Partagez
Aller en bas
hashel
hashel
Membre

Nombre de messages : 895
Age : 31
Localisation : Belgique
Distinction : Un bonhomme, un vrai ! [Korndor]
Date d'inscription : 16/05/2012
https://www.youtube.com/user/hashel05

Résolu [résolu]Mon héro recule quand il fait "se défendre"

le Ven 24 Jan 2014 - 18:28
Salut !

Alors je n'avais jamais remarqué jusque là mais, quand j'utilise la commande "se défendre", mon perso recule mais ne revient pas à sa position de départ...

voici le scripte que j'utilise pour les combats, si ça peut aider :

Code:
#===============================================================================
# Jet's Viewed Battle System
# By Jet10985(Jet)
#===============================================================================
# This script will add actor sprites into the battle scene.
# This script has: 10 customization options.
#===============================================================================
# Overwritten Methods:
# Game_Actor: use_sprite?, screen_x, screen_y
# Sprite_Battler: revert_to_normal
# Scene_Battle: show_attack_animation
#-------------------------------------------------------------------------------
# Aliased methods:
# Game_Enemy: screen_x, screen_y
# Sprite_Battler: update_origin, update_bitmap
# Window_BattleEnemy: update
# Window_BattleActor: update
# Window_ActorCommand: update
#===============================================================================
=begin
Set an enemy's attack animation by using this in their notebox:

<anim: 50>

Replace 50 with the animation id.
--------------------------------------------------------------------------------
You may use a sprite for a monster instead of a regular battler by using this
notetag in the monster's notebox:

<sprite: ImageName, 0>

Replace ImageName with the name of the spritesheet, and 0 with the index on the
spritesheet you want the monster to use.
=end

module Jet
  module VBS
    
    # Which direction do actors face on the field? There are 4 options:
    # :up, :down, :left, or :right. Actor's will direction chosen.
    ACTOR_ORIENTATION = :left
    
    # This will make it so actor's are centered on the screen instead of being
    # placed in pre-determined lines using START_POINT and SPACE_DIFFERENCE.
    CENTER_ACTORS = false
    
    # This is the x and y starting point for actors. This option may take one of
    # 2 functions. If CENTER_ACTORS is true, and ACTOR_ORIENTATION is either
    # :left, or :right, then only the x value will be used as where to center
    # the actors. If it is :down or :up, only the y value will be used.
    # If CENTER_ACTORS is false, then this is where actor's will begin to be
    # placed on screen.
    START_POINT = [400, 221]
    
    # This is how much space is between each actor on the field.
    SPACE_DIFFERENCE = 22
    
    # If you're using the :left or :right view, this will push each
    # subsequent actor back by a certain number of pixels, to avoid having
    # a straight line.
    SIDEVIEW_PUSH_BACK = 16
    
    # Do you want to reverse the direction and field during an ambush?
    # (This is when enemies surprise the player and get the first turn)
    REVERSE_FIELD_FOR_AMBUSH = false
    
    # this is how far the actor will move forward when they are selection an
    # action, as well as executing it.
    SLIDE_AMOUNT = 50
    
    # This is how far the actor will slide each frame until they reach their
    # goal of SLIDE_FORWARD. Best used when this is a factor of SLIDE_FORWARD.
    FRAME_SLIDE = 6
    
    # During selecting an actor command, and during selecting an enemy target,
    # would you like the selected character to flash?
    DO_FLASH = false
    
    # These are state-based sprite changes. If the actor has one of these states
    # then the game will search for a sprite of the character's regular sprite
    # name with the special state tag appended to it. So if Jimmy's sprite
    # name was $Jimmy, and he had poison inflcted on him, and poison's id was
    # listed here as ["_poison", 0], it would change Jimmy's in-battle sprite
    # to $Jimmy_poison at the first sprite index.
    STATE_SPRITES = {
    
      1 => ["", 0],
      2 => ["", 0]
      
    }
    
    # Do not touch this option.
    DIR_ORIENT = {right: 6, left: 4, down: 2, up: 8}[ACTOR_ORIENTATION]
    
  end
end

#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
class Integer
  
  def even?
    self % 2 == 0
  end
  
  def odd?
    !even?
  end
end

class RPG::Enemy
  
  def animation
    (f = note.match(/<anim:[ ]*(\d+)>/i)) ? f[1].to_i : 1
  end
  
  def battle_sprite
    (f = note.match(/<sprite:[ ]*(.+),[ ]*(\d+)>/i)) ? f[1..2] : false
  end
end

module BattleManager
  
  class << self
    
    alias jet3845_on_encounter on_encounter
    def on_encounter(*args, &block)
      jet3845_on_encounter(*args, &block)
      @true_surprise = @surprise
    end
  end
  
  def self.true_surprise
    @true_surprise ||= false
  end
  
  def self.player_dir
    if @true_surprise && Jet::VBS::REVERSE_FIELD_FOR_AMBUSH
      return 10 - Jet::VBS::DIR_ORIENT
    else
      return Jet::VBS::DIR_ORIENT
    end
  end
end

class Game_Actor
  
  def use_sprite?
    true
  end
  
  def screen_x
    if [8, 2].include?(BattleManager.player_dir)
      if Jet::VBS::CENTER_ACTORS
        x = Graphics.width / 2
        x -= 16
        x += Jet::VBS::SPACE_DIFFERENCE / 2 if $game_party.members.size.even?
        x -= ($game_party.members.size / 2 - index) * Jet::VBS::SPACE_DIFFERENCE
        return x
      else
        return Jet::VBS::START_POINT[0] + Jet::VBS::SPACE_DIFFERENCE * index
      end
    end
    return Jet::VBS::START_POINT[0]
  end
  
  alias jet3745_screen_x screen_x
  def screen_x(*args, &block)
    x = jet3745_screen_x(*args, &block)
    case BattleManager.player_dir
    when 4
      x += Jet::VBS::SIDEVIEW_PUSH_BACK * index
    when 6
      x -= Jet::VBS::SIDEVIEW_PUSH_BACK * index
    end
    return x if !Jet::VBS::REVERSE_FIELD_FOR_AMBUSH
    x = Graphics.width - x if BattleManager.true_surprise && [6, 4].include?(BattleManager.player_dir)
    x
  end
  
  def screen_y
    if [6, 4].include?(BattleManager.player_dir)
      if Jet::VBS::CENTER_ACTORS
        y = Graphics.height / 2
        y -= 16
        y += Jet::VBS::SPACE_DIFFERENCE / 2 if $game_party.members.size.even?
        y -= ($game_party.members.size / 2 - index) * Jet::VBS::SPACE_DIFFERENCE
        return y
      else
        return Jet::VBS::START_POINT[1] + Jet::VBS::SPACE_DIFFERENCE * index
      end
    end
    return Jet::VBS::START_POINT[1]
  end
  
  alias jet3745_screen_y screen_y
  def screen_y(*args, &block)
    y = jet3745_screen_y(*args, &block)
    return y if !Jet::VBS::REVERSE_FIELD_FOR_AMBUSH
    y = Graphics.height - y if BattleManager.true_surprise && [8, 2].include?(BattleManager.player_dir)
    y
  end
  
  def screen_z
    101 + index
  end
  
  alias jet3745_character_name character_name
  def character_name(*args, &block)
    name = jet3745_character_name(*args, &block)
    return name unless SceneManager.scene_is?(Scene_Battle)
    states.sort {|a, b| b.priority <=> a.priority }.each {|a|
      if (add = Jet::VBS::STATE_SPRITES[a.id])
        return name + add[0]
      end
    }
    return name
  end
  
  alias jet3745_character_index character_index
  def character_index(*args, &block)
    index = jet3745_character_index(*args, &block)
    return index unless SceneManager.scene_is?(Scene_Battle)
    states.sort {|a, b| b.priority <=> a.priority }.each {|a|
      if (add = Jet::VBS::STATE_SPRITES[a.id])
        return index + add[1]
      end
    }
    return index
  end
end

class Game_Enemy
  
  alias jet3745_screen_x screen_x
  def screen_x(*args, &block)
    x = jet3745_screen_x(*args, &block)
    return x if !Jet::VBS::REVERSE_FIELD_FOR_AMBUSH
    x = Graphics.width - x if BattleManager.true_surprise && [6, 4].include?(BattleManager.player_dir)
    x
  end
  
  alias jet3745_screen_y screen_y
  def screen_y(*args, &block)
    y = jet3745_screen_y(*args, &block)
    return y if !Jet::VBS::REVERSE_FIELD_FOR_AMBUSH
    y = Graphics.height - y if BattleManager.true_surprise && [8, 2].include?(BattleManager.player_dir)
    y
  end
  
  def atk_animation_id1
    enemy.animation
  end
  
  def atk_animation_id2
    0
  end
  
  def bat_sprite?
    !!enemy.battle_sprite
  end
  
  def character_name
    enemy.battle_sprite[0]
  end
  
  def character_index
    enemy.battle_sprite[1].to_i
  end
  
  alias jet3745_character_name character_name
  def character_name(*args, &block)
    name = jet3745_character_name(*args, &block)
    return name unless SceneManager.scene_is?(Scene_Battle)
    states.sort {|a, b| b.priority <=> a.priority }.each {|a|
      if (add = Jet::VBS::STATE_SPRITES[a.id])
        return name + add[0]
      end
    }
    return name
  end
  
  alias jet3745_character_index character_index
  def character_index(*args, &block)
    index = jet3745_character_index(*args, &block)
    return index unless SceneManager.scene_is?(Scene_Battle)
    states.sort {|a, b| b.priority <=> a.priority }.each {|a|
      if (add = Jet::VBS::STATE_SPRITES[a.id])
        return index + add[1]
      end
    }
    return index
  end
end

class Sprite_Battler
  
  alias jet3835_update_bitmap update_bitmap
  def update_bitmap(*args, &block)
    if @battler.actor? || @battler.bat_sprite?
      actor_update_bitmap
    elsif @battler.enemy?
      jet3835_update_bitmap(*args, &block)
    end
  end
  
  def actor_update_bitmap
    @timer ||= 0
    @index ||= 1
    @char_index ||= @battler.character_index
    @back_time ||= false
    index = @index
    char_index = @char_index
    @timer += 1
    (@index += (@back_time ? -1 : 1); @timer = 0) if @timer == 19
    if @index == 3
      @back_time = true
      @index = 1
    elsif @index == -1
      @back_time = false
      @index = 1
    end
    @char_index = @battler.character_index
    bitmap = Cache.character(@battler.character_name)
    return if bitmap == @bitmap && index == @index && @char_index == char_index
    self.bitmap = bitmap
    sign = @battler.character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      cw = bitmap.width / 3
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 12
      ch = bitmap.height / 8
    end
    dir = BattleManager.player_dir
    dir = 10 - dir if @battler.is_a?(Game_Enemy)
    sx = (@battler.character_index % 4 * 3) * cw + (cw * @index)
    sy = (@battler.character_index / 4 * 4 + (dir - 2) / 2) * ch
    self.src_rect.set(sx, sy, cw, ch)
  end
  
  alias jet3745_update_origin update_origin
  def update_origin(*args, &block)
    if @battler.actor? || @battler.bat_sprite?
      actor_update_origin
    elsif @battler.enemy?
      jet3745_update_origin(*args, &block)
    end
  end
  
  def actor_update_origin
    self.ox = (@actor_ox ||= 0)
    self.oy = (@actor_oy ||= 0)
  end
  
  def revert_to_normal
    self.blend_type = 0
    self.color.set(0, 0, 0, 0)
    self.opacity = 255
    if bitmap && @battler && !@battler.actor? && !@battler.bat_sprite?
      self.ox = bitmap.width / 2 if bitmap
      self.src_rect.y = 0
    end
  end
  
