The RPG Maker Resource Kit

RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: MutsuMutsu on March 08, 2007, 11:42:08 AM

Title: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: MutsuMutsu on March 08, 2007, 11:42:08 AM
I think I am worst Scripter ever. So, please do or send somekind of Final Fantasy X Battle System script.
Please :lol:
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: Blizzard on March 08, 2007, 12:14:26 PM
Try hbgames.org/forums . I have seen such a script there.
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: MutsuMutsu on March 08, 2007, 12:51:11 PM
I can't found it. :( And I am poor finder. There isn't even a search thing. Help me ??? Please :-[
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: Blizzard on March 08, 2007, 12:54:45 PM
Lol:

http://www.hbgames.org/forums/search.php?
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: MutsuMutsu on March 08, 2007, 01:16:01 PM
Oh, I didn't register ^-^ Thanks to you
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: MutsuMutsu on March 08, 2007, 01:24:58 PM
No, there is not any of them. >:(
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: Blizzard on March 08, 2007, 02:21:27 PM
I lol'd.

http://www.hbgames.org/forums/showthread.php?t=1160

Well, you have to ask the poster where he got it from. =/
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: MutsuMutsu on March 08, 2007, 05:12:21 PM
It doesn't WORK >:( REALLY!!! This is bad...
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: modern algebra on March 08, 2007, 06:17:05 PM
Quote from: Blizzard on March 08, 2007, 02:21:27 PM
Well, you have to ask the poster where he got it from. =/

Just do as Blizzard says. Blizzard is always right. And he is a far better scripter than Seph.
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: MutsuMutsu on March 08, 2007, 06:19:21 PM
I know as Blizzard is very good scripter. PLEASE, can somebody send it to me. PLEASE :'(
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: blazinhandle on March 08, 2007, 10:37:18 PM
There yuh go man, the descriptions are in japanese, although you said you weren't a great scripter so i doubt ull be doing any modifying. Here's a link to some english instructions:
http://www.hbgames.org/forums/showthread.php?t=1160&page=3

FFX CTB :o
[spoiler]#########################################################################
# FF10??????????????????????
#
# ?????ATB(??????????????????)????
# ?????????????????????
# ATB????????????????????????
# ????????????(???????0???????)??????
# ???????????CTB????(??CTB)???
# ??????????????????
# ?????????????????????????
# ?????????ATB????????????????
#
# ????????????????????
# ?????????????????????
# ????????????????????????????
# ???????????????????????????????????
# ???????????????????????????????????
#
# ???
# ?????????
# ???????????????????????
# ?????????????????????
#
# ??????????????
# ??????????????????????????????
# ??????????????????????
#
# ?????
# ??????????????
# ???????????????????X????????????
# ??????????????????
# ???????????????
# ???????50??????????????
# ????????????????
# ???L?R???????????????????
# ????????CP???????????????????????????
#
# ????????
# ?????,?????,?????????????????????
# ??????????????????????CP???????????
# ????????????CP_COST_ATTACK??????????
# ????????????????????
# ?????????????????????????
# ????????????????????
# ?????????????????0????
# ???????????
# ????????,120,0?
# ???CP_COST_ATTACK?120?????????
# ???????????????????
# ?????????,100,120?
# ???????????????????????????120??????
#########################################################################

#==============================================================================
# ? ????
#==============================================================================
module RPG
class Skill
CP_COST_DELAY = 300 # ??????????????????????
CP_COST_SPELL = 300 # ?????????????????????
end
end

module CTB_Define
# ???????ID
SPELL_STATE_ID = 300
# ??CP
# ??CP?????????CP(?????)×??????÷????????
CP_COST_ITEM   = 200 # ???????????????
CP_COST_ATTACK  = 300 # ??????????
CP_COST_GUARD   = 200 # ??????????
CP_COST_NOTHING = 100 # ????????????
CP_COST_ESCAPE  = 100 # ??????*???*????
CP_COST_SKILL  = [0,300,300,400,300,300,300,300,400,300,300,400,300,300,400,300,300,400,300,300,400,300,300,400,300,300,400,300,300,400,400,550,250,350,250,350,250,350,250,350,250,350,250,350,250,350,250,350,250,350,250,350,400,400,400,400,200,300,400,500,200,300,400,500,200,300,400,500,200,300,400,500,200,300,400,500,200,300,400,500,900]
end

