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  • »Mio~Akiyama« ist der Autor dieses Themas

Motto: Ich bin Sehr wohl Einschätzbar...

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1

Donnerstag, 13. Januar 2011, 23:11

Final Fantasy VII menu script erweiterung

also ich hab ja hier den ff7 menu script bei mir gibts aber noch einen teil beim status der sich Super Arts nennt aber den sehe ich nicht bei mir als status also da sollte eigentlich noch stehn:

Limit Stärke :
Balken
Limit Typ: pain

aber wie krieg ich das in meinen script mit rein?
Bild


Legend Of Fantasy

Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%

Yuber

Seher

Motto: Die Welt zu beherrschen.

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2

Freitag, 14. Januar 2011, 11:28

Das musst du in dem FF Menü Script unter Window_Status selbst einfügen. Also ab Zeile 51. Da werden doch auch die ganzen anderen Daten angegeben.
Nur noch selten hier.

'Til now, I always let people walk all over me!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!

  • »Mio~Akiyama« ist der Autor dieses Themas

Motto: Ich bin Sehr wohl Einschätzbar...

  • Nachricht senden

3

Freitag, 14. Januar 2011, 22:52

versteh ich irgend wie nicht so den ganzen super arts script kann ich da net einfügen sonst kommt da nen fehler aber wie dann ach ja falls wer vllt wissen will was ich für einen super arts script benutze werd den mal hier mit geben
»Mio~Akiyama« hat folgende Datei angehängt:
Bild


Legend Of Fantasy

Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%

Yuber

Seher

Motto: Die Welt zu beherrschen.

  • Nachricht senden

4

Samstag, 15. Januar 2011, 11:52

Das Script funktioniert bei mir nicht. Man braucht wohl noch das CBS?
Kannst du das noch reinstellen?

Und das Script musst du da auch nicht im anderen Script einfügen. Du musst auf die Werte vom SuperArtScript zugreifen und sie im FF7Statusmenü zeichnen lassen.
Nur noch selten hier.

'Til now, I always let people walk all over me!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!

5

Samstag, 15. Januar 2011, 15:30

Füge einmal dieses von mir veränderte FF-Script über alle anderen von dir eingefügten Scripte ein.Auch über das Kampfscript(e).
Das alte FF-Script natürlich vorher rausnehmen.
Um die Face-Bilder im Menu wieder anzuzeigen, müssen die Bilder in den Pictures Ordner.
Das Face-Bild muss genau den gleichen Namen haben wie dein Held.
zb.Hast du dein Charakter Aluxes genannt, dann muss das Face-Bild auch in Aluxes umbenannt werden.
Deine Limit Balken usw.für dein CTB Kampfsystem müssten jetzt im Menu angezeigt werden.
Ich habe es mit dem CTB v3.2 von Charlie Fleed ausprobiert.

Spoiler

Ruby Quellcode

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############ Final Fantasy Menu modifiziert #############
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================
 
class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Object Initialization
  # 	x  	: window x-coordinate
  # 	y  	: window y-coordinate
  # 	width  : window width
  # 	height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
	super()
	@windowskin_name = $game_system.windowskin_name
	self.windowskin = RPG::Cache.windowskin(@windowskin_name)
	self.x = x
	self.y = y
	self.width = width
	self.height = height
	self.z = 100
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
	# Dispose if window contents bit map is set
	if self.contents != nil
  	self.contents.dispose
	end
	super
  end
  #--------------------------------------------------------------------------
  # * Get Text Color
  # 	n : text color number (0-7)
  #--------------------------------------------------------------------------
  def text_color(n)
	case n
	when 0
  	return Color.new(255, 255, 255, 255)
	when 1
  	return Color.new(128, 128, 255, 255)
	when 2
  	return Color.new(255, 128, 128, 255)
	when 3
  	return Color.new(128, 255, 128, 255)
	when 4
  	return Color.new(128, 255, 255, 255)
	when 5
  	return Color.new(255, 128, 255, 255)
	when 6
  	return Color.new(255, 255, 128, 255)
	when 7
  	return Color.new(192, 192, 192, 255)
	else
  	normal_color
	end
  end
  #--------------------------------------------------------------------------
  # * Get Normal Text Color
  #--------------------------------------------------------------------------
  def normal_color
	return Color.new(255, 255, 255, 255)
  end
  #--------------------------------------------------------------------------
  # * Get Disabled Text Color
  #--------------------------------------------------------------------------
  def disabled_color
	return Color.new(255, 255, 255, 128)
  end
  #--------------------------------------------------------------------------
  # * Get System Text Color
  #--------------------------------------------------------------------------
  def system_color
	return Color.new(192, 224, 255, 255)
  end
  #--------------------------------------------------------------------------
  # * Get Crisis Text Color
  #--------------------------------------------------------------------------
  def crisis_color
	return Color.new(255, 255, 64, 255)
  end
  #--------------------------------------------------------------------------
  # * Get Knockout Text Color
  #--------------------------------------------------------------------------
  def knockout_color
	return Color.new(255, 64, 0)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
	super
	# Reset if windowskin was changed
	if $game_system.windowskin_name != @windowskin_name
  	@windowskin_name = $game_system.windowskin_name
  	self.windowskin = RPG::Cache.windowskin(@windowskin_name)
	end
  end
  #--------------------------------------------------------------------------
  # * Draw Graphic
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  #--------------------------------------------------------------------------
  # * Draw Graphic
  # actor : actor
  # x : draw spot x-coordinate
  # y : draw spot y-coordinate
  #--------------------------------------------------------------------------
 
 
  def draw_actor_graphic(actor, x, y)
face = RPG::Cache.picture(actor.name)
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, face, src_rect)
  end
 