  def slide_forward(amount = Jet::VBS::SLIDE_AMOUNT, frame = Jet::VBS::FRAME_SLIDE)
    dir = BattleManager.player_dir
    dir = 10 - dir if @battler.is_a?(Game_Enemy)
    case dir
    when 2
      affect = :@actor_oy
      frame *= -1
    when 4
      affect = :@actor_ox
      amount *= -1
    when 6
      affect = :@actor_ox
      frame *= -1
    when 8
      affect = :@actor_oy
      amount *= -1
    end
    orig_amount = amount
    until (orig_amount < 0 ? amount >= 0 : amount <= 0)
      instance_variable_set(affect, instance_variable_get(affect) + frame)
      amount += frame
      SceneManager.scene.spriteset.update
      Graphics.update
    end
  end
  
  def slide_backward(amount = Jet::VBS::SLIDE_AMOUNT, frame = Jet::VBS::FRAME_SLIDE)
    dir = BattleManager.player_dir
    dir = 10 - dir if @battler.is_a?(Game_Enemy)
    case dir
    when 2
      affect = :@actor_oy
      amount *= -1
    when 4
      affect = :@actor_ox
      frame *= -1
    when 6
      affect = :@actor_ox
      amount *= -1
    when 8
      affect = :@actor_oy
      frame *= -1
    end
    orig_amount = amount
    until (orig_amount < 0 ? amount >= 0 : amount <= 0)
      instance_variable_set(affect, instance_variable_get(affect) + frame)
      amount += frame
      SceneManager.scene.spriteset.update
      Graphics.update
    end
  end
end

class Scene_Battle
  
  attr_reader :spriteset
  
  def show_attack_animation(targets)
    show_normal_animation(targets, @subject.atk_animation_id1, false)
    show_normal_animation(targets, @subject.atk_animation_id2, true)
  end
  
  alias jet3746_use_item use_item
  def use_item(*args, &block)
    sprite = @spriteset.battler_to_sprite(@subject)
    if (@subject.actor? || @subject.bat_sprite?) && !@subject.current_action.guard?
      sprite.slide_forward
    end
    jet3746_use_item(*args, &block)
    if (@subject.actor? || @subject.bat_sprite?)
      sprite.slide_backward
    end
  end
end

class Spriteset_Battle
  
  def battler_to_sprite(actor)
    battler_sprites.each {|a|
      return a if a.battler == actor
    }
    return false
  end
end

class Window_BattleEnemy
  
  alias jet3745_update update
  def update(*args, &block)
    jet3745_update(*args, &block)
    if self.active && Jet::VBS::DO_FLASH
      if Object.const_defined?(:Mouse)
        $game_troop.alive_members.each {|a|
          img = SceneManager.scene.spriteset.battler_to_sprite(a)
          x = img.x - img.ox
          y = img.y - img.oy
          if Mouse.area?(x, y, img.src_rect.width, img.src_rect.height)
            self.index = a.index
          end
        }
      end
      active_troop = $game_troop.alive_members[@index]
      sprite = SceneManager.scene.spriteset.battler_to_sprite(active_troop)
      sprite.start_effect(:whiten) if !sprite.effect?
    end
  end
end

class Window_BattleActor
  
  alias jet3745_update update
  def update(*args, &block)
    jet3745_update(*args, &block)
    if self.active && Jet::VBS::DO_FLASH
      if Object.const_defined?(:Mouse)
        $game_party.alive_members.each {|a|
          img = SceneManager.scene.spriteset.battler_to_sprite(a)
          x = img.x - img.ox
          y = img.y - img.oy
          if Mouse.area?(x, y, img.src_rect.width, img.src_rect.height)
            self.index = a.index
          end
        }
      end
      active_troop = $game_party.members[@index]
      sprite = SceneManager.scene.spriteset.battler_to_sprite(active_troop)
      sprite.start_effect(:whiten) if !sprite.effect?
    end
  end
end

class Window_ActorCommand
  
  alias jet3745_update update
  def update(*args, &block)
    jet3745_update(*args, &block)
    if self.active && Jet::VBS::DO_FLASH
      active_troop = @actor
      sprite = SceneManager.scene.spriteset.battler_to_sprite(active_troop)
      sprite.start_effect(:whiten) if !sprite.effect?
    end
  end
end

class Game_Action
  
  def guard?
    item == $data_skills[subject.guard_skill_id]
  end
end


Dernière édition par hashel le Sam 8 Fév 2014 - 13:29, édité 1 fois
Spytje
Spytje
Administrateur

Nombre de messages : 5933
Localisation : La terre
Distinction : Spiraliste [Korn']
Forestia : Projet du mois juillet 2014
Papy Pulkigrat [Yama']
Date d'inscription : 16/03/2008

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Ven 24 Jan 2014 - 18:56
Est ce que tu as d'autres scripts ou addons pour ce script d'installé ?

_________________
[résolu]Mon héro recule quand il fait "se défendre" 911

LE PROJET SUR FACEBOOK

N'hésitez pas à suivre la page  [résolu]Mon héro recule quand il fait "se défendre" 344805
hashel
hashel
Membre

Nombre de messages : 895
Age : 31
Localisation : Belgique
Distinction : Un bonhomme, un vrai ! [Korndor]
Date d'inscription : 16/05/2012
https://www.youtube.com/user/hashel05

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Ven 24 Jan 2014 - 19:11
ATB :
Code:
#==============================================================================
# +++ MOG - AT System  (v0.7 Beta) +++
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com/
#==============================================================================
# Sistema de batalha de turnos em tempo real.
#==============================================================================

#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v 0.7 - Melhoria na performance.
# v 0.6 - Corrigido o bug de ações forçadas consecutivas.
#      - Corrigido o bug de contagem de turnos das condições. (Stop / Sleep)
#      - Corrigido o bug de resetar o AT quando o battler recebe qualquer
#        tipo de status que não tenham o  efeito Stop / Sleep.
# v 0.5 - Corrigido o bug da contagem de turnos nas condições. (States)
# v 0.4 - Corrigido o bug de crash randômico. (relativo a dispose de imagem.)
#      - Corrigido o bug de crash randômico. (relativo ao turno.)
#      - Corrigido o bug de travar a tela na execução da mensagem de batalha.
# v 0.3 - Corrigido o Bug da janela de comando ao apertar a tecla Cancel.
#      - Corrigido o Bug de não apresentar a janela de status no começo.
#      - Melhor codificação para aumentar a compatibilidade.
#      - Opção de definir a posição do medidor de AT pelo X&Y do battler.
# v 0.2 - Corrigido o bug da seleção do alvo para ações de cast time.
# v 0.1 - Primeiro lançamento.
#==============================================================================

#==============================================================================
# ● Imagens Necessárias
#==============================================================================
# Serão necessários as imagens:
#
# Battle_AT_Layout.png
# Battle_AT_Meter.png
#
# Na pasta GRAPHICS/SYSTEM/
#
#==============================================================================
# ● AT SYSTEM
#==============================================================================
# A velocidade de AT é baseaddo na agilidade do Battler.
# Em caso de batalhas preventivas (Preemptive) os aliados começarão com AT em
# 80% e os inimigos começarão com AT em 0 (Zero)
# Em batalhas surpresas (Surprise) é o inverso das batalhas preventivas.
# Em batalhas normais todos os battlers começarão com AT em 40%.
#==============================================================================
# ● CAST TIME
#==============================================================================
# Para definir uma habilidade ou item com a função de Cast Time basta definir
# o valor da velocidade (Speed) diferente de 0 (Zero).
#
# NOTA - Não é possível ativar 2 ou mais habilidades com a função Cast Time no
# mesmo turno. (Caso você esteja usando características de Multi Action em
# seu projeto.)
#==============================================================================
module MOG_AT_SYSTEM
  # Tipo de posicionamento da Hud.
  # 0 - Posição fixa.
  # 1 - Posição baseado no valor X e Y do battler.
  HUD_POSITION_TYPE = 0
  #Posição geral (Inicial) da Hud.
  HUD_POSITION = [-26,319]
  #Posição do medidor de AT
  AT_METER_POSITION = [29,1]
  #Definição da posição do espaço da HUD entre os membros do grupo.
  #
  #MEMBERS_SPACE = [Horizontal ,Vertical]
  #
  MEMBERS_SPACE = [0,25]
  #Velocidade de animação do medidor de at, defina 0 se não quiser a animação.
  AT_METER_FLOW_SPEED = 3
  #Prioridade da Hud.
  BATTLE_HUD_Z = 0
  #Som quando o sistema AT estiver no maximo
  SE_ACTIVE = "Decision2"
  #Definição do valor de AT para ativar a ação.(Gauge Meter).
  AT_GAUGE_METER = 5000
  # Definição do tipo de duração (Contagem/formula) de um turno.
  # Essa definição influência na ativação dos eventos de batalha.
  # (BATTLE EVENTS)
  #
  # 0 - Duração de um turno é um valor fixo.
  # 1 - Duração de um turno é multiplicado pela quantidade de batllers.
  # 2 - Duração de um turno é baseado na média de agilidade dos battlers.
  #
  TURN_DURATION_TYPE = 1
  # Definição de valor usado para calcular a duração de um turno.
  TURN_DURATION = 60
  # Definição da animação quando o battler usa habilidades de carregamento.
  CAST_ANIMATION = 49
  # Ativar a janela de LOG, deixe desativado se desejar uma batalha mais
  # dinâmica.
  WAIT_LOG_WINDOW = true
  # Ativar a mensagem inicial com os nomes dos inimigos.
  MESSAGE_ENEMY_APPEAR = true
  # Definição da posição da janela de mensagem.
  # 0 - Superior
  # 1 - Centro
  # 2 - Inferior 
  MESSAGE_POSITION = 0
end

#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
 
  attr_accessor :at_max
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------       
  alias mog_at_system_initialize initialize
  def initialize
      @at_max = [[MOG_AT_SYSTEM::AT_GAUGE_METER, 999999].min, 100].max
      mog_at_system_initialize
  end
 
end

#==============================================================================
# ■ BattleManager
#==============================================================================
module BattleManager
 
  #--------------------------------------------------------------------------
  # ● Battle Start
  #-------------------------------------------------------------------------- 
  def self.battle_start
      $game_system.battle_count += 1
      $game_party.on_battle_start
      $game_troop.on_battle_start
      if MOG_AT_SYSTEM::MESSAGE_ENEMY_APPEAR
        $game_troop.enemy_names.each do |name|
        $game_message.add(sprintf(Vocab::Emerge, name))
        end
      end
      if @preemptive
        $game_message.add(sprintf(Vocab::Preemptive, $game_party.name))
      elsif @surprise
        $game_message.add(sprintf(Vocab::Surprise, $game_party.name))
      end
      wait_for_message
  end
 
  #--------------------------------------------------------------------------
  # ● Input Start
  #--------------------------------------------------------------------------
  def self.input_start_at(battler)
      if @phase != :input
        @phase = :input
        battler.make_actions
        clear_actor
      end
      return !@surprise && battler.inputable?
  end
 
  #--------------------------------------------------------------------------
  # ● Turn Start
  #--------------------------------------------------------------------------
  def self.turn_start
      @phase = :turn
      clear_actor
      make_action_orders
  end 
 
  #--------------------------------------------------------------------------
  # ● Preemtive Attack
  #-------------------------------------------------------------------------- 
  def self.preemptive_attack
      @preemptive
  end 
 
  #--------------------------------------------------------------------------
  # ● Suprise Attack
  #--------------------------------------------------------------------------   
  def self.surprise_attack
      @surprise
  end   
 
end 

#==============================================================================
# ■ Game Action
#==============================================================================
class Game_Action 
 
