- OrbitalMembre
- Nombre de messages : 141
Age : 33
Localisation : Euh, tu vois la France ? l'Isère ? grenoble ? SMH ? ma maison ? le bureau ? le PC ? bah c'est là
Distinction : aucune
Date d'inscription : 09/08/2008
Extension pour script overdrive (style FF8)
Dim 7 Mar 2010 - 12:50
Bonjour à tous !
Type de script : euh...add-on SBS/ATB + overdrive
Explication complete :Voilà donc déjà je bosse avec le SBS en version ATB. L'ajout de ce script ne devrait rencontrer aucun problème de compatibilité, je m'explique :
Tout d'abord j'utilise le script KGC_overdrive, très utile. Sauf que les skill overdrive sont dans la partie compétences avec tout les autres sorts.
Bien, je voudrai qu'il y ait en fait une catégorie (en plus d'attaquer, objets, compétence, se protéger) qui se débloque quand la jauge d'overdrive est plein.
De cette manière, quand la jauge d'un chara X est pleine, je veux qu'à chaque fois que c'est à lui de jouer on entende un bruit qui montre qu'il a accès à ces limit et en plus qu'une flèche apparaisse à gauche de la commande "attaquer". Ainsi il nous restera à appuyer sur gauche pour avoir accès à un nouveau micro menu pour choisir les différents overdrive du perso. Si le perso en a plusieurs je veux que le premier apparaisse. Avec une flèche vers le bas. Si on appuie sur bas on a le 2ème OD, et là on a une flèche vers le haut et vers le bas (si il a au moins 3 OD) et ainsi de suite afin de naviguer entre les limit du perso.
En image trop belle ça donne :
Puis si on appuie sur bas :
Si on appuie sur haut on remonte vers Jugement.
On voit qu'il y a une autre flèche vers le bas quand on se trouve sur Damoclès, Fowne a donc au moins 3 skill overdrive.
De plus que l'on soit sur n'importe quel skill OD, si on appuie sur la flèche de droite on retombe sur la commande attaquer. (et le micro menu des OD disparait)
Notez le fait que tant que les battle command du perso sont visible on doit voir la flèche animé (celle à gauche de "attaquer"), cependant le son lui ne se joue que lors de l'apparition des battle commande du perso X (qu'une fois par tour en somme). Je veux aussi que la nouvelle boite pour choisir les skill soit épaisse pour seulement une ligne.
Spécificités :Je veux qu'une fois la barre overdrive du personnage X remplie, la flèche apparait et un son se fait entendre quand c'est au tour du perso X de jouer (à chacun de ses tours). Dans le script je voudrais pouvoir régler le volume histoire de mettre le truc comme je veux.
Ressources supplémentaires : j'aurais une petite flèche comme ça animée :
Exemples dans un jeu video : dans FF8 il y a exactement le même système. Quand la limit du perso se débloque on entend un son aigüe en même temps que l'apparition de la flèche. Ensuite on appuie sur gauche et là on peut choisis son overdrive (suivant le perso).
Voilà, en espérant n'oublier rien et avoir fait une demande clair en bon et dû forme,
merci d'avance !
Edit :
OMFG, j'ai oublié de vous parlez du script KGC_Overdrive..sans ça ça aller être dur de faire la condition de la jauge pleine.
Voilà, me semble que la condition serait if @overdrive = max.overdrive, mais vu que j'y connais rien en script je vous laisse faire x)
Type de script : euh...add-on SBS/ATB + overdrive
Explication complete :Voilà donc déjà je bosse avec le SBS en version ATB. L'ajout de ce script ne devrait rencontrer aucun problème de compatibilité, je m'explique :
Tout d'abord j'utilise le script KGC_overdrive, très utile. Sauf que les skill overdrive sont dans la partie compétences avec tout les autres sorts.
Bien, je voudrai qu'il y ait en fait une catégorie (en plus d'attaquer, objets, compétence, se protéger) qui se débloque quand la jauge d'overdrive est plein.
De cette manière, quand la jauge d'un chara X est pleine, je veux qu'à chaque fois que c'est à lui de jouer on entende un bruit qui montre qu'il a accès à ces limit et en plus qu'une flèche apparaisse à gauche de la commande "attaquer". Ainsi il nous restera à appuyer sur gauche pour avoir accès à un nouveau micro menu pour choisir les différents overdrive du perso. Si le perso en a plusieurs je veux que le premier apparaisse. Avec une flèche vers le bas. Si on appuie sur bas on a le 2ème OD, et là on a une flèche vers le haut et vers le bas (si il a au moins 3 OD) et ainsi de suite afin de naviguer entre les limit du perso.
En image trop belle ça donne :
Puis si on appuie sur bas :
Si on appuie sur haut on remonte vers Jugement.
On voit qu'il y a une autre flèche vers le bas quand on se trouve sur Damoclès, Fowne a donc au moins 3 skill overdrive.
De plus que l'on soit sur n'importe quel skill OD, si on appuie sur la flèche de droite on retombe sur la commande attaquer. (et le micro menu des OD disparait)
Notez le fait que tant que les battle command du perso sont visible on doit voir la flèche animé (celle à gauche de "attaquer"), cependant le son lui ne se joue que lors de l'apparition des battle commande du perso X (qu'une fois par tour en somme). Je veux aussi que la nouvelle boite pour choisir les skill soit épaisse pour seulement une ligne.
Spécificités :Je veux qu'une fois la barre overdrive du personnage X remplie, la flèche apparait et un son se fait entendre quand c'est au tour du perso X de jouer (à chacun de ses tours). Dans le script je voudrais pouvoir régler le volume histoire de mettre le truc comme je veux.
Ressources supplémentaires : j'aurais une petite flèche comme ça animée :
Exemples dans un jeu video : dans FF8 il y a exactement le même système. Quand la limit du perso se débloque on entend un son aigüe en même temps que l'apparition de la flèche. Ensuite on appuie sur gauche et là on peut choisis son overdrive (suivant le perso).
Voilà, en espérant n'oublier rien et avoir fait une demande clair en bon et dû forme,
merci d'avance !
Edit :
OMFG, j'ai oublié de vous parlez du script KGC_Overdrive..sans ça ça aller être dur de faire la condition de la jauge pleine.
- Spoiler:
- Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ◆ OverDrive System - KGC_OverDrive ◆ VX ◆
#_/ ◇ Last Update: 08/28/2008
#_/ ◆ Written by TOMY
#_/ ◆ Translation by Touchfuzzy
#_/ ◆ Extended Translation and Updates by Mr. Anonymous
#_/ ◆ KGC Site:
#_/ ◆ http://ytomy.sakura.ne.jp/
#_/ ◆ Translator's Blog:
#_/ ◆ http://mraprojects.wordpress.com
#_/-----------------------------------------------------------------------------
#_/ This script allows the designer to create skills that are not usable in
#_/ battle until a character gains enough points from specified actions to use
#_/ them. To set up a skill as an "Overdrive" skill (which doesn't appear until
#_/ the Overdrive Gauge is full), go into the database, click the Skills tab,
#_/ locate the skill you desire, and then enter <overdrive> into the "Notes"
#_/ text box. Also, you may desire some skills to increase the Overdrive Gauge
#_/ more than others.