 
  #--------------------------------------------------------------------------
  # * Draw Name
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_name(actor, x, y)
	self.contents.font.color = normal_color
	self.contents.draw_text(x, y, 120, 32, actor.name)
  end
  #--------------------------------------------------------------------------
  # * Draw Class
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_class(actor, x, y)
	self.contents.font.color = normal_color
	self.contents.draw_text(x, y, 236, 32, actor.class_name)
  end
  #--------------------------------------------------------------------------
  # * Draw Level
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_level(actor, x, y)
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 32, 32, "Lv")
	self.contents.font.color = normal_color
	self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Make State Text String for Drawing
  # 	actor   	: actor
  # 	width   	: draw spot width
  # 	need_normal : Whether or not [normal] is needed (true / false)
  #--------------------------------------------------------------------------
  def make_battler_state_text(battler, width, need_normal)
	# Get width of brackets
	brackets_width = self.contents.text_size("[]").width
	# Make text string for state names
	text = ""
	for i in battler.states
  	if $data_states[i].rating >= 1
    	if text == ""
      	text = $data_states[i].name
    	else
      	new_text = text + "/" + $data_states[i].name
      	text_width = self.contents.text_size(new_text).width
      	if text_width > width - brackets_width
        	break
      	end
      	text = new_text
    	end
  	end
	end
	# If text string for state names is empty, make it [normal]
	if text == ""
  	if need_normal
    	text = "[Normal]"
  	end
	else
  	# Attach brackets
  	text = "[" + text + "]"
	end
	# Return completed text string
	return text
  end
  #--------------------------------------------------------------------------
  # * Draw State
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  # 	width : draw spot width
  #--------------------------------------------------------------------------
  def draw_actor_state(actor, x, y, width = 120)
	text = make_battler_state_text(actor, width, true)
	self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
	self.contents.draw_text(x, y, width, 32, text)
  end
  #--------------------------------------------------------------------------
  # * Draw EXP
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_exp(actor, x, y)
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 24, 32, "E")
	self.contents.font.color = normal_color
	self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
	self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
	self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
  end
  #--------------------------------------------------------------------------
  # * Draw HP
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  # 	width : draw spot width
  #--------------------------------------------------------------------------
  def draw_actor_hp(actor, x, y, width = 144)
	# Draw "HP" text string
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
	# Calculate if there is draw space for MaxHP
	if width - 32 >= 108
  	hp_x = x + width - 108
  	flag = true
	elsif width - 32 >= 48
  	hp_x = x + width - 48
  	flag = false
	end
	# Draw HP
	self.contents.font.color = actor.hp == 0 ? knockout_color :
  	actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
	self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
	# Draw MaxHP
	if flag
  	self.contents.font.color = normal_color
  	self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
  	self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
	end
  end
  #--------------------------------------------------------------------------
  # * Draw SP
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  # 	width : draw spot width
  #--------------------------------------------------------------------------
  def draw_actor_sp(actor, x, y, width = 144)
	# Draw "SP" text string
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
	# Calculate if there is draw space for MaxHP
	if width - 32 >= 108
  	sp_x = x + width - 108
  	flag = true
	elsif width - 32 >= 48
  	sp_x = x + width - 48
  	flag = false
	end
	# Draw SP
	self.contents.font.color = actor.sp == 0 ? knockout_color :
  	actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
	self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
	# Draw MaxSP
	if flag
  	self.contents.font.color = normal_color
  	self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
  	self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
	end
  end
  #--------------------------------------------------------------------------
  # * Draw Parameter
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  # 	type  : parameter type (0-6)
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, x, y, type)
	case type
	when 0
  	parameter_name = $data_system.words.atk
  	parameter_value = actor.atk
	when 1
  	parameter_name = $data_system.words.pdef
  	parameter_value = actor.pdef
	when 2
  	parameter_name = $data_system.words.mdef
  	parameter_value = actor.mdef
	when 3
  	parameter_name = $data_system.words.str
  	parameter_value = actor.str
	when 4
  	parameter_name = $data_system.words.dex
  	parameter_value = actor.dex
	when 5
  	parameter_name = $data_system.words.agi
  	parameter_value = actor.agi
	when 6
  	parameter_name = $data_system.words.int
  	parameter_value = actor.int
	end
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 120, 32, parameter_name)
	self.contents.font.color = normal_color
	self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Draw Item Name
  # 	item : item
  # 	x	: draw spot x-coordinate
  # 	y	: draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_item_name(item, x, y)
	if item == nil
  	return
	end
	bitmap = RPG::Cache.icon(item.icon_name)
	self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
	self.contents.font.color = normal_color
	self.contents.draw_text(x + 28, y, 212, 32, item.name)
  end
end
#==============================================================================
# ** FFVII Style Menu
#------------------------------------------------------------------------------
#  Author: FF12_Master
#  Version 1.1
#  11/5/2009
#- V 1.0-
# 	First Release
#- V 1.1 -
# 	Added a Playtime and Gold Menu Combined Script
# 	Added a location Window
#==============================================================================
 ############
# Game_Map #
############
class Game_Map
attr_reader   :map_id  
def mpname
$mpname = load_data("Data/MapInfos.rxdata") 
$mpname[@map_id].name
end
end
##########
# Mpname #
##########
class Mpname < Window_Base
def initialize
super($game_system.mpnm_x, $game_system.mpnm_y, 250, 100)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_mpname(10,0)
end
end
class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  # menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
@menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Save"
s6 = "End Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.x = 482
@command_window.y = 0
@command_window.z = 203
@command_window.height = 250
@command_window.width = 160
# If number of party members is 0
if $game_party.actors.size == 0
  # Disable items, skills, equipment, and status
  @command_window.disable_item(0)
  @command_window.disable_item(1)
  @command_window.disable_item(2)
  @command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
  # Disable save
  @command_window.disable_item(4)
end
# Make play time window
@playtime_window = Window_GoldTime.new
@playtime_window.x = 483
@playtime_window.y = 310
@playtime_window.z = 201
# Make location window
@location_window = Window_location.new
@location_window.x = 445
@location_window.y = 423
@location_window.z = 202
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 2
@status_window.y = 2
@status_window.height = 480
@status_window.width = 510
# Execute transition
Graphics.transition
# Main loop
loop do
  # Update game screen
  Graphics.update
  # Update input information
  Input.update
  # Frame update
  update
  # Abort loop if screen is changed
  if $scene != self
	break
  end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@status_window.dispose
@location_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
# Update windows
@command_window.update
@playtime_window.update
@status_window.update
# If command window is active: call update_command
if @command_window.active
  update_command
  return
end
# If status window is active: call update_status
if @status_window.active
  update_status
  return
end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
# If B button was pressed
if Input.trigger?(Input::B)
  # Play cancel SE
  $game_system.se_play($data_system.cancel_se)
  # Switch to map screen
  $scene = Scene_Map.new
  return
end
# If C button was pressed
if Input.trigger?(Input::C)
  # If command other than save or end game, and party members = 0
  if $game_party.actors.size == 0 and @command_window.index < 4
	# Play buzzer SE
	$game_system.se_play($data_system.buzzer_se)
	return
  end
  # Branch by command window cursor position
  case @command_window.index
  when 0  # item
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Switch to item screen
	$scene = Scene_Item.new
  when 1  # skill
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Make status window active
	@command_window.active = false
	@status_window.active = true
	@status_window.index = 0
  when 2  # equipment
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Make status window active
	@command_window.active = false
	@status_window.active = true
	@status_window.index = 0
  when 3  # status
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Make status window active
	@command_window.active = false
	@status_window.active = true
	@status_window.index = 0
  when 4  # save
	# If saving is forbidden
	if $game_system.save_disabled
  	# Play buzzer SE
  	$game_system.se_play($data_system.buzzer_se)
  	return
	end
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Switch to save screen
	$scene = Scene_Save.new
  when 5  # end game
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Switch to end game screen
	$scene = Scene_End.new
  when 6  # Teamwechsel
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Switch to Teamwechsel screen
	$scene=Scene_PartySwitch.new
	#$scene = Scene_Party.new
  end
  return
end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
# If B button was pressed
if Input.trigger?(Input::B)
  # Play cancel SE
  $game_system.se_play($data_system.cancel_se)
  # Make command window active
  @command_window.active = true
  @status_window.active = false
  @status_window.index = -1
  return
end
# If C button was pressed
if Input.trigger?(Input::C)
  # Branch by command window cursor position
  case @command_window.index
  when 1  # skill
	# If this actor's action limit is 2 or more
	if $game_party.actors[@status_window.index].restriction >= 2
  	# Play buzzer SE
  	$game_system.se_play($data_system.buzzer_se)
  	return
	end
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Switch to skill screen
	$scene = Scene_Skill.new(@status_window.index)
  when 2  # equipment
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Switch to equipment screen
	$scene = Scene_Equip.new(@status_window.index)
  when 3  # status
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Switch to status screen
	$scene = Scene_Status.new(@status_window.index)
  end
  return
end
  end
end
#=============================================================================
# * Window_location
#-----------------------------------------------------------------------------
# handles the location window in the menu
#=============================================================================
class Window_location < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
def initialize
super(0, 0, 320,60)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
self.contents.font.color = text_color(0)
self.contents.draw_text(0, 0, 60, 30, $game_map.mpname.to_s)
  end
end
 
#==============================================================================
# ** FFVII Style - Window_PlayTime and Window_Gold Combined
#------------------------------------------------------------------------------
# Author: FF12_Master
# Version: 0.1
# 11/ 5/ 2009
#==============================================================================
 
class Window_GoldTime < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
super(0, 0, 160,120)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, -4, 120, 32, "Time & Gold")
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("d:d:d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 28, 120, 32, text, 2)
 
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
 self.contents.draw_text(4, 65, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 65, cx, 32, $data_system.words.gold, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
  refresh
end
  end
end
zum Lesen den Text mit der Maus markieren


