gianlu
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Posts posted by gianlu
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Grazie a Guardian, che mi ha dato l'idea, sono riuscito ad auto correggere il problema che era provocato dall'advance save menu che sostituisce il percorso del salvataggio.
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ciao(eccomi a necropostare) volevo sapere, se è possibile utilizzare dei face che non abbiano il nome del personaggio, ma quello del character, io ci ho provato ma non ci sono riuscito. aiutatemi grazie
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scusatemi se riesumo il post ma ho riscontrato una strana cosa in pratica io ho usto le picture per il titolo e fin qui tutto bene il problema è che nuovo gioco ed esci hanno il contorno giallo (opzione di photoshop) ma con continua è bianca nn so se è lo script perchè io ho riprovato varie volte ad usare l'immagine del nuovo gioco ma non cambia niente...
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ciao dopo un mese ho deciso di postare qui questo tutorial
http://www.rpg2s.net/forum/index.php?showtopic=12096

FATTO
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ah quindi mi spettano
P.S. si è che non ne ero sicuro
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Ottimo tutorial, semplice e molto utile, lo userò di certo... Servono crediti verso qualcuno?
Non credo proprio...
A parte i crediti volevo sapere se con questa donazione mi spettano dei rens
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perfetto la larghezza la ho aggiustata ma l'altezza no cambio i parametri ma non cambia nulla sarà perchè uso l'AMS (postato da Tio) li non riesco capire i parametri
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hai provato a cambiare rgss player ( il file con la rotellina arancione ) magari con quello di un tuo progetto
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cioè in pratica hai rifatto la stessa cosa ke avevo fatto io ma ke non ho postato il problema è ke non c'è attesa fra un effetto e l'altro quindi lagga di brutto
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mm provato il problema sta nel coordinarlo alle stagioni e farlo diventare casuale correggimi se sbaglio
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Re-ciao a tutti, dopo essere riuscito a creare un ciclo giorno e notte (ad eventi) ho tentato di aggiungervi delle stagioni, per far in modo di apportare modifiche al paesaggio, ma dopo questo volevo aggiungere alle rispettive stagioni la probabilità che piova etc... il problema è che nn so come gestire le casualità ho gia provato con una variabile casuale ma serve un qualcosa ke gestisca il tempo ke trascorre tra la pioggia ed il sole tutto qui. Per essere più chiaro posto il file degli eventi comuni cliccami
Grazie a chiunque mi risponda.
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Nono funziona benissimo perche questo questo è l'hud del blizz ABS (in mancanza d'altro) credo che per riattivarlo bisogni impostare su true
PS nn ho apportato modifiche allo script
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Prova a settare la stringa in un evento come processo parallelo rimanendo quello in inizio automatico con le relative istruzioni...Altrimenti posta lo script dell'hud.
woow problema risolto al secondo messaggio grazie mille a tutti, comunque secondo me è un bug di rmxp per quanto ne so ciaoo
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è quello che ho pensto anche io comunque questo è quello che sta nel codice $game_system.hud = (!$game_system.hud) che ci devo mettere?
EDIT io uso la dll 103J con la versione 1.02a se vi viene in mente qualcosa
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ciao, allora io sto facendo una introduzione e dato ke sto usando un hud, nella intro la devo temporaneamente disattivare, quindi io inserisco il call script:" $game_system.hud = false" e fin qui tutto bene il problema è ke essendo un evento in inizio automatico mi disattiva tutto l'evento, in pratica il primo comando è il call script esso funziona ma il resto dell'evento no
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be se nn conosci l'RGSS è perfetto il blizz-abs Clicca qui (sono 3 script) è completamente personalizzabile grazie al programma genera-script
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si anchio avevo sti problemi fai cosi al posto di cambiare il file .ini cambia il nome della .dll con quello richiesto dal file .ini
se nn funge nn so ke dirti
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era ora c'e lo fatta finalmente grazie a tutti per avermi aiutato
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allora ho intenzione di rendere la finestra messaggi aderente allo schermo cioe ke sia attaccata alla base ed ai lati.