  #--------------------------------------------------------------------------
  # ● Prepare
  #--------------------------------------------------------------------------           
  alias mog_at_system_prepare prepare
  def prepare
      mog_at_system_prepare
      set_cast_action
  end
 
  #--------------------------------------------------------------------------
  # ● Set Cast Action
  #--------------------------------------------------------------------------             
  def set_cast_action
      return if forcing
      if @item.object != nil and @item.object.speed != 0 and @subject.at_cast.empty?
        @subject.at_cast = [@item.object,@item.object.speed.abs,@target_index]
        @item.object = nil
        @subject.animation_id = MOG_AT_SYSTEM::CAST_ANIMATION
        @subject.at = 0
        BattleManager.turn_end if @subject.auto_battle?
      elsif !@subject.at_cast.empty?
        if @subject.at_cast[1] == 0
            @item.object = @subject.at_cast[0]
            @target_index = @subject.at_cast[2]           
            @subject.at_cast.clear
        else 
            @item.object = nil
        end
      end 
  end 
 
end


#==============================================================================
# ■ Game Battler Base
#==============================================================================
class Game_BattlerBase 

  #--------------------------------------------------------------------------
  # ● Inputable?
  #--------------------------------------------------------------------------           
  def inputable?
      normal? && !auto_battle? && self.at == $game_system.at_max
  end
 
end

#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
 
  attr_accessor :at
  attr_accessor :at_cast
  attr_accessor :at_turn_duration
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------     
  alias mog_at_system_initialize initialize
  def initialize
      mog_at_system_initialize
      @at = 0
      @at_cast = []
      @at_cast_selectable = true
      @at_turn_duration = 0
  end
   
  #--------------------------------------------------------------------------
  # ● At
  #--------------------------------------------------------------------------         
  def at
      n = at_active? ? $game_system.at_max : 0
      return [[@at, n].min, 0].max
  end 
 
  #--------------------------------------------------------------------------
  # ● At Active
  #--------------------------------------------------------------------------           
  def at_active?
      return false if restriction >= 4
      return false if self.hp == 0
      return true
  end 
 
  #--------------------------------------------------------------------------
  # ● Added New State
  #-------------------------------------------------------------------------- 
  alias mog_at_system_add_new_state add_new_state
  def add_new_state(state_id)
      mog_at_system_add_new_state(state_id)
      if restriction >= 4
        self.at_cast.clear
        self.at = 0
      end 
  end 
 
end

#==============================================================================
# ■ Game Enemy
#==============================================================================
class Game_Enemy < Game_Battler
 
  #--------------------------------------------------------------------------
  # ● Tranform
  #-------------------------------------------------------------------------- 
  alias mog_at_system_transform transform
  def transform(enemy_id)
      mog_at_system_transform(enemy_id)
      self.at = 0
      self.at_cast.clear
  end
end 
 
if !MOG_AT_SYSTEM::WAIT_LOG_WINDOW
#==============================================================================
# ■ BattleManager
#==============================================================================
class Window_BattleLog < Window_Selectable

  #--------------------------------------------------------------------------
  # ● Refresh
  #--------------------------------------------------------------------------   
  def refresh
  end 

  #--------------------------------------------------------------------------
  # ● Message Speed
  #--------------------------------------------------------------------------   
  def message_speed
      return 5
  end

end
end

#==============================================================================
# ■ Scene Battle
#==============================================================================
class Scene_Battle < Scene_Base
  include MOG_AT_SYSTEM
 
  #--------------------------------------------------------------------------
  # ● AT Wait
  #--------------------------------------------------------------------------       
  alias mog_at_system_start start
  def start
      reset_at_parameter 
      mog_at_system_start
  end 
   
  #--------------------------------------------------------------------------
  # ● Battle Start
  #--------------------------------------------------------------------------
  def battle_start
      BattleManager.battle_start
      process_event
      set_turn_duration
  end
   
  #--------------------------------------------------------------------------
  # ● Reset AT Parameter
  #-------------------------------------------------------------------------- 
  def reset_at_parameter
      return if @at_phase != nil
      @at_phase = 0
      n_at = $game_system.at_max * 40 / 100
      p_at = $game_system.at_max * 90 / 100
      s_at = 0
      all_battle_members.each do |battler|
          if BattleManager.preemptive_attack
            battler.at = p_at if battler.is_a?(Game_Actor)
            battler.at = s_at if battler.is_a?(Game_Enemy)
          elsif BattleManager.surprise_attack 
            battler.at = p_at if battler.is_a?(Game_Enemy)
            battler.at = s_at if battler.is_a?(Game_Actor)
          else 
            battler.at = n_at
          end
          if battler.at >= $game_system.at_max
            battler.at = $game_system.at_max - 1
          end
          battler.at = 0 if battler.at < 0 
          battler.at_cast.clear
        end
  end

  #--------------------------------------------------------------------------
  # ● Set Turn Duration
  #--------------------------------------------------------------------------
  def set_turn_duration
      max_battlers = all_battle_members.size > 0 ? all_battle_members.size : 1
      case TURN_DURATION_TYPE
        when 1
          n  = TURN_DURATION * max_battlers
        when 2
          turn_sp = 0
          all_battle_members.each do |battler|
              turn_sp += battler.agi
          end 
          n = TURN_DURATION + (turn_sp / max_battlers)
        else
          n = TURN_DURATION
      end
      turn_time_max = [[n, 9999].min, 120].max
      @turn_duration = [0, turn_time_max]
      if @status_window != nil
        @status_window.open
      end 
  end 
 
  #--------------------------------------------------------------------------
  # ● Turn End
  #--------------------------------------------------------------------------
  def turn_end
      @at_phase = 0
      all_battle_members.each do |battler|
        if battler.at >= $game_system.at_max
            battler.at = 0
            refresh_status
            @log_window.display_auto_affected_status(battler)
            @log_window.wait_and_clear
        end
      end
      BattleManager.turn_end
  end
   
  #--------------------------------------------------------------------------
  # ● Update Turn Duration
  #--------------------------------------------------------------------------           
  def update_turn_duration
      return if @turn_duration == nil or @turn_duration[0] == nil
      @turn_duration[0] += 1
      if @turn_duration[0] >= @turn_duration[1]
        @turn_duration[0] = 0
        $game_troop.increase_turn
        process_event
        check_states_effect_turn
      end 
  end
 
  #--------------------------------------------------------------------------
  # ● Check States Effect Turn
  #--------------------------------------------------------------------------             
  def check_states_effect_turn
      all_battle_members.each do |battler| 
          battler.on_turn_end if battler.restriction >= 4
      end 
  end 
 
  #--------------------------------------------------------------------------
  # ● Update AT System
  #--------------------------------------------------------------------------         
  def update_at_system     
      reset_at_parameter if @at_phase == nil
      set_turn_duration if @turn_duration == nil
      return if !can_update_at?
      update_turn_duration
      all_battle_members.each do |battler|
          update_battler_turn_duration(battler)
          if !battler.at_cast.empty?
            battler.at_cast[1] -= 1
            if battler.at_cast[1] <= 0
                execute_at_cast(battler)
                break
            end
          else
            battler.at += battler.agi
          end   
          if battler.at >= $game_system.at_max
            battler.on_turn_end
            update_at_actor(battler)
            update_at_enemy(battler)
            battler.current_action.prepare if battler.current_action
            if battler.at_cast.empty?
                @at_phase = 1
                turn_start if battler.is_a?(Game_Enemy)
            end           
            break
          end 
      end 
  end
   
  #--------------------------------------------------------------------------
  # ● Update Battler Turn Duration
  #--------------------------------------------------------------------------           
  def update_battler_turn_duration(battler)
      if battler.restriction >= 4
        battler.at_turn_duration += 1
        if battler.at_turn_duration >= $game_system.at_max
            battler.on_turn_end
            battler.at_turn_duration = 0
        end 
      else 
        battler.at_turn_duration = 0
      end 
  end 
 
  #--------------------------------------------------------------------------
  # ● Execute AT CAST
  #--------------------------------------------------------------------------           
  def execute_at_cast(battler)
      @subject = battler
      battler.make_actions 
      turn_start
  end 
 
  #--------------------------------------------------------------------------
  # ● Update AT Actor
  #--------------------------------------------------------------------------           
  def update_at_actor(battler)   
      return if !battler.is_a?(Game_Actor)
   
      start_party_command_selection_at(battler)
  end
 
  #--------------------------------------------------------------------------
  # ● Update AT Enemy
  #--------------------------------------------------------------------------           
  def update_at_enemy(battler)   
      return if !battler.is_a?(Game_Enemy)
      battler.make_actions
  end   
 
  #--------------------------------------------------------------------------
  # ● Can Update AT
  #--------------------------------------------------------------------------           
  def can_update_at?
      return false if $game_troop.interpreter.running?
      return false if BattleManager.action_forced?
      return false if @at_phase != 0
      return false if $game_message.visible
      return false if BattleManager.in_turn?
      return true
  end   
 
  #--------------------------------------------------------------------------
  # ● Star Party Command Selection at
  #--------------------------------------------------------------------------
  def start_party_command_selection_at(battler)
      unless scene_changing?
        refresh_status
        @status_window.unselect
        @status_window.open
        if BattleManager.input_start_at(battler)
            @actor_command_window.close
            next_command
        else
          turn_start
        end
      end
  end 
 
  #--------------------------------------------------------------------------
  # ● Update Basic
  #--------------------------------------------------------------------------       
  alias mog_at_system_update_basic update_basic
  def update_basic
      mog_at_system_update_basic
      update_at_system
      update_party_command
      $game_message.position = MESSAGE_POSITION
  end
 
  #--------------------------------------------------------------------------
  # ● Update Party Command
  #--------------------------------------------------------------------------     
  def update_party_command
      return if !@party_command_window.active
      return if !@actor_command_window.visible
      return if $game_message.visible
      if Input.trigger?(:B)
        next_command
        Sound.play_cancel
        @party_command_window.active = false
      end 
  end
   
end

#==============================================================================
# ■ AT Meter
#==============================================================================
class AT_Meter
 
  include MOG_AT_SYSTEM
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------   
  def initialize(actor)
      dispose
      @actor = actor
      if HUD_POSITION_TYPE == 1 and @actor.use_sprite?
        @x = HUD_POSITION[0] +  @actor.screen_x rescue 0
        @y = HUD_POSITION[1] +  @actor.screnn_y rescue 0
      else 
        @x = HUD_POSITION[0] + (MEMBERS_SPACE[0] * @actor.index)
        @y = HUD_POSITION[1] + (MEMBERS_SPACE[1] * @actor.index)       
      end
      pre_cache
      create_layout
      create_at_meter
  end
 
  #--------------------------------------------------------------------------
  # ● Pre Cache
  #--------------------------------------------------------------------------     
  def pre_cache
      @meter = Cache.system("Battle_AT_Meter") 
      @meter_cw = @meter.width / 3
      @meter_ch = @meter.height / 3
  end
 
  #--------------------------------------------------------------------------
  # ● Create Layout
  #--------------------------------------------------------------------------     
  def create_layout
      @layout = Sprite.new
      @layout.bitmap = Cache.system("Battle_AT_Layout")
      @layout.z = BATTLE_HUD_Z
      @layout.x = @x
      @layout.y = @y
  end
 
  #--------------------------------------------------------------------------
  # ● Create AT Meter
  #--------------------------------------------------------------------------     
  def create_at_meter
      @at_meter = Sprite.new
      @at_meter.bitmap = Bitmap.new(@meter_cw,@meter_ch)
      @at_meter.z =  BATTLE_HUD_Z + 50
      @at_meter.x = @x + AT_METER_POSITION[0]
      @at_meter.y = @y + AT_METER_POSITION[1]
      @at_flow = rand(@meter_cw * 2)
      at_flow_update
  end 
 