#==============================================================================
# ? RPG::Skill
#==============================================================================
module RPG
class Skill
   def name
     name = @name.split(/,/)[0]
     return name != nil ? name : ''
   end
   def delay
     name = @name.split(/,/)[1].to_i
     return name != nil ? name : CP_COST_DELAY
   end
   def spell
     name = @name.split(/,/)[2].to_i
     return name != nil ? name : CP_COST_SPELL
   end
end
end

#==============================================================================
# ? Window_CTB
#------------------------------------------------------------------------------
# ????????????????????
#==============================================================================
class Window_CTB < Window_Base
# ???????ID????
include CTB_Define
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize(avg)
   super(0, 320, 160, 160)
   self.contents = Bitmap.new(self.width - 32, self.height - 32)
   # ??AGI??   
   @agi_avg = avg
   # ?????
   @names = []
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
   # ?????
   self.contents.clear
    self.contents.font.name = "Tahoma"
   self.contents.font.size = 20
   self.contents.font.color = system_color
   self.contents.font.size = 16
   self.contents.draw_text(0, 0, 100, 17, "Turn Ratio")
   # ?????
   @names = []
   # ???????????CP????
   get_cps
   # cp??????
   @names.sort!{|a,b| b[0] <=> a[0] }   
   h = 0
   self.contents.font.size = 17
   for i in 0...6
     @nam = @names[i]
     if @nam == nil
       break
     end
     x = 4
     y = 18 * h + 17
     if @nam[0] >= 500 # 500???????????
       if @nam[2] == true
         self.contents.font.color = Color.new(230, 255, 255, 255)
       else
          self.contents.font.name = "Tahoma"
   self.contents.font.size = 12
         self.contents.font.color = normal_color
       end
     else
       if @nam[2] == true
         self.contents.font.color = Color.new(190, 225, 225, 255)
       else
         self.contents.font.color = disabled_color
       end
     end
     self.contents.draw_text(x, y, 128, 18, @nam[1])
     h += 1
   end
end
#--------------------------------------------------------------------------
# ? ????CP???
#--------------------------------------------------------------------------
def get_cps
   # ???????????CP????@names???
   i = 0
   while @names.size < 15
     for member in $game_party.actors + $game_troop.enemies
       next if member.dead? or !member.exist?
       cp = CP_COST_ATTACK * @agi_avg / member.agi # ????????CP???
       if i == 1 and member.current_action.kind == 1
         skill = $data_skills[member.current_action.skill_id]
         cp = CP_COST_SKILL[skill.id] * @agi_avg / member.agi
       end
       cp = member.cp - (cp * i)
       if i == 0
         spell = member.state?(SPELL_STATE_ID)
       else
         spell = false
       end
       @names.push([cp, member.name, spell])
     end
     i += 1
   end
end
#--------------------------------------------------------------------------
# ? CTB???????????????????
#--------------------------------------------------------------------------
def names_empty
   if @names == []
     return true
   else
     return false
   end
end
end

