end
  461.   
  462. end # Game_Troop

  463. #==============================================================================
  464. # ■ Game_Map
  465. #==============================================================================

  466. class Game_Map
  467.   
  468.   #--------------------------------------------------------------------------
  469.   # overwrite method: scroll_down
  470.   #--------------------------------------------------------------------------
  471.   def scroll_down(distance)
  472.     if loop_vertical?
  473.       @display_y += distance
  474.       @display_y %= @map.height * 256
  475.       @parallax_y += distance if @parallax_loop_y
  476.     else
  477.       last_y = @display_y
  478.       dh = Graphics.height > height * 32 ? height : screen_tile_y
  479.       @display_y = [@display_y + distance, height - dh].min
  480.       @parallax_y += @display_y - last_y
  481.     end
  482.   end
  483.   
  484.   #--------------------------------------------------------------------------
  485.   # overwrite method: scroll_right
  486.   #--------------------------------------------------------------------------
  487.   def scroll_right(distance)
  488.     if loop_horizontal?
  489.       @display_x += distance
  490.       @display_x %= @map.width * 256
  491.       @parallax_x += distance if @parallax_loop_x
  492.     else
  493.       last_x = @display_x
  494.       dw = Graphics.width > width * 32 ? width : screen_tile_x
  495.       @display_x = [@display_x + distance, width - dw].min
  496.       @parallax_x += @display_x - last_x
  497.     end
  498.   end
  499.   
  500. end # Game_Map

  501. #==============================================================================
  502. # ■ Game_Event
  503. #==============================================================================

  504. class Game_Event < Game_Character
  505.   
  506.   #--------------------------------------------------------------------------
  507.   # overwrite method: near_the_screen?
  508.   #--------------------------------------------------------------------------
  509.   def near_the_screen?(dx = nil, dy = nil)
  510.     dx = [Graphics.width, $game_map.width * 256].min/32 - 5 if dx.nil?
  511.     dy = [Graphics.height, $game_map.height * 256].min/32 - 5 if dy.nil?
  512.     ax = $game_map.adjust_x(@real_x) - Graphics.width / 2 / 32
  513.     ay = $game_map.adjust_y(@real_y) - Graphics.height / 2 / 32
  514.     ax >= -dx && ax <= dx && ay >= -dy && ay <= dy
  515.   end
  516.   
  517. end # Game_Event

  518. #==============================================================================
  519. # ■ Sprite_Base
  520. #==============================================================================

  521. class Sprite_Base < Sprite
  522.   
  523.   #--------------------------------------------------------------------------
  524.   # overwrite method: set_animation_rate
  525.   #--------------------------------------------------------------------------
  526.   def set_animation_rate
  527.     @ani_rate = YEA::CORE::ANIMATION_RATE
  528.   end
  529.   
  530.   #--------------------------------------------------------------------------
  531.   # new method: start_pseudo_animation
  532.   #--------------------------------------------------------------------------
  533.   def start_pseudo_animation(animation, mirror = false)
  534.     dispose_animation
  535.     @animation = animation
  536.     return if @animation.nil?
  537.     @ani_mirror = mirror
  538.     set_animation_rate
  539.     @ani_duration = @animation.frame_max * @ani_rate + 1
  540.     @ani_sprites = []
  541.   end
  542.   
  543. end # Sprite_Base

  544. #==============================================================================
  545. # ■ Sprite_Battler
  546. #==============================================================================

  547. class Sprite_Battler < Sprite_Base
  548.   
  549.   #--------------------------------------------------------------------------
  550.   # alias method: setup_new_animation
  551.   #--------------------------------------------------------------------------
  552.   alias sprite_battler_setup_new_animation_ace setup_new_animation
  553.   def setup_new_animation
  554.     sprite_battler_setup_new_animation_ace
  555.     return if @battler.nil?
  556.     return if @battler.pseudo_ani_id.nil?
  557.     return if @battler.pseudo_ani_id <= 0
  558.     animation = $data_animations[@battler.pseudo_ani_id]
  559.     mirror = @battler.animation_mirror
  560.     start_pseudo_animation(animation, mirror)
  561.     @battler.pseudo_ani_id = 0
  562.   end
  563.   
  564. end # Sprite_Battler

  565. #==============================================================================
  566. # ■ Spriteset_Map
  567. #==============================================================================

