Grayfoxflavio Posted October 11, 2009 Share Posted October 11, 2009 Salve ragazzi, Ho un problema: Non riesco a trovare un sistema overdrive che mi permetta ,come una turbo, di far trasformare il miei personaggi in un'altro. Potete aiutarmi? grazie in anticipo Grayfoxflavio Link to comment Share on other sites More sharing options...
0 MasterSion Posted October 11, 2009 Share Posted October 11, 2009 Apparte che il titolo poteva essere più chiaro.Poi dipende da che script usi per il BS (intendo anche l'animazione) .Se usi Charlie CTB o Tanketai è molto semplice creare una overdrive che sostituisce l'eroe. 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 Grayfoxflavio Posted October 14, 2009 Author Share Posted October 14, 2009 Chiedo scusa, cmq il BS è il Charlie CTB/RTAB. Grayfoxflavio Link to comment Share on other sites More sharing options...
0 Grayfoxflavio Posted October 14, 2009 Author Share Posted October 14, 2009 Scusa ancora per il doppio post ma non è più necessiario cercare; accidentalmente sono incappato in un sito di maker dove ho trovato lo script che cercavo (finalmente) ,cmq grazie lo stesso. Ah lo script era il KGC overdrive quello uguale al limitbrek di ffvii. #==============================================================================# ** Game_Actor#============================================================================== KGC_Game_Actor_first = "LimitBreak" unless defined?(KGC_Game_Actor) module KGC_Game_Actor #-------------------------------------------------------------------------- # * Active decision of skill #-------------------------------------------------------------------------- if defined?(skill_can_use?) && !@_skill_can_use_overdrive alias skill_can_use_KGC_OverDrive skill_can_use? else @_skill_can_use_overdrive = true end def skill_can_use?(skill_id) result = true skill = $data_skills[skill_id] if skill != nil && skill.element_set.include?($game_special_elements["limitbreak"]) result = self.overdrive == KGC::OD_GAUGE_MAX end if defined?(skill_can_use_KGC_OverDrive) return result & skill_can_use_KGC_OverDrive(skill_id) else return result & super end end module_function :skill_can_use? public :skill_can_use?end class Game_Actor < Game_Battler include KGC_Game_Actor attr_writer :overdrive_type #-------------------------------------------------------------------------- # * Setup #-------------------------------------------------------------------------- alias setup_KGC_OverDrive setup def setup(actor_id) # Executing the processing of the origin setup_KGC_OverDrive(actor_id) @overdrive, @overdrive_type = 0, 1 end #-------------------------------------------------------------------------- # * Acquisition of OverDrive gauge #-------------------------------------------------------------------------- def overdrive @overdrive = 0 if @overdrive == nil return @overdrive end #-------------------------------------------------------------------------- # * Operation of OverDrive gauge #-------------------------------------------------------------------------- def overdrive=(value) @overdrive = [[value, 0].max, KGC::OD_GAUGE_MAX].min end #-------------------------------------------------------------------------- # * Acquisition of OverDrive type #-------------------------------------------------------------------------- def overdrive_type @overdrive_type = 0 if @overdrive_type == nil return @overdrive_type end end #============================================================================== # ** Scene_Battle (Part 1) #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Battle Ends # result : results (0:win 1:lose 2:escape) #-------------------------------------------------------------------------- alias battle_end_KGC_OverDrive battle_end def battle_end(result) case result when 0 # Victory $game_party.actors.each { |actor| next unless actor.exist? #When drive type "victory" is, addition if actor.overdrive_type == 2 actor.overdrive += KGC::OD_GAIN_RATE[2] end } when 1 # Flight $game_party.actors.each { |actor| next unless actor.exist? # When drive type "flight" is, addition if actor.overdrive_type == 3 actor.overdrive += KGC::OD_GAIN_RATE[3] end } end # Defeat battle_end_KGC_OverDrive(result) endend #==============================================================================# ** Scene_Battle (Part 4)#============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Frame Update (main phase step 2 : start action) (Edited) #-------------------------------------------------------------------------- alias update_phase4_step2_KGC_OverDrive update_phase4_step2 def update_phase4_step2(battler) if battler.is_a?