EDIT : Eventuell brauchst du die Super Art 1.9 Version.Du benutzt noch die 1.7.Ich habe dir das Script vorsichtshalber
einmal eingestellt.Natürlich kann es passieren das sich die Super Art 1.9 Version nicht mit deinem CTB Kampfsystem verträgt.
Dann kann ich dir nur noch Vorschlagen, das CTB V3.2 von Charlie Fleed zu benutzen.(Diese beinhaltet das Super Art V1.9)
Wie gesagt, bei dem CTB V3.2 funktioniert das von mir eingestellte FF-Menu Script.(Es werden die Super Arts Balken usw. angezeigt)
Hier mal ein Link : CTB V3.2 von Charlie Fleed
Spoiler

Ruby Quellcode

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#==============================================================================
# ** Super Arts (Add-on for the Custom Battle System (CTB) by Charlie Fleed)
#
# Version:       	1.9    	
# Author:	Charlie Fleed
#==============================================================================
 
#==============================================================================
# ■                     	*** CONFIGURATION ***                       	■ #
#==============================================================================
 
 
SUPER_ARTS_NAME = "Superart"
SUPER_ARTS_CATEGORY_NAME = "Superarts"
SUPER_ARTS_FILLING_CATEGORY_NAMES = ["Black Arts", "Techs"]
 
TYPE_0_RATE = 2
TYPE_1_RATE = 0.75
TYPE_2_RATE = 1
TYPE_3_RATE = 0.25
TYPE_4_RATE = 0.1
TYPE_5a_RATE = 0.5
TYPE_5b_RATE = 0.5
 
SUPER_ARTS_TYPE_DEFAULT = 1
# 0 - Earn SA points by suffered damage (SA=TYPE_0_RATE*SUPER_ARTS_MAX*damage/(MaxHp))
# 1 - Earn SA points by inflicted damage (SA=TYPE_1_RATE*SUPER_ARTS_MAX*damage/(AttackerMaxHP))
# 2 - Earn SA points by suffered damage by allies (SA=TYPE_2_RATE*SUPER_ARTS_MAX*damage/(AllyMaxHp))
# 3 - Earn SA points when skills belonging to given categories are used (SA=TYPE_3_RATE*SUPER_ARTS_MAX)
# 4 - Earn SA points when hp <= max_hp / 4 (SA=TYPE_4_RATE*SUPER_ARTS_MAX)
# 5 - A mix between 0 and 1 
 
STATUS_WINDOW_SUPERARTS_BAR_HEIGHT_STYLE_1 = 6
STATUS_WINDOW_SUPERARTS_BAR_OFFSET_STYLE_1 = 9
 
SUPER_ARTS_MENU_PATCH_1 = true
SUPER_ARTS_MENU_PATCH_2 = true
 
#==============================================================================
# SUPER ARTS IDENTIFICATION
#==============================================================================
 
SUPER_ARTS_MAX = 200
SUPER_ARTS_TYPE_NAMES = ["Pain", "Rage", "Empathy", "Category", "Critical", "Damage"]
 
 
#==============================================================================
# **
#------------------------------------------------------------------------------
#==============================================================================
 
class Game_Temp
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  attr_accessor :superarts_elem_id
  attr_accessor :filling_category_elem_ids
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias initialize_superarts initialize
  def initialize
	# Perform the original call
	initialize_superarts
	@superarts_elem_id = $data_system.elements.index(SUPER_ARTS_NAME)
	@filling_category_elem_ids = []
	for i in 0 ... SUPER_ARTS_FILLING_CATEGORY_NAMES.size
  	@filling_category_elem_ids[i] = $data_system.elements.index("CMD " +
  	SUPER_ARTS_FILLING_CATEGORY_NAMES[i])
	end
  end
end
 
 
#==============================================================================
# **
#------------------------------------------------------------------------------
#==============================================================================
 
class Game_System
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  attr_accessor :type_0_rate
  attr_accessor :type_1_rate
  attr_accessor :type_2_rate
  attr_accessor :type_3_rate
  attr_accessor :type_4_rate
  attr_accessor :type_5a_rate
  attr_accessor :type_5b_rate
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias sa_initialize initialize
  def initialize
	sa_initialize
	@type_0_rate = TYPE_0_RATE
	@type_1_rate = TYPE_1_RATE
	@type_2_rate = TYPE_2_RATE
	@type_3_rate = TYPE_3_RATE
	@type_4_rate = TYPE_4_RATE
	@type_5a_rate = TYPE_5a_RATE
	@type_5b_rate = TYPE_5b_RATE
  end
end
 
module RPG
  class Skill
	#------------------------------------------------------------------------
	# *
	#------------------------------------------------------------------------
	def is_superart
  	return self.element_set.include?($game_temp.superarts_elem_id)
	end
  end
end
 
#==============================================================================
#                           	GAME_ACTOR                                	#
#==============================================================================
#==============================================================================
# SUPER ARTS POINTS
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  attr_accessor :super_arts_points
  attr_accessor :super_arts_type
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias setup_super_arts setup
  def setup(actor_id)
	# Perform the original call
	setup_super_arts(actor_id)
	#INITIALIZE SUPER ARTS POINTS
	@super_arts_points = 0
	#INITIALIZE SUPER ARTS TYPE
	@super_arts_type = SUPER_ARTS_TYPE_DEFAULT
  end
 
  #--------------------------------------------------------------------------
  # * Determine if Skill can be Used
  # 	skill_id : skill ID
  #--------------------------------------------------------------------------
  alias sa_skill_can_use? skill_can_use?
  def skill_can_use?(skill_id)
	if $data_skills[skill_id].is_superart
  	if self.super_arts_points < SUPER_ARTS_MAX
    	return false
  	end
	end
	# Perform the original call
	return sa_skill_can_use?(skill_id)
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def toggle_superart_type
	@super_arts_type = (@super_arts_type + 1) % (SUPER_ARTS_TYPE_NAMES.size)
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def superart_type_s
	return SUPER_ARTS_TYPE_NAMES[@super_arts_type]
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias sa_refresh_commands refresh_commands
  def refresh_commands
	sa_refresh_commands
	if $game_temp.in_battle
  	@individual_commands.delete(SUPER_ARTS_CATEGORY_NAME) 
	end
  end
end
 
#==============================================================================
# SHOW THE GAUGE BAR
#==============================================================================
class Window_BattleStatus
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias sa_draw_actor_data draw_actor_data
  def draw_actor_data(actor, actor_x, actor_y, i = -1)
	if actor.has_superarts?
  	if STATUS_WINDOW_STYLE == 1
    	super_art_bar = Bar.new(actor_x + 370,
      	actor_y + STATUS_WINDOW_SUPERARTS_BAR_OFFSET_STYLE_1,
      	60, STATUS_WINDOW_SUPERARTS_BAR_HEIGHT_STYLE_1, self.contents)
  	elsif STATUS_WINDOW_STYLE == 2
    	super_art_bar = Bar.new(actor_x, actor_y + 1, 80, 3, self.contents)
  	elsif STATUS_WINDOW_STYLE == 3
    	super_art_bar = Bar.new(actor_x + 2, actor_y + 68, 120, 6, self.contents)
  	end
  	super_art_bar.bar_complete = "bar complete - superarts.png"
  	super_art_bar.bar = "bar - superarts.png"
  	super_art_bar.bar_background = "bar background - superarts.png"
  	super_art_bar.highlight_complete = true
  	super_art_bar.back_opacity = 220
  	super_art_bar.refresh(actor.super_arts_points, SUPER_ARTS_MAX)
  	if STATUS_WINDOW_STYLE == 3
    	current_font_size = self.contents.font.size
    	current_color = self.contents.font.color
    	current_bold = self.contents.font.bold
    	self.contents.font.color = normal_color
    	self.contents.font.size = 13
    	self.contents.font.bold = true
    	self.contents.draw_text_bordered_2(actor_x + 4, actor_y + 62, 40,
      	self.contents.font.size, "Overdrive", 0)
    	self.contents.font.size = current_font_size
    	self.contents.font.color = current_color
    	self.contents.font.bold = current_bold
  	end
  	if(actor.super_arts_points == SUPER_ARTS_MAX)
    	current_font_size = self.contents.font.size
    	self.contents.font.size = 12
    	self.contents.font.color = Color.new(255, 180, 50, 255)
    	if STATUS_WINDOW_STYLE == 1
      	self.contents.draw_text_shadowed_2(actor_x + 400, actor_y, 24,
        	self.contents.font.size - 2, "SA", 2)
    	elsif STATUS_WINDOW_STYLE == 2
      	self.contents.draw_text_shadowed_2(actor_x + 56, actor_y, 24,
        	self.contents.font.size, "SA", 2)
    	elsif STATUS_WINDOW_STYLE == 3
      	self.contents.draw_text_shadowed_2(actor_x + 94, actor_y + 64, 24,
        	self.contents.font.size, "SA", 2)
    	end
    	self.contents.font.size = current_font_size
  	end
	end
	sa_draw_actor_data(actor, actor_x, actor_y, i)
  end
end
 