#_/ To do so, enter <OD_gain n%> (where n = a number) into the desired skill's
#_/ "Notes" box. Example: <OD_gain 200%> would increase Overdrive Points
#_/ gained from Attack Gain Rate (80 by default) by 200 percent (x2).
#_/ The formula for this is [attackgainrate * n / 100]
#_/=============================================================================
#_/ ◆ Script Commands ◆
#_/ These commands are used in "Script" function in the third page of event
#_/ commands under "Advanced".
#_/
#_/ Increase OverDrive for an actor:
#_/ * gain_actor_od_gauge(ActorID, Increase)
#_/
#_/ Increase OverDrive for an enemy:
#_/ * gain_enemy_od_gauge(EnemyID, Increase)
#_/
#_/ Modify an actor's drive types:
#_/ * set_actor_drive_type(ActorID, [DriveTypes])
#_/
#_/ Modify an enemy's drive types:
#_/ * set_enemy_drive_type(EnemyID, [DriveTypes])
#_/
#_/ [ Quick Key: ]
#_/ [ ActorID = The ID number of the selected Actor in the database. ]
#_/ [ Setting this to -1 will effect all actors. ]
#_/ [ ]
#_/ [ EnemyID = The ID number of the selected Enemy in the current troop. 0-7 ]
#_/ [ Setting this to -1 will effect all enemies. ]
#_/ [ ]
#_/ [ Increase = The amount of OverDrive points to increase. ]
#_/ [ ]
#_/ [ DriveTypes = The drive types as seen below in the customization block ]
#_/ [ "DEFAULT_ACTOR_DRIVE_TYPE". If this is omitted, it's reset to default. ]
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#=============================================================================#
# ★ Customization ★ #
#=============================================================================#
module KGC
module OverDrive
# ◆ Maximum Gauge Points ◆
# This affects the amount of OP (Overdrive Points) required to fill the
# Overdrive Gauge. Default: GAUGE_MAX = 1000
GAUGE_MAX = 1000
# ◆ Default OP Gain Rates ◆
# You may specify the amount of OverDrive Points that battlers will be given
# for specific actions performed.
GAIN_RATE = [
15, # 0 Gained per attack.
60, # 1 Gained for taking damage.
# This is per 100% MaxHP of damage taken, so with 500 you would
# have to take 2 times your MaxHP to fill a 1,000 point GAUGE_MAX.
20, # 2 Gained for defeating an enemy.
5, # 3 Gained each time you run away from a fight.
35, # 4 Gained for each round spent while fighting solo in battle, either
# being the only character or being the last one alive.
5, # 5 Gained for taking any action in a round
40, # 6 Gained for each round surviving with 25% or less HP remaining.
30, # 7 Gained for each round for guarding.
] # ← No not remove these lines. Alter to your heart's content, though.
# ◆ Amount of Gauges ◆
# This allows you to specify how many gauges the actor has. These gauges stack
# meaning when that after the first gauge is maxed, OverDrive points are
# allocated to the next gauge. This also means that after using an OverDrive
# skill, OverDrive points are given for that action if applicable.
# As a final note, these gauges are displayed as one whole gauge.
DEFAULT_GAUGE_NUMBER = 1
# ◆ Default Actor OverDrive Increase Options ◆
# Default Overdrive types that affect player-characters. The numbers in the
# brackets [] are chosen from the GAIN_RATE above, to the right of the #.
# It appears these numbers "stack" when setting up an individual character's
# Overdrive parameters.
DEFAULT_ACTOR_DRIVE_TYPE = [0, 1, 6, 7]
# ◆ Default Enemy OverDrive Increase Options ◆
# Default Overdrive types that affect enemies. The numbers in the brackets []
# are chosen from the GAIN_RATE above, to the right of the #.
DEFAULT_ENEMY_DRIVE_TYPE = [0, 1, 4, 5, 6]
# ◆ OverDrive Gauge Colors ◆
# Allows you to change the color of the overdrive gauges.
# The color can also be determined by a red, green, and blue values.
# Example: GAUGE_NORMAL_START_COLOR = Color.new(255, 0, 0) <- This is red.
# This method of color assignment is much like Tint Screen event command.
# Gauge Start Color
GAUGE_NORMAL_START_COLOR = 14
# Gauge End Color
GAUGE_NORMAL_END_COLOR = 6
# Max Gauge Start Color
GAUGE_MAX_START_COLOR = 10
# Max Gauge End Color
GAUGE_MAX_END_COLOR = 2
# ◆ Gauge Y Coordinate ◆
# This allows you to adjust the Y coordinate(depth) of the overdrive gauge.
# Setting to -8 places the OD gauge at the same depth as the HP/MP gauges.
GAUGE_OFFSET_Y = -8
# ◆ Numerical Display of OverDrive Gauge Style ◆
# This function allows you to display a numerical representation of the
# current amount of OverDrive points an actor has.
# 0: No numerical amount is displayed.
# 1: Default - Displays the current amount as a straight number.
# 2: Ratio 1 --> x%
# 3: Ratio 2 --> x.x%
# 4: Ratio 3 --> x.xx%
# 5: Maxing - Amount of times the gauge has maxed since the battle started.
GAUGE_VALUE_STYLE = 2
# ◆ Numerical Display Font Size ◆
# This allows you to change the font size of the numerical display of the
# OverDrive gauge, as defined above.
GAUGE_VALUE_FONT_SIZE = 14
# ◆ Empty OD Gauge Upon Death ◆
# This toggle affects wether the OP Gauge is reset to zero once an actor
# dies. true = Reset to 0. false = Gauge remains persistant.
EMPTY_ON_DEAD = true
# ◆ Hide Actor OD Gauge ◆
# Hide the gauge for individual characters. The number of the character in
# the Actors Database is inserted in the brackets.
# Example: HIDE_GAUGE_ACTOR = [2] would always hide the gauge for the second
# actor in the database. (Simple stuff.)
HIDE_GAUGE_ACTOR = []