(Game_Actor) # Gauge increase decision case battler.overdrive_type when 4 # Lonely battle alone = true $game_party.actors.each { |actor| next if actor == battler # When the survivor is, it is not lonely if actor.exist? alone = false break end } od_up = alone ? KGC::OD_GAIN_RATE[4] : 0 when 5 # When acting od_up = KGC::OD_GAIN_RATE[5] when 6 # Dying od_up = (battler.hp <= battler.maxhp / 4) ? KGC::OD_GAIN_RATE[6] : 0 else od_up = 0 end battler.overdrive += od_up end # Executing the processing of the origin update_phase4_step2_KGC_OverDrive(battler) end #-------------------------------------------------------------------------- # * Frame Update (main phase step 4 : animation for target) (Meter Edited) #-------------------------------------------------------------------------- alias update_phase4_step4_KGC_OverDrive update_phase4_step4 def update_phase4_step4(battler) @status_window.refresh update_phase4_step4_KGC_OverDrive(battler) endend #==============================================================================# ** Window_BattleStatus#============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # * Add Overdrive Meters #-------------------------------------------------------------------------- alias refresh_KGC_OverDrive refresh def refresh(number = 0) if self.contents == nil self.contents = Bitmap.new(width - 32, height - 32) end if number == 0 for i in 0...$game_party.actors.size draw_actor_od($game_party.actors, i * 160 + 4, 88, 120) end else if $game_party.actors[number].is_a?(Game_Actor) draw_actor_od($game_party.actors[number], number * 160 + 4, 88, 120) end end refresh_KGC_OverDrive(number) end #-------------------------------------------------------------------------- # * Opacity Fix #-------------------------------------------------------------------------- alias update_KGC_OverDrive update def update if $game_temp.battle_main_phase self.contents_opacity -= 4 if self.contents_opacity > 191 else self.contents_opacity += 4 if self.contents_opacity < 255 end end #-------------------------------------------------------------------------- # * Draw Overdrive Meter #-------------------------------------------------------------------------- def draw_actor_od(actor, x, y, width = 144) rate = actor.overdrive.to_f / KGC::OD_GAUGE_MAX plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 grade1 = 1 grade2 = 0 color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(64, 0, 0, 192) color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192) color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192) od = (width + plus_width) * actor.overdrive * rate_width / 100 / KGC::OD_GAUGE_MAX gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, od, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) endend#==============================================================================# ** KGC_Overdrive Ringer (09-05-2006)#------------------------------------------------------------------------------# by DerVVulfman##-------------------------------------------------------------------------------# A requested feature, this script checks whenever the overdrive bar is filled# and plays a pre-set sound effect accordingly. There isn't much to the script# and was fairly easy to write. It will work with both versions 1 and 2 of the# KGC_Overdrive script that I've posted, and will probably work with the ori-# ginal version of KGC_Overdrive before it was edited by Minkoff.# #============================================================================== #==============================================================================# ** Scene_Battle#------------------------------------------------------------------------------# This class performs battle screen processing.#==============================================================================class Scene_Battle # Overdrive gauge maximum (same value as in KGC_OverDrive Script). OD_GAUGE_MAX = 500 #-------------------------------------------------------------------------- # * Full OD Gauge SE #-------------------------------------------------------------------------- def fullod_se Audio.se_play("Audio/SE/015-jump01", 100, 100) end #-------------------------------------------------------------------------- # * Frame renewal (OD gauge renewal phase) #-------------------------------------------------------------------------- alias update_phase0_overring update_phase0 def update_phase0 # Call the original def from RTAB update_phase0_overring # Go through the Actors $game_party.actors.each { |actor| # Only perform if the actor exists next unless actor.exist? # When the Overdrive bar is set to zero, # Reset the Overdrive Ringer to false if actor.overdrive == 0 actor.overdrive_ring = false end # When the Overdrive Ringer hasn't rung if actor.overdrive_ring == false # But the Overdrive Bar is filled if actor.overdrive == OD_GAUGE_MAX # Play the Overdrive Sound Effect fullod_se # And Set the Overdrive Ringer to true actor.overdrive_ring = true end end } endend #==============================================================================# ** Game_Actor#------------------------------------------------------------------------------# This class handles the actor. It's used within the Game_Actors class# ($game_actors) and refers to the Game_Party class ($game_party).#==============================================================================class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :overdrive_ring #-------------------------------------------------------------------------- # * Setup #-------------------------------------------------------------------------- alias setup_KGC_OverRing setup def setup(actor_id) # Executing the processing of the origin setup_KGC_OverRing(actor_id) @overdrive_ring = false endend Grayfoxflavio Link to comment Share on other sites More sharing options...
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