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?
Limit Stärke :
Balken
Limit Typ: pain
aber wie krieg ich das in meinen script mit rein?

Legend Of Fantasy
Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%
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

Legend Of Fantasy
Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%
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.
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!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!
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.
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
MFG
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.
|
|
Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 |
############ 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
|
|
Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 |
#============================================================================== # ** 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)
Ich habe mich wohl etwas ungeschickt ausgedrückt.
Zitat
in allen scripts selber? oder bei jedem script auf der linken seite
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.
MFG
Realität ist auch nur eine Art von Rollenspiel.
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).


MFG
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).
MFG
Realität ist auch nur eine Art von Rollenspiel.
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

Legend Of Fantasy
Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%
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.
Wenn dich im Status Menu das zweite Actor Bild unten stört, kannst du das Script :
Animated Battlers patch for Window_Status
einfach rausnehmen.
Jetzt wird nur der Actor im Menu angezeigt.
|
|
Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 |
############ 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.
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
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

Legend Of Fantasy
Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%
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
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.
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
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.
Wenn du damit meinst, das du dein Limit Break nicht mehr im Menu und im Status Menu siehst, liegt es wohl daran,dass
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
du nicht genau so vorgegangen bist wie ich es dir in Post 13 beschrieben habe :
MFG
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.
Realität ist auch nur eine Art von Rollenspiel.
Ähnliche Themen
-
Skript-Anfragen »-
Speichern-Frage
(26. Dezember 2010, 14:47)
-
Skript-Anfragen »-
Suche Final Fantasy Kampfsystem Script
(21. März 2010, 14:28)
-
Andere Maker »-
Brauche BATTLE-CHARS für den RPG-Maker 2003
(3. Juli 2005, 11:28)
-
(Alt) Smalltalk »-
FF-Talk
(11. Januar 2005, 15:18)
-
(Alt) Smalltalk »-
FF-Talk
(11. Januar 2005, 15:18)
