gianlu Posted February 7, 2011 Share Posted February 7, 2011 ciao a tutti dopo aver cercato per ore e ore su google sn venuto qui a cercare : RTABe overdrive compatibili con QUESTO script. spero voi ne conosciate uno. P.S. NON vi sto chiedendo di crearne uno seduta stante XD 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 sitoCercasi personale (anche alle prime armi) possibilmente grafico e storyboarder Link to comment Share on other sites More sharing options...
0 MasterSion Posted February 7, 2011 Share Posted February 7, 2011 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.gifUn uomo senza religione è come un pesce senza bicicletta.http://img18.imageshack.us/img18/3668/decasoft1.pnghttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif Link to comment Share on other sites More sharing options...
0 gianlu Posted February 7, 2011 Author Share Posted February 7, 2011 (edited) 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 February 7, 2011 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 sitoCercasi personale (anche alle prime armi) possibilmente grafico e storyboarder Link to comment Share on other sites More sharing options...
0 gianlu Posted February 8, 2011 Author Share Posted February 8, 2011 scusatemi ma nessuno lo legge sto topic...xd comunque mi serve solo un sistema di overdrive e RTABpreferisco overdrive 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 sitoCercasi personale (anche alle prime armi) possibilmente grafico e storyboarder Link to comment Share on other sites More sharing options...
0 MasterSion Posted February 8, 2011 Share Posted February 8, 2011 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.gifUn uomo senza religione è come un pesce senza bicicletta.http://img18.imageshack.us/img18/3668/decasoft1.pnghttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif Link to comment Share on other sites More sharing options...
0 gianlu Posted February 8, 2011 Author Share Posted February 8, 2011 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 Il mio progetto personale: (Sospeso) http://img833.imageshack.us/img833/3821/progresso.png <-------Clicca sul banner per vedere il mio sitoCercasi personale (anche alle prime armi) possibilmente grafico e storyboarder Link to comment Share on other sites More sharing options...
0 Guardian of Irael Posted February 8, 2011 Share Posted February 8, 2011 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 xdSe 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.^ ^ (\_/)(^ ^) <----coniglietto rosso, me! (> <) Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^ http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^ http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^ REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.Bozze vesti non definitive qui.Equipaggiamento:Indossa:60$ e 59$ divisi in due tasche interneLevaitanSpada a due mani elsa lungaGuanti del Defender (2PA)Anello del linguaggio animale (diventato del Richiamo)Scrinieri da lanciere (2 PA)Elmo del Leone (5 PA)Corazza del Leone in Ferro Corrazzato (7 PA) ZAINO (20) contenente:Portamonete in pelle di cinghiale contenente: 100$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
0 gianlu Posted February 8, 2011 Author Share Posted February 8, 2011 allora gli script che uso sn:Overdrive,RTAB,battle window e barre hp presi dal bs takentaicon lo script postato all'inizio 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 sitoCercasi personale (anche alle prime armi) possibilmente grafico e storyboarder Link to comment Share on other sites More sharing options...
0 MasterSion Posted February 8, 2011 Share Posted February 8, 2011 Fammi capire hai preso il minkoff e ci hai incollato sopra script del tanketai? 0.o http://img256.imageshack.us/img256/7639/ihateyou.gifUn uomo senza religione è come un pesce senza bicicletta.http://img18.imageshack.us/img18/3668/decasoft1.pnghttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif Link to comment Share on other sites More sharing options...
0 gianlu Posted February 8, 2011 Author Share Posted February 8, 2011 (edited) 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 February 8, 2011 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 sitoCercasi personale (anche alle prime armi) possibilmente grafico e storyboarder Link to comment Share on other sites More 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gianlu
ciao a tutti dopo aver cercato per ore e ore su google
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
XD
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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