#==============================================================================
# SUPERARTS POINTS ACCUMULATION
#==============================================================================
class Game_Battler
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias superart_attack_effect attack_effect 
  def attack_effect(attacker)
	# Perform the original call
	result = superart_attack_effect(attacker)
	if self.is_a? Game_Actor and self.has_superarts?
  	if self.super_arts_type == 0
    	if(self.damage.is_a? Integer and self.damage > 0)
      	self.super_arts_points = [SUPER_ARTS_MAX,
        	self.super_arts_points + $game_system.type_0_rate * SUPER_ARTS_MAX *
        	self.damage / (self.maxhp)].min
    	end
  	end
  	if self.super_arts_type == 5
    	if(self.damage.is_a? Integer and self.damage > 0)
      	self.super_arts_points = [SUPER_ARTS_MAX,
        	self.super_arts_points + $game_system.type_5a_rate * SUPER_ARTS_MAX *
        	self.damage / (self.maxhp)].min
    	end
  	end
	end
	if attacker.is_a? Game_Actor and attacker.has_superarts?
  	if attacker.super_arts_type == 1
    	if(self.damage.is_a? Integer and self.damage > 0)
      	attacker.super_arts_points = [SUPER_ARTS_MAX,
        	attacker.super_arts_points + $game_system.type_1_rate *
        	SUPER_ARTS_MAX * self.damage / attacker.maxhp].min
    	end
  	end
  	if attacker.super_arts_type == 5
    	if(self.damage.is_a? Integer and self.damage > 0)
      	attacker.super_arts_points = [SUPER_ARTS_MAX,
        	attacker.super_arts_points + $game_system.type_5b_rate *
        	SUPER_ARTS_MAX * self.damage / attacker.maxhp].min
    	end
  	end
	end
	if(self.is_a? Game_Actor and self.damage.is_a? Integer and self.damage > 0)
  	sa_points_for_type_2 =
    	$game_system.type_2_rate * SUPER_ARTS_MAX * self.damage / (self.maxhp)
  	for actor in $game_party.actors
    	next if actor == self or actor.dead? 
    	actor.get_sa_points(sa_points_for_type_2, 2)
  	end
	end
	return result
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias superart_skill_effect skill_effect 
  def skill_effect(user, skill)
	# Perform the original call
	result = superart_skill_effect(user, skill)
	if self.is_a? Game_Actor and self.has_superarts?
  	if self.super_arts_type == 0
    	if(self.damage.is_a? Integer and self.damage > 0)
      	self.super_arts_points = [SUPER_ARTS_MAX,
        	self.super_arts_points +
        	$game_system.type_0_rate * SUPER_ARTS_MAX * self.damage / (self.maxhp)].min
    	end
  	end
  	if self.super_arts_type == 5
    	if(self.damage.is_a? Integer and self.damage > 0)
      	self.super_arts_points = [SUPER_ARTS_MAX,
        	self.super_arts_points +
        	$game_system.type_5a_rate * SUPER_ARTS_MAX * self.damage / (self.maxhp)].min
    	end
  	end
	end
	if user.is_a? Game_Actor and user.has_superarts?
  	if user.super_arts_type == 1
    	if(self.damage.is_a? Integer and self.damage > 0)
      	user.super_arts_points = [SUPER_ARTS_MAX, user.super_arts_points +
        	$game_system.type_1_rate * SUPER_ARTS_MAX * self.damage / user.maxhp].min
    	end
  	end
  	if user.super_arts_type == 5
    	if(self.damage.is_a? Integer and self.damage > 0)
      	user.super_arts_points = [SUPER_ARTS_MAX, user.super_arts_points +
        	$game_system.type_5b_rate * SUPER_ARTS_MAX * self.damage / user.maxhp].min
    	end
  	end
	end
	if(self.is_a? Game_Actor and self.damage.is_a? Integer and self.damage > 0)
  	sa_points_for_type_2 =
    	$game_system.type_2_rate * SUPER_ARTS_MAX * self.damage / (self.maxhp)
  	for actor in $game_party.actors
    	next if actor == self or actor.dead?
    	actor.get_sa_points(sa_points_for_type_2, 2)
  	end
	end
 
	return result
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias superart_item_effect item_effect 
  def item_effect(item)
	# Perform the original call
	result = superart_item_effect(item)
	if self.is_a? Game_Actor
  	if self.has_superarts?
    	if self.super_arts_type == 0
      	if(self.damage.is_a? Integer and self.damage > 0)
        	self.super_arts_points = [SUPER_ARTS_MAX,
          	self.super_arts_points +
          	$game_system.type_0_rate * SUPER_ARTS_MAX * self.damage / (self.maxhp)].min
      	end
    	end
    	if self.super_arts_type == 5
      	if(self.damage.is_a? Integer and self.damage > 0)
        	self.super_arts_points = [SUPER_ARTS_MAX,
          	self.super_arts_points +
          	$game_system.type_5a_rate * SUPER_ARTS_MAX * self.damage / (self.maxhp)].min
      	end
    	end
  	end
	else # item used on enemy, it happens only during a battle
  	user = $scene.active_battler
  	if user.is_a? Game_Actor and user.has_superarts? and
    	user.super_arts_type == 1
    	if(self.damage.is_a? Integer and self.damage > 0)
      	user.super_arts_points = [SUPER_ARTS_MAX, user.super_arts_points +
        	$game_system.type_1_rate * SUPER_ARTS_MAX * self.damage / user.maxhp].min
    	end
  	end
  	if user.is_a? Game_Actor and user.has_superarts? and
    	user.super_arts_type == 5
    	if(self.damage.is_a? Integer and self.damage > 0)
      	user.super_arts_points = [SUPER_ARTS_MAX, user.super_arts_points +
        	$game_system.type_5b_rate * SUPER_ARTS_MAX * self.damage / user.maxhp].min
    	end
  	end
	end
	if(self.is_a? Game_Actor and self.damage.is_a? Integer and self.damage > 0)
  	sa_points_for_type_2 =
    	$game_system.type_2_rate * SUPER_ARTS_MAX * self.damage / (self.maxhp)
  	for actor in $game_party.actors
    	next if actor == self or actor.dead?
    	actor.get_sa_points(sa_points_for_type_2, 2)
  	end
	end
 