ci provato io in window message ma nn ho trovato niente dato ke di rgss nn sn un genio (ancora)
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allora ecco lo script dell'overdrive ke io ho trovato
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=: =:=:=:=:=:=:=:=:= # Easy Overdrive System by Blizzard # Version: 2.1b # Type: Limit Break / Overdrive System # Date 2.0b: 7.3.2009 # Date 2.01b: 8.3.2009 # Date 2.1b: 26.7.2009 #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # # This work is protected by the following license: # #---------------------------------------------------------------------------- # # # # Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported # # ( [url="http://creativecommons.org/licenses/by-nc-sa/3.0/"]http://creativecommons.org/licenses/by-nc-sa/3.0/[/url] ) # # # # You are free: # # # # to Share - to copy, distribute and transmit the work # # to Remix - to adapt the work # # # # Under the following conditions: # # # # Attribution. You must attribute the work in the manner specified by the # # author or licensor (but not in any way that suggests that they endorse you # # or your use of the work). # # # # Noncommercial. You may not use this work for commercial purposes. # # # # Share alike. If you alter, transform, or build upon this work, you may # # distribute the resulting work only under the same or similar license to # # this one. # # # # - For any reuse or distribution, you must make clear to others the license # # terms of this work. The best way to do this is with a link to this web # # page. # # # # - Any of the above conditions can be waived if you get permission from the # # copyright holder. # # # # - Nothing in this license impairs or restricts the author's moral rights. # # # #---------------------------------------------------------------------------- # #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # # Compatibility: # # 99% compatible with SDK 1.x. 90% compatible with SDK 2.x. WILL corrupt your # old savegames. Can cause incompatibilty issues with following scripts # and/or systems: # - exotic CBS-es # - other Limit Break / Overdrive systems # # Not compatible with: # - Chaos Rage Limit System # # # Features: # # - extremely simple Overdrive System # - using Blizzard gradient styler 4.x with 7 different styles # - compatible with Tons of Add-ons # - compatible with Blizz-ABS # - compatible with RTAB # - maximum compatibility with other scripts # - moving Overdrive command in defineable color and a faster animated cursor # - actors learn Overdrive skills seperately # # new in v2.01b: # - fixed an issue with RTAB # # new in v2.1b: # - fixed a bug with Blizz-ABS # - now compatible with HP Consuming Skills from Tons of Add-ons # # # Explanation: # # This script allows actors to use an alternative set of skills which # consumes the OD attribute. OD is gained when losing HP. # # # Configuration: # # OVERDRIVE_RATE - set the filling rate of the SR, 1000 is standard, # 500 is 2 times slower and 2000 would be 2 times # faster # DRAW_OVERDRIVE - set this value to false if you don't want OD% # display at all # DRAW_OVERDRIVE_BAR - set this value to false if you don't want an OD # bar at all (does not work if you don't have a # script for HP/SP/EXP bars) # OVERDRIVE_ENABLED - add any actor ID of actors who actually have the # OD attribute drawn in battle # OVERDRIVE_NAME - this is the name of the OD % # OVERDRIVE_COMMAND_NAME - this is the name of the Overdrive Command # OVERDRIVE_COLOR - set the values in the () to numbers between 0-255, # also note that they determine the color ammount in # the color like this example: # (RED, GREEN, BLUE, ALPHA) - note: alpha = opacity # RTAB_ACTIVE - set to true if using RTAB # # Additional info: # # If you want to change the value of the OD % ingame use the "Call script" # event command and use this syntax: # # $game_actors[X].overdrive = Y # # X - ID of the hero in the database # Y - new value of the OD # # You can also use another syntax: # # $game_party.actors[X].overdrive = Y # # X - position of the hero in the party # Y - new value of the OD # # Note that X starts from 0 and NOT 1. The ammount is shown as 100,0%, this # is 1000 OD. i.e. 59,1% would be 591 OD. # # To add a