# ◆ Hide OD Gauge in Menu ◆
# This toggle allows you to hide the Overdrive gauge from the command menu.
# true = Gauge is hidden.
# false = Gauge remains persistant even in menu.
HIDE_GAUGE_NOT_IN_BATTLE = false
# ◆ Hide OD Gauge When Actor Lacks OD Skills ◆
# This toggle allows you to hide the gauge if a character has no Overdrive
# skills in his/her arsenal.
# true = Gauge is hidden.
# false = Gauge is not hidden.
HIDE_GAUGE_NO_OD_SKILLS = true
# ◆ Prevent Actors Without OD Skills From Gaining OP ◆
# This toggle stops OP from being gained for characters that have no Overdrive
# skills when HIDE_GAUGE_NO_OD_SKILLS = true.
NOT_GAIN_GAUGE_HIDING = true
# ◆ Hide OD Skills When Actor Lacks Max OP ◆
# This toggle allows you to specify wether skills that do not yet meet the
# required OP are visible.
# true = Skills are hidden
# false = skills are not hidden.
HIDE_SKILL_LACK_OF_GAUGE = false
# ◆ Use Image as Gauge Toggle ◆
# If set to true, the old-style system-drawn gauges are replaced by user
# created images. Note that as of now, using this option hides the numerical
# gauge display function. This MAY be fixed by adjusting GAUGE_OFFSET_Y as
# seen above, but hasn't been tested.
USE_IMAGE_GAUGE = true
# ◆ Gauge Image Graphic ◆
# This setting allows you to define the image you want to use as the drive
# gauge bar. The image must be located in the "Graphics\System" folder.
GAUGE_IMAGE = "gauge_od2"
# ◆ Menu Gauge Image Position [x, y] ◆
# Actor names are relative to the coordinates in the menu defined below.
GAUGE_POSITION = [-32, -8]
# ◆ Menu Gauge Image Length ◆
# For a longer or shorter gauge, increase or decrease this number.
GAUGE_LENGTH = 52
# ◆ Battle Gauge Image Position [x, y] ◆
# Actor names are relative to the coordinates during battle defined below.
GAUGE_POSITION_BATTLE = [-32, -8]
# ◆ Battle Gauge Image Length ◆
# For a longer or shorter gauge, increase or decrease this number.
GAUGE_LENGTH_BATTLE = 52
# ◆ OverDrive Max Sound Play ◆
# Sound played on overdrive gauge max. (Filename, Pitch, Volume)
# Sounds are selected from the Audio\SE folder.
ODMAX_SOUND = RPG::SE.new("Flash2", 100, 150)
end
end
#=============================================================================#
# ★ End Customization ★ #
#=============================================================================#
#=================================================#
# IMPORT #
#=================================================#
$imported = {} if $imported == nil
$imported["OverDrive"] = true
#=================================================#
module KGC::OverDrive
# Drive Increase Type Module
module Type
ATTACK = 0 # Attack
DAMAGE = 1 # Damage
VICTORY = 2 # Victory
ESCAPE = 3 # Escape
ALONE = 4 # Alone
ACTION = 5 # Action
FATAL = 6 # Fatal
GUARD = 7 # Guard
end
#=================================================#
# Numerical Display of OverDrive Gauge
module ValueStyle
NONE = 0 # None
IMMEDIATE = 1 # Immediate
RATE = 2 # Ratio 1
RATE_DETAIL1 = 3 # Ratio 2
RATE_DETAIL2 = 4 # Ratio 3
NUMBER = 5 # Gauge Number
end
#==============================================================================
# □ KGC::SkillCPSystem::Regexp
#==============================================================================
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
# Note Field Tag Strings #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
# Whatever word(s) are after the separator ( | ) in the following lines are
# what are used to determine what is searched for in the "Note" section of a
# skill.
# Regular Expressions Module
module Regexp
# Skill Module
module Skill
# OverDrive tag string
OVER_DRIVE = /<(?:OVER_DRIVE|overdrive)\s*(\d+)?>/i
# OverDrive Gain Rate tag string
OD_GAIN_RATE = /<(?:OD_GAIN_RATE|OD_gain)\s*(\d+)[%%]?>/i
end
end
end
#=================================================#
#==============================================================================
# □ KGC::Commands
#==============================================================================
module KGC
module Commands
module_function
#--------------------------------------------------------------------------
# ○ Actor Overdrive Gain Gauge
# actor_id : Actor ID (-1 : Entire Party)
# value : Increase Amount (Subtraction works as well)
#--------------------------------------------------------------------------
def gain_actor_od_gauge(actor_id, value)
if actor_id == -1
# All living party members gauge is operated.
$game_party.existing_members.each { |actor|
actor.overdrive += value
}
else
actor = $game_actors[actor_id]
actor.overdrive += value if actor != nil && actor.exist?
end
end
#--------------------------------------------------------------------------
# ○ Enemy Overdrive Gain Gauge
# enemy_index : Enemy index (-1 : All Enemies)
# value : Increase Amount (Subtraction works as well)
#--------------------------------------------------------------------------
def gain_enemy_od_gauge(enemy_index, value)
if enemy_index == -1
# All living enemies in troop's gauge is operated.
$game_troop.existing_members.each { |enemy|
enemy.overdrive += value
}
else
enemy = $game_troop.members[enemy_index]
enemy.overdrive += value if enemy != nil && enemy.exist?
end
end
#--------------------------------------------------------------------------
# ○ Get Actor OverDrive Gauge
# actor_id : Actor ID (-1 : Entire Party)
# variable_id : Variable ID
#--------------------------------------------------------------------------
def get_actor_od_gauge(actor_id, variable_id = 0)
actor = $game_actors[actor_id]
n = (actor != nil ? actor.overdrive : 0)
if variable_id > 0
$game_variables[variable_id] = n
end
return n
end
#--------------------------------------------------------------------------
# ○ Get Enemy OverDrive Gauge
# enemy_index : EnemyID (-1 : Entire Party)
# variable_id : Variable ID
#--------------------------------------------------------------------------
def get_enemy_od_gauge(enemy_index, variable_id = 0)
enemy = $game_troop.members[enemy_index]
n = (enemy != nil ? enemy.overdrive : 0)
if variable_id > 0
$game_variables[variable_id] = n
end
return n
end
#--------------------------------------------------------------------------
# ○ Set Actor Drive Number
# actor_id : Actor ID (-1 : Entire Party)
# number : Array of number type
#--------------------------------------------------------------------------
def set_actor_od_gauge_number(actor_id, number)
if actor_id == -1
# All living party members members gauge is operated.
$game_party.members.each { |actor|
actor.drive_gauge_number = number
}
else
actor = $game_actors[actor_id]
actor.drive_gauge_number = number if actor != nil
end
end
#--------------------------------------------------------------------------
# ○ Set Enemy Drive Number
# enemy_index : Enemy ID
# number : Array of number type
#--------------------------------------------------------------------------
def set_enemy_od_gauge_number(enemy_index, number)
if enemy_index == -1
# All living enemies in troop's gauge is operated.
$game_troop.members.each { |enemy|
enemy.drive_gauge_number = number
}
else
enemy = $game_troop.members[enemy_index]
enemy.drive_gauge_number = number if enemy != nil
end
end
#--------------------------------------------------------------------------
# ○ Determine Actor Drive Max
# actor_id : ActorID
#--------------------------------------------------------------------------
def actor_od_gauge_max?(actor_id)
actor = $game_actors[actor_id]
return false if actor == nil
return actor.overdrive == actor.max_overdrive
end
#--------------------------------------------------------------------------
# ○ Determine Enemy Drive Max
# enemy_index : Enemy Index
#--------------------------------------------------------------------------
def enemy_od_gauge_max?(enemy_index)
enemy = $game_troop.members[enemy_index]
return false if enemy == nil
return enemy.overdrive == enemy.max_overdrive
end
#--------------------------------------------------------------------------
# ○ Set Actor Drive Type
# actor_id : Actor ID (-1 : Entire Party)
# types : Array of drive type ( When omitted: Initialization. )
#--------------------------------------------------------------------------
def set_actor_drive_type(actor_id, types = nil)
if actor_id == -1
# Set all party members' drive types
$game_party.members.each { |actor|
actor.drive_type = types
}
else
actor = $game_actors[actor_id]
actor.drive_type = types if actor != nil
end
end
#--------------------------------------------------------------------------
# ○ Set Enemy Drive Type
# actor_id : Enemy ID (-1 : All Enemies)
# types : Array of drive type ( When omitted: Initialization. )
#--------------------------------------------------------------------------
def set_enemy_drive_type(enemy_index, types = nil)