  568. class Spriteset_Map
  569.   
  570.   #--------------------------------------------------------------------------
  571.   # overwrite method: create_viewports
  572.   #--------------------------------------------------------------------------
  573.   def create_viewports
  574.     if Graphics.width > $game_map.width * 32 && !$game_map.loop_horizontal?
  575.       dx = (Graphics.width - $game_map.width * 32) / 2
  576.     else
  577.       dx = 0
  578.     end
  579.     dw = [Graphics.width, $game_map.width * 32].min
  580.     dw = Graphics.width if $game_map.loop_horizontal?
  581.     if Graphics.height > $game_map.height * 32 && !$game_map.loop_vertical?
  582.       dy = (Graphics.height - $game_map.height * 32) / 2
  583.     else
  584.       dy = 0
  585.     end
  586.     dh = [Graphics.height, $game_map.height * 32].min
  587.     dh = Graphics.height if $game_map.loop_vertical?
  588.     @viewport1 = Viewport.new(dx, dy, dw, dh)
  589.     @viewport2 = Viewport.new(dx, dy, dw, dh)
  590.     @viewport3 = Viewport.new(dx, dy, dw, dh)
  591.     @viewport2.z = 50
  592.     @viewport3.z = 100
  593.   end
  594.   
  595.   #--------------------------------------------------------------------------
  596.   # new method: update_viewport_sizes
  597.   #--------------------------------------------------------------------------
  598.   def update_viewport_sizes
  599.     if Graphics.width > $game_map.width * 32 && !$game_map.loop_horizontal?
  600.       dx = (Graphics.width - $game_map.width * 32) / 2
  601.     else
  602.       dx = 0
  603.     end
  604.     dw = [Graphics.width, $game_map.width * 32].min
  605.     dw = Graphics.width if $game_map.loop_horizontal?
  606.     if Graphics.height > $game_map.height * 32 && !$game_map.loop_vertical?
  607.       dy = (Graphics.height - $game_map.height * 32) / 2
  608.     else
  609.       dy = 0
  610.     end
  611.     dh = [Graphics.height, $game_map.height * 32].min
  612.     dh = Graphics.height if $game_map.loop_vertical?
  613.     rect = Rect.new(dx, dy, dw, dh)
  614.     for viewport in [@viewport1, @viewport2, @viewport3]
  615.       viewport.rect = rect
  616.     end
  617.   end
  618.   
  619. end # Spriteset_Map

  620. #==============================================================================
  621. # ■ Window_Base
  622. #==============================================================================