#==============================================================================
# ? Window_CTB_All
#------------------------------------------------------------------------------
# ????????????????????????
#==============================================================================
class Window_CTB_All < Window_Base
# ???????ID????
include CTB_Define
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize(avg)
   super(0, 0, 160, 480)
   self.contents = Bitmap.new(self.width - 32, self.height - 32)
    self.contents.font.name = "Tahoma"
   self.contents.font.size = 12
   # ??AGI??   
   @agi_avg = avg
   # ?????
   @names = []
   # ???????????CP????
   get_init_cps
   # cp??????
   @names.sort!{|a,b| b[0] <=> a[0] }
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh(id)
   # ?????
   self.contents.clear
    self.contents.font.name = "Tahoma"
   self.contents.font.size = 20
   self.contents.font.color = system_color
   self.contents.font.size = 18
   self.contents.draw_text(0, 0, 100, 20, "Turn Ratio")
   h = 0
   self.contents.font.size = 19
   for i in id-1...[id+18,50].min
     @nam = @names[i]
     if @nam == nil
       break
     end
     x = 4
     y = 22 * h + 20
     if @nam[0] >= 500 # 500???????????
       if @nam[2] == true
         self.contents.font.color = Color.new(230, 255, 255, 255)
       else
         self.contents.font.color = normal_color
       end
     else
       if @nam[2] == true
         self.contents.font.color = Color.new(190, 225, 225, 255)
       else
         self.contents.font.color = disabled_color
       end
     end
      self.contents.font.name = "Tahoma"
   self.contents.font.size = $fontsize
     self.contents.draw_text(x, y, 32, 22, (i+1).to_s)
     self.contents.draw_text(x+32, y, 128, 22, @nam[1])
     h += 1
   end
end
#--------------------------------------------------------------------------
# ? ????CP???
#--------------------------------------------------------------------------
def get_init_cps
   # ???????????CP????@names???
   i = 0
   while @names.size < 75
     for member in $game_party.actors + $game_troop.enemies
       next if member.dead? or !member.exist?
       cp = CP_COST_ATTACK * @agi_avg / member.agi # ????????CP???
       if i == 1 and member.current_action.kind == 1
         @skill = $data_skills[@active_battler.current_action.skill_id]
         skill = $data_skills[member.current_action.skill_id]
         cp = CP_COST_SKILL[skill.id] * @agi_avg / member.agi
       end
       cp = member.cp - (cp * i)
       if i == 0
         spell = member.state?(SPELL_STATE_ID)
       else
         spell = false
       end
       @names.push([cp, member.name, spell])
     end
     i += 1
   end
end
#--------------------------------------------------------------------------
# ? CTB???????????????????
#--------------------------------------------------------------------------
def names_full(id)
   if @names[id] == nil
     return false
   end
   return true
end
end
#==============================================================================
# ? Window_PartyCommand(????????????????????????)
#==============================================================================
class Window_PartyCommand < Window_Selectable
#--------------------------------------------------------------------------
# ? ?????????(???)
#--------------------------------------------------------------------------
def initialize
   super(0, 0, 640, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.back_opacity = 160
   # ??????
   @commands = ["Battle", "Special", "Escape"]
   @item_max = 3
   @column_max = 3
   draw_item(0, normal_color)
   draw_item(1, normal_color)   
   draw_item(2, $game_temp.battle_can_escape ? normal_color : disabled_color)
   self.active = false
   self.visible = false
   self.index = 0
end
#--------------------------------------------------------------------------
# ? ?????(???)
#     index : ????
#     color : ???
#--------------------------------------------------------------------------
def draw_item(index, color)
   self.contents.font.color = color
   rect = Rect.new(80 + index * 160 + 4, 0, 128 - 10, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   self.contents.draw_text(rect, @commands[index], 1)
end
#--------------------------------------------------------------------------
# ? ?????????(???)
#--------------------------------------------------------------------------
def update_cursor_rect
   self.cursor_rect.set(80 + index * 160, 0, 128, 32)
end
end
#==============================================================================
# ? Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ? ?????????(???)(???????)
#--------------------------------------------------------------------------
def initialize
   super(160, 320, 480, 160)
   self.contents = Bitmap.new(width - 32, height - 32)
   @level_up_flags = [false, false, false, false]
   refresh
end
#--------------------------------------------------------------------------
# ? ??????(???)(???????)
#--------------------------------------------------------------------------
def refresh
   self.contents.clear
    self.contents.font.name = "Tahoma"
   self.contents.font.size = 19
   @item_max = $game_party.actors.size
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     actor_x = i * 115 + 9
     draw_actor_name(actor, actor_x, 0)
     draw_actor_hp(actor, actor_x, 31, 90)
     draw_actor_sp(actor, actor_x, 65, 90)
     if @level_up_flags[i]
       self.contents.font.color = normal_color
       self.contents.draw_text(actor_x, 99, 120, 32, "Level Up!")
     else
       draw_actor_state(actor, actor_x, 99)
     end
   end
end
end

#==============================================================================
# ? Game_Battler
#==============================================================================
class Game_Battler
# ???????ID????
include CTB_Define

attr_accessor :now_guarding             # ????????
attr_accessor :cp                       # ??CP
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
alias ctb_sys_inputable? inputable?
def inputable?
   bool = ctb_sys_inputable?
   return false if state?(SPELL_STATE_ID)
   return false if bool == false
   return false if @cp < 500
   return true
end
end