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------   
  def dispose
      return if @layout == nil
      @layout.bitmap.dispose
      @layout.dispose
      @layout = nil
      @at_meter.bitmap.dispose
      @at_meter.dispose
  end 
 
  #--------------------------------------------------------------------------
  # ● Update
  #-------------------------------------------------------------------------- 
  def update
      return if @layout == nil
      at_position
      at_flow_update
  end
 
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------   
  def at_position
      return unless HUD_POSITION_TYPE == 1 and @actor.use_sprite?
      @x = HUD_POSITION[0] +  @actor.screen_x rescue 0
      @y = HUD_POSITION[1] +  @actor.screnn_y rescue 0
      @layout.x = @x
      @layout.y = @y
      @at_meter.x = @x + AT_METER_POSITION[0]
      @at_meter.y = @y + AT_METER_POSITION[1]
  end
   
  #--------------------------------------------------------------------------
  # ● AT Flow Update
  #--------------------------------------------------------------------------
  def at_flow_update
      @at_meter.bitmap.clear
      if !@actor.at_cast.empty?
        max_cast = @actor.at_cast[0].speed.abs != 0 ? @actor.at_cast[0].speed.abs : 1
        at_width = @meter_cw * @actor.at_cast[1] / max_cast
        ch = @meter_ch * 2
      else
        at_width = @meter_cw * @actor.at / $game_system.at_max
        ch = @actor.at < $game_system.at_max ? 0 : @meter_ch
      end 
      src_rect = Rect.new(@at_flow, ch,at_width, @meter_ch)
      @at_meter.bitmap.blt(0,0, @meter, src_rect)
      @at_flow += AT_METER_FLOW_SPEED
      @at_flow = 0 if @at_flow >=  @meter_cw * 2     
  end 
 
end 

#==============================================================================
# ■ Spriteset Battle
#==============================================================================
class Spriteset_Battle
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------         
  alias mog_at_system_initialize initialize
  def initialize
      mog_at_system_initialize
      create_at_meter
  end 
 
  #--------------------------------------------------------------------------
  # ● Create AT Meter
  #--------------------------------------------------------------------------           
  def create_at_meter
      dispose_at_meter
      @at_meter = []
      index = 0
      for i in $game_party.members
          @at_meter.push(AT_Meter.new(i))
          index += 1
          break if index >= $game_party.max_battle_members
      end     
  end 
 
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------     
  alias mog_at_system_dispose dispose
  def dispose
      mog_at_system_dispose
      dispose_at_meter
  end
   
  #--------------------------------------------------------------------------
  # ● Dispose AT Meter
  #--------------------------------------------------------------------------       
  def dispose_at_meter
      return if @at_meter == nil
      @at_meter.each {|sprite| sprite.dispose }
      @at_meter.clear
      @at_meter = nil
  end 
 
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------       
  alias mog_at_system_update update
  def update
      mog_at_system_update
      update_at_meter
  end 
 
  #--------------------------------------------------------------------------
  # ● Update AT Meter
  #--------------------------------------------------------------------------         
  def update_at_meter
      return if @at_meter == nil
      @at_meter.each {|sprite| sprite.update }
  end 
 
end

$mog_rgss3_at_system = true
hashel
hashel
Membre

Nombre de messages : 895
Age : 31
Localisation : Belgique
Distinction : Un bonhomme, un vrai ! [Korndor]
Date d'inscription : 16/05/2012
https://www.youtube.com/user/hashel05

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Ven 24 Jan 2014 - 19:11
Ainsi que Party member :
Code:
#==============================================================================
#
# ▼ Yanfly Engine Ace - Party System v1.08
# -- Last Updated: 2012.01.23
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-PartySystem"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.23 - Bug fixed: Party members are now rearranged when newly added.
# 2012.01.14 - New Feature: Maximum Battle Members Variable added.
# 2012.01.07 - Bug fixed: Error with removing members.
# 2012.01.05 - Bug fixed: Escape skill/item effects no longer counts as death.
# 2011.12.26 - Compatibility Update: New Game+
# 2011.12.17 - Updated Spriteset_Battle to have updated sprite counts.
# 2011.12.13 - Updated to provide better visual display when more than 5 pieces
#              of equipment are equipped on an actor at a time.
# 2011.12.05 - Added functionality to display faces in the Party Select Window.
#            - Fixed bug that doesn't refresh the caterpillar when new members
#              join the party.
# 2011.12.04 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# RPG Maker VX Ace comes with a very nice party system. However, changing the
# maximum number of members isn't possible without the aid of a script. This
# script enables you the ability to change the maximum number of party members,
# change EXP rates, and/or open up a separate party menu (if desired). In
# addition to that, you can lock the position of actors within a party and
# require other actors to be in the active party before continuing.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Script Calls - These commands are used with script calls.
# -----------------------------------------------------------------------------
# *IMPORTANT* These script calls require the new party menu to be enabled to
# use them. Otherwise, nothing will happen.
#
# lock_actor(x)
# unlock_actor(x)
# This will lock actor x in its current position in the party if the actor is
# in the current party. The actor is unable to switch position and must remain
# in that position until the lock is removed. Use the unlock script call to
# remove the locked status. This script requires the actor to have joined and
# in the current party before the script call will work.
#
# require_actor(x)
# unrequire_actor(x)
# This will cause the party to require actor x in order to continue. If the
# actor isn't in the current party but is in the reserve party, the party menu
# will open up and prompt the player to add the required actor into the party
# before being able to continue. This script call will not function unless the
# specific actor has joined the party, whether it is in the current or reserve.
#
# call_party_menu
# This will open up the party menu. This script call requires for the party
# menu to be enabled to use.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
  module PARTY
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - General Party Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # In this section, you can adjust the general party settings for your game
    # such as the maximum amount of members and whatnot, the EXP rate for
    # party members in the reserve, etc.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    MAX_BATTLE_MEMBERS  = 3      # Maximum party members. Default: 4
    SPLIT_EXP            = false  # Splits EXP with more members in the party.
    RESERVE_EXP_RATE    = 0.50  # Reserve EXP Rate. Default: 1.00
   
    # If you wish to be able to change the maximum number of battle members
    # during the middle of your game, set this constant to a variable ID. If
    # that variable ID is a number greater than 0, that variable will determine
    # the current maximum number of battle members. Be cautious about using
    # this during battle.
    MAX_MEMBERS_VARIABLE = 0
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Party Menu Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This section contains various menu settings for those who wish to use a
    # menu separate for the party system. Here, adjust the menu command order,
    # icons used, and other settings.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    ENABLE_MENU = true  # Enables party menu. Default: false
    COMMANDS =[          # The order at which the menu items are shown.
    # [:command,  "Display"],
      [ :change,  "Modifier",],
      [ :remove,  "Enlever",],
      [ :revert,  "Retour",],
      [ :finish,  "Terminer",],
    ] # Do not remove this.
    COMMAND_ALIGN    = 1    # 0:Left Align, 1:Center Align, 2:Right Align
   
    # These settings here are used for the upper right window: the Party Select
    # window where the player selects a member to swap out or remove.
    PARTY_FONT_SIZE  = 20    # Font size used for party member names.
    LOCK_FIRST_ACTOR = false # Lock the first actor by default?
    LOCKED_ICON      = 125  # Icon used for locked members.
    REQUIRED_ICON    = 126  # Icon used for required members.
    EMPTY_TEXT = "-Vide-"  # Text used when a member isn't present.
    DISPLAY_FACE    = false # Display faces instead of sprites?
   
    # These settings here are used for the lower left window: the Party List
    # window where the player selects a member to replace.
    REMOVE_ICON      = 185          # Icon used for removing members.
    REMOVE_TEXT      = "-Enlever-"  # Text used for remove member command.
    ACTOR_Y_BUFFER  = 12          # Amount the actor graphic be adjusted by.
   
    # These settings here are used for the lower right window: the Party Status
    # window where info about a selected actor is shown.
    NO_DATA        = "-Pas de donnée-" # Text used for when no actor is shown.
    IN_PARTY_COLOUR = 6            # Text colour used for in party members.
    STAT_FONT_SIZE  = 20            # Font size used for stats.
    EQUIP_TEXT      = "Equipement"  # Text used to display equipment.
   
  end # PARTY
end # YEA

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

#==============================================================================
# ■ Icon
#==============================================================================

module Icon
 
  #--------------------------------------------------------------------------
  # self.locked_party
  #--------------------------------------------------------------------------
  def self.locked_party; return YEA::PARTY::LOCKED_ICON; end
 
  #--------------------------------------------------------------------------
  # self.required_party
  #--------------------------------------------------------------------------
  def self.required_party; return YEA::PARTY::REQUIRED_ICON; end
 
  #--------------------------------------------------------------------------
  # self.remove_party
  #--------------------------------------------------------------------------
  def self.remove_party; return YEA::PARTY::REMOVE_ICON; end
   
end # Icon

#==============================================================================
# ■ Variable
#==============================================================================

module Variable
 
  #--------------------------------------------------------------------------
  # self.max_battle_members
  #--------------------------------------------------------------------------
  def self.max_battle_members
    default = YEA::PARTY::MAX_BATTLE_MEMBERS
    return default if YEA::PARTY::MAX_MEMBERS_VARIABLE <= 0
    return default if $game_variables[YEA::PARTY::MAX_MEMBERS_VARIABLE] <= 0
    return $game_variables[YEA::PARTY::MAX_MEMBERS_VARIABLE]
  end
 
end # Variable

#==============================================================================
# ■ Numeric
#==============================================================================

class Numeric
 
  #--------------------------------------------------------------------------
  # new method: group_digits
  #--------------------------------------------------------------------------
  unless $imported["YEA-CoreEngine"]
  def group; return self.to_s; end
  end # $imported["YEA-CoreEngine"]
   
end # Numeric

#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :locked
  attr_accessor :required
 
  #--------------------------------------------------------------------------
  # alias method: setup
  #--------------------------------------------------------------------------
  alias game_actor_setup_ps setup
  def setup(actor_id)
    game_actor_setup_ps(actor_id)
    @locked = false
    @required = false
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: final_exp_rate
  #--------------------------------------------------------------------------
  def final_exp_rate
    n = exr * (battle_member? ? 1 : reserve_members_exp_rate)
    if $game_party.in_battle
      n /= [$game_party.battle_members.size, 1].max if YEA::PARTY::SPLIT_EXP
    end
    return n
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: reserve_members_exp_rate
  #--------------------------------------------------------------------------
  def reserve_members_exp_rate
    $data_system.opt_extra_exp ? YEA::PARTY::RESERVE_EXP_RATE : 0
  end
 
end # Game_Actor

#==============================================================================
# ■ Game_Party
#==============================================================================

class Game_Party < Game_Unit
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :battle_members_array
 
  #--------------------------------------------------------------------------
  # alias method: initialize
  #--------------------------------------------------------------------------
  alias game_party_initialize_ps initialize
  def initialize
    game_party_initialize_ps
    @battle_members_array = nil
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: max_battle_members
  #--------------------------------------------------------------------------
  def max_battle_members; return Variable.max_battle_members; end
 
  #--------------------------------------------------------------------------
  # alias method: setup_starting_members
  #--------------------------------------------------------------------------
  alias setup_starting_members_ps setup_starting_members
  def setup_starting_members
    setup_starting_members_ps
    initialize_battle_members
    return unless YEA::PARTY::LOCK_FIRST_ACTOR
    return if members[0].nil?
    members[0].locked = true
  end
 