  623. class Window_Base < Window
  624.   
  625.   #--------------------------------------------------------------------------
  626.   # overwrite method: reset_font_settings
  627.   #--------------------------------------------------------------------------
  628.   def reset_font_settings
  629.     change_color(normal_color)
  630.     contents.font.size = Font.default_size
  631.     contents.font.bold = Font.default_bold
  632.     contents.font.italic = Font.default_italic
  633.     contents.font.out_color = Font.default_out_color
  634.   end
  635.   
  636.   #--------------------------------------------------------------------------
  637.   # overwrite methods: color
  638.   #--------------------------------------------------------------------------
  639.   def normal_color;      text_color(YEA::CORE::COLOURS[:normal]);      end;
  640.   def system_color;      text_color(YEA::CORE::COLOURS[:system]);      end;
  641.   def crisis_color;      text_color(YEA::CORE::COLOURS[:crisis]);      end;
  642.   def knockout_color;    text_color(YEA::CORE::COLOURS[:knockout]);    end;
  643.   def gauge_back_color;  text_color(YEA::CORE::COLOURS[:gauge_back]);  end;
  644.   def hp_gauge_color1;   text_color(YEA::CORE::COLOURS[:hp_gauge1]);   end;
  645.   def hp_gauge_color2;   text_color(YEA::CORE::COLOURS[:hp_gauge2]);   end;
  646.   def mp_gauge_color1;   text_color(YEA::CORE::COLOURS[:mp_gauge1]);   end;
  647.   def mp_gauge_color2;   text_color(YEA::CORE::COLOURS[:mp_gauge2]);   end;
  648.   def mp_cost_color;     text_color(YEA::CORE::COLOURS[:mp_cost]);     end;
  649.   def power_up_color;    text_color(YEA::CORE::COLOURS[:power_up]);    end;
  650.   def power_down_color;  text_color(YEA::CORE::COLOURS[:power_down]);  end;
  651.   def tp_gauge_color1;   text_color(YEA::CORE::COLOURS[:tp_gauge1]);   end;
  652.   def tp_gauge_color2;   text_color(YEA::CORE::COLOURS[:tp_gauge2]);   end;
  653.   def tp_cost_color;     text_color(YEA::CORE::COLOURS[:tp_cost]);     end;
  654.   
  655.   #--------------------------------------------------------------------------
  656.   # overwrite method: translucent_alpha
  657.   #--------------------------------------------------------------------------
  658.   def translucent_alpha
  659.     return YEA::CORE::TRANSPARENCY
  660.   end
  661.   
  662.   #--------------------------------------------------------------------------
  663.   # overwrite method: hp_color
  664.   #--------------------------------------------------------------------------
  665.   def hp_color(actor)
  666.     return knockout_color if actor.hp == 0
  667.     return crisis_color if actor.hp < actor.mhp * YEA::CORE::HP_CRISIS
  668.     return normal_color
  669.   end
  670.   #--------------------------------------------------------------------------
  671.   # overwrite method: mp_color
  672.   #--------------------------------------------------------------------------
  673.   def mp_color(actor)
  674.     return crisis_color if actor.mp < actor.mmp * YEA::CORE::MP_CRISIS
  675.     return normal_color
  676.   end
  677.   
  678.   #--------------------------------------------------------------------------
  679.   # overwrite method: draw_gauge
  680.   #--------------------------------------------------------------------------
  681.   def draw_gauge(dx, dy, dw, rate, color1, color2)
  682.     dw -= 2 if YEA::CORE::GAUGE_OUTLINE
  683.     fill_w = [(dw * rate).to_i, dw].min
  684.     gauge_h = YEA::CORE::GAUGE_HEIGHT
  685.     gauge_y = dy + line_height - 2 - gauge_h
  686.     if YEA::CORE::GAUGE_OUTLINE
  687.       outline_colour = gauge_back_color
  688.       outline_colour.alpha = translucent_alpha
  689.       contents.fill_rect(dx, gauge_y-1, dw+2, gauge_h+2, outline_colour)
  690.       dx += 1
  691.     end
  692.     contents.fill_rect(dx, gauge_y, dw, gauge_h, gauge_back_color)
  693.     contents.gradient_fill_rect(dx, gauge_y, fill_w, gauge_h, color1, color2)
  694.   end
  695.   
  696.   #--------------------------------------------------------------------------
  697.   # overwrite method: draw_actor_level
  698.   #--------------------------------------------------------------------------
  699.   def draw_actor_level(actor, dx, dy)
  700.     change_color(system_color)
  701.     draw_text(dx, dy, 32, line_height, Vocab::level_a)
  702.     change_color(normal_color)
  703.     draw_text(dx + 32, dy, 24, line_height, actor.level.group, 2)
  704.   end
  705.   
  706.   #--------------------------------------------------------------------------
  707.   # overwrite method: draw_current_and_max_values
  708.   #--------------------------------------------------------------------------
  709.   def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
  710.     total = current.group + "/" + max.group
  711.     if dw < text_size(total).width + text_size(Vocab.hp).width
  712.       change_color(color1)
  713.       draw_text(dx, dy, dw, line_height, current.group, 2)
  714.     else
  715.       xr = dx + text_size(Vocab.hp).width
  716.       dw -= text_size(Vocab.hp).width
  717.       change_color(color2)
  718.       text = "/" + max.group
  719.       draw_text(xr, dy, dw, line_height, text, 2)
  720.       dw -= text_size(text).width
  721.       change_color(color1)
  722.       draw_text(xr, dy, dw, line_height, current.group, 2)
  723.     end
  724.   end
  725.   
  726.   #--------------------------------------------------------------------------
  727.   # overwrite method: draw_actor_tp
  728.   #--------------------------------------------------------------------------
  729.   def draw_actor_tp(actor, x, y, width = 124)
  730.     draw_gauge(x, y, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
  731.     change_color(system_color)
  732.     draw_text(x, y, 30, line_height, Vocab::tp_a)
  733.     change_color(tp_color(actor))
  734.     draw_text(x + width - 42, y, 42, line_height, actor.tp.to_i.group, 2)
  735.   end
  736.   
  737.   #--------------------------------------------------------------------------
  738.   # overwrite method: draw_actor_param
  739.   #--------------------------------------------------------------------------
  740.   def draw_actor_param(actor, x, y, param_id)
  741.     change_color(system_color)
  742.     draw_text(x, y, 120, line_height, Vocab::param(param_id))
  743.     change_color(normal_color)
  744.     draw_text(x + 120, y, 36, line_height, actor.param(param_id).group, 2)
  745.   end
  746.   
  747.   #--------------------------------------------------------------------------
  748.   # overwrite method: draw_currency_value
  749.   #--------------------------------------------------------------------------
  750.   def draw_currency_value(value, unit, x, y, width)
  751.     cx = text_size(unit).width
  752.     change_color(normal_color)
  753.     draw_text(x, y, width - cx - 2, line_height, value.group, 2)
  754.     change_color(system_color)
  755.     draw_text(x, y, width, line_height, unit, 2)
  756.   end
  757.   
  758.   #--------------------------------------------------------------------------
  759.   # overwrite method: draw_actor_simple_status
  760.   #--------------------------------------------------------------------------
  761.   def draw_actor_simple_status(actor, dx, dy)
  762.     draw_actor_name(actor, dx, dy)
  763.     draw_actor_level(actor, dx, dy + line_height * 1)
  764.     draw_actor_icons(actor, dx, dy + line_height * 2)
  765.     dw = contents.width - dx - 124
  766.     draw_actor_class(actor, dx + 120, dy, dw)
  767.     draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw)
  768.     draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw)
  769.   end
  770.   
  771. end # Window_Base