#==============================================================================
# ? Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias ctb_sys_setup setup
def setup(actor_id)
   ctb_sys_setup(actor_id)
   @cp = 0
   @now_guarding = false
end
#--------------------------------------------------------------------------
# ? ????? X ?????(???)
#--------------------------------------------------------------------------
def screen_x
   # ??????????? X ?????????
   if self.index != nil
     return self.index * 115 + 215
   else
     return 0
   end
end
end

#==============================================================================
# ? Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias ctb_sys_initialize initialize
def initialize(troop_id, member_index)
   ctb_sys_initialize(troop_id, member_index)
   @cp = 0
   @now_guarding = false
end
end

#==============================================================================
# ? Game_BattleAction
#==============================================================================
class Game_BattleAction
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :spell                    # ??????
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias ctb_sys_initialize initialize
def initialize
   @spell = false # spell?false???
   ctb_sys_initialize
end

#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
alias ctb_sys_clear clear
def clear
   # spell ?true????????
   return if @spell
   ctb_sys_clear
end
end

#==============================================================================
# ? Scene_Battle
#==============================================================================
class Scene_Battle
# ???????ID????
include CTB_Define

#--------------------------------------------------------------------------
# ? ????? (???)
#--------------------------------------------------------------------------
def main
   # ???????????????
   $game_temp.in_battle = true
   $game_temp.battle_turn = 0
   $game_temp.battle_event_flags.clear
   $game_temp.battle_abort = false
   $game_temp.battle_main_phase = false
   $game_temp.battleback_name = $game_map.battleback_name
   $game_temp.forcing_battler = nil
   # ??????????????????
   $game_system.battle_interpreter.setup(nil, 0)
   # ???????
   @troop_id = $game_temp.battle_troop_id
   $game_troop.setup(@troop_id) 
   # ????????????????
   s1 = $data_system.words.attack
   s2 = $data_system.words.skill
   s3 = $data_system.words.guard
   s4 = $data_system.words.item
   @actor_command_window = Window_Command.new(115, [s1, s2, s3, s4])
   @actor_command_window.y = 160
   @actor_command_window.back_opacity = 0
   @actor_command_window.active = false
   @actor_command_window.visible = false
   # ????????????
   @party_command_window = Window_PartyCommand.new
   @help_window = Window_Help.new
   @help_window.back_opacity = 0
   @help_window.visible = false
   @status_window = Window_BattleStatus.new
   @message_window = Window_Message.new

   ### ????????
   # ???????????????
   @avg = read_avg
   # CTB?Window???
   @ctb_window = Window_CTB.new(@avg)
   # ?????CP???
   first_cp
   ### ????????

   # ???????????
   @spriteset = Spriteset_Battle.new
   # ????????????
   @wait_count = 0
   # ?????????
   if $data_system.battle_transition == ""
     Graphics.transition(20)
   else
     Graphics.transition(40, "Graphics/Transitions/" +
       $data_system.battle_transition)
   end
 
   # ???????????
   start_phase1
   # ??????
   loop do
     # ????????
     Graphics.update
     # ???????
     Input.update
     # ??????
     update
     # ????????????????
     if $scene != self
       break
     end
   end
   # ??????????
   $game_map.refresh
   # ?????????
   Graphics.freeze
   # ????????
   @actor_command_window.dispose
   @party_command_window.dispose
   @help_window.dispose
   @status_window.dispose
   @message_window.dispose
   ### ????????
   @ctb_window.dispose
   if @skill_window != nil
     @skill_window.dispose
   end
   ### ????????
   if @skill_window != nil
     @skill_window.dispose
   end
   if @item_window != nil
     @item_window.dispose
   end
   if @result_window != nil
     @result_window.dispose
   end
   # ???????????
   @spriteset.dispose
   # ???????????????
   if $scene.is_a?(Scene_Title)
     # ??????????
     Graphics.transition
     Graphics.freeze
   end
   # ???????????????????????????
   if $BTEST and not $scene.is_a?(Scene_Gameover)
     $scene = nil
   end
end
#--------------------------------------------------------------------------
# ? ??????(???)
#--------------------------------------------------------------------------
def update
   # ?????????????
   if $game_system.battle_interpreter.running?
     # ?????????
     $game_system.battle_interpreter.update
     # ?????????????????????????
     if $game_temp.forcing_battler == nil
       # ?????????????????
       unless $game_system.battle_interpreter.running?
         # ??????????????????????????
         unless judge
           setup_battle_event
         end
       end
       # ????????????????
       if @phase != 5
         # ?????????????????
         @status_window.refresh
       end
     end
   end
   # ???? (????)??????
   $game_system.update
   $game_screen.update
   # ????? 0 ??????
   if $game_system.timer_working and $game_system.timer == 0
     # ?????
     $game_temp.battle_abort = true
   end
 