  #--------------------------------------------------------------------------
  # alias method: setup_battle_test_members
  #--------------------------------------------------------------------------
  alias setup_battle_test_members_ps setup_battle_test_members
  def setup_battle_test_members
    setup_battle_test_members_ps
    return unless YEA::PARTY::LOCK_FIRST_ACTOR
    return if members[0].nil?
    members[0].locked = true
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: battle_members
  #--------------------------------------------------------------------------
  def battle_members
    initialize_battle_members if initialize_battle_members?
    array = []
    for actor_id in @battle_members_array
      break if array.size > max_battle_members
      next if actor_id.nil?
      next if $game_actors[actor_id].nil?
      next unless $game_actors[actor_id].exist?
      array.push($game_actors[actor_id])
    end
    return array
  end
 
  #--------------------------------------------------------------------------
  # new method: initialize_battle_members?
  #--------------------------------------------------------------------------
  def initialize_battle_members?
    return true if @battle_members_array.nil?
    return @battle_members_array.size != max_battle_members
  end
 
  #--------------------------------------------------------------------------
  # new method: initialize_battle_members
  #--------------------------------------------------------------------------
  def initialize_battle_members
    @battle_members_array = []
    for i in 0...max_battle_members
      @battle_members_array.push(@actors[i]) unless @actors[i].nil?
      @battle_members_array.push(0) if @actors[i].nil?
    end
    $game_player.refresh
  end
 
  #--------------------------------------------------------------------------
  # alias method: add_actor
  #--------------------------------------------------------------------------
  alias game_party_add_actor_ps add_actor
  def add_actor(actor_id)
    game_party_add_actor_ps(actor_id)
    return if @battle_members_array.include?(actor_id)
    return unless @battle_members_array.include?(0)
    index = @battle_members_array.index(0)
    @battle_members_array[index] = actor_id
    $game_player.refresh
    $game_map.need_refresh = true
    rearrange_actors
  end
 
  #--------------------------------------------------------------------------
  # alias method: remove_actor
  #--------------------------------------------------------------------------
  alias game_party_remove_actor_ps remove_actor
  def remove_actor(actor_id)
    game_party_remove_actor_ps(actor_id)
    return unless @battle_members_array.include?(actor_id)
    index = @battle_members_array.index(actor_id)
    @battle_members_array[index] = 0
    $game_player.refresh
    $game_map.need_refresh = true
    rearrange_actors
  end
 
  #--------------------------------------------------------------------------
  # new method: rearrange_actors
  #--------------------------------------------------------------------------
  def rearrange_actors
    initialize_battle_members if @battle_members_array.nil?
    array = []
    for actor_id in @battle_members_array
      next if [0, nil].include?(actor_id)
      next if $game_actors[actor_id].nil?
      array.push(actor_id)
    end
    for actor_id in @actors
      next if array.include?(actor_id)
      next if $game_actors[actor_id].nil?
      array.push(actor_id)
    end
    @actors = array
  end
 
end # Game_Party

#==============================================================================
# ■ Game_Interpreter
#==============================================================================

class Game_Interpreter
 
  #--------------------------------------------------------------------------
  # new method: lock_actor
  #--------------------------------------------------------------------------
  def lock_actor(actor_id)
    return unless YEA::PARTY::ENABLE_MENU
    actor = $game_actors[actor_id]
    return unless $game_party.battle_members.include?(actor.id)
    actor.locked = true
  end
 
  #--------------------------------------------------------------------------
  # new method: unlock_actor
  #--------------------------------------------------------------------------
  def unlock_actor(actor_id)
    return unless YEA::PARTY::ENABLE_MENU
    actor = $game_actors[actor_id]
    return unless $game_party.battle_members.include?(actor.id)
    actor.locked = false
  end
 
  #--------------------------------------------------------------------------
  # new method: require_actor
  #--------------------------------------------------------------------------
  def require_actor(actor_id)
    return unless YEA::PARTY::ENABLE_MENU
    return if $game_system.formation_disabled
    actor = $game_actors[actor_id]
    return unless $game_party.all_members.include?(actor)
    actor.required = true
    call_party_menu unless $game_party.battle_members.include?(actor)
  end
 
  #--------------------------------------------------------------------------
  # new method: unrequire_actor
  #--------------------------------------------------------------------------
  def unrequire_actor(actor_id)
    return unless YEA::PARTY::ENABLE_MENU
    return if $game_system.formation_disabled
    actor = $game_actors[actor_id]
    return unless $game_party.all_members.include?(actor)
    actor.required = false
    call_party_menu unless $game_party.battle_members.include?(actor)
  end
 
  #--------------------------------------------------------------------------
  # new method: call_party_menu
  #--------------------------------------------------------------------------
  def call_party_menu
    return unless YEA::PARTY::ENABLE_MENU
    return if $game_system.formation_disabled
    SceneManager.call(Scene_Party)
  end
 
end # Game_Interpreter

#==============================================================================
# ■ Spriteset_Battle
#==============================================================================

class Spriteset_Battle
 
  #--------------------------------------------------------------------------
  # overwrite method: create_actors
  #--------------------------------------------------------------------------
  def create_actors
    total = $game_party.max_battle_members
    @actor_sprites = Array.new(total) { Sprite_Battler.new(@viewport1) }
  end
 
end # Spriteset_Battle

#==============================================================================
# ■ Window_PartyMenuCommand
#==============================================================================

class Window_PartyMenuCommand < Window_Command
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; return 160; end
 
  #--------------------------------------------------------------------------
  # visible_line_number
  #--------------------------------------------------------------------------
  def visible_line_number; 4; end
 
  #--------------------------------------------------------------------------
  # alignment
  #--------------------------------------------------------------------------
  def alignment
    return Menu.command_window_align if $imported["YEA-AceMenuEngine"]
    return YEA::PARTY::COMMAND_ALIGN
  end
 
  #--------------------------------------------------------------------------
  # scene
  #--------------------------------------------------------------------------
  def scene; return SceneManager.scene; end
 
  #--------------------------------------------------------------------------
  # make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    for command in YEA::PARTY::COMMANDS
      case command[0]
      when :change, :remove, :revert
        add_command(command[1], command[0])
      when :finish
        add_command(command[1], command[0], enable_cancel?)
      else; next
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # process_cancel
  #--------------------------------------------------------------------------
  def process_cancel
    unless enable_cancel?
      Sound.play_buzzer
      return
    end
    super
  end
 
  #--------------------------------------------------------------------------
  # in_party?
  #--------------------------------------------------------------------------
  def in_party?(actor)
    return $game_party.battle_members.include?(actor)
  end
 
  #--------------------------------------------------------------------------
  # enable_cancel?
  #--------------------------------------------------------------------------
  def enable_cancel?
    return false if $game_party.battle_members.size <= 0
    for actor in $game_party.all_members
      next if in_party?(actor)
      return false if actor.required
      return false if actor.locked
    end
    return true
  end
 
end # Window_PartyMenuCommand

#==============================================================================
# ■ Window_PartySelect
#==============================================================================

class Window_PartySelect < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #-------------------------------------------------------------------------
  def initialize(command_window)
    @command_window = command_window
    super(160, 0, window_width, fitting_height(visible_line_number))
    select(0)
    deactivate
    refresh
  end
 
  #--------------------------------------------------------------------------
  # col_max
  #--------------------------------------------------------------------------
  def col_max; return $game_party.max_battle_members; end
 
  #--------------------------------------------------------------------------
  # item_max
  #--------------------------------------------------------------------------
  def item_max; return $game_party.max_battle_members; end
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; return Graphics.width - 160; end
 
  #--------------------------------------------------------------------------
  # visible_line_number
  #--------------------------------------------------------------------------
  def visible_line_number; 4; end
 
  #--------------------------------------------------------------------------
  # item_rect
  #--------------------------------------------------------------------------
  def item_rect(index)
    rect = Rect.new
    rect.width = contents.width / item_max
    rect.height = contents.height
    rect.x = index * rect.width
    rect.y = 0
    return rect
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
 
  #--------------------------------------------------------------------------
  # make_item_list
  #--------------------------------------------------------------------------
  def make_item_list
    @data = $game_party.battle_members_array.clone
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    actor = $game_actors[@data[index]]
    rect = item_rect(index)
    if actor.nil?
      draw_empty(rect.clone)
      return
    end
    dx = rect.width / 2
    dy = rect.height - 16
    draw_actor_face(actor, rect.x, rect.y) if display_face?
    draw_actor_graphic(actor, rect.x + dx, rect.y + dy) unless display_face?
    draw_actor_name(actor, rect)
    draw_locked_icon(actor, rect)
    draw_required_icon(actor, rect)
  end
 
  #--------------------------------------------------------------------------
  # display_face?
  #--------------------------------------------------------------------------
  def display_face?
    return YEA::PARTY::DISPLAY_FACE
  end
 
  #--------------------------------------------------------------------------
  # draw_empty
  #--------------------------------------------------------------------------
  def draw_empty(rect)
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    rect.x += 2
    rect.y += 2
    rect.width -= 4
    rect.height -= 4
    contents.fill_rect(rect, colour)
    reset_font_settings
    change_color(system_color)
    text = YEA::PARTY::EMPTY_TEXT
    draw_text(rect, text, 1)
    reset_font_settings
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_name
  #--------------------------------------------------------------------------
  def draw_actor_name(actor, rect)
    contents.font.size = YEA::PARTY::PARTY_FONT_SIZE
    change_color(normal_color, actor.exist?)
    draw_text(rect.x+4, rect.y, rect.width-8, line_height, actor.name, 1)
  end
 
  #--------------------------------------------------------------------------
  # draw_face
  #--------------------------------------------------------------------------
  def draw_face(face_name, face_index, dx, dy, enabled = true)
    bitmap = Cache.face(face_name)
    dw = [96, item_rect(0).width-4].min
    rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, dw, 92)
    contents.blt(dx+2, dy+2, bitmap, rect, enabled ? 255 : translucent_alpha)
    bitmap.dispose
  end
 
  #--------------------------------------------------------------------------
  # draw_locked_icon
  #--------------------------------------------------------------------------
  def draw_locked_icon(actor, rect)
    return unless actor_locked?(actor)
    draw_icon(Icon.locked_party, rect.x+rect.width-26, rect.height - 26)
  end
 
  #--------------------------------------------------------------------------
  # draw_required_icon
  #--------------------------------------------------------------------------
  def draw_required_icon(actor, rect)
    return if actor_locked?(actor)
    return unless actor_required?(actor)
    draw_icon(Icon.required_party, rect.x+rect.width-26, rect.height - 26)
  end
 
  #--------------------------------------------------------------------------
  # actor_locked?
  #--------------------------------------------------------------------------
  def actor_locked?(actor); return actor.locked; end
 
  #--------------------------------------------------------------------------
  # actor_required?
  #--------------------------------------------------------------------------
  def actor_required?(actor)
    return false if actor.locked
    return actor.required
  end
 
  #--------------------------------------------------------------------------
  # current_item_enabled?
  #--------------------------------------------------------------------------
  def current_item_enabled?; enable?(@data[index]); end
 
  #--------------------------------------------------------------------------
  # enable?
  #--------------------------------------------------------------------------
  def enable?(item)
    case @command_window.current_symbol
    when :change
      return true if item.nil?
      return true if item == 0
    when :remove
      return false if item.nil?
      return false if item == 0
    end
    actor = $game_actors[item]
    return false if actor.locked
    return false if actor.required
    return true
  end
 
  #--------------------------------------------------------------------------
  # process_handling
  #--------------------------------------------------------------------------
  def process_handling
    return unless open? && active
    return process_ok      if ok_enabled?        && Input.trigger?(:C)
    return process_cancel  if cancel_enabled?    && Input.trigger?(:B)
    return process_pagedown if handle?(:pagedown) && Input.repeat?(:R)
    return process_pageup  if handle?(:pageup)  && Input.repeat?(:L)
  end
 