new Overdrive to a characer use the "Call Script" event command # and use following syntax: # # $game_actors[iD].learn_overdrive(CD) # # To remove a Overdrive from a character use this syntax: # # $game_actors[iD].forget_overdrive(CD) # # ID - ID of the actor in the database # CD - ID of the Overdrive skill in the database # # Note: # # Using Overdrive skills as normal skills will work without problems. Though, # it is better you create a different skill if you want to use it as # Overdrive. BUT IF YOU ARE USING BLIZZ-ABS, YOU SHOULD NOT DO THIS!!! # Create new skills for Overdrive Skills! # # # If you find any bugs, please report them here: # [url="http://forum.chaos-project.com"]http://forum.chaos-project.com[/url] #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= $easy_overdrive = 2.1 #============================================================================== # module BlizzCFG #============================================================================== module BlizzCFG OVERDRIVE_KIND = 11 #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # START Configuration #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: OVERDRIVE_RATE = 1000 DRAW_OVERDRIVE = true DRAW_OVERDRIVE_BAR = true OVERDRIVE_ENABLED = [1, 2, 3, 4, 5, 6, 7, 8] OVERDRIVE_USERS = [1]#, 2, 3, 4, 5, 6, 7, 8] OVERDRIVE_NAME = 'OD' OVERDRIVE_COMMAND_NAME = 'Overdrive' OVERDRIVE_COLOR = Color.new(0, 128, 255) RTAB_ACTIVE = false #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # END Configuration #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: end #============================================================================== # Game_Battler #============================================================================== class Game_Battler alias hp_is_equal_to_eos_later hp= def hp=(val) last_hp = self.hp hp_is_equal_to_eos_later(val) if self.is_a?(Game_Actor) if self.dead? self.overdrive = 0 elsif self.hp < last_hp self.overdrive += (last_hp - self.hp) * BlizzCFG::OVERDRIVE_RATE / [last_hp, self.hp].min end end end end #============================================================================== # Game_Actor #============================================================================== class Game_Actor attr_reader :overdrive attr_reader :overdrive_skills alias setup_eos_later setup def setup(actor_id) @overdrive = 0 @overdrive_skills = [] setup_eos_later(actor_id) end def overdrive=(val) @overdrive = val @overdrive = 0 if @overdrive < 0 @overdrive = 1000 if @overdrive > 1000 end def learn_overdrive(skill_id) if skill_id > 0 && !@overdrive_skills.include?(skill_id) @overdrive_skills.push(skill_id) @overdrive_skills.sort! end end def forget_overdrive(skill_id) @overdrive_skills.delete(skill_id) end def overdrive_can_use?(id) return (item_req_test(id) && overdrive_left(id) != 0) end def overdrive_left(id) return -1 if $data_skills[id].sp_cost == 0 return (self.overdrive / 10 / $data_skills[id].sp_cost) end def item_req_test(id) if $tons_version != nil && $tons_version >= 6.0 && $game_system.ITEM_REQUIREMENT data = BlizzCFG.item_reqs(id) return ($game_party.item_number(data[0]) >= data[1]) end return true end def overdrive_text return "#{@overdrive/10}.#{@overdrive%10}%" end end #============================================================================== # Window_Base #============================================================================== class Window_Base def draw_actor_overdrive(actor, x, y, w = 144) w = 120 if !$scene.is_a?(Scene_Menu) && !BlizzCFG::RTAB_ACTIVE self.contents.font.color = system_color self.contents.draw_text(x, y-16, width, 64, BlizzCFG::OVERDRIVE_NAME) self.contents.font.color = normal_color self.contents.draw_text(x, y, w, 32, actor.overdrive_text, 2) end def draw_actor_overdrive_with_bar(actor, x, y, w = 148) w -= 12 rate = actor.overdrive.to_f / 1000 color1 = Color.new(80, 0, 0, 192) color2 = Color.new(240, 0, 0, 192) color3 = Color.new(80, 0, 0, 192) if BlizzCFG::RTAB_ACTIVE color1.alpha = color2.alpha = 255 draw_slant_bar(x, y + 12, actor.overdrive, 1000, w, 6, color1, color2) else self.contents.gradient_bar(x, y, w, color1, color2, color3, rate) end if $scene.is_a?