  772. #==============================================================================
  773. # ■ Window_Selectable
  774. #==============================================================================

  775. class Window_Selectable < Window_Base
  776.   
  777.   #--------------------------------------------------------------------------
  778.   # overwrite method: process_cursor_move
  779.   #--------------------------------------------------------------------------
  780.   if YEA::CORE::QUICK_SCROLLING
  781.   def process_cursor_move
  782.     return unless cursor_movable?
  783.     last_index = @index
  784.     cursor_down (Input.trigger?(:DOWN))  if Input.repeat?(:DOWN)
  785.     cursor_up   (Input.trigger?(:UP))    if Input.repeat?(:UP)
  786.     cursor_right(Input.trigger?(:RIGHT)) if Input.repeat?(:RIGHT)
  787.     cursor_left (Input.trigger?(:LEFT))  if Input.repeat?(:LEFT)
  788.     cursor_pagedown   if !handle?(:pagedown) && Input.repeat?(:R)
  789.     cursor_pageup     if !handle?(:pageup)   && Input.repeat?(:L)
  790.     Sound.play_cursor if @index != last_index
  791.   end
  792.   end # YEA::CORE::QUICK_SCROLLING
  793.   
  794. end # Window_Selectable

  795. #==============================================================================
  796. # ■ Window_ItemList
  797. #==============================================================================

  798. class Window_ItemList < Window_Selectable
  799.   
  800.   #--------------------------------------------------------------------------
  801.   # overwrite method: draw_item
  802.   #--------------------------------------------------------------------------
  803.   def draw_item(index)
  804.     item = @data[index]
  805.     return if item.nil?
  806.     rect = item_rect(index)
  807.     rect.width -= 4
  808.     draw_item_name(item, rect.x, rect.y, enable?(item), rect.width - 24)
  809.     draw_item_number(rect, item)
  810.   end
  811.   
  812.   #--------------------------------------------------------------------------
  813.   # overwrite method: draw_item_number
  814.   #--------------------------------------------------------------------------
  815.   def draw_item_number(rect, item)
  816.     text = sprintf(YEA::CORE::ITEM_AMOUNT, $game_party.item_number(item).group)
  817.     draw_text(rect, text, 2)
  818.   end
  819.   
  820. end # Window_ItemList

  821. #==============================================================================
  822. # ■ Window_SkillList
  823. #==============================================================================

  824. class Window_SkillList < Window_Selectable
  825.   
  826.   #--------------------------------------------------------------------------
  827.   # draw_item
  828.   #--------------------------------------------------------------------------
  829.   def draw_item(index)
  830.     skill = @data[index]
  831.     return if skill.nil?
  832.     rect = item_rect(index)
  833.     rect.width -= 4
  834.     draw_item_name(skill, rect.x, rect.y, enable?(skill), rect.width - 24)
  835.     draw_skill_cost(rect, skill)
  836.   end
  837.   
  838. end # Window_SkillList

  839. #==============================================================================
  840. # ■ Window_Status
  841. #==============================================================================