   # ??????
   # CP??
   if @phase != 4
     cp_countup
   end
   @ctb_window.update
   # CTB ???????????????????(?????)?refresh
   @ctb_window.refresh if @ctb_window.names_empty
   # ??????

   # ????????
   @help_window.update
   @party_command_window.update
   @actor_command_window.update
   @status_window.update
   @message_window.update
   # ???????????
   @spriteset.update
   # ?????????????
   if $game_temp.transition_processing
     # ?????????????????
     $game_temp.transition_processing = false
     # ?????????
     if $game_temp.transition_name == ""
       Graphics.transition(20)
     else
       Graphics.transition(40, "Graphics/Transitions/" +
         $game_temp.transition_name)
     end
   end
   # ????????????????
   if $game_temp.message_window_showing
     return
   end
   # ???????????
   if @spriteset.effect?
     return
   end
   # ??????????
   if $game_temp.gameover
     # ??????????????
     $scene = Scene_Gameover.new
     return
   end
   # ???????????
   if $game_temp.to_title
     # ???????????
     $scene = Scene_Title.new
     return
   end
   # ????????
   if $game_temp.battle_abort
     # ??????? BGM ???
     $game_system.bgm_play($game_temp.map_bgm)
     # ?????
     battle_end(1)
     return
   end
   # ????????
   if @wait_count > 0
     # ????????????
     @wait_count -= 1
     return
   end
   # ???????????????????????
   # ????????????????
   if $game_temp.forcing_battler == nil and
      $game_system.battle_interpreter.running?
     return
   end
   # ??????????
   case @phase
   when 1  # ?????????
     update_phase1
   when 2  # ????????????
     update_phase2
   when 3  # ????????????
     update_phase3
   when 4  # ???????
     update_phase4
   when 5  # ???????????
     update_phase5
   # ??????
   when 6 # ??????????(????)
     update_ctb_all
   end
end
#--------------------------------------------------------------------------
# ? ??????????????(???)
#--------------------------------------------------------------------------
def start_phase2
   # ???? 2 ???
   @phase = 2
   # ?????????????
   @actor_index = -1
   @active_battler = nil
   # ??????
   # ?????????????????
   @actor_command_window.active = false
   @actor_command_window.visible = false
   # ??????
   # ??????????????
   $game_temp.battle_main_phase = false
   # ????????????????
   $game_party.clear_actions   
   # ????????????
   unless $game_party.inputable?
     # ?????????
     start_phase4
   end
   # ??????
   # ????????????????????????????????
   if @party_command_window.active != true
     start_phase3
   else
     update_phase2
   end
   # ??????
end
#--------------------------------------------------------------------------
# ? ?????? (????????????)(???)
#--------------------------------------------------------------------------
def update_phase2
   # ????????
   # C ??????????
   if Input.trigger?(Input::C)
     # ???????????????????????
     case @party_command_window.index
     when 0  # ??
       # ?? SE ???
       $game_system.se_play($data_system.decision_se)
       # ??????????????
       start_phase3
     when 1  # CTBWindow2
       # ?? SE ???
       $game_system.se_play($data_system.decision_se)
       # CTB????
       start_phase2_CTB
     when 2  # ???
       # ??????????
       if $game_temp.battle_can_escape == false
         # ??? SE ???
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # ?? SE ???
       $game_system.se_play($data_system.decision_se)
       # ????
       update_phase2_escape
     end
     return
   elsif Input.trigger?(Input::B)
     # ?? SE ???
     $game_system.se_play($data_system.cancel_se)
     # ??????????????
     start_phase3
   end
end
#--------------------------------------------------------------------------
# ? ?????? (???????????? : ???)
#--------------------------------------------------------------------------
alias ctb_sys_update_phase2_escape update_phase2_escape
def update_phase2_escape
   # CP?? (??)
   for actor in $game_party.actors
     if actor.exist?
       actor.cp -= CP_COST_ESCAPE * @avg / actor.agi
     end
   end
   ctb_sys_update_phase2_escape
end