(Scene_Battle) draw_actor_overdrive(actor, x, y, w) else draw_actor_overdrive(actor, x, y) end end end #============================================================================== # Window_BattleStatus #============================================================================== class Window_BattleStatus alias refresh_eos_later refresh def refresh(number = 0) if BlizzCFG::RTAB_ACTIVE refresh_eos_later(number) return elsif !BlizzCFG::DRAW_OVERDRIVE refresh_eos_later return end self.contents.clear if $fontface != nil self.contents.font.name = $fontface self.contents.font.size = $fontsize elsif $defaultfonttype != nil self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize end $game_party.actors.each_index {|i| if $tons_version != nil && $tons_version >= 4.82 && $game_system.CENTER_BATTLER actor_x = case $game_party.actors.size when 1 then 4 + 240 when 2 then 4 + 80 + i * 320 when 3 then 4 + 80 + i * 160 when 4 then 4 + i * 160 end else actor_x = i * 160 + 4 end draw_actor_name($game_party.actors[i], actor_x, -8) draw_actor_hp($game_party.actors[i], actor_x, 14, 120) draw_actor_sp($game_party.actors[i], actor_x, 44, 120) if BlizzCFG::OVERDRIVE_ENABLED.include?($game_party.actors[i].id) if BlizzCFG::DRAW_OVERDRIVE_BAR && $tons_version != nil && $tons_version >= 4.82 draw_actor_overdrive_with_bar($game_party.actors[i], actor_x, 74, 120) else draw_actor_overdrive($game_party.actors[i], actor_x, 74, 120) end end if @level_up_flags[i] self.contents.font.color = normal_color self.contents.draw_text(actor_x, 100, 120, 32, 'LEVEL UP!') else draw_actor_state($game_party.actors[i], actor_x, 100) end} end end # if using RTAB if BlizzCFG::RTAB_ACTIVE #============================================================================== # Window_DetailsStatus #============================================================================== class Window_ActorStatus < Window_Base alias refresh_eos_later refresh def refresh(level_up_flags) refresh_eos_later(level_up_flags) @status_window[1].refresh($game_party.actors[@actor_num]) end end #============================================================================== # Window_DetailsStatus #============================================================================== class Window_DetailsStatus def refresh(actor, level_up_flags = false) self.contents.clear if $bstat_align == 0 case @status_id when 0 then draw_actor_name(actor, 4, -8) when 1 draw_actor_hp(actor, 84, -8, 80) draw_actor_overdrive_with_bar(actor, 266, -8, 112) when 2 then draw_actor_sp(actor, 180, -8, 80) when 3 if level_up_flags self.contents.font.color = normal_color self.contents.draw_text(324, -8, 120, 32, 'LEVEL UP!') else draw_actor_state(actor, 324, -8) end when 4 then draw_actor_atg(actor, 488, -8, 120) end else case @status_id when 0 then draw_actor_name(actor, 488, -8) when 1 draw_actor_hp(actor, 228, -8, 80) draw_actor_overdrive_with_bar(actor, 420, -8, 112) when 2 then draw_actor_sp(actor, 324, -8, 80) when 3 if level_up_flags self.contents.font.color = normal_color self.contents.draw_text(140, -8, 120, 32, 'LEVEL UP!') else draw_actor_state(actor, 140, -8) end when 4 then draw_actor_atg(actor, 0, -8, 120) end end end end end #============================================================================== # Window_Command #============================================================================== class Window_Command attr_accessor :commands attr_accessor :actor alias initialize_eos_later initialize def initialize(width, commands) initialize_eos_later(width, commands) @command2 = BlizzCFG::OVERDRIVE_COMMAND_NAME end def swap_commands @commands[1], @command2 = @command2, @commands[1] refresh end alias refresh_eos_later refresh def refresh refresh_eos_later if $fontface != nil self.contents.font.name = $fontface self.contents.font.size = $fontsize elsif $defaultfonttype != nil self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize end if @actor != nil if BlizzCFG::OVERDRIVE_USERS.include?