	return result
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def get_sa_points(points, type_required)
	if has_superarts? and @super_arts_type == type_required
  	self.super_arts_points = [SUPER_ARTS_MAX, self.super_arts_points + points].min
	end
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias sa_action_executed action_executed
  def action_executed(b_time)
	sa_action_executed(b_time)
	action = self.current_action
	if action.kind == 1
  	skill = $data_skills[action.skill_id]
  	if self.is_a? Game_Actor and self.has_superarts?
    	if self.super_arts_type == 3
      	for i in 0 ... SUPER_ARTS_FILLING_CATEGORY_NAMES.size
        	if skill.element_set.include?($game_temp.filling_category_elem_ids[i])
          	@super_arts_points = [SUPER_ARTS_MAX, @super_arts_points +
          	$game_system.type_3_rate * SUPER_ARTS_MAX].min
          	break
        	end
      	end
    	end
  	end
	end
  end
 
end
 
#==============================================================================
# SUPERARTS POINTS CONSUMPTION
#==============================================================================
class Scene_Battle
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias sa_main main
  def main
	@overdrive_window = Window_Overdrive.new
	sa_main
	@overdrive_window.dispose
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias sa_start_skill_select start_skill_select
  def start_skill_select
	sa_start_skill_select
	# Disable overdrive window
	@overdrive_window.active = false
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias sa_end_skill_select end_skill_select
  def end_skill_select
	temp1=@actor_command_window.active
	temp2=@actor_command_window.visible
	sa_end_skill_select
	if @overdrive_window.visible
  	# go back to the overdrive window
  	@overdrive_window.active = true
  	# Revert instructions executed in the original method
  	@actor_command_window.active = temp1
  	@actor_command_window.visible = temp2
	end
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias sa_end_enemy_select end_enemy_select
  def end_enemy_select
	temp1 = @actor_command_window.active
	temp2 = @actor_command_window.visible
	sa_end_enemy_select
	if @overdrive_window.visible
  	# Revert instructions executed in the original method
  	@actor_command_window.active = temp1
  	@actor_command_window.visible = temp2
	end
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias sa_start_phase4 start_phase4
  def start_phase4
	sa_start_phase4
	# Disable overdrive window
	@overdrive_window.active = false
	@overdrive_window.visible = false
  end  
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias sa_set_initial_action set_initial_action
  def set_initial_action
	case @actor_command_window.commands[@actor_command_window.index]
	# attack >>
	when $data_system.words.attack + " >>"
  	@active_battler.current_action.kind = 0
  	@active_battler.current_action.basic = 0
	end
	sa_set_initial_action
  end
 
  #--------------------------------------------------------------------------
  # * Determine if the Attack → command is available
  #--------------------------------------------------------------------------
  alias sa_phase3_setup_command_window2 phase3_setup_command_window2
  def phase3_setup_command_window2
	if @active_battler.super_arts_points == SUPER_ARTS_MAX and
	@active_battler.has_superarts? 
  	@individual_battle_commands.delete($data_system.words.attack)
  	@individual_battle_commands.insert(0, $data_system.words.attack + " >>")
	end
	# original call
	sa_phase3_setup_command_window2
  end
 
  #--------------------------------------------------------------------------
  # * make_skill_action_result
  # # removes superarts points when a superart is used
  #--------------------------------------------------------------------------
  alias superart_make_skill_action_result make_skill_action_result 
  def make_skill_action_result
	# Get skill and battler
	skill = $data_skills[@active_battler.current_action.skill_id]
	battler = @active_battler
	# Perform the original call
	superart_make_skill_action_result
	if skill.is_superart
  	battler.super_arts_points = 0
	end
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def active_battler
	return @active_battler
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias superart_update_phase3_basic_command update_phase3_basic_command
  def update_phase3_basic_command
	if Input.trigger?(Input::RIGHT)
  	case @actor_command_window.commands[@actor_command_window.index]
  	# attack >>
  	when $data_system.words.attack + " >>"
    	$game_system.se_play($data_system.decision_se)
    	@overdrive_window.visible = true
    	@overdrive_window.active = true
    	@actor_command_window.active = false
    	@active_battler.current_action.kind = 1
    	@active_battler.action_selected(@active_battler.current_action)
    	# Update the queue and the turn window
    	update_battlers_queue
    	@turn_window.set_new_battlers_and_animate(@battlers_queue)
    	return
  	end
	end
	if Input.trigger?(Input::C)
  	case @actor_command_window.commands[@actor_command_window.index]
  	# attack >>
  	when $data_system.words.attack + " >>"
    	$game_system.se_play($data_system.decision_se)
    	@active_battler.current_action.kind = 0
    	@active_battler.current_action.basic = 0
    	start_enemy_select
  	end
	end
	# An action has not been decided
	# update the battle_turn window if the selection has changed
	if (@actor_command_window.commands[@actor_command_window.index] != @prev_actor_command)
  	case @actor_command_window.commands[@actor_command_window.index]
  	# attack >>
  	when $data_system.words.attack + " >>"
    	@active_battler.current_action.kind = 0
    	@active_battler.current_action.basic = 0
  	end
	end
	superart_update_phase3_basic_command
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias superarts_update_phase3 update_phase3
  def update_phase3
	if @overdrive_window.active
  	update_overdrive
  	return
	end
	superarts_update_phase3
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def update_overdrive
	if Input.trigger?(Input::C)
  	$game_system.se_play($data_system.decision_se)
  	@individual_battle_commands_skill_category=@overdrive_window.commands[0]
  	start_skill_select
  	# The action has been decided
  	@active_battler.action_decided($game_temp.battle_time,
    	@active_battler.current_action)
	end  
	if Input.trigger?(Input::B) or Input.trigger?(Input::LEFT)
  	$game_system.se_play($data_system.cancel_se)
  	@overdrive_window.visible = false
  	@overdrive_window.active = false
  	@actor_command_window.active = true
  	@active_battler.current_action.kind = 0
  	# Reset @active_battler.current_action.skill_id
  	@active_battler.current_action.skill_id = 0
  	@active_battler.action_selected(@active_battler.current_action)
  	# Update the queue and the turn window
  	update_battlers_queue
  	@turn_window.set_new_battlers_and_animate(@battlers_queue)
	end
  end
 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias superart_end_regular_turn end_regular_turn
  def end_regular_turn
	superart_end_regular_turn
	# return if switch
	return if (@active_battler.current_action.kind == 1 and
  	@active_battler.current_action.skill_id == $switch_skill_id)
	for actor in $game_party.actors
  	if !actor.dead? and actor.hp <= actor.maxhp / 4
    	if actor.has_superarts?
      	if actor.super_arts_type == 4
        	actor.super_arts_points = [SUPER_ARTS_MAX, actor.super_arts_points +
        	$game_system.type_4_rate * SUPER_ARTS_MAX].min
      	end
    	end
  	end
	end
  end
 
end
 
#==============================================================================
# CHANGE SUPERARTS TYPE IN SCENE STATUS
#==============================================================================
class Scene_Status
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias sa_update update
  def update
	if Input.trigger?(Input::SHIFT)
  	# Play SE
  	$game_system.se_play($data_system.cursor_se)      	
  	@actor.toggle_superart_type
  	@status_window.refresh
  	return
	end
	sa_update
  end
end
 
 
#==============================================================================
# **
#------------------------------------------------------------------------------
#==============================================================================
 
class Window_Status
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias sa_refresh refresh
  def refresh
	sa_refresh
	return unless SUPER_ARTS_MENU_PATCH_1
	# Superarts
	actor = @actor
	return if !actor.has_superarts?
	x = 300
	y = 0
  	temp_fontsize = self.contents.font.size
  	temp_fontbold = self.contents.font.bold
  	self.contents.font.size = 12
  	bar_sa = Bar.new(x, y + 16, 200, 4, self.contents)
  	bar_sa.back_opacity = 200
  	bar_sa.bar = "bar"
  	bar_sa.bar_background = "bar_hp_bg"
  	bar_sa.highlight_complete = true
  	bar_sa.bar_complete = "bar complete - superarts"
  	bar_sa.refresh(actor.super_arts_points, SUPER_ARTS_MAX)
  	self.contents.draw_text(x, y, 200, 24, "SUPERARTS GAUGE")
  	self.contents.draw_text(x, y + 16, 200, 24, "SUPERARTS TYPE: " +
    	actor.superart_type_s)
  	self.contents.blt(x + 140, y + 20, RPG::Cache.picture("shift"),
    	Rect.new(0, 0, 28, 12))
  	self.contents.draw_text(x + 170, y + 16, 60, 24, ": change")
  	self.contents.font.size = temp_fontsize
  	self.contents.font.bold = temp_fontbold
  end
end
 