if enemy_index == -1
# All enemies' gauge is operated.
$game_troop.members.each { |enemy|
enemy.drive_type = types
}
else
enemy = $game_troop.members[enemy_index]
enemy.drive_type = types if enemy != nil
end
end
end
end
#=================================================#
#==============================================================================
# ■ RPG::Skill
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# ○ Overdrive cache generation
#--------------------------------------------------------------------------
def create_overdrive_cache
@__is_overdrive = false
@__od_cost = KGC::OverDrive::GAUGE_MAX
@__od_gain_rate = 100
self.note.split(/[\r\n]+/).each { |line|
case line
when KGC::OverDrive::Regexp::Skill::OVER_DRIVE
# Overdrive
@__is_overdrive = true
@__od_cost = $1.to_i if $1 != nil
when KGC::OverDrive::Regexp::Skill::OD_GAIN_RATE
# Gauge increase rate
@__od_gain_rate = $1.to_i
end
}
# Unless OverDrive doesn't consume gauge
unless @__is_overdrive
@__od_cost = 0
end
end
#--------------------------------------------------------------------------
# ○ OverDrive is a skill?
#--------------------------------------------------------------------------
def overdrive?
create_overdrive_cache if @__is_overdrive == nil
return @__is_overdrive
end
#--------------------------------------------------------------------------
# ○ Consumption of drive gauge
#--------------------------------------------------------------------------
def od_cost
create_overdrive_cache if @__od_cost == nil
return @__od_cost
end
#--------------------------------------------------------------------------
# ○ The drive gauge increase rate
#--------------------------------------------------------------------------
def od_gain_rate
create_overdrive_cache if @__od_gain_rate == nil
return @__od_gain_rate
end
end
#=================================================#
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ● Public Instance Variables
#--------------------------------------------------------------------------
attr_writer :drive_type # Drive Type
attr_writer :odmax_sound_played # OverDrive Max Sound Flag
#--------------------------------------------------------------------------
# ○ Acquire amount of drive gauge
#--------------------------------------------------------------------------
def overdrive
@overdrive = 0 if @overdrive == nil
return @overdrive
end
#--------------------------------------------------------------------------
# ○ Drive Gauge Max Acquisition
#--------------------------------------------------------------------------
def overdrive=(value)
@overdrive = [[value, max_overdrive].min, 0].max
end
#--------------------------------------------------------------------------
# ○ Obtain Max OverDrive
#--------------------------------------------------------------------------
def max_overdrive
return KGC::OverDrive::GAUGE_MAX * drive_gauge_number
end
#--------------------------------------------------------------------------
# ○ Numerical Drive Gauge Definition
#--------------------------------------------------------------------------
def drive_gauge_number
if @drive_gauge_number == nil
@drive_gauge_number = KGC::OverDrive::DEFAULT_GAUGE_NUMBER
end
return @drive_gauge_number
end
#--------------------------------------------------------------------------
# ○ Aquire Numerical Drive Value
#--------------------------------------------------------------------------
def drive_gauge_number=(value)
@drive_gauge_number = [value, 1].max
end
#--------------------------------------------------------------------------
# ○ Define Drive Type
#--------------------------------------------------------------------------
def drive_type
return []
end
#--------------------------------------------------------------------------
# ○ Determine OverDrive Skill Aquired
#--------------------------------------------------------------------------
def overdrive_skill_learned?
return true
end
#--------------------------------------------------------------------------
# ○ Determine True/False Gauge Display
#--------------------------------------------------------------------------
def od_gauge_visible?
return false
end
#--------------------------------------------------------------------------
# ○ Determine True/False Gauge Increase
#--------------------------------------------------------------------------
def can_gain_overdrive?
return true
end
#--------------------------------------------------------------------------
# ○ Defined Sound Played on Gauge Max - Added by Mr. Anonymous 8/19/08
#--------------------------------------------------------------------------
def odmax_sound
return KGC::OverDrive::ODMAX_SOUND
end
#--------------------------------------------------------------------------
# ○ Defined Sound Played on Gauge Max - Added by Mr. Anonymous 8/19/08
#--------------------------------------------------------------------------
def odmax_sound_played
# return true
end
#--------------------------------------------------------------------------
# ○ Determine OD Increase: Attack
#--------------------------------------------------------------------------
def drive_attack?
return drive_type.include?(KGC::OverDrive::Type::ATTACK)
end
#--------------------------------------------------------------------------
# ○ Determine OD Increase: Damage
#--------------------------------------------------------------------------
def drive_damage?
return drive_type.include?(KGC::OverDrive::Type::DAMAGE)
end
#--------------------------------------------------------------------------
# ○ Determine OD Increase: Victory
#--------------------------------------------------------------------------
def drive_victory?
return drive_type.include?(KGC::OverDrive::Type::VICTORY)
end
#--------------------------------------------------------------------------
# ○ Determine OD Increase: Escape
#--------------------------------------------------------------------------
def drive_escape?
return drive_type.include?(KGC::OverDrive::Type::ESCAPE)
end
#--------------------------------------------------------------------------
# ○ Determine OD Increase: Alone
#--------------------------------------------------------------------------
def drive_alone?
return drive_type.include?(KGC::OverDrive::Type::ALONE)
end
#--------------------------------------------------------------------------
# ○ Determine OD Increase: Action
#--------------------------------------------------------------------------
def drive_action?
return drive_type.include?(KGC::OverDrive::Type::ACTION)
end
#--------------------------------------------------------------------------
# ○ Determine OD Increase: Fatal
#--------------------------------------------------------------------------
def drive_fatal?
return drive_type.include?(KGC::OverDrive::Type::FATAL)
end
#--------------------------------------------------------------------------
# ○ Determine OD Increase: Guard
#--------------------------------------------------------------------------
def drive_guard?
return drive_type.include?(KGC::OverDrive::Type::GUARD)
end
#--------------------------------------------------------------------------
# ● State Addition
# state_id : State ID
#--------------------------------------------------------------------------
alias add_state_KGC_OverDrive add_state
def add_state(state_id)
add_state_KGC_OverDrive(state_id)
reset_overdrive_on_dead if dead?
end
#--------------------------------------------------------------------------
# ○ Calculate Skill Drive Gauge Consumption
# skill : Skill
#--------------------------------------------------------------------------
def calc_od_cost(skill)
return 0 unless skill.is_a?(RPG::Skill)
return skill.od_cost
end
#--------------------------------------------------------------------------
# ● Skill Use Determination
# skill : Skill
#--------------------------------------------------------------------------
alias skill_can_use_KGC_OverDrive? skill_can_use?