#--------------------------------------------------------------------------
# ? ????????????????????
#--------------------------------------------------------------------------
alias ctb_sys_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
   ctb_sys_phase3_setup_command_window
   # ???????false???
   @active_battler.now_guarding = false
   # ????????????????????(??160??)
   @actor_command_window.x = @actor_index * 105 + 160
end
#--------------------------------------------------------------------------
# ? ?????? (???????????? : ??????)
#--------------------------------------------------------------------------
alias ctb_sys_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
   # X ??????????
   if Input.trigger?(Input::X)
     # ?? SE ???
     $game_system.se_play($data_system.decision_se)
     # ?????????????
     @party_command_window.active = true
     @party_command_window.visible = true     
     start_phase2     
   else
     ctb_sys_update_phase3_basic_command
   end
end
#--------------------------------------------------------------------------
# ? ?????? (???)
#--------------------------------------------------------------------------
def make_action_orders
   # CP500????????push?????????
   # ?? @action_battlers ????
   @action_battlers = []
   # CP500?????????? @action_battlers ???
   for enemy in $game_troop.enemies
     if enemy.cp >= 500
       @action_battlers.push(enemy)
     end
   end
   # CP500?????????? @action_battlers ???
   for actor in $game_party.actors
     if actor.cp >= 500
       @action_battlers.push(actor)
     end
   end
   # ???????????????
   for battler in @action_battlers
     battler.make_action_speed
   end
   # ???????????????????
   @action_battlers.sort! {|a,b|
     b.current_action.speed - a.current_action.speed }
end
#--------------------------------------------------------------------------
# ? ?????? (??????? ???? 1 : ???????)
#--------------------------------------------------------------------------
alias ctb_sys_update_phase4_step1 update_phase4_step1
def update_phase4_step1
   # CTB??????
   @ctb_window.refresh
   ctb_sys_update_phase4_step1
end
#--------------------------------------------------------------------------
# ? ?????? (??????? ???? 2 : ???????)(???)
#--------------------------------------------------------------------------
def update_phase4_step2
   # ????????????
   unless @active_battler.current_action.forcing
     # ??? [????????] ? [?????????] ???
     if @active_battler.restriction == 2 or @active_battler.restriction == 3
       # ???????????
       @active_battler.current_action.kind = 0
       @active_battler.current_action.basic = 0
     end
     # ??? [??????] ???
     if @active_battler.restriction == 4
       # ??????????????????
       $game_temp.forcing_battler = nil
       if @active_battler.cp >= 500
         # ????????
         @active_battler.remove_states_auto
         # CP?? (???????????????????) ????
         @active_battler.cp -= CP_COST_NOTHING * @avg / @active_battler.agi
         # cp????????
         cp_countup
       end
       # ???? 1 ???
       @phase4_step = 1
       return
     end
   end
   # ??????????
   @target_battlers = []
   # ???????????
   case @active_battler.current_action.kind
   when 0  # ??
     make_basic_action_result
   when 1  # ???
     make_skill_action_result
   when 2  # ????
     make_item_action_result
   end
   # ???? 3 ???
   if @phase4_step == 2
     @phase4_step = 3
   end
end
#--------------------------------------------------------------------------
# ? ??????? ????
#--------------------------------------------------------------------------
alias ctb_sys_make_basic_action_result make_basic_action_result
def make_basic_action_result
   # ?????
   if @active_battler.current_action.basic == 0
@active_battler.cp -= CP_COST_ATTACK * @avg / @active_battler.agi
   end
   # ?????
   if @active_battler.current_action.basic == 1
     # CP??
     @active_battler.cp -= CP_COST_GUARD * @avg / @active_battler.agi
   end
   # ????????
   if @active_battler.is_a?(Game_Enemy) and
      @active_battler.current_action.basic == 2
     # CP??