 
#==============================================================================
# **
#------------------------------------------------------------------------------
#==============================================================================
 
class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias sa_refresh refresh
  def refresh
	sa_refresh
	return unless SUPER_ARTS_MENU_PATCH_2
	# Superarts
	for i in 0 ... $game_party.actors.size
  	actor = $game_party.actors[i]
  	next if !actor.has_superarts?
  	x = 64 + 236
  	y = i * 116
  	temp_fontsize = self.contents.font.size
  	temp_fontbold = self.contents.font.bold
  	self.contents.font.size = 12
  	bar_sa=Bar.new(x, y + 16, 100, 4, self.contents)
  	bar_sa.back_opacity = 200
  	bar_sa.bar = "bar"
  	bar_sa.bar_background = "bar_hp_bg"
  	bar_sa.highlight_complete = true
  	bar_sa.bar_complete = "bar complete - superarts"
  	bar_sa.refresh(actor.super_arts_points, SUPER_ARTS_MAX)
  	self.contents.draw_text(x, y, 200, 24, "SUPERARTS GAUGE")
  	self.contents.draw_text(x, y + 16, 200, 24, "SUPERARTS TYPE: " +
    	actor.superart_type_s)
  	self.contents.font.size = temp_fontsize
  	self.contents.font.bold = temp_fontbold
	end
  end
end
 
 
#==============================================================================
# **
#------------------------------------------------------------------------------
#==============================================================================
 
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def has_superarts?
	for i in 0 ... @skills.size
  	skill = $data_skills[@skills[i]]
  	if skill != nil
    	for elem_id in skill.element_set
      	if $data_system.elements[elem_id] == "CMD " + SUPER_ARTS_CATEGORY_NAME
        	return true
      	end
    	end
  	end
	end
	return false
  end
end
 
 
#==============================================================================
# **
#------------------------------------------------------------------------------
#==============================================================================
 
class Window_Overdrive < Window_Command_Plus
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def initialize
	super(ACTOR_COMMAND_WINDOW_WIDTH, 20 + 32, [SUPER_ARTS_CATEGORY_NAME], 20)
	self.custom_normal_color = ACTOR_COMMAND_WINDOW_TEXT_COLOR
	self.custom_normal_b_color = ACTOR_COMMAND_WINDOW_TEXT_BG_COLOR
	self.refresh
	self.x = ACTOR_COMMAND_WINDOW_X
	self.y = 368
	self.z = 203
	self.visible = false
	self.active = false
  end  
end
 
 $charlie_fleed_superarts = true
zum Lesen den Text mit der Maus markieren




MFG
Realität ist auch nur eine Art von Rollenspiel.

Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »Asandril« (15. Januar 2011, 15:23)


  • »Mio~Akiyama« ist der Autor dieses Themas

Motto: Ich bin Sehr wohl Einschätzbar...

  • Nachricht senden

6

Samstag, 15. Januar 2011, 19:34

in allen scripts selber? oder bei jedem script auf der linken seite
Bild


Legend Of Fantasy

Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%

7

Sonntag, 16. Januar 2011, 00:22

Zitat

in allen scripts selber? oder bei jedem script auf der linken seite
Ich habe mich wohl etwas ungeschickt ausgedrückt.

Das FF-Menu Script wird nur einmal separat eingefügt(Nicht in vorhandene Scripts).Ich habe dir ein Bild zum anschauen beigefügt.
So sollte das FF-Menu Script ungefähr bei dir im Script Editor platziert sein.

Attachment 14959

MFG
Realität ist auch nur eine Art von Rollenspiel.

  • »Mio~Akiyama« ist der Autor dieses Themas

Motto: Ich bin Sehr wohl Einschätzbar...

  • Nachricht senden

8

Sonntag, 16. Januar 2011, 12:18

ok hab es so gemacht wie du es mir auf dem bild gezeigt hast doch es ist weiterhin nichts zu sehn von meiner super arts
Bild


Legend Of Fantasy

Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%

9

Sonntag, 16. Januar 2011, 12:46

Wie ich schon gesagt habe.Ich habe das FF Menu mit dem CTB v3.2 ausprobiert.
Leider weiss ich nicht, welche CTB Version von Charlie Fleed du benutzt.
Du könntest natürlich die Neue CTB v3.2 von Charlie Fleed benutzen.Der Link ist dafür weiter oben.
Ich habe dir mal 2 Bilder eingestellt, damit du siehst, wie es bei der CTB v3.2 aussieht.
Leider kann ich dir keine Demo davon schicken, weil diese schon 6 MB hat(komprimiert).
Ansonsten müsstest du mir mal deine CTB Version verraten(Am besten noch eine Verlinkung dazu).

Attachment 14963

Attachment 14964

MFG
Realität ist auch nur eine Art von Rollenspiel.

  • »Mio~Akiyama« ist der Autor dieses Themas

Motto: Ich bin Sehr wohl Einschätzbar...

  • Nachricht senden

10

Sonntag, 16. Januar 2011, 16:03

so ok hat geklappt nun hab ich aber doch noch eine frage ich wollte in meinem menu am bild nicht ein gesicht angezeigt haben sondern den battler nun sieht man ihn aber im menu sieht man auch der weiße hintergrund und in der mitte den battler
Bild


Legend Of Fantasy

Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%

11

Sonntag, 16. Januar 2011, 18:43

Wenn du kein Face Bild möchtest, ersetzte einfach das FF Menu Script hier mit dem Alten FF Menu Script.
Jetzt wird nur der Actor im Menu angezeigt.

Spoiler

Ruby Quellcode

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############ Final Fantasy Menu modifiziert #############
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================
 
