RMRK is retiring.
Server is paid up for the rest of 2026, but the forum may go after that. See here for more information. Please archive or save anything you would like to keep before 2027.
Main Menu
  • Welcome to The RPG Maker Resource Kit.

PLEASE HELP IF YOU HAVE PLAYED FF 10!!!

Started by MutsuMutsu, March 08, 2007, 11:42:08 AM

0 Members and 1 Guest are viewing this topic.

MutsuMutsu

I think I am worst Scripter ever. So, please do or send somekind of Final Fantasy X Battle System script.
Please :lol:
<table>
<tr>
    <td><A href="http://www.imvu.com/catalog/web_landing.php?p=power&userId=13062515"><img border="0" src="http://www.imvu.com/catalog/web_images/header_bunch_simple_viewer.jpg" /></a></td>
</tr>
<tr>
    <td><embed allowScriptAccess="never" allowNetworking="internal" enableJavaScript="false" src="http://www.imvu.com/catalog/includes/SimpleViewer.swf"
width="640" height="380" flashvars="preloaderColor=0xffffff&xmlDataPath=http://www.imvu.com/catalog/web_gallery_xml.php?av=Guest_Totsumi" quality="high" bgcolor="#181818" name="viewer" id="viewer" type="application/x-shockwave-flash"/></embed></td>
</tr>
</table>

Blizzard

Get King of Booze for Android, for iOS, for OUYA or for Windows!
Visit our website.
You can also love/hate us on Facebook or the game itself.



Get DropBox, the best free file syncing service there is!

MutsuMutsu

I can't found it. :( And I am poor finder. There isn't even a search thing. Help me ??? Please :-[
<table>
<tr>
    <td><A href="http://www.imvu.com/catalog/web_landing.php?p=power&userId=13062515"><img border="0" src="http://www.imvu.com/catalog/web_images/header_bunch_simple_viewer.jpg" /></a></td>
</tr>
<tr>
    <td><embed allowScriptAccess="never" allowNetworking="internal" enableJavaScript="false" src="http://www.imvu.com/catalog/includes/SimpleViewer.swf"
width="640" height="380" flashvars="preloaderColor=0xffffff&xmlDataPath=http://www.imvu.com/catalog/web_gallery_xml.php?av=Guest_Totsumi" quality="high" bgcolor="#181818" name="viewer" id="viewer" type="application/x-shockwave-flash"/></embed></td>
</tr>
</table>

Blizzard

Get King of Booze for Android, for iOS, for OUYA or for Windows!
Visit our website.
You can also love/hate us on Facebook or the game itself.



Get DropBox, the best free file syncing service there is!

MutsuMutsu

<table>
<tr>
    <td><A href="http://www.imvu.com/catalog/web_landing.php?p=power&userId=13062515"><img border="0" src="http://www.imvu.com/catalog/web_images/header_bunch_simple_viewer.jpg" /></a></td>
</tr>
<tr>
    <td><embed allowScriptAccess="never" allowNetworking="internal" enableJavaScript="false" src="http://www.imvu.com/catalog/includes/SimpleViewer.swf"
width="640" height="380" flashvars="preloaderColor=0xffffff&xmlDataPath=http://www.imvu.com/catalog/web_gallery_xml.php?av=Guest_Totsumi" quality="high" bgcolor="#181818" name="viewer" id="viewer" type="application/x-shockwave-flash"/></embed></td>
</tr>
</table>

MutsuMutsu

<table>
<tr>
    <td><A href="http://www.imvu.com/catalog/web_landing.php?p=power&userId=13062515"><img border="0" src="http://www.imvu.com/catalog/web_images/header_bunch_simple_viewer.jpg" /></a></td>
</tr>
<tr>
    <td><embed allowScriptAccess="never" allowNetworking="internal" enableJavaScript="false" src="http://www.imvu.com/catalog/includes/SimpleViewer.swf"
width="640" height="380" flashvars="preloaderColor=0xffffff&xmlDataPath=http://www.imvu.com/catalog/web_gallery_xml.php?av=Guest_Totsumi" quality="high" bgcolor="#181818" name="viewer" id="viewer" type="application/x-shockwave-flash"/></embed></td>
</tr>
</table>

Blizzard

Get King of Booze for Android, for iOS, for OUYA or for Windows!
Visit our website.
You can also love/hate us on Facebook or the game itself.



Get DropBox, the best free file syncing service there is!

MutsuMutsu

It doesn't WORK >:( REALLY!!! This is bad...
<table>
<tr>
    <td><A href="http://www.imvu.com/catalog/web_landing.php?p=power&userId=13062515"><img border="0" src="http://www.imvu.com/catalog/web_images/header_bunch_simple_viewer.jpg" /></a></td>
</tr>
<tr>
    <td><embed allowScriptAccess="never" allowNetworking="internal" enableJavaScript="false" src="http://www.imvu.com/catalog/includes/SimpleViewer.swf"
width="640" height="380" flashvars="preloaderColor=0xffffff&xmlDataPath=http://www.imvu.com/catalog/web_gallery_xml.php?av=Guest_Totsumi" quality="high" bgcolor="#181818" name="viewer" id="viewer" type="application/x-shockwave-flash"/></embed></td>
</tr>
</table>

modern algebra

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.