def skill_can_use?(skill)
return false unless skill_can_use_KGC_OverDrive?(skill)
return false if calc_od_cost(skill) > overdrive
return true
end
#--------------------------------------------------------------------------
# ● Execute Damage
# user : User of Skill or Item
# Before @hp_damage、@mp_damage、@absorbed is called, they must be set.
#--------------------------------------------------------------------------
alias execute_damage_KGC_OverDrive execute_damage
def execute_damage(user)
execute_damage_KGC_OverDrive(user)
increase_overdrive(user)
end
#--------------------------------------------------------------------------
# ○ Reset OverDrive on Death
#--------------------------------------------------------------------------
def reset_overdrive_on_dead
return unless KGC::OverDrive::EMPTY_ON_DEAD
self.overdrive = 0
end
#--------------------------------------------------------------------------
# ○ Increase Overdrive
# attacker : Attacker
#--------------------------------------------------------------------------
def increase_overdrive(attacker = nil)
return unless attacker.is_a?(Game_Battler) # Unless attacker is a battler
return if self.class == attacker.class # and attacker class is predefined
return if hp_damage == 0 && mp_damage == 0 # and they cannot attack,
# if they can gain overdrive...
if can_gain_overdrive?
# increase the overdrive.
increase_attacker_overdrive(attacker)
increase_defender_overdrive(attacker)
end
# If battler dies, reset overdrive.
reset_overdrive_on_dead if dead?
end
#--------------------------------------------------------------------------
# ○ Increase Attacker's Overdrive
# attacker : Attacker
#--------------------------------------------------------------------------
def increase_attacker_overdrive(attacker)
return unless attacker.drive_attack? # Unless attack has od attack type
od_gain = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ATTACK]
if attacker.action.kind == 1
rate = attacker.action.skill.od_gain_rate # obtain rate from od type
od_gain = od_gain * rate / 100
if rate > 0
od_gain = [od_gain, 1].max
elsif rate < 0
od_gain = [od_gain, -1].min
end
end
attacker.overdrive += od_gain
#----------------------------------------------------------------
# Determine OverDrive Max Sound's play state and play when maxed.
# Added by Mr. Anonymous 8/19/08
#----------------------------------------------------------------
# If Attacker's overdrive is greater than GAUGE_MAX...
if attacker.overdrive < KGC::OverDrive::GAUGE_MAX
# set attacker's overdrive max sound played flag to false.
attacker.odmax_sound_played = false
end
# If attacker's overdrive max sound played flag is set to false...
if attacker.odmax_sound_played == false
# and attacker's overdrive is equal to GAUGE_MAX...
if attacker.overdrive == KGC::OverDrive::GAUGE_MAX
# Play overdrive max sound...
odmax_sound.play
# set attacker's overdrive max sound played flag to true.
attacker.odmax_sound_played = true
end
end
#----------------------------------------------------------------
# End max OverDrive determination.
#----------------------------------------------------------------
end
#--------------------------------------------------------------------------
# ○ Increase Attacker's Overdrive
# attacker : Attacker
#--------------------------------------------------------------------------
def increase_defender_overdrive(attacker)
return unless self.drive_damage? # Unless attacker has od damage type
rate = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::DAMAGE]
od_gain = 0
od_gain += hp_damage * rate / maxhp if hp_damage > 0
od_gain += mp_damage * rate / maxmp if mp_damage > 0 && maxmp > 0
if rate > 0
od_gain = [od_gain, 1].max
elsif rate < 0
od_gain = [od_gain, -1].min
end
self.overdrive += od_gain
#----------------------------------------------------------------
# Determine OverDrive Max Sound's play state and play when maxed.
# Added by Mr. Anonymous 8/19/08
#----------------------------------------------------------------
# If defender's overdrive is greater than GAUGE_MAX...
if self.overdrive < KGC::OverDrive::GAUGE_MAX
# set defender's overdrive max sound played flag to false.
self.odmax_sound_played = false
end
# If defender's overdrive max sound played flag is set to false...
if self.odmax_sound_played == false
# and defender's overdrive is equal to GAUGE_MAX...
if self.overdrive == KGC::OverDrive::GAUGE_MAX
# Play overdrive max sound...
odmax_sound.play
# set defender's overdrive max sound played flag to true.
self.odmax_sound_played = true
end
end
#----------------------------------------------------------------
# End max OverDrive determination.
#----------------------------------------------------------------
end
#--------------------------------------------------------------------------
# ● Skill Effects
# user : User
# skill : Skill
#--------------------------------------------------------------------------
alias skill_effect_KGC_OverDrive skill_effect
def skill_effect(user, skill)
skill_effect_KGC_OverDrive(user, skill)
# If imported KGC_ReproduceFunctions & item used has execute skill tag...
if $imported["ReproduceFunctions"] && $game_temp.exec_skill_on_item
return
end
end
end
#=================================================#
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● Setup
# actor_id : ActorID
#--------------------------------------------------------------------------
alias setup_KGC_OverDrive setup
def setup(actor_id)
setup_KGC_OverDrive(actor_id)
@overdrive = 0
@drive_type = nil
end
#--------------------------------------------------------------------------
# ○ Aquire OverDrive Type
#--------------------------------------------------------------------------
def drive_type
unless @drive_type.is_a?(Array)
return KGC::OverDrive::DEFAULT_ACTOR_DRIVE_TYPE
end
return @drive_type
end
#--------------------------------------------------------------------------
# ○ Determine OverDrive Skill Aquired
#--------------------------------------------------------------------------
def overdrive_skill_learned?
result = false
# Temporarily Cancel Battle Flag
last_in_battle = $game_temp.in_battle
$game_temp.in_battle = false
self.skills.each { |skill|
if skill.overdrive?
result = true
break
end
}
$game_temp.in_battle = last_in_battle
return result
end
#--------------------------------------------------------------------------
# ○ Determine Gauge Increase
#--------------------------------------------------------------------------
def can_gain_overdrive?
if KGC::OverDrive::NOT_GAIN_GAUGE_HIDING
# Hide
return false if KGC::OverDrive::HIDE_GAUGE_ACTOR.include?(self.id)
end
if KGC::OverDrive::HIDE_GAUGE_NO_OD_SKILLS
# No learned
return false unless overdrive_skill_learned?
end
return true
end
#--------------------------------------------------------------------------
# ○ Determine Gauge Display
#--------------------------------------------------------------------------
def od_gauge_visible?