  #--------------------------------------------------------------------------
  # cur_actor
  #--------------------------------------------------------------------------
  def cur_actor
    actor_id = @data[index]
    return $game_actors[actor_id]
  end
 
  #--------------------------------------------------------------------------
  # prev_actor
  #--------------------------------------------------------------------------
  def prev_actor
    id = index == 0 ? @data.size - 1 : index - 1
    actor_id = @data[id]
    return $game_actors[actor_id]
  end
 
  #--------------------------------------------------------------------------
  # next_actor
  #--------------------------------------------------------------------------
  def next_actor
    id = index == @data.size - 1 ? 0 : index + 1
    actor_id = @data[id]
    return $game_actors[actor_id]
  end
 
  #--------------------------------------------------------------------------
  # process_pageup
  #--------------------------------------------------------------------------
  def process_pageup
    allow = true
    allow = false if !prev_actor.nil? && prev_actor.locked
    allow = false if !cur_actor.nil? && cur_actor.locked
    Sound.play_buzzer unless allow
    if allow
      super
      activate
      select(index == 0 ? @data.size - 1 : index - 1)
    end
  end
 
  #--------------------------------------------------------------------------
  # process_pagedown
  #--------------------------------------------------------------------------
  def process_pagedown
    allow = true
    allow = false if !next_actor.nil? && next_actor.locked
    allow = false if !cur_actor.nil? && cur_actor.locked
    Sound.play_buzzer unless allow
    if allow
      super
      activate
      select(index == @data.size - 1 ? 0 : index + 1)
    end
  end
 
  #--------------------------------------------------------------------------
  # item
  #--------------------------------------------------------------------------
  def item; return @data[index]; end
 
end # Window_PartySelect

#==============================================================================
# ■ Window_PartyList
#==============================================================================

class Window_PartyList < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #-------------------------------------------------------------------------
  def initialize(party_window)
    super(0, fitting_height(4), window_width, window_height)
    @party_window = party_window
    select(1)
    deactivate
    refresh
  end
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; return 200; end
 
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height; return Graphics.height - fitting_height(4); end
 
  #--------------------------------------------------------------------------
  # item_max
  #--------------------------------------------------------------------------
  def item_max; return @data ? @data.size : 1; end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
 
  #--------------------------------------------------------------------------
  # make_item_list
  #--------------------------------------------------------------------------
  def make_item_list
    @data = [0]
    for member in $game_party.all_members
      next if member.nil?
      @data.push(member.id)
    end
    @data.push(0)
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    clear_item(index)
    rect = item_rect(index)
    if @data[index] == 0
      draw_remove(rect)
      return
    end
    actor = $game_actors[@data[index]]
    draw_actor(actor, rect)
    draw_actor_locked(actor, rect)
    draw_actor_required(actor, rect)
  end
 
  #--------------------------------------------------------------------------
  # draw_remove
  #--------------------------------------------------------------------------
  def draw_remove(rect)
    reset_font_settings
    draw_icon(Icon.remove_party, rect.x+4, rect.y)
    text = YEA::PARTY::REMOVE_TEXT
    draw_text(rect.x+32, rect.y, rect.width-32, line_height, text)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor
  #--------------------------------------------------------------------------
  def draw_actor(actor, rect)
    buffer = YEA::PARTY::ACTOR_Y_BUFFER
    draw_actor_graphic(actor, rect.x + 16, rect.y + rect.height + buffer)
    text = actor.name
    change_color(list_colour(actor), enabled?(actor))
    draw_text(rect.x+32, rect.y, rect.width-32, line_height, text)
  end
 
  #--------------------------------------------------------------------------
  # list_colour
  #--------------------------------------------------------------------------
  def list_colour(actor)
    return text_color(YEA::PARTY::IN_PARTY_COLOUR) if in_party?(actor)
    return normal_color
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_locked
  #--------------------------------------------------------------------------
  def draw_actor_locked(actor, rect)
    return unless actor.locked
    draw_icon(Icon.locked_party, rect.width-24, rect.y)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_required
  #--------------------------------------------------------------------------
  def draw_actor_required(actor, rect)
    return if actor.locked
    return unless actor.required
    draw_icon(Icon.required_party, rect.width-24, rect.y)
  end
 
  #--------------------------------------------------------------------------
  # enabled?
  #--------------------------------------------------------------------------
  def enabled?(actor)
    return false if actor.locked
    return false if actor.required && in_party?(actor)
    return actor.exist?
  end
 
  #--------------------------------------------------------------------------
  # in_party?
  #--------------------------------------------------------------------------
  def in_party?(actor); return $game_party.battle_members.include?(actor); end
 
  #--------------------------------------------------------------------------
  # current_item_enabled?
  #--------------------------------------------------------------------------
  def current_item_enabled?
    actor = $game_actors[item]
    replace = $game_actors[@party_window.item]
    unless actor.nil?
      return false if actor.locked && in_party?(actor)
      return false if actor.required && in_party?(actor)
    end
    return true if replace.nil?
    return false if replace.locked
    return false if replace.required
    return true if actor.nil?
    return actor.exist?
  end
 
  #--------------------------------------------------------------------------
  # item
  #--------------------------------------------------------------------------
  def item; return @data[index]; end
 
end # Window_PartyList

#==============================================================================
# ** Window_PartyStatus
#==============================================================================

class Window_PartyStatus < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(party_window, list_window)
    super(200, fitting_height(4), window_width, window_height)
    @party_window = party_window
    @list_window = list_window
    @actor = active_actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; Graphics.width - 200; end
 
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height; Graphics.height - fitting_height(4); end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    refresh if @actor != active_actor
  end
 
  #--------------------------------------------------------------------------
  # active_actor
  #--------------------------------------------------------------------------
  def active_actor
    if @list_window.active
      actor = @list_window.item
    else
      actor = @party_window.item
    end
    return nil if [0, nil].include?(actor)
    return actor
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    @actor = active_actor
    reset_font_settings
    if @actor.nil?
      draw_nil_actor
      return
    end
    actor = $game_actors[@actor]
    draw_actor_face(actor, 0, 0)
    draw_actor_name(actor, 108, 0)
    draw_actor_class(actor, 228, 0, contents.width-232)
    draw_actor_level(actor, 108, line_height)
    draw_actor_icons(actor, 228, line_height, contents.width-232)
    draw_actor_hp(actor, 108, line_height*2, contents.width-112)
    draw_actor_mp(actor, 108, line_height*3, contents.width-112)
    draw_actor_parameters(actor, 0, line_height*4 + line_height/2)
    draw_equipments(actor, contents.width/2, line_height*4 + line_height/2)
  end
 
  #--------------------------------------------------------------------------
  # draw_nil_actor
  #--------------------------------------------------------------------------
  def draw_nil_actor
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    rect = Rect.new(0, 0, contents.width, contents.height)
    contents.fill_rect(rect, colour)
    change_color(system_color)
    text = YEA::PARTY::NO_DATA
    draw_text(rect, text, 1)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_parameters
  #--------------------------------------------------------------------------
  def draw_actor_parameters(actor, dx, dy)
    dw = contents.width/2 - 4
    rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
    contents.font.size = YEA::PARTY::STAT_FONT_SIZE
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    array = [:atk, :def, :mat, :mdf, :agi, :luk]
    cx = 4
    for stat in array
      case stat
      when :atk
        param = Vocab::param(2)
        value = actor.atk.group
      when :def
        param = Vocab::param(3)
        value = actor.def.group
      when :mat
        param = Vocab::param(4)
        value = actor.mat.group
      when :mdf
        param = Vocab::param(5)
        value = actor.mdf.group
      when :agi
        param = Vocab::param(6)
        value = actor.agi.group
      when :luk
        param = Vocab::param(7)
        value = actor.luk.group
      else; next
      end
      contents.fill_rect(rect, colour)
      change_color(system_color)
      draw_text(rect.x + cx, rect.y, rect.width-cx*2, line_height, param, 0)
      change_color(normal_color)
      draw_text(rect.x + cx, rect.y, rect.width-cx*2, line_height, value, 2)
      rect.y += line_height
    end
    reset_font_settings
  end
 
  #--------------------------------------------------------------------------
  # draw_equipments
  #--------------------------------------------------------------------------
  def draw_equipments(actor, dx, dy)
    text = YEA::PARTY::EQUIP_TEXT
    change_color(system_color)
    draw_text(dx, dy, contents.width - dx, line_height, text, 1)
    dy += line_height
    if actor.equips.size <= 5
      actor.equips.each_with_index do |item, i|
        draw_item_name(item, dx, dy + line_height * i)
      end
    else
      orig_x = dx
      actor.equips.each_with_index do |item, i|
        next if item.nil?
        draw_icon(item.icon_index, dx, dy)
        dy += line_height if dx + 48 > contents.width
        dx = dx + 48 > contents.width ? orig_x : dx + 24
      end
    end
  end
 
end # Window_PartyStatus

#==============================================================================
# ■ Scene_Menu
#==============================================================================

class Scene_Menu < Scene_MenuBase
 
  #--------------------------------------------------------------------------
  # overwrite method: command_formation
  #--------------------------------------------------------------------------
  if YEA::PARTY::ENABLE_MENU
  def command_formation
    SceneManager.call(Scene_Party)
  end
  end # YEA::PARTY::ENABLE_MENU
 
end # Scene_Menu

#==============================================================================
# ■ Scene_Party
#==============================================================================

class Scene_Party < Scene_MenuBase
 
  #--------------------------------------------------------------------------
  # start
  #--------------------------------------------------------------------------
  def start
    super
    @former_party = $game_party.battle_members_array.clone
    create_command_window
    create_party_window
    create_list_window
    create_status_window
  end
 
  #--------------------------------------------------------------------------
  # create_command_window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_PartyMenuCommand.new(0, 0)
    @command_window.set_handler(:change, method(:adjust_members))
    @command_window.set_handler(:remove, method(:adjust_members))
    @command_window.set_handler(:revert, method(:revert_party))
    @command_window.set_handler(:finish, method(:return_scene))
    @command_window.set_handler(:cancel, method(:return_scene))
  end
 
  #--------------------------------------------------------------------------
  # create_party_window
  #--------------------------------------------------------------------------
  def create_party_window
    @party_window = Window_PartySelect.new(@command_window)
    @party_window.set_handler(:ok,      method(:on_party_ok))
    @party_window.set_handler(:cancel,  method(:on_party_cancel))
    @party_window.set_handler(:pageup,  method(:on_party_pageup))
    @party_window.set_handler(:pagedown, method(:on_party_pagedown))
  end
 
  #--------------------------------------------------------------------------
  # create_list_window
  #--------------------------------------------------------------------------
  def create_list_window
    @list_window = Window_PartyList.new(@party_window)
    @list_window.set_handler(:ok,    method(:on_list_ok))
    @list_window.set_handler(:cancel, method(:on_list_cancel))
  end
 
  #--------------------------------------------------------------------------
  # create_status_window
  #--------------------------------------------------------------------------
  def create_status_window
    @status_window = Window_PartyStatus.new(@party_window, @list_window)
  end
 
  #--------------------------------------------------------------------------
  # adjust_members
  #--------------------------------------------------------------------------
  def adjust_members
    @party_window.activate
  end
 
  #--------------------------------------------------------------------------
  # window_refresh
  #--------------------------------------------------------------------------
  def window_refresh
    $game_party.rearrange_actors
    @command_window.refresh
    @party_window.refresh
    @list_window.refresh
    $game_player.refresh
    $game_map.need_refresh = true
  end
 
  #--------------------------------------------------------------------------
  # revert_party
  #--------------------------------------------------------------------------
  def revert_party
    @command_window.activate
    $game_party.battle_members_array = @former_party.clone
    window_refresh
  end
 