(@actor.id) if self.index != 1 || @commands[1] != BlizzCFG::OVERDRIVE_COMMAND_NAME draw_item(1, normal_color) self.contents.draw_text(4, 31, width-40, 32, '››', 2) elsif @commands[1] == BlizzCFG::OVERDRIVE_COMMAND_NAME self.contents.font.color = BlizzCFG::OVERDRIVE_COLOR (0...6).each {|j| self.contents.fill_rect(0, 32, width-32, 32, Color.new(0, 0, 0, 0)) rect = Rect.new(164-j * 32, 32, width-40, 32) self.contents.draw_text(rect, @commands[1]) Graphics.update} end else draw_item(1, normal_color) end end end end #============================================================================== # Window_Overdrive #============================================================================== class Window_Overdrive < Window_Skill def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] @actor.overdrive_skills.each {|i| @data.push($data_skills[i]) if $data_skills[i] != nil} @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) if $fontface != nil self.contents.font.name = $fontface self.contents.font.size = $fontsize elsif $defaultfonttype != nil self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize end (0...@item_max).each {|i| draw_item(i)} end end def draw_item(i) skill = @data[i] if @actor.overdrive_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + i % 2 * (288 + 32) y = i / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0) self.contents.draw_text(x + 232, y, 48, 32, "#{skill.sp_cost}%", 2) end end #============================================================================== # Scene_Battle #============================================================================== class Scene_Battle alias main_eos_later main def main main_eos_later @overdrive_window.dispose if @overdrive_window != nil end alias phase3_setup_command_window_crls_later phase3_setup_command_window def phase3_setup_command_window phase3_setup_command_window_crls_later if BlizzCFG::RTAB_ACTIVE @actor_command_window.actor = @active_actor else @actor_command_window.actor = @active_battler end @actor_command_window.refresh end alias update_phase3_eos_later update_phase3 def update_phase3 if @overdrive_window != nil && @overdrive_window.visible @overdrive_window.update unless defined?(SDK) update_phase3_overdrive_select else update_phase3_eos_later end end alias update_phase3_enemy_select_eos_later update_phase3_enemy_select def update_phase3_enemy_select end_overdrive_select_plus if Input.trigger?(Input::B) if BlizzCFG::RTAB_ACTIVE && Input.trigger?(Input::C) kind = @active_actor.current_action.kind update_phase3_enemy_select_eos_later if kind == BlizzCFG::OVERDRIVE_KIND @active_actor.current_action.kind = kind end else update_phase3_enemy_select_eos_later end end alias update_phase3_actor_select_eos_later update_phase3_actor_select def update_phase3_actor_select end_overdrive_select_plus if Input.trigger?(Input::B) if BlizzCFG::RTAB_ACTIVE && Input.trigger?(Input::C) kind = @active_actor.current_action.kind update_phase3_actor_select_eos_later if kind == BlizzCFG::OVERDRIVE_KIND @active_actor.current_action.kind = kind end else update_phase3_actor_select_eos_later end end alias phase3_next_actor_eos_later phase3_next_actor def phase3_next_actor end_overdrive_select if @overdrive_window != nil phase3_next_actor_eos_later end def update_phase3_overdrive_select battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler) if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) end_overdrive_select if @overdrive_window.visible elsif Input.trigger?(Input::C) @skill = @overdrive_window.skill if @skill == nil || !battler.overdrive_can_use?(@skill.id) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) battler.current_action.skill_id = @skill.id @overdrive_window.visible = false if @skill.scope == 1 start_enemy_select elsif [3, 5].include?(@skill.scope) start_actor_select else phase3_next_actor end end end def start_overdrive_select battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler) @overdrive_window = Window_Overdrive.new(battler) @overdrive_window.help_window = @help_window @actor_command_window.active = @actor_command_window.visible = false end def end_overdrive_select end_overdrive_select_plus @actor_command_window.swap_commands @overdrive_window.dispose @overdrive_window, @help_window.visible = nil, false end def end_overdrive_select_plus if @overdrive_window != nil if @overdrive_window.visible @actor_command_window.active = @actor_command_window.visible = true @help_window.visible = false else @overdrive_window.active = @overdrive_window.visible = true end end end def make_overdrive_action_result(battler) @skill = $data_skills[battler.current_action.skill_id] unless battler.current_action.forcing || battler.overdrive_can_use?