# Hide gauge in Battle
if KGC::OverDrive::HIDE_GAUGE_NOT_IN_BATTLE && !$game_temp.in_battle
return false
end
# Hide Gauge
return false if KGC::OverDrive::HIDE_GAUGE_ACTOR.include?(self.id)
# Gauge amount doesn't increase.
return false unless can_gain_overdrive?
return true
end
end
#=================================================#
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● Object Initialization
# index : Index in enemy group
# enemy_id : EnemyID
#--------------------------------------------------------------------------
alias initialize_KGC_OverDrive initialize
def initialize(index, enemy_id)
initialize_KGC_OverDrive(index, enemy_id)
@overdrive = 0
@drive_type = nil
end
#--------------------------------------------------------------------------
# ○ Aquire OverDrive Type
#--------------------------------------------------------------------------
def drive_type
unless @drive_type.is_a?(Array)
return KGC::OverDrive::DEFAULT_ENEMY_DRIVE_TYPE
end
return @drive_type
end
end
#=================================================#
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#----------------------------------------------------------------------
# Determine Gauge Image Type
# - Added by Mr. Anonymous 8/19/08
# If the user doesn't use gauge images, define system gauge properties.
#----------------------------------------------------------------------
if KGC::OverDrive::USE_IMAGE_GAUGE = false
#--------------------------------------------------------------------------
# ○ OD Gauge Normal Color 1
#--------------------------------------------------------------------------
def od_gauge_normal_color1
color = KGC::OverDrive::GAUGE_NORMAL_START_COLOR
return (color.is_a?(Integer) ? text_color(color) : color)
end
#--------------------------------------------------------------------------
# ○ OD Gauge Normal Color 2
#--------------------------------------------------------------------------
def od_gauge_normal_color2
color = KGC::OverDrive::GAUGE_NORMAL_END_COLOR
return (color.is_a?(Integer) ? text_color(color) : color)
end
#--------------------------------------------------------------------------
# ○ OD Gauge Max Color 1
#--------------------------------------------------------------------------
def od_gauge_max_color1
color = KGC::OverDrive::GAUGE_MAX_START_COLOR
return (color.is_a?(Integer) ? text_color(color) : color)
end
#--------------------------------------------------------------------------
# ○ OD Gauge Max Color 2
#--------------------------------------------------------------------------
def od_gauge_max_color2
color = KGC::OverDrive::GAUGE_MAX_END_COLOR
return (color.is_a?(Integer) ? text_color(color) : color)
end
end # <- if KGC::OverDrive::USE_IMAGE_GAUGE = false
#--------------------------------------------------------------------------
# ● Draw Actor Name
# actor : Actor
# x : Coordinates at X Axis
# y : Coordinates at Y Axis
#--------------------------------------------------------------------------
alias draw_actor_name_KGC_OverDrive draw_actor_name
def draw_actor_name(actor, x, y)
draw_actor_od_gauge(actor, x, y, 108)
draw_actor_name_KGC_OverDrive(actor, x, y)
end
#----------------------------------------------------------------------
# Determine Gauge Image Type
# - Added by Mr. Anonymous 8/19/08
# If the user doesn't use gauge images, draw system gauge.
#----------------------------------------------------------------------
if KGC::OverDrive::USE_IMAGE_GAUGE = false
#--------------------------------------------------------------------------
# ○ Draw Actor OverDrive Gauge
# actor : Actor
# x : Coordinates at X Axis
# y : Coordinates at Y Axis
# width : Width
#--------------------------------------------------------------------------
def draw_actor_od_gauge(actor, x, y, width = 120)
return unless actor.od_gauge_visible?
n = actor.overdrive % KGC::OverDrive::GAUGE_MAX
n = KGC::OverDrive::GAUGE_MAX if actor.overdrive == actor.max_overdrive
gw = width * n / KGC::OverDrive::GAUGE_MAX
gc1 = (gw == width ? od_gauge_max_color1 : od_gauge_normal_color1)
gc2 = (gw == width ? od_gauge_max_color2 : od_gauge_normal_color2)
self.contents.fill_rect(x, y + WLH + KGC::OverDrive::GAUGE_OFFSET_Y,
width, 6, gauge_back_color)
self.contents.gradient_fill_rect(
x, y + WLH + KGC::OverDrive::GAUGE_OFFSET_Y, gw, 6, gc1, gc2)
draw_actor_od_gauge_value(actor, x, y, width)
end
#----------------------------------------------------------------------
# Determine Gauge Image Type
# - Added by Mr. Anonymous 8/19/08
# Else, the user IS using gauge images...
#----------------------------------------------------------------------
else
#--------------------------------------------------------------------------
# ○ Draw Actor OverDrive Gauge
# actor : Actor
# x : Coordinates at X Axis
# y : Coordinates at Y Axis
# in_width : Inner Width
#--------------------------------------------------------------------------
def draw_actor_od_gauge(actor, x, y, in_width)
# Exit process if the OD Gauge isn't visible.
return unless actor.od_gauge_visible?
bitmap = self.contents
# Define the gauge image.
gauge = Bitmap.new("Graphics/System/" + KGC::OverDrive::GAUGE_IMAGE)
nx = x # X Coordinate
ny = y # Y Coordinate
nw = in_width # Inner image width
if $game_temp.in_battle # If inside a battle
# Pull customized battle values from the OverDrive module.
nx += KGC::OverDrive::GAUGE_POSITION_BATTLE[0]
ny += KGC::OverDrive::GAUGE_POSITION_BATTLE[1]
nw += KGC::OverDrive::GAUGE_LENGTH_BATTLE
else # when outside of battle
# Pull customized values from the OverDrive module.
nx += KGC::OverDrive::GAUGE_POSITION[0]
ny += KGC::OverDrive::GAUGE_POSITION[1]
nw += KGC::OverDrive::GAUGE_LENGTH
end
gauge_width = calc_od_gauge_width(actor, nw)
full = (gauge_width == nw - 64)
draw_od_gauge_back(bitmap, gauge, nx, ny, nw)
draw_od_gauge_inside(bitmap, gauge, nx, ny, nw, gauge_width, full)
draw_od_gauge_fore(bitmap, gauge, nx, ny, nw)
draw_actor_od_gauge_value(actor, x, y, width)
end
#--------------------------------------------------------------------------
# ○ Draw Gauge Background
# bitmap : Draw Image At...
# image : Gauge Image
# in_width : Internal Width of Gauge
#--------------------------------------------------------------------------
def draw_od_gauge_back(bitmap, image, x, y, in_width)
src_rect = Rect.new(0, 0, 32, 32)
bitmap.blt(x, y, image, src_rect)
src_rect.set(32, 0, 96, 32)
dest_rect = Rect.new(x + 32, y, in_width - 64, 32)
bitmap.stretch_blt(dest_rect, image, src_rect)
src_rect.set(128, 0, 32, 32)
bitmap.blt(x + in_width - 32, y, image, src_rect)
end
#--------------------------------------------------------------------------
# ○ Draw Inner Drive Gauge
# bitmap : Draw Image At...
# image : Gauge Image
# in_width : Internal Width of Gauge
# gauge_width : Gauge External Width
# full : Full Gauge
#--------------------------------------------------------------------------
def draw_od_gauge_inside(bitmap, image, x, y, in_width, gauge_width, full)
src_rect = Rect.new(0, (full ? 64 : 32), 0, 32)
src_rect.width = gauge_width * 96 / (in_width - 64)
dest_rect = Rect.new(x + 32, y, gauge_width, 32)
bitmap.stretch_blt(dest_rect, image, src_rect)