  #--------------------------------------------------------------------------
  # on_party_ok
  #--------------------------------------------------------------------------
  def on_party_ok
    case @command_window.current_symbol
    when :change
      @list_window.activate
    when :remove
      index = @party_window.index
      actor = $game_actors[$game_party.battle_members_array[index]]
      Sound.play_equip
      $game_party.battle_members_array[index] = 0
      window_refresh
      @party_window.activate
    end
  end
 
  #--------------------------------------------------------------------------
  # on_party_cancel
  #--------------------------------------------------------------------------
  def on_party_cancel
    @command_window.activate
  end
 
  #--------------------------------------------------------------------------
  # on_party_pageup
  #--------------------------------------------------------------------------
  def on_party_pageup
    Sound.play_equip
    actor_id1 = @party_window.item
    actor_id2 = @party_window.prev_actor.nil? ? 0 : @party_window.prev_actor.id
    max = @party_window.item_max-1
    index1 = @party_window.index
    index2 = @party_window.index == 0 ? max : index1-1
    $game_party.battle_members_array[index1] = actor_id2
    $game_party.battle_members_array[index2] = actor_id1
    window_refresh
  end
 
  #--------------------------------------------------------------------------
  # on_party_pagedown
  #--------------------------------------------------------------------------
  def on_party_pagedown
    Sound.play_equip
    actor_id1 = @party_window.item
    actor_id2 = @party_window.next_actor.nil? ? 0 : @party_window.next_actor.id
    max = @party_window.item_max-1
    index1 = @party_window.index
    index2 = @party_window.index == max ? 0 : index1+1
    $game_party.battle_members_array[index1] = actor_id2
    $game_party.battle_members_array[index2] = actor_id1
    window_refresh
  end
 
  #--------------------------------------------------------------------------
  # on_list_cancel
  #--------------------------------------------------------------------------
  def on_list_cancel
    @party_window.activate
  end
 
  #--------------------------------------------------------------------------
  # on_list_ok
  #--------------------------------------------------------------------------
  def on_list_ok
    Sound.play_equip
    replace = $game_actors[@party_window.item]
    actor = $game_actors[@list_window.item]
    index1 = @party_window.index
    actor_id1 = actor.nil? ? 0 : actor.id
    if actor.nil?
      $game_party.battle_members_array[index1] = 0
      window_refresh
      @party_window.activate
      return
    end
    actor_id2 = replace.nil? ? 0 : replace.id
    if $game_party.battle_members_array.include?(actor_id1)
      index2 = $game_party.battle_members_array.index(actor_id1)
      $game_party.battle_members_array[index2] = actor_id2
    end
    $game_party.battle_members_array[index1] = actor_id1
    window_refresh
    @party_window.activate
  end
 
end # Scene_Party

#==============================================================================
#
# ▼ End of File
#
#==============================================================================
Spytje
Spytje
Administrateur

Nombre de messages : 5933
Localisation : La terre
Distinction : Spiraliste [Korn']
Forestia : Projet du mois juillet 2014
Papy Pulkigrat [Yama']
Date d'inscription : 16/03/2008

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Ven 24 Jan 2014 - 19:43
Je ne trouve pas de soucis, essaie de demander à Skillo pour t'aider, il est souvent sur la chatbox, il est scripteur Smile

_________________
[résolu]Mon héro recule quand il fait "se défendre" 911

LE PROJET SUR FACEBOOK

N'hésitez pas à suivre la page  [résolu]Mon héro recule quand il fait "se défendre" 344805
hashel
hashel
Membre

Nombre de messages : 895
Age : 31
Localisation : Belgique
Distinction : Un bonhomme, un vrai ! [Korndor]
Date d'inscription : 16/05/2012
https://www.youtube.com/user/hashel05

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Ven 24 Jan 2014 - 20:00
Merci, je le MP =)
hashel
hashel
Membre

Nombre de messages : 895
Age : 31
Localisation : Belgique
Distinction : Un bonhomme, un vrai ! [Korndor]
Date d'inscription : 16/05/2012
https://www.youtube.com/user/hashel05

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Dim 26 Jan 2014 - 13:18
Pas de réponse Sad
Spytje
Spytje
Administrateur

Nombre de messages : 5933
Localisation : La terre
Distinction : Spiraliste [Korn']
Forestia : Projet du mois juillet 2014
Papy Pulkigrat [Yama']
Date d'inscription : 16/03/2008

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Dim 26 Jan 2014 - 13:55
Il est tous les soir sur la chat box pourtant sinon il y a aussi Ekron qui est la le soir il est plutôt doué lui aussi.


_________________
[résolu]Mon héro recule quand il fait "se défendre" 911

LE PROJET SUR FACEBOOK

N'hésitez pas à suivre la page  [résolu]Mon héro recule quand il fait "se défendre" 344805
hashel
hashel
Membre

Nombre de messages : 895
Age : 31
Localisation : Belgique
Distinction : Un bonhomme, un vrai ! [Korndor]
Date d'inscription : 16/05/2012
https://www.youtube.com/user/hashel05

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Ven 7 Fév 2014 - 0:12
UP s\'il vous plaît Smile
vincent26
vincent26
Membre

Nombre de messages : 766
Age : 24
Localisation : baume de transit le village paumé
Distinction : aucune
Date d'inscription : 17/08/2010

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Ven 7 Fév 2014 - 22:31
Ouaip envoie moi une copie de ton fichier Scripts.rvdata2 je vais voir si je trouve (peut-être pas ce soir mais surement demain)
hashel
hashel
Membre

Nombre de messages : 895
Age : 31
Localisation : Belgique
Distinction : Un bonhomme, un vrai ! [Korndor]
Date d'inscription : 16/05/2012
https://www.youtube.com/user/hashel05

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Sam 8 Fév 2014 - 10:06
C'est ceci : https://www.mediafire.com/?r75qfusp2mg1ums ?
vincent26
vincent26
Membre

Nombre de messages : 766
Age : 24
Localisation : baume de transit le village paumé
Distinction : aucune
Date d'inscription : 17/08/2010

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Sam 8 Fév 2014 - 13:10
Salut remplace ton script par celui-ci et dis moi si ça convient ^^
Code:

#===============================================================================
# Jet's Viewed Battle System
# By Jet10985(Jet)
#===============================================================================
# This script will add actor sprites into the battle scene.
# This script has: 10 customization options.
#===============================================================================
# Overwritten Methods:
# Game_Actor: use_sprite?, screen_x, screen_y
# Sprite_Battler: revert_to_normal
# Scene_Battle: show_attack_animation
#-------------------------------------------------------------------------------
# Aliased methods:
# Game_Enemy: screen_x, screen_y
# Sprite_Battler: update_origin, update_bitmap
# Window_BattleEnemy: update
# Window_BattleActor: update
# Window_ActorCommand: update
#===============================================================================
=begin
Set an enemy's attack animation by using this in their notebox:

<anim: 50>

Replace 50 with the animation id.
--------------------------------------------------------------------------------
You may use a sprite for a monster instead of a regular battler by using this
notetag in the monster's notebox:

<sprite: ImageName, 0>

Replace ImageName with the name of the spritesheet, and 0 with the index on the
spritesheet you want the monster to use.
=end

module Jet
  module VBS
 
    # Which direction do actors face on the field? There are 4 options:
    # :up, :down, :left, or :right. Actor's will direction chosen.
    ACTOR_ORIENTATION = :left
 
    # This will make it so actor's are centered on the screen instead of being
    # placed in pre-determined lines using START_POINT and SPACE_DIFFERENCE.
    CENTER_ACTORS = false
 
    # This is the x and y starting point for actors. This option may take one of
    # 2 functions. If CENTER_ACTORS is true, and ACTOR_ORIENTATION is either
    # :left, or :right, then only the x value will be used as where to center
    # the actors. If it is :down or :up, only the y value will be used.
    # If CENTER_ACTORS is false, then this is where actor's will begin to be
    # placed on screen.
    START_POINT = [400, 221]
 
    # This is how much space is between each actor on the field.
    SPACE_DIFFERENCE = 22
 
    # If you're using the :left or :right view, this will push each
    # subsequent actor back by a certain number of pixels, to avoid having
    # a straight line.
    SIDEVIEW_PUSH_BACK = 16
 
    # Do you want to reverse the direction and field during an ambush?
    # (This is when enemies surprise the player and get the first turn)
    REVERSE_FIELD_FOR_AMBUSH = false
 
    # this is how far the actor will move forward when they are selection an
    # action, as well as executing it.
    SLIDE_AMOUNT = 50
 
    # This is how far the actor will slide each frame until they reach their
    # goal of SLIDE_FORWARD. Best used when this is a factor of SLIDE_FORWARD.
    FRAME_SLIDE = 6
 
    # During selecting an actor command, and during selecting an enemy target,
    # would you like the selected character to flash?
    DO_FLASH = false
 
    # These are state-based sprite changes. If the actor has one of these states
    # then the game will search for a sprite of the character's regular sprite
    # name with the special state tag appended to it. So if Jimmy's sprite
    # name was $Jimmy, and he had poison inflcted on him, and poison's id was
    # listed here as ["_poison", 0], it would change Jimmy's in-battle sprite
    # to $Jimmy_poison at the first sprite index.
    STATE_SPRITES = {
 
      1 => ["", 0],
      2 => ["", 0]
   
    }
 
    # Do not touch this option.
    DIR_ORIENT = {right: 6, left: 4, down: 2, up: 8}[ACTOR_ORIENTATION]
 
  end
end

#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
class Integer
 
  def even?
    self % 2 == 0
  end
 
  def odd?
    !even?
  end
end

class RPG::Enemy
 
  def animation
    (f = note.match(/<anim:[ ]*(\d+)>/i)) ? f[1].to_i : 1
  end
 
  def battle_sprite
    (f = note.match(/<sprite:[ ]*(.+),[ ]*(\d+)>/i)) ? f[1..2] : false
  end
end

module BattleManager
 
  class << self
 
    alias jet3845_on_encounter on_encounter
    def on_encounter(*args, &block)
      jet3845_on_encounter(*args, &block)
      @true_surprise = @surprise
    end
  end
 
  def self.true_surprise
    @true_surprise ||= false
  end
 
  def self.player_dir
    if @true_surprise && Jet::VBS::REVERSE_FIELD_FOR_AMBUSH
      return 10 - Jet::VBS::DIR_ORIENT
    else
      return Jet::VBS::DIR_ORIENT
    end
  end
end

class Game_Actor
 
  def use_sprite?
    true
  end
 
  def screen_x
    if [8, 2].include?(BattleManager.player_dir)
      if Jet::VBS::CENTER_ACTORS
        x = Graphics.width / 2
        x -= 16
        x += Jet::VBS::SPACE_DIFFERENCE / 2 if $game_party.members.size.even?
        x -= ($game_party.members.size / 2 - index) * Jet::VBS::SPACE_DIFFERENCE
        return x
      else
        return Jet::VBS::START_POINT[0] + Jet::VBS::SPACE_DIFFERENCE * index
      end
    end
    return Jet::VBS::START_POINT[0]
  end
 
  alias jet3745_screen_x screen_x
  def screen_x(*args, &block)
    x = jet3745_screen_x(*args, &block)
    case BattleManager.player_dir
    when 4
      x += Jet::VBS::SIDEVIEW_PUSH_BACK * index
    when 6
      x -= Jet::VBS::SIDEVIEW_PUSH_BACK * index
    end
    return x if !Jet::VBS::REVERSE_FIELD_FOR_AMBUSH
    x = Graphics.width - x if BattleManager.true_surprise && [6, 4].include?(BattleManager.player_dir)
    x
  end
 