     @active_battler.cp -= CP_COST_ESCAPE * @avg / @active_battler.agi
   end
   # ????????
   if @active_battler.current_action.basic == 3
     # CP??
     @active_battler.cp -= CP_COST_NOTHING * @avg / @active_battler.agi
     # ??????????????????
     $game_temp.forcing_battler = nil
     # cp????????
     cp_countup
     # ???? 1 ???
     @phase4_step = 1
     return
   end
   # ????
   ctb_sys_make_basic_action_result
end
#--------------------------------------------------------------------------
# ? ???????? ????(???)
#--------------------------------------------------------------------------
def make_skill_action_result
   # ??????
   @skill = $data_skills[@active_battler.current_action.skill_id]
   skill = $data_skills[@active_battler.current_action.skill_id]
   # ?????????????????
   @status_window.refresh
   @ctb_window.refresh
   # ????????????????
   @help_window.set_text(@skill.name, 1)
   # ??????
   if @active_battler.state?(SPELL_STATE_ID)
     # ???????????
     @active_battler.remove_state(SPELL_STATE_ID)
     @active_battler.current_action.spell = false
   else
     # SP ??
     @active_battler.sp -= @skill.sp_cost
     # Skill?Spell??1?????
     if @skill.spell > 0
       # CP ?? skill.spell???
       @active_battler.cp -= CP_COST_SKILL[skill.id] * @avg / @active_battler.agi
       # ??????????
       @active_battler.add_state(SPELL_STATE_ID)
       @active_battler.current_action.spell = true
     end
   end
   # ?????????????????
   unless @active_battler.state?(SPELL_STATE_ID)
     # SP ??????
     @active_battler.sp += @skill.sp_cost
     # ????????????
     unless @active_battler.current_action.forcing
       # SP ????????????????
       unless @active_battler.skill_can_use?(@skill.id)
         # ??????????????????
         $game_temp.forcing_battler = nil
         # ???? 1 ???
         @phase4_step = 1
         return
       end
     end
     # SP ?????
     @active_battler.sp -= @skill.sp_cost
     # CP ?? skill.delay???
     @active_battler.cp -= CP_COST_SKILL[skill.id] * @avg / @active_battler.agi
     # ??????? ID ???
     @animation1_id = @skill.animation1_id
     @animation2_id = @skill.animation2_id
     # ??????? ID ???
     @common_event_id = @skill.common_event_id
     # ??????????
     set_target_battlers(@skill.scope)
     # ?????????
     for target in @target_battlers
       target.skill_effect(@active_battler, @skill)
            end
  end
end
#--------------------------------------------------------------------------
# ? ????????? ????
#--------------------------------------------------------------------------
def make_item_action_result
alias ctb_sys_make_item_action_result make_item_action_result
  ctb_sys_make_item_action_result
  # CP ??
  @active_battler.cp -= CP_COST_ITEM * @avg / @active_battler.agi
end
#--------------------------------------------------------------------------
# ? ?????? (??????? ???? 6 : ??????)
#--------------------------------------------------------------------------
alias ctb_sys_update_phase4_step6 update_phase4_step6
def update_phase4_step6
  ctb_sys_update_phase4_step6
  # cp????????
  cp_countup
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def read_avg
  temp = 0
  for member in $game_party.actors + $game_troop.enemies
    temp += member.agi
  end
  temp /= $game_troop.enemies.size + $game_party.actors.size
  return temp
end
#--------------------------------------------------------------------------
# ? ?????CP???
#--------------------------------------------------------------------------
def first_cp
  for member in $game_party.actors + $game_troop.enemies
    member.cp = [[5 * (rand(20) + 60) * member.agi / @avg, 0].max, 490].min
  end
end
#----------------------------------------------------------------------------
# ? ???????CP????????
#----------------------------------------------------------------------------
def cp_countup   
  # 500 - cp?????????
  cpmin = 500
  edead = 0
  for enemy in $game_troop.enemies
    # ??????????
    if enemy.dead? == true
      edead +=1
      enemy.cp = 0
      next
    end
    cpmin = [cpmin, 500 - enemy.cp].min
  end