end
#--------------------------------------------------------------------------
# ○ Draw Gauge Foreground
# bitmap : Draw Image At...
# image : Gauge Image
# in_width : Internal Width of Gauge
#--------------------------------------------------------------------------
def draw_od_gauge_fore(bitmap, image, x, y, in_width)
src_rect = Rect.new(160, 0, 32, 32)
bitmap.blt(x, y, image, src_rect)
src_rect.set(192, 0, 96, 32)
dest_rect = Rect.new(x + 32, y, in_width - 64, 32)
bitmap.stretch_blt(dest_rect, image, src_rect)
src_rect.set(288, 0, 32, 32)
bitmap.blt(x + in_width - 32, y, image, src_rect)
end
#--------------------------------------------------------------------------
# ○ Calculate Gauge Width
#--------------------------------------------------------------------------
def calc_od_gauge_width(actor, in_width)
gw = actor.overdrive * (in_width - 64) / KGC::OverDrive::GAUGE_MAX
return [[gw, 0].max, in_width - 64].min
end
#----------------------------------------------------------------------
# End Gauge Image Type Determination
# end ( if KGC::OverDrive::USE_IMAGE_GAUGE )
#----------------------------------------------------------------------
end
#--------------------------------------------------------------------------
# ○ Draw Actor OverDrive Numerical Value
# actor : Actor
# x : Coordinates at X Axis
# y : Coordinates at Y Axis
# width : Width
#--------------------------------------------------------------------------
def draw_actor_od_gauge_value(actor, x, y, width = 120)
text = ""
value = actor.overdrive * 100.0 / KGC::OverDrive::GAUGE_MAX
case KGC::OverDrive::GAUGE_VALUE_STYLE
when KGC::OverDrive::ValueStyle::IMMEDIATE
text = actor.overdrive.to_s
when KGC::OverDrive::ValueStyle::RATE
text = sprintf("%d%%", actor.overdrive * 100 / KGC::OverDrive::GAUGE_MAX)
when KGC::OverDrive::ValueStyle::RATE_DETAIL1
text = sprintf("%0.1f%%", value)
when KGC::OverDrive::ValueStyle::RATE_DETAIL2
text = sprintf("%0.2f%%", value)
when KGC::OverDrive::ValueStyle::NUMBER
text = "#{actor.overdrive / KGC::OverDrive::GAUGE_MAX}"
else
return
end
last_font_size = self.contents.font.size
new_font_size = KGC::OverDrive::GAUGE_VALUE_FONT_SIZE
self.contents.font.size = new_font_size
self.contents.draw_text(
x, y + WLH + KGC::OverDrive::GAUGE_OFFSET_Y - new_font_size / 2,
width, new_font_size, text, 2)
self.contents.font.size = last_font_size
end
end
#=================================================#
#==============================================================================
# ■ Window_Skill
#==============================================================================
if KGC::OverDrive::HIDE_SKILL_LACK_OF_GAUGE
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# ○ Determine Skill in List
# skill : Skill
#--------------------------------------------------------------------------
unless $@
alias include_KGC_OverDrive? include? if method_defined?(:include?)
end
def include?(skill)
return false if skill == nil
if defined?(include_KGC_OverDrive?)
return false unless include_KGC_OverDrive?(skill)
end
if skill.overdrive?
return (@actor.calc_od_cost(skill) <= @actor.overdrive)
else
return true
end
end
if method_defined?(:include_KGC_OverDrive?)
#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
def refresh
@data = []
for skill in @actor.skills
next unless include?(skill)
@data.push(skill)
if skill.id == @actor.last_skill_id
self.index = @data.size - 1
end
end
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end # <-- for i in 0...@item_max
end # <-- refresh
end # <-- if method_defined?(:include_KGC_OverDrive?)
end # <-- class
end # <-- if KGC::OverDrive::HIDE_SKILL_LACK_OF_GAUGE
#=================================================#
#==============================================================================
# ■ Scene_Skill
#==============================================================================
class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# ● Use Skill(The effects of use other than the ally object are applied.)
#--------------------------------------------------------------------------
alias use_skill_nontarget_KGC_OverDrive use_skill_nontarget
def use_skill_nontarget
consume_od_gauge
use_skill_nontarget_KGC_OverDrive
end
#--------------------------------------------------------------------------
# ○ Consume Drive gauge when skill is used
#--------------------------------------------------------------------------
def consume_od_gauge
@actor.overdrive -= @actor.calc_od_cost(@skill)
end
end
#=================================================#
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Battle End
# result : Result (0:Victory 1:Escape 2:Defeat)
#--------------------------------------------------------------------------
alias battle_end_KGC_OverDrive battle_end
def battle_end(result)
increase_overdrive_on_battle_end(result)
battle_end_KGC_OverDrive(result)
end
#--------------------------------------------------------------------------
# ○ Increase OverDrive on Battle End
# result : Result (0:Victory 1:Escape 2:Defeat)
#--------------------------------------------------------------------------
def increase_overdrive_on_battle_end(result)
case result
when 0 # Victory
od_gain = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::VICTORY]
$game_party.existing_members.each { |actor|
actor.overdrive += od_gain if actor.drive_victory?
}
when 1 # Escape
od_gain = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ESCAPE]
$game_party.existing_members.each { |actor|
actor.overdrive += od_gain if actor.drive_escape?
}
end
end
#--------------------------------------------------------------------------
# ● Execute Battle Action
#--------------------------------------------------------------------------
alias execute_action_KGC_OverDrive execute_action
def execute_action
increase_overdrive_on_action
execute_action_KGC_OverDrive
end
#--------------------------------------------------------------------------
# ○ Increase Gauge on Action
#--------------------------------------------------------------------------
def increase_overdrive_on_action
battler = @active_battler
od_gain = 0
unit = (battler.actor? ? $game_party : $game_troop)
# Alone
if battler.drive_alone? && unit.existing_members.size == 1
od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ALONE]
end
# Action
if battler.drive_action?
od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ACTION]
end
# Fatal
if battler.drive_fatal? && battler.hp < battler.maxhp / 4
od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::FATAL]
end
# Guard
if battler.drive_guard? && battler.action.kind == 0 &&
battler.action.basic == 1
od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::GUARD]
end
battler.overdrive += od_gain
end
#--------------------------------------------------------------------------
# ● Execution of battle action: Skill
#--------------------------------------------------------------------------
alias execute_action_skill_KGC_OverDrive execute_action_skill
def execute_action_skill
execute_action_skill_KGC_OverDrive
consume_od_gauge
end
#--------------------------------------------------------------------------
# ○ Drive gauge consumption when skill is used
#--------------------------------------------------------------------------
def consume_od_gauge
skill = @active_battler.action.skill
@active_battler.overdrive -= @active_battler.calc_od_cost(skill)
end
end
Voilà, me semble que la condition serait if @overdrive = max.overdrive, mais vu que j'y connais rien en script je vous laisse faire x)
- OrbitalMembre
- Nombre de messages : 141
Age : 33
Localisation : Euh, tu vois la France ? l'Isère ? grenoble ? SMH ? ma maison ? le bureau ? le PC ? bah c'est là
Distinction : aucune
Date d'inscription : 09/08/2008
Re: Extension pour script overdrive (style FF8)
Dim 7 Mar 2010 - 13:03
Il y a aussi surement ce script qui est utile (c'est lui qui gère les images de mes jauges, dont une qui apparait en clignotant quand la jauge est pleine) :
En m'inspirant d'autre script j'ai essayé de faire un truc mais bon.....