MutsuMutsu

I know as Blizzard is very good scripter. PLEASE, can somebody send it to me. PLEASE :'(
<table>
<tr>
    <td><A href="http://www.imvu.com/catalog/web_landing.php?p=power&userId=13062515"><img border="0" src="http://www.imvu.com/catalog/web_images/header_bunch_simple_viewer.jpg" /></a></td>
</tr>
<tr>
    <td><embed allowScriptAccess="never" allowNetworking="internal" enableJavaScript="false" src="http://www.imvu.com/catalog/includes/SimpleViewer.swf"
width="640" height="380" flashvars="preloaderColor=0xffffff&xmlDataPath=http://www.imvu.com/catalog/web_gallery_xml.php?av=Guest_Totsumi" quality="high" bgcolor="#181818" name="viewer" id="viewer" type="application/x-shockwave-flash"/></embed></td>
</tr>
</table>

blazinhandle

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]

Blizzard

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
Get King of Booze for Android, for iOS, for OUYA or for Windows!
Visit our website.
You can also love/hate us on Facebook or the game itself.



Get DropBox, the best free file syncing service there is!

MutsuMutsu

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! :)
<table>
<tr>
    <td><A href="http://www.imvu.com/catalog/web_landing.php?p=power&userId=13062515"><img border="0" src="http://www.imvu.com/catalog/web_images/header_bunch_simple_viewer.jpg" /></a></td>
</tr>
<tr>
    <td><embed allowScriptAccess="never" allowNetworking="internal" enableJavaScript="false" src="http://www.imvu.com/catalog/includes/SimpleViewer.swf"
width="640" height="380" flashvars="preloaderColor=0xffffff&xmlDataPath=http://www.imvu.com/catalog/web_gallery_xml.php?av=Guest_Totsumi" quality="high" bgcolor="#181818" name="viewer" id="viewer" type="application/x-shockwave-flash"/></embed></td>
</tr>
</table>

MutsuMutsu

I NEED HELP because this FF X B S script shows error when battle starts. It says: ????? Window_Base ? 232 ??? Type Error ???????
<table>
<tr>
    <td><A href="http://www.imvu.com/catalog/web_landing.php?p=power&userId=13062515"><img border="0" src="http://www.imvu.com/catalog/web_images/header_bunch_simple_viewer.jpg" /></a></td>
</tr>
<tr>
    <td><embed allowScriptAccess="never" allowNetworking="internal" enableJavaScript="false" src="http://www.imvu.com/catalog/includes/SimpleViewer.swf"
width="640" height="380" flashvars="preloaderColor=0xffffff&xmlDataPath=http://www.imvu.com/catalog/web_gallery_xml.php?av=Guest_Totsumi" quality="high" bgcolor="#181818" name="viewer" id="viewer" type="application/x-shockwave-flash"/></embed></td>
</tr>
</table>

blazinhandle

go to the link, man. it explains EXACTLY how it's done and how to configure it to ur own game.

MutsuMutsu

Hey, It works. I just opened a new game, copied its Window Base Script and then it worked. THANKSSSSSS!!!!!!!!! FOR ALL ;D
<table>
<tr>
    <td><A href="http://www.imvu.com/catalog/web_landing.php?p=power&userId=13062515"><img border="0" src="http://www.imvu.com/catalog/web_images/header_bunch_simple_viewer.jpg" /></a></td>
</tr>
<tr>
    <td><embed allowScriptAccess="never" allowNetworking="internal" enableJavaScript="false" src="http://www.imvu.com/catalog/includes/SimpleViewer.swf"
width="640" height="380" flashvars="preloaderColor=0xffffff&xmlDataPath=http://www.imvu.com/catalog/web_gallery_xml.php?av=Guest_Totsumi" quality="high" bgcolor="#181818" name="viewer" id="viewer" type="application/x-shockwave-flash"/></embed></td>
</tr>
</table>

blazinhandle


MutsuMutsu

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 ::)
<table>
<tr>
    <td><A href="http://www.imvu.com/catalog/web_landing.php?p=power&userId=13062515"><img border="0" src="http://www.imvu.com/catalog/web_images/header_bunch_simple_viewer.jpg" /></a></td>
</tr>
<tr>
    <td><embed allowScriptAccess="never" allowNetworking="internal" enableJavaScript="false" src="http://www.imvu.com/catalog/includes/SimpleViewer.swf"
width="640" height="380" flashvars="preloaderColor=0xffffff&xmlDataPath=http://www.imvu.com/catalog/web_gallery_xml.php?av=Guest_Totsumi" quality="high" bgcolor="#181818" name="viewer" id="viewer" type="application/x-shockwave-flash"/></embed></td>
</tr>
</table>