  # ?????????????return
  return if $game_troop.enemies.size == edead

  for actor in $game_party.actors
    # ??????????
    if actor.dead? == true
      actor.cp = 0
      next
    end
    cpmin = [cpmin, 500 - actor.cp].min
  end

  # cpmin?0??????????
  return if cpmin <= 0

  # ???CP?cpmin??
  for member in $game_party.actors + $game_troop.enemies
    # ??????????
    next if member.dead?
    member.cp += cpmin
    # cp?500?????????
    next if member.cp < 500
    # ????????
    member.remove_states_auto
    # MP??
    plus = [member.maxsp * 5/ 100,1].max
    member.sp = [member.sp + plus,member.maxsp].min
    if member.slip_damage?
      # ????????
      member.slip_damage_effect
      member.damage_pop = true
    end
  end
  @status_window.refresh
end
#--------------------------------------------------------------------------
# ? ?????? (???????????? : ?????)
#--------------------------------------------------------------------------
def start_phase2_CTB
  @party_command_window.active = false
  @party_command_window.visible = false
  # ???? 6 ???
  @phase = 6
  @ctb_window.visible = false
  @ctb_window_all = Window_CTB_All.new(@avg)
  @ctb_window_all.update
  @id = 1
  @ctb_window_all.refresh(@id)
end
#--------------------------------------------------------------------------
# ? ?????? (???????????? : ?????????)
#--------------------------------------------------------------------------
def update_ctb_all
  # ? ??????????
  if Input.trigger?(Input::DOWN) or Input.repeat?(Input::DOWN)
    if @id < 50
      @id +=1
    else
      @id = 1
    end
    @ctb_window_all.refresh(@id)
  # ? ??????????     
  elsif Input.trigger?(Input::UP) or Input.repeat?(Input::UP)
    if @id > 1
      @id -= 1
    else
      @id = 50
    end
    @ctb_window_all.refresh(@id)
  # L ??????????     
  elsif Input.trigger?(Input::L)
    @id = [@id-18,1].max
    @ctb_window_all.refresh(@id)
  # R ??????????     
  elsif Input.trigger?(Input::R)
    @id = [@id+18, 50].min
    @ctb_window_all.refresh(@id)
  # B?A??????
  elsif Input.trigger?(Input::B)
    # ????? SE ???
    $game_system.se_play($data_system.cancel_se)
    @ctb_window.visible = true
    @ctb_window_all.dispose
    @party_command_window.active = true
    @party_command_window.visible = true     
    start_phase2     
  end
end
end
[/spoiler]
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: Blizzard on March 09, 2007, 10:26:02 AM
Quote from: modern algebra on March 08, 2007, 06:17:05 PM
Quote from: Blizzard on March 08, 2007, 02:21:27 PM
Well, you have to ask the poster where he got it from. =/

Just do as Blizzard says. Blizzard is always right. And he is a far better scripter than Seph.

<3
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: MutsuMutsu on March 09, 2007, 12:13:39 PM
Sorry, but i am HOPPELESS :'(. I can't check the instructoins. Please, can you send also it to me. PLEASE...
BUT THANKS. Script looks like great! :)
Title: I NEED HELP!!!
Post by: MutsuMutsu on March 09, 2007, 05:24:52 PM
I NEED HELP because this FF X B S script shows error when battle starts. It says: ????? Window_Base ? 232 ??? Type Error ???????
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: blazinhandle on March 09, 2007, 05:36:02 PM
go to the link, man. it explains EXACTLY how it's done and how to configure it to ur own game.
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: MutsuMutsu on March 09, 2007, 05:37:56 PM
Hey, It works. I just opened a new game, copied its Window Base Script and then it worked. THANKSSSSSS!!!!!!!!! FOR ALL ;D
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: blazinhandle on March 09, 2007, 06:02:12 PM
nice job man!
Title: Re: PLEASE HELP IF YOU HAVE PLAYED FF 10!!!
Post by: MutsuMutsu on March 09, 2007, 06:07:17 PM
And one and maybe last thing: How can I edit the command names when I press A button? They should be: Back, Turns and Escape ::)