class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Object Initialization
  # 	x  	: window x-coordinate
  # 	y  	: window y-coordinate
  # 	width  : window width
  # 	height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
	super()
	@windowskin_name = $game_system.windowskin_name
	self.windowskin = RPG::Cache.windowskin(@windowskin_name)
	self.x = x
	self.y = y
	self.width = width
	self.height = height
	self.z = 100
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
	# Dispose if window contents bit map is set
	if self.contents != nil
  	self.contents.dispose
	end
	super
  end
  #--------------------------------------------------------------------------
  # * Get Text Color
  # 	n : text color number (0-7)
  #--------------------------------------------------------------------------
  def text_color(n)
	case n
	when 0
  	return Color.new(255, 255, 255, 255)
	when 1
  	return Color.new(128, 128, 255, 255)
	when 2
  	return Color.new(255, 128, 128, 255)
	when 3
  	return Color.new(128, 255, 128, 255)
	when 4
  	return Color.new(128, 255, 255, 255)
	when 5
  	return Color.new(255, 128, 255, 255)
	when 6
  	return Color.new(255, 255, 128, 255)
	when 7
  	return Color.new(192, 192, 192, 255)
	else
  	normal_color
	end
  end
  #--------------------------------------------------------------------------
  # * Get Normal Text Color
  #--------------------------------------------------------------------------
  def normal_color
	return Color.new(255, 255, 255, 255)
  end
  #--------------------------------------------------------------------------
  # * Get Disabled Text Color
  #--------------------------------------------------------------------------
  def disabled_color
	return Color.new(255, 255, 255, 128)
  end
  #--------------------------------------------------------------------------
  # * Get System Text Color
  #--------------------------------------------------------------------------
  def system_color
	return Color.new(192, 224, 255, 255)
  end
  #--------------------------------------------------------------------------
  # * Get Crisis Text Color
  #--------------------------------------------------------------------------
  def crisis_color
	return Color.new(255, 255, 64, 255)
  end
  #--------------------------------------------------------------------------
  # * Get Knockout Text Color
  #--------------------------------------------------------------------------
  def knockout_color
	return Color.new(255, 64, 0)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
	super
	# Reset if windowskin was changed
	if $game_system.windowskin_name != @windowskin_name
  	@windowskin_name = $game_system.windowskin_name
  	self.windowskin = RPG::Cache.windowskin(@windowskin_name)
	end
  end
  #--------------------------------------------------------------------------
  # * Draw Name
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_name(actor, x, y)
	self.contents.font.color = normal_color
	self.contents.draw_text(x, y, 120, 32, actor.name)
  end
  #--------------------------------------------------------------------------
  # * Draw Class
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_class(actor, x, y)
	self.contents.font.color = normal_color
	self.contents.draw_text(x, y, 236, 32, actor.class_name)
  end
  #--------------------------------------------------------------------------
  # * Draw Level
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_level(actor, x, y)
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 32, 32, "Lv")
	self.contents.font.color = normal_color
	self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Make State Text String for Drawing
  # 	actor   	: actor
  # 	width   	: draw spot width
  # 	need_normal : Whether or not [normal] is needed (true / false)
  #--------------------------------------------------------------------------
  def make_battler_state_text(battler, width, need_normal)
	# Get width of brackets
	brackets_width = self.contents.text_size("[]").width
	# Make text string for state names
	text = ""
	for i in battler.states
  	if $data_states[i].rating >= 1
		if text == ""
  		text = $data_states[i].name
		else
  		new_text = text + "/" + $data_states[i].name
  		text_width = self.contents.text_size(new_text).width
  		if text_width > width - brackets_width
    		break
  		end
  		text = new_text
		end
  	end
	end
	# If text string for state names is empty, make it [normal]
	if text == ""
  	if need_normal
		text = "[Normal]"
  	end
	else
  	# Attach brackets
  	text = "[" + text + "]"
	end
	# Return completed text string
	return text
  end
  #--------------------------------------------------------------------------
  # * Draw State
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  # 	width : draw spot width
  #--------------------------------------------------------------------------
  def draw_actor_state(actor, x, y, width = 120)
	text = make_battler_state_text(actor, width, true)
	self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
	self.contents.draw_text(x, y, width, 32, text)
  end
  #--------------------------------------------------------------------------
  # * Draw EXP
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_exp(actor, x, y)
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 24, 32, "E")
	self.contents.font.color = normal_color
	self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
	self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
	self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
  end
  #--------------------------------------------------------------------------
  # * Draw HP
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  # 	width : draw spot width
  #--------------------------------------------------------------------------
  def draw_actor_hp(actor, x, y, width = 144)
	# Draw "HP" text string
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
	# Calculate if there is draw space for MaxHP
	if width - 32 >= 108
  	hp_x = x + width - 108
  	flag = true
	elsif width - 32 >= 48
  	hp_x = x + width - 48
  	flag = false
	end
	# Draw HP
	self.contents.font.color = actor.hp == 0 ? knockout_color :
  	actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
	self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
	# Draw MaxHP
	if flag
  	self.contents.font.color = normal_color
  	self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
  	self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
	end
  end
  #--------------------------------------------------------------------------
  # * Draw SP
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  # 	width : draw spot width
  #--------------------------------------------------------------------------
  def draw_actor_sp(actor, x, y, width = 144)
	# Draw "SP" text string
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
	# Calculate if there is draw space for MaxHP
	if width - 32 >= 108
  	sp_x = x + width - 108
  	flag = true
	elsif width - 32 >= 48
  	sp_x = x + width - 48
  	flag = false
	end
	# Draw SP
	self.contents.font.color = actor.sp == 0 ? knockout_color :
  	actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
	self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
	# Draw MaxSP
	if flag
  	self.contents.font.color = normal_color
  	self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
  	self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
	end
  end
  #--------------------------------------------------------------------------
  # * Draw Parameter
  # 	actor : actor
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  # 	type  : parameter type (0-6)
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, x, y, type)
	case type
	when 0
  	parameter_name = $data_system.words.atk
  	parameter_value = actor.atk
	when 1
  	parameter_name = $data_system.words.pdef
  	parameter_value = actor.pdef
	when 2
  	parameter_name = $data_system.words.mdef
  	parameter_value = actor.mdef
	when 3
  	parameter_name = $data_system.words.str
  	parameter_value = actor.str
	when 4
  	parameter_name = $data_system.words.dex
  	parameter_value = actor.dex
	when 5
  	parameter_name = $data_system.words.agi
  	parameter_value = actor.agi
	when 6
  	parameter_name = $data_system.words.int
  	parameter_value = actor.int
	end
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, 120, 32, parameter_name)
	self.contents.font.color = normal_color
	self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Draw Item Name
  # 	item : item
  # 	x	: draw spot x-coordinate
  # 	y	: draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_item_name(item, x, y)
	if item == nil
  	return
	end
	bitmap = RPG::Cache.icon(item.icon_name)
	self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
	self.contents.font.color = normal_color
	self.contents.draw_text(x + 28, y, 212, 32, item.name)
  end
end
#==============================================================================
# ** FFVII Style Menu
#------------------------------------------------------------------------------
#  Author: FF12_Master
#  Version 1.1
#  11/5/2009
#- V 1.0-
# 	First Release
#- V 1.1 -
# 	Added a Playtime and Gold Menu Combined Script
# 	Added a location Window
#==============================================================================
 ############
# Game_Map #
############
class Game_Map
attr_reader   :map_id  
def mpname
$mpname = load_data("Data/MapInfos.rxdata") 
$mpname[@map_id].name
end
end
##########
# Mpname #
##########
class Mpname < Window_Base
def initialize
super($game_system.mpnm_x, $game_system.mpnm_y, 250, 100)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_mpname(10,0)
end
end
class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  # menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
@menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Save"
s6 = "End Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.x = 482
@command_window.y = 0
@command_window.z = 203
@command_window.height = 250
@command_window.width = 160
# If number of party members is 0
if $game_party.actors.size == 0
  # Disable items, skills, equipment, and status
  @command_window.disable_item(0)
  @command_window.disable_item(1)
  @command_window.disable_item(2)
  @command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
  # Disable save
  @command_window.disable_item(4)
end
# Make play time window
@playtime_window = Window_GoldTime.new
@playtime_window.x = 483
@playtime_window.y = 310
@playtime_window.z = 201
# Make location window
@location_window = Window_location.new
@location_window.x = 445
@location_window.y = 423
@location_window.z = 202
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 2
@status_window.y = 2
@status_window.height = 480
@status_window.width = 510
# Execute transition
Graphics.transition
# Main loop
loop do
  # Update game screen
  Graphics.update
  # Update input information
  Input.update
  # Frame update
  update
  # Abort loop if screen is changed
  if $scene != self
	break
  end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@status_window.dispose
@location_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
# Update windows
@command_window.update
@playtime_window.update
@status_window.update
# If command window is active: call update_command
if @command_window.active
  update_command
  return
end
# If status window is active: call update_status
if @status_window.active
  update_status
  return
end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
# If B button was pressed
if Input.trigger?(Input::B)
  # Play cancel SE
  $game_system.se_play($data_system.cancel_se)
  # Switch to map screen
  $scene = Scene_Map.new
  return
end
# If C button was pressed
if Input.trigger?(Input::C)
  # If command other than save or end game, and party members = 0
  if $game_party.actors.size == 0 and @command_window.index < 4
	# Play buzzer SE
	$game_system.se_play($data_system.buzzer_se)
	return
  end
  # Branch by command window cursor position
  case @command_window.index
  when 0  # item
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Switch to item screen
	$scene = Scene_Item.new
  when 1  # skill
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Make status window active
	@command_window.active = false
	@status_window.active = true
	@status_window.index = 0
  when 2  # equipment
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Make status window active
	@command_window.active = false
	@status_window.active = true
	@status_window.index = 0
  when 3  # status
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Make status window active
	@command_window.active = false
	@status_window.active = true
	@status_window.index = 0
  when 4  # save
	# If saving is forbidden
	if $game_system.save_disabled
  	# Play buzzer SE
  	$game_system.se_play($data_system.buzzer_se)
  	return
	end
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Switch to save screen
	$scene = Scene_Save.new
  when 5  # end game
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Switch to end game screen
	$scene = Scene_End.new
  when 6  # Teamwechsel
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Switch to Teamwechsel screen
	$scene=Scene_PartySwitch.new
	#$scene = Scene_Party.new
  end
  return
end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
# If B button was pressed
if Input.trigger?(Input::B)
  # Play cancel SE
  $game_system.se_play($data_system.cancel_se)
  # Make command window active
  @command_window.active = true
  @status_window.active = false
  @status_window.index = -1
  return
end
# If C button was pressed
if Input.trigger?(Input::C)
  # Branch by command window cursor position
  case @command_window.index
  when 1  # skill
	# If this actor's action limit is 2 or more
	if $game_party.actors[@status_window.index].restriction >= 2
  	# Play buzzer SE
  	$game_system.se_play($data_system.buzzer_se)
  	return
	end
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Switch to skill screen
	$scene = Scene_Skill.new(@status_window.index)
  when 2  # equipment
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Switch to equipment screen
	$scene = Scene_Equip.new(@status_window.index)
  when 3  # status
	# Play decision SE
	$game_system.se_play($data_system.decision_se)
	# Switch to status screen
	$scene = Scene_Status.new(@status_window.index)
  end
  return
end
  end
end
#=============================================================================
# * Window_location
#-----------------------------------------------------------------------------
# handles the location window in the menu
#=============================================================================
class Window_location < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
def initialize
super(0, 0, 320,60)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
self.contents.font.color = text_color(0)
self.contents.draw_text(0, 0, 60, 30, $game_map.mpname.to_s)
  end
end
 