  def screen_y
    if [6, 4].include?(BattleManager.player_dir)
      if Jet::VBS::CENTER_ACTORS
        y = Graphics.height / 2
        y -= 16
        y += Jet::VBS::SPACE_DIFFERENCE / 2 if $game_party.members.size.even?
        y -= ($game_party.members.size / 2 - index) * Jet::VBS::SPACE_DIFFERENCE
        return y
      else
        return Jet::VBS::START_POINT[1] + Jet::VBS::SPACE_DIFFERENCE * index
      end
    end
    return Jet::VBS::START_POINT[1]
  end
 
  alias jet3745_screen_y screen_y
  def screen_y(*args, &block)
    y = jet3745_screen_y(*args, &block)
    return y if !Jet::VBS::REVERSE_FIELD_FOR_AMBUSH
    y = Graphics.height - y if BattleManager.true_surprise && [8, 2].include?(BattleManager.player_dir)
    y
  end
 
  def screen_z
    101 + index
  end
 
  alias jet3745_character_name character_name
  def character_name(*args, &block)
    name = jet3745_character_name(*args, &block)
    return name unless SceneManager.scene_is?(Scene_Battle)
    states.sort {|a, b| b.priority <=> a.priority }.each {|a|
      if (add = Jet::VBS::STATE_SPRITES[a.id])
        return name + add[0]
      end
    }
    return name
  end
 
  alias jet3745_character_index character_index
  def character_index(*args, &block)
    index = jet3745_character_index(*args, &block)
    return index unless SceneManager.scene_is?(Scene_Battle)
    states.sort {|a, b| b.priority <=> a.priority }.each {|a|
      if (add = Jet::VBS::STATE_SPRITES[a.id])
        return index + add[1]
      end
    }
    return index
  end
end

class Game_Enemy
 
  alias jet3745_screen_x screen_x
  def screen_x(*args, &block)
    x = jet3745_screen_x(*args, &block)
    return x if !Jet::VBS::REVERSE_FIELD_FOR_AMBUSH
    x = Graphics.width - x if BattleManager.true_surprise && [6, 4].include?(BattleManager.player_dir)
    x
  end
 
  alias jet3745_screen_y screen_y
  def screen_y(*args, &block)
    y = jet3745_screen_y(*args, &block)
    return y if !Jet::VBS::REVERSE_FIELD_FOR_AMBUSH
    y = Graphics.height - y if BattleManager.true_surprise && [8, 2].include?(BattleManager.player_dir)
    y
  end
 
  def atk_animation_id1
    enemy.animation
  end
 
  def atk_animation_id2
    0
  end
 
  def bat_sprite?
    !!enemy.battle_sprite
  end
 
  def character_name
    enemy.battle_sprite[0]
  end
 
  def character_index
    enemy.battle_sprite[1].to_i
  end
 
  alias jet3745_character_name character_name
  def character_name(*args, &block)
    name = jet3745_character_name(*args, &block)
    return name unless SceneManager.scene_is?(Scene_Battle)
    states.sort {|a, b| b.priority <=> a.priority }.each {|a|
      if (add = Jet::VBS::STATE_SPRITES[a.id])
        return name + add[0]
      end
    }
    return name
  end
 
  alias jet3745_character_index character_index
  def character_index(*args, &block)
    index = jet3745_character_index(*args, &block)
    return index unless SceneManager.scene_is?(Scene_Battle)
    states.sort {|a, b| b.priority <=> a.priority }.each {|a|
      if (add = Jet::VBS::STATE_SPRITES[a.id])
        return index + add[1]
      end
    }
    return index
  end
end

class Sprite_Battler
 
  alias jet3835_update_bitmap update_bitmap
  def update_bitmap(*args, &block)
    if @battler.actor? || @battler.bat_sprite?
      actor_update_bitmap
    elsif @battler.enemy?
      jet3835_update_bitmap(*args, &block)
    end
  end
 
  def actor_update_bitmap
    @timer ||= 0
    @index ||= 1
    @char_index ||= @battler.character_index
    @back_time ||= false
    index = @index
    char_index = @char_index
    @timer += 1
    (@index += (@back_time ? -1 : 1); @timer = 0) if @timer == 19
    if @index == 3
      @back_time = true
      @index = 1
    elsif @index == -1
      @back_time = false
      @index = 1
    end
    @char_index = @battler.character_index
    bitmap = Cache.character(@battler.character_name)
    return if bitmap == @bitmap && index == @index && @char_index == char_index
    self.bitmap = bitmap
    sign = @battler.character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      cw = bitmap.width / 3
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 12
      ch = bitmap.height / 8
    end
    dir = BattleManager.player_dir
    dir = 10 - dir if @battler.is_a?(Game_Enemy)
    sx = (@battler.character_index % 4 * 3) * cw + (cw * @index)
    sy = (@battler.character_index / 4 * 4 + (dir - 2) / 2) * ch
    self.src_rect.set(sx, sy, cw, ch)
  end
 
  alias jet3745_update_origin update_origin
  def update_origin(*args, &block)
    if @battler.actor? || @battler.bat_sprite?
      actor_update_origin
    elsif @battler.enemy?
      jet3745_update_origin(*args, &block)
    end
  end
 
  def actor_update_origin
    self.ox = (@actor_ox ||= 0)
    self.oy = (@actor_oy ||= 0)
  end
 
  def revert_to_normal
    self.blend_type = 0
    self.color.set(0, 0, 0, 0)
    self.opacity = 255
    if bitmap && @battler && !@battler.actor? && !@battler.bat_sprite?
      self.ox = bitmap.width / 2 if bitmap
      self.src_rect.y = 0
    end
  end
 
  def slide_forward(amount = Jet::VBS::SLIDE_AMOUNT, frame = Jet::VBS::FRAME_SLIDE)
    dir = BattleManager.player_dir
    dir = 10 - dir if @battler.is_a?(Game_Enemy)
    case dir
    when 2
      affect = :@actor_oy
      frame *= -1
    when 4
      affect = :@actor_ox
      amount *= -1
    when 6
      affect = :@actor_ox
      frame *= -1
    when 8
      affect = :@actor_oy
      amount *= -1
    end
    orig_amount = amount
    until (orig_amount < 0 ? amount >= 0 : amount <= 0)
      instance_variable_set(affect, instance_variable_get(affect) + frame)
      amount += frame
      SceneManager.scene.spriteset.update
      Graphics.update
    end
  end
 
  def slide_backward(amount = Jet::VBS::SLIDE_AMOUNT, frame = Jet::VBS::FRAME_SLIDE)
    dir = BattleManager.player_dir
    dir = 10 - dir if @battler.is_a?(Game_Enemy)
    case dir
    when 2
      affect = :@actor_oy
      amount *= -1
    when 4
      affect = :@actor_ox
      frame *= -1
    when 6
      affect = :@actor_ox
      amount *= -1
    when 8
      affect = :@actor_oy
      frame *= -1
    end
    orig_amount = amount
    until (orig_amount < 0 ? amount >= 0 : amount <= 0)
      instance_variable_set(affect, instance_variable_get(affect) + frame)
      amount += frame
      SceneManager.scene.spriteset.update
      Graphics.update
    end
  end
end

class Scene_Battle
 
  attr_reader :spriteset
 
  def show_attack_animation(targets)
    show_normal_animation(targets, @subject.atk_animation_id1, false)
    show_normal_animation(targets, @subject.atk_animation_id2, true)
  end
 
  alias jet3746_use_item use_item
  def use_item(*args, &block)
    sprite = @spriteset.battler_to_sprite(@subject)
    if (@subject.actor? || @subject.bat_sprite?)
      sprite.slide_backward if @subject.current_action.guard?
      sprite.slide_forward if !@subject.current_action.guard?
     
    end
    jet3746_use_item(*args, &block)
    if (@subject.actor? || @subject.bat_sprite?)
      sprite.slide_backward if !@subject.current_action.guard?
      sprite.slide_forward if @subject.current_action.guard?
    end
  end
end

class Spriteset_Battle
 
  def battler_to_sprite(actor)
    battler_sprites.each {|a|
      return a if a.battler == actor
    }
    return false
  end
end

class Window_BattleEnemy
 
  alias jet3745_update update
  def update(*args, &block)
    jet3745_update(*args, &block)
    if self.active && Jet::VBS::DO_FLASH
      if Object.const_defined?(:Mouse)
        $game_troop.alive_members.each {|a|
          img = SceneManager.scene.spriteset.battler_to_sprite(a)
          x = img.x - img.ox
          y = img.y - img.oy
          if Mouse.area?(x, y, img.src_rect.width, img.src_rect.height)
            self.index = a.index
          end
        }
      end
      active_troop = $game_troop.alive_members[@index]
      sprite = SceneManager.scene.spriteset.battler_to_sprite(active_troop)
      sprite.start_effect(:whiten) if !sprite.effect?
    end
  end
end

class Window_BattleActor
 
  alias jet3745_update update
  def update(*args, &block)
    jet3745_update(*args, &block)
    if self.active && Jet::VBS::DO_FLASH
      if Object.const_defined?(:Mouse)
        $game_party.alive_members.each {|a|
          img = SceneManager.scene.spriteset.battler_to_sprite(a)
          x = img.x - img.ox
          y = img.y - img.oy
          if Mouse.area?(x, y, img.src_rect.width, img.src_rect.height)
            self.index = a.index
          end
        }
      end
      active_troop = $game_party.members[@index]
      sprite = SceneManager.scene.spriteset.battler_to_sprite(active_troop)
      sprite.start_effect(:whiten) if !sprite.effect?
    end
  end
end

class Window_ActorCommand
 
  alias jet3745_update update
  def update(*args, &block)
    jet3745_update(*args, &block)
    if self.active && Jet::VBS::DO_FLASH
      active_troop = @actor
      sprite = SceneManager.scene.spriteset.battler_to_sprite(active_troop)
      sprite.start_effect(:whiten) if !sprite.effect?
    end
  end
end

class Game_Action
 
  def guard?
    item == $data_skills[subject.guard_skill_id]
  end
end
hashel
hashel
Membre

Nombre de messages : 895
Age : 31
Localisation : Belgique
Distinction : Un bonhomme, un vrai ! [Korndor]
Date d'inscription : 16/05/2012
https://www.youtube.com/user/hashel05

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Sam 8 Fév 2014 - 13:18
[résolu]Mon héro recule quand il fait "se défendre" Sans_t10

Oops ^^
vincent26
vincent26
Membre

Nombre de messages : 766
Age : 24
Localisation : baume de transit le village paumé
Distinction : aucune
Date d'inscription : 17/08/2010

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Sam 8 Fév 2014 - 13:22
oui il ne faut pas utiliser le bouton sélectionner de la boite de script du forum il vaut mieux le sélectionné soit même car sinon le script et tout décaler sinon supprime les espace avant le =begin et avant le =end quelqu ligne aprés
hashel
hashel
Membre

Nombre de messages : 895
Age : 31
Localisation : Belgique
Distinction : Un bonhomme, un vrai ! [Korndor]
Date d'inscription : 16/05/2012
https://www.youtube.com/user/hashel05

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Sam 8 Fév 2014 - 13:28
PARFAIT !

Un très grand merci à toi Vincent Very Happy
vincent26
vincent26
Membre

Nombre de messages : 766
Age : 24
Localisation : baume de transit le village paumé
Distinction : aucune
Date d'inscription : 17/08/2010

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

le Sam 8 Fév 2014 - 13:30
Ya pas de quoi ^^
Contenu sponsorisé

Résolu Re: [résolu]Mon héro recule quand il fait "se défendre"

Revenir en haut
Permission de ce forum:
Vous ne pouvez pas répondre aux sujets dans ce forum