(@skill.id) $game_temp.forcing_battler = nil @phase4_step = 1 return end if !BlizzCFG::RTAB_ACTIVE && $tons_version != nil && $tons_version >= 5.0 battler.overdrive -= @skill.sp_cost * 10 if @repeat[0] <= 1 else battler.overdrive -= @skill.sp_cost * 10 end if $tons_version != nil && $tons_version >= 7.2 && $game_system.HP_SKILL battler.hp -= @skill.hp_cost if @phase != 1 && @skill.hp_cost > 0 end @status_window.refresh @help_window.set_text(@skill.name, 1) @animation1_id, @animation2_id = @skill.animation1_id, @skill.animation2_id @common_event_id = @skill.common_event_id if BlizzCFG::RTAB_ACTIVE set_target_battlers(@skill.scope, battler) battler.target.each {|target| target.skill_effect(battler, @skill)} else set_target_battlers(@skill.scope) @target_battlers.each {|target| target.skill_effect(battler, @skill)} end end alias update_phase4_step2_eos_later update_phase4_step2 def update_phase4_step2(battler = nil) if BlizzCFG::RTAB_ACTIVE update_phase4_step2_eos_later(battler) else update_phase4_step2_eos_later battler = @active_battler end if battler.current_action.kind == BlizzCFG::OVERDRIVE_KIND make_overdrive_action_result(battler) end end alias update_phase3_basic_command_eos_later update_phase3_basic_command def update_phase3_basic_command battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler) restore_commands(battler) return if update_overdrive_input(battler) if !BlizzCFG::RTAB_ACTIVE || !Input.press?(Input::LEFT) && !Input.press?(Input::RIGHT) update_phase3_basic_command_eos_later end end def restore_commands(battler) if @actor_command_window.index != 1 && @actor_command_window.commands[1] == BlizzCFG::OVERDRIVE_COMMAND_NAME @actor_command_window.swap_commands end end def update_overdrive_input(battler) if BlizzCFG::OVERDRIVE_USERS.include?(battler.id) if @actor_command_window.index == 1 && Input.press?(Input::RIGHT) if @actor_command_window.commands[1] != BlizzCFG::OVERDRIVE_COMMAND_NAME $game_system.se_play($data_system.decision_se) @actor_command_window.swap_commands end if !Input.press?(Input::UP) && !Input.press?(Input::DOWN) @actor_command_window.update end elsif @actor_command_window.commands[1] == BlizzCFG::OVERDRIVE_COMMAND_NAME $game_system.se_play($data_system.cancel_se) @actor_command_window.swap_commands end if @actor_command_window.commands[1] == BlizzCFG::OVERDRIVE_COMMAND_NAME && Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) battler.current_action.kind = BlizzCFG::OVERDRIVE_KIND start_overdrive_select return true end end return false end end if $BlizzABS && BlizzABS::VERSION >= 2.2 #============================================================================== # BlizzABS::Utility #============================================================================== class BlizzABS::Utility alias get_actor_skills_eos_later get_actor_skills def get_actor_skills(actor) return actor.overdrive_skills.clone end end $BlizzABS = BlizzABS::Processor.new #============================================================================== # Map_Battler #------------------------------------------------------------------------------ # This class serves as superclass for characters that fight on the map and # can use pixel movement. #============================================================================== class Map_Battler alias skill_can_use_eos_later? skill_can_use? def skill_can_use?(id) if self.is_a?(Map_Actor) return @battler.overdrive_can_use?(id) if @battler.overdrive_skills.include?(id) end return skill_can_use_eos_later?(id) end alias skill_consumption_eos_later skill_consumption def skill_consumption(skill) unless self.is_a?(Map_Actor) skill_consumption_eos_later(skill) return end if @battler.overdrive_skills.include?(skill.id) @battler.overdrive -= skill.sp_cost * 10 else skill_consumption_eos_later(skill) end end end #============================================================================== # Hud #============================================================================== class Hud < Sprite if BlizzCFG::DRAW_OVERDRIVE alias create_positions_eos_later create_positions def create_positions create_positions_eos_later @od_x, @od_y = 4, 49 + @hud_height - @original_height @hud_height += 16 @hot_y += 16 @left_y += 16 end alias draw_basic_eos_later draw_basic def draw_basic draw_basic_eos_later color = case BlizzABS::Config::HUD_TYPE when 0 then Color.new(255, 255, 255, 192) when 1 then Color.new(0, 0, 0, 0) end self.bitmap.fill_rect(@od_x+32, @od_y+3, 116, 14, color) if color.is_a?