#==============================================================================
# ** FFVII Style - Window_PlayTime and Window_Gold Combined
#------------------------------------------------------------------------------
# Author: FF12_Master
# Version: 0.1
# 11/ 5/ 2009
#==============================================================================
 
class Window_GoldTime < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
super(0, 0, 160,120)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, -4, 120, 32, "Time & Gold")
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 28, 120, 32, text, 2)
 
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
 self.contents.draw_text(4, 65, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 65, cx, 32, $data_system.words.gold, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
  refresh
end
  end
end
zum Lesen den Text mit der Maus markieren


Wenn dich im Status Menu das zweite Actor Bild unten stört, kannst du das Script :
Animated Battlers patch for Window_Status
einfach rausnehmen.
Realität ist auch nur eine Art von Rollenspiel.

  • »Mio~Akiyama« ist der Autor dieses Themas

Motto: Ich bin Sehr wohl Einschätzbar...

  • Nachricht senden

12

Sonntag, 16. Januar 2011, 19:48

ok das ist jetzt auch behoben danke

aber.... ich hätt da noch ne andere frage wenns ok ist ehm also wenn ich die super arts leiste voll habe kommt da ja bei angriff ein pfeil wenn man dann nach rechts drückt steht da Superarts aber ich möchte das da Limit Break steht und am besten so eine bunte schrift wie beim ff7 limit breake aber leider weiß ich auch da nicht was ich umschreiben muss um das zu erhalten
Bild


Legend Of Fantasy

Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%

13

Montag, 17. Januar 2011, 01:48

Als erstes gehst du im Script Editor auf das Script : Super Arts 1.9
Ab Zeile 13 müsste folgendes stehen :
SUPER_ARTS_CATEGORY_NAME = "Superarts"
Diese änderst du einfach in :
SUPER_ARTS_CATEGORY_NAME = "Limit Break"
Danach gehst du in die Database(F9) auf System bei Element Names:
Dort müsste ab Zeile 39 : CMD Superarts stehen.Diesen musst du in CMD Limit Break umbenennen.
Jetzt sollte es klappen.
Wie man die Schrift zum blinken bringt,wie in FF7, weiss ich leider auch nicht.

MFG
Realität ist auch nur eine Art von Rollenspiel.

  • »Mio~Akiyama« ist der Autor dieses Themas

Motto: Ich bin Sehr wohl Einschätzbar...

  • Nachricht senden

14

Montag, 17. Januar 2011, 04:31

Ps. doch hat jetzt geklappt hat nur die superarts ohne cmd daraunter auf Limit Break benannt dann gings

die schrift muss ja net blinken aber so eine bunte farbe wie im game wäre auch net schlecht
Bild


Legend Of Fantasy

Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%

15

Montag, 17. Januar 2011, 13:04

Wen du nur die Farbe von Limit Break ändern möchtest, kannst du folgendes machen :

Im Script : Super Arts 1.9 gehst du bis Zeile 796 wo steht :
self.custom_normal_color = ACTOR_COMMAND_WINDOW_TEXT_COLOR
Darunter gibst du zusätzlich diesen Befehl ein :
self.custom_normal_color = ACTOR_COMMAND_WINDOW_SUPERART_COLOR

Danach gehst du auf das Script : CTB by Charlie - Configuration und suchst dort die Zeile 304 wo steht :
ACTOR_COMMAND_WINDOW_TEXT_COLOR = Color.new(255,255,180)
Darunter gibst du zusätzlich diesen Befehle ein :
ACTOR_COMMAND_WINDOW_SUPERART_COLOR = Color.new(25,55,255) # Hier wäre die Schriftfarbe vom Limit Break jetzt Blau

Du kannst die 3 Zahlen in Color.new nach belieben verändern von 0 bis 255.
Zb.wäre color.new(0,0,0) Schwarz.Oder color.new(255,255,255) wäre Weiss.
Probiere einfach ein bisschen was aus.

MFG
Realität ist auch nur eine Art von Rollenspiel.

  • »Mio~Akiyama« ist der Autor dieses Themas

Motto: Ich bin Sehr wohl Einschätzbar...

  • Nachricht senden

16

Montag, 17. Januar 2011, 14:22

hat geklappt mein limit hat jetzt eine schöne farbe nur hab ich aufeinmal keine limit breaks mehr in der liste meines chars obwohl ich sie drin hab
Bild


Legend Of Fantasy

Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%

17

Montag, 17. Januar 2011, 15:14

Zitat

hat geklappt mein limit hat jetzt eine schöne farbe nur hab ich
aufeinmal keine limit breaks mehr in der liste meines chars obwohl ich
sie drin hab
Wenn du damit meinst, das du dein Limit Break nicht mehr im Menu und im Status Menu siehst, liegt es wohl daran,dass
du nicht genau so vorgegangen bist wie ich es dir in Post 13 beschrieben habe :

Zitat

Als erstes gehst du im Script Editor auf das Script : Super Arts 1.9
Ab Zeile 13 müsste folgendes stehen :
SUPER_ARTS_CATEGORY_NAME = "Superarts"
Diese änderst du einfach in :
SUPER_ARTS_CATEGORY_NAME = "Limit Break"
Danach gehst du in die Database(F9) auf System bei Element Names:
Dort müsste ab Zeile 39 : CMD Superarts stehen.Diesen musst du in CMD Limit Break umbenennen.
MFG
Realität ist auch nur eine Art von Rollenspiel.

  • »Mio~Akiyama« ist der Autor dieses Themas

Motto: Ich bin Sehr wohl Einschätzbar...

  • Nachricht senden

18

Montag, 17. Januar 2011, 15:38

alles ok problem ist gelöst
Bild


Legend Of Fantasy

Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%

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