- Spoiler:
- Code:
#==============================================================================
# ★RGSS2
# STR11+og_KGC Overdrive v1.1 08/03/13
# ◇ Requires STR11e_Battle Status
#
# ・Move above Main if you want to have KGC_OD display and
# Add this script below STR11e_Battle Status
# "Btskin_odg.png" is provided in the demo.
#
# <Material Instructions>
# ◇ Skin images are imported to (Graphics\System)
# Width = Any size
# Height = Gauge height * 3
#
# First Row: OD Skin、
# Second Row: Normal Gauge color
# Third Row: Gauge MAX (flashing) color
#
# Mr. Bubble: I fixed a stack error when used with *STR11+atb_Wait Gauge.
#------------------------------------------------------------------------------
#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
# Gauge skin
BTSKIN_10 = "Btskin_odg" # File name
BTSKIN_10XY = [48, 8] # Coordinates [x, y]
#--------------------------------------------------------------------------
# ★ エイリアス
#--------------------------------------------------------------------------
alias initialize_str11pog_od initialize
def initialize(f = false)
@odgw = (Cache.system(BTSKIN_10)).width
initialize_str11pog_od(f)
end
#--------------------------------------------------------------------------
# ● アイテム作成
#--------------------------------------------------------------------------
alias draw_item_str11pog draw_item
def draw_item(index)
return unless @f
actor = $game_party.members[index]
draw_item_str11pog(index)
s = @s_sprite[index]
# ODゲージ
s[21] = Sprite.new(@viewport)
s[21].bitmap = Cache.system(BTSKIN_10)
s[21].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_10XY[0]
s[21].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_10XY[1]
s[21].z = 4
w = s[21].bitmap.width
h = s[21].bitmap.height / 3
s[21].src_rect.set(0, h, w, h)
# ODゲージ下地
s[22] = Sprite.new(@viewport)
s[22].bitmap = Cache.system(BTSKIN_10)
s[22].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_10XY[0]
s[22].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_10XY[1]
s[22].z = 3
s[22].src_rect.set(0, 0, w, h)
#
s[23] = ((@odgw * (actor.overdrive / (actor.max_overdrive * 1.0))) + 1).truncate
s[21].src_rect.width = s[23]
# 不可視に
for l in [21,22]
s[l].opacity = 0
end
# 追加判定
@s_party[index].push(actor.overdrive)
end
#--------------------------------------------------------------------------
# ● オブジェクト開放
#--------------------------------------------------------------------------
alias dispose_str11pog dispose
def dispose
dispose_str11pog
for i in 0...@s_sprite.size
for l in [21,22]
@s_sprite[i][l].bitmap.dispose
@s_sprite[i][l].dispose
end
end
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_str11pog update
def update
update_str11pog
return unless @f
for i in 0...@s_sprite.size
s = @s_sprite[i]
v = (not KGC::OverDrive::HIDE_GAUGE_ACTOR.include?($game_party.members[i].id))
for l in [21,22]
s[l].visible = v
end
# 不透明度アップ
if @opacity < 272
for l in [21,22]
s[l].opacity = @opacity
end
end
# OD更新
update_od(s,$game_party.members[i],@s_party[i])
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (OD)
#--------------------------------------------------------------------------
def update_od(s,a,m)
sr = s[21].src_rect
# 100%フラッシュ!
if @odgw <= sr.width and Graphics.frame_count % 4 < 2
s[21].src_rect.y = (s[21].src_rect.height * 2)
else
s[21].src_rect.y = s[21].src_rect.height
end
# ゲージ更新
if a.overdrive != m[6]
s[23] = ((@odgw * (a.overdrive / (a.max_overdrive * 1.0))) + 1).truncate
m[6] = (a.overdrive)
end
if sr.width != s[23]
if sr.width < s[23]
sr.width += 1
else
sr.width -= 1
end
sr.width = s[23] if sr.width.abs <= 1
end
end
end
En m'inspirant d'autre script j'ai essayé de faire un truc mais bon.....
- Code:
class Sprite_BattleFleche < Sprite
FLECHE = "Fleche"
WAIT = 4
SPEED = 4
CW = 20
CH = 20
end
class Sprite_BattleFleche < Sprite
def initialize(viewport)
super(viewport)
self.bitmap = Cache.system(FLECHE)
self.src_rect.set(0, 0, CW, CH)
self.ox = CW / 2
self.oy = CH / 2
self.x = ?
self.y = ?
end
def update
super
s = (SPEED - 1)
self.x = ((self.x * s) ) / SPEED
self.y = ((self.y * s) ) / SPEED
@wait -= 1
return if @wait > 0
@wait = WAIT
self.src_rect.x += CW
self.src_rect.x = 0 if (self.bitmap.width <= self.src_rect.x)
self.src_rect.y = CH
end
end
def fleche
if @overdrive = max_overdrive
print("Fleche")
if Input.repeat?(Input::LEFT)
self.rect(275, 300, 32, 90)
- BalbereithStaffeux retraité
- Nombre de messages : 4129
Age : 32
Localisation : dans l'ombre...
Distinction : Péripatéticienne à temps perdu
Helly n°666 [Coco' ;D]
mon ptit balbounet p'tit jardinier en herbe(les râteaux ça le connait) [tonton Adurna]
Cultivateur professionnel de la commu' (il a de bons outils en de nombreux exemplaires ) [Coco' ]
Date d'inscription : 13/05/2009
Re: Extension pour script overdrive (style FF8)
Ven 19 Mar 2010 - 20:42
Résolu ? Dans une semaine, je sanctionne, s'il y a pas de relance ou de réponse, résolvant le problème.
- OrbitalMembre
- Nombre de messages : 141
Age : 33
Localisation : Euh, tu vois la France ? l'Isère ? grenoble ? SMH ? ma maison ? le bureau ? le PC ? bah c'est là
Distinction : aucune
Date d'inscription : 09/08/2008
Re: Extension pour script overdrive (style FF8)
Sam 20 Mar 2010 - 1:06
Balbereith a écrit:Résolu ? Dans une semaine, je sanctionne, s'il y a pas de relance ou de réponse, résolvant le problème.
Donc si on attend la réponse à un de nos problèmes et que personne veut nous aider, on est sanctionné ?
Essayer de faire respecter les règles c'est bien, sanctionner pour un rien, c'est moins bien.
Donc si il faut dire "up" au bout de 4 jours, dans le risque de se prendre un averto parce qu'on a fait un up seulement 3 jours après le dernier message (au lieu de 4) je trouve ça un peu nul.
Donc non personne n'a répondu à ma demande et elle est toujours d'actualité et oui je "up".
Merci bien.
Balbereith :C'est pour cela que je donne une semaine de délais, je demande pas un up tout les trois jours, juste que ta demande ne tombe pas dans l'oublie. Car les membres oublie la question, puis c'est au demandeurs d'oublier puisqu'il a jamais eu de réponse, mais la modération, elle n'oublie pas le règle, je préfère, prévenir que "guérir" (même si c'est trop le termes...)
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