(Color) self.bitmap.fill_rect(@od_x, @od_y, 32, 20, Color.new(0, 0, 0, 128)) self.bitmap.font.color = system_color self.bitmap.draw_text_full(@od_x, @od_y, 80, 20, BlizzCFG::OVERDRIVE_NAME) self.bitmap.font.color = normal_color end alias draw_empty_eos_later draw_empty def draw_empty draw_empty_eos_later self.bitmap.gradient_bar_hud(@od_x+32, @od_y+3, 114, 0, 'hud_red_bar') self.bitmap.font.color = disabled_color self.bitmap.draw_text_full(@od_x+54, @od_y, 84, 20, '0,0%', 2) @overdrive = nil end def draw_overdrive @overdrive = actor.overdrive rate = actor.overdrive / 1000.0 self.bitmap.gradient_bar_hud(@od_x+32, @od_y+3, 114, rate, 'hud_red_bar') self.bitmap.font.color = normal_color self.bitmap.draw_text_full(@od_x+54, @od_y, 84, 20, actor.overdrive_text, 2) end alias upd_eos_later update def update $game_temp.hud_refresh ? draw_overdrive : test_overdrive if actor != nil upd_eos_later end def test_overdrive draw_overdrive if actor.overdrive != @overdrive end end alias get_skills_left_crls_later get_skills_left def get_skills_left if @skill != nil && @skill > 0 if actor.overdrive_skills.include?(@skill) return actor.overdrive_left(@skill) end end return get_skills_left_crls_later end end #============================================================================== # Window_Skill_Hotkey #============================================================================== class Window_Skill_Hotkey < Window_Skill alias setup_skills_eos_later setup_skills def setup_skills setup_skills_eos_later @overdrive_skills = [] if BlizzCFG::OVERDRIVE_USERS.include?(@actor.id) @actor.overdrive_skills.each {|id| @overdrive_skills.push($data_skills[id])} end @item_max += @overdrive_skills.size end alias draw_skills_eos_later draw_skills def draw_skills @item_max -= @overdrive_skills.size + 1 draw_skills_eos_later @data.pop @data += @overdrive_skills + [nil] size_overdrive = @item_max + @overdrive_skills.size (@item_max...size_overdrive).each {|i| draw_overdrive(i)} @item_max = size_overdrive + 1 draw_item(size_overdrive) end def draw_overdrive(i) if @actor.overdrive_can_use?(@data[i].id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end draw_data(i, BlizzCFG::OVERDRIVE_NAME + ' ') self.contents.draw_text(236, i*32, 48, 32, "#{@data[i].sp_cost}%", 2) end def draw_data(i, add) self.contents.fill_rect(Rect.new(4, i*32, 288, 32), Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(@data[i].icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(4, 4+i*32, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(32, i*32, 204, 32, add + @data[i].name) end end endpoi ho trovato anche questo molto simile al minkoff ( e infatti lo è)questo è lo script dell'RTAB 350 kb enormecliccami tutta
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allora gli script che uso sn:
Overdrive,RTAB,battle window e barre hp presi dal bs takentai
con lo script postato all'inizio
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perfetto ho trovato altri due script solo che nn sn compatibili tra di loro se qualche anima caritatevole è disposta ad aiutarmi io sn qui xd
P.S.gli script nn sono del CTB
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scusatemi ma nessuno lo legge sto topic...xd comunque mi serve solo un sistema di overdrive e RTAB
preferisco overdrive
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che strano fatto alla fine avevo sbagliato io a cancellare un tile tss e ke ne sapevo nn è in nessuna guida xd

*UCT - Universal Customizable Title
in Scripts RGSS (XP)
Posted
Incompatibilità no è solo che usano una cartella separata questo script usa la predefinita mentre l'advanced save menu usa la cartella Saves quindi per chi come me allo stesso problema,
alla riga n°72 dove c'è :
if FileTest.exist?("Save#{i+1}.rxdata")
lo sostituite con:
if FileTest.exist?("Saves/save#{i+1}.rxdata")
dove c'è scritto Saves/ va il nome della cartella dei salvataggi