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gianlu
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ciao a tutti dopo aver cercato per ore e ore su google :sisi: sn venuto qui a cercare : RTAB

e overdrive compatibili con QUESTO script. spero voi ne conosciate uno.

 

 

P.S. NON vi sto chiedendo di crearne uno seduta stante :nono: XD

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Cerca nel forum CTB charlie Lee l'ultima versione è dotata di atb e grandia bar (anche limit logicamente).

PS: usa la demo come base per il gioco altrimenti ti incasini per niente ;)

http://img256.imageshack.us/img256/7639/ihateyou.gif

Un uomo senza religione è come un pesce senza bicicletta.

http://img18.imageshack.us/img18/3668/decasoft1.png

http://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif

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mmm si lo conoscevo gia e lo avrei usato se fossi piu bravo con l'RGSS ma nn so quali script sn quelli a me utili

 

EDIT: ho trovato lo script ma a quanto pare nn va

Edited by gianlu

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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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Dentro il ctb è presente una guida completa in lingua Inglese.

Poi ci sono solo 2 script dove devi mettere le mani e si chiamano entrambi configurazioni.

Poi se non hai nessuna conoscenza con l'rgss ti vedo male in entrambi i casi.

http://img256.imageshack.us/img256/7639/ihateyou.gif

Un uomo senza religione è come un pesce senza bicicletta.

http://img18.imageshack.us/img18/3668/decasoft1.png

http://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif

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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

http://mypsn.eu.playstation.com/psn/profile/gianlu9767.png

 

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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

Se non li posti o li linki gli script è difficile che qualcuno possa aiutarti ^ ^"

Cerca sempre di dare più dettagli possibile, anche magari gli errori che si presentano.

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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

http://mypsn.eu.playstation.com/psn/profile/gianlu9767.png

 

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Fammi capire hai preso il minkoff e ci hai incollato sopra script del tanketai? 0.o

http://img256.imageshack.us/img256/7639/ihateyou.gif

Un uomo senza religione è come un pesce senza bicicletta.

http://img18.imageshack.us/img18/3668/decasoft1.png

http://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif

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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

end

 

 

poi ho trovato anche questo molto simile al minkoff ( e infatti lo è)questo è lo script dell'RTAB 350 kb enormecliccami tutta

Edited by gianlu

http://mypsn.eu.playstation.com/psn/profile/gianlu9767.png

 

Il mio progetto personale: (Sospeso)

 

http://img833.imageshack.us/img833/3821/progresso.png <-------Clicca sul banner per vedere il mio sito

Cercasi personale (anche alle prime armi) possibilmente grafico e storyboarder

 

 

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