  842. class Window_Status < Window_Selectable
  843.   
  844.   #--------------------------------------------------------------------------
  845.   # overwrite method: draw_exp_info
  846.   #--------------------------------------------------------------------------
  847.   def draw_exp_info(x, y)
  848.     s1 = @actor.max_level? ? "-------" : @actor.exp
  849.     s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp
  850.     s_next = sprintf(Vocab::ExpNext, Vocab::level)
  851.     change_color(system_color)
  852.     draw_text(x, y + line_height * 0, 180, line_height, Vocab::ExpTotal)
  853.     draw_text(x, y + line_height * 2, 180, line_height, s_next)
  854.     change_color(normal_color)
  855.     s1 = s1.group if s1.is_a?(Integer)
  856.     s2 = s2.group if s2.is_a?(Integer)
  857.     draw_text(x, y + line_height * 1, 180, line_height, s1, 2)
  858.     draw_text(x, y + line_height * 3, 180, line_height, s2, 2)
  859.   end
  860.   
  861. end # Window_Status

  862. #==============================================================================
  863. # ■ Window_ShopBuy
  864. #==============================================================================

  865. class Window_ShopBuy < Window_Selectable
  866.   
  867.   #--------------------------------------------------------------------------
  868.   # overwrite method: draw_item
  869.   #--------------------------------------------------------------------------
  870.   def draw_item(index)
  871.     item = @data[index]
  872.     rect = item_rect(index)
  873.     draw_item_name(item, rect.x, rect.y, enable?(item))
  874.     rect.width -= 4
  875.     draw_text(rect, price(item).group, 2)
  876.   end
  877.   
  878. end # Window_ShopBuy

  879. #==============================================================================
  880. # ■ Scene_Map
  881. #==============================================================================

  882. class Scene_Map < Scene_Base
  883.   
  884.   #--------------------------------------------------------------------------
  885.   # alias method: post_transfer
  886.   #--------------------------------------------------------------------------
  887.   alias scene_map_post_transfer_ace post_transfer
  888.   def post_transfer
  889.     @spriteset.update_viewport_sizes
  890.     scene_map_post_transfer_ace
  891.   end
  892.   
  893. end # Scene_Map

  894. #==============================================================================
  895. # ■ Scene_Battle
  896. #==============================================================================

  897. class Scene_Battle < Scene_Base
  898.   
  899.   #--------------------------------------------------------------------------
  900.   # alias method: check_substitute
  901.   #--------------------------------------------------------------------------
  902.   alias scene_battle_check_substitute_ace check_substitute
  903.   def check_substitute(target, item)
  904.     return false if @subject.actor? == target.actor?
  905.     return scene_battle_check_substitute_ace(target, item)
  906.   end
  907.   
  908.   #--------------------------------------------------------------------------
  909.   # overwrite method: process_forced_action
  910.   #--------------------------------------------------------------------------
  911.   def process_forced_action
  912.     while BattleManager.action_forced?
  913.       last_subject = @subject
  914.       @subject = BattleManager.action_forced_battler
  915.       process_action
  916.       @subject = last_subject
  917.       BattleManager.clear_action_force
  918.     end
  919.   end
  920.   
  921.   #--------------------------------------------------------------------------
  922.   # overwrite method: show_attack_animation
  923.   #--------------------------------------------------------------------------
  924.   def show_attack_animation(targets)
  925.     if @subject.actor?
  926.       show_normal_animation(targets, @subject.atk_animation_id1, false)
  927.       wait_for_animation
  928.       show_normal_animation(targets, @subject.atk_animation_id2, true)
  929.     else
  930.       Sound.play_enemy_attack
  931.       abs_wait_short
  932.     end
  933.   end
  934.   
  935.   #--------------------------------------------------------------------------
  936.   # overwrite method: show_normal_animation
  937.   #--------------------------------------------------------------------------
  938.   def show_normal_animation(targets, animation_id, mirror = false)
  939.     animation = $data_animations[animation_id]
  940.     return if animation.nil?
  941.     ani_check = false
  942.     targets.each do |target|
  943.       if ani_check && target.animation_id <= 0
  944.         target.pseudo_ani_id = animation_id
  945.       else
  946.         target.animation_id = animation_id
  947.       end
  948.       target.animation_mirror = mirror
  949.       abs_wait_short unless animation.to_screen?
  950.       ani_check = true if animation.to_screen?
  951.     end
  952.     abs_wait_short if animation.to_screen?
  953.   end
  954.   
  955. end # Scene_Battle

  956. #==============================================================================
  957. #
  958. # ▼ End of File
  959. #
  960. #==============================================================================
复制代码

’’
作者: 358429534    时间: 2012-8-16 17:33
狱冥幻翼 发表于 2012-8-16 12:25

还是很谢谢你!
咦!郁闷我又糊涂了,忘了给仁人志士加分了..........





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