Von Superarts zu Limit Break
kann mir wer sagen wie ich es schaffe diesen script so umzubauen das ich im battle das wort Limit Break angezeigt bekomme anstatt Superarts
und ich benutze diese version bitte nicht fragen warum.
und ich benutze diese version bitte nicht fragen warum.
#==============================================================================
# ** Super Arts (Add-on for the Custom Battle System (CTB) by Charlie Lee)
#
# Version: 1.6
# Author: Charlie Lee
#==============================================================================
#==============================================================================
# ■ *** CONFIGURATION *** ■ #
#==============================================================================
SUPER_ARTS_NAME="Superart"
SUPER_ARTS_CATEGORY_NAME="Superarts"
TYPE_0_RATIO=0.50 # The bar is filled when the actor has lost half his HPs.
SUPER_ARTS_TYPE_DEFAULT=1
# 0 - Earn SA points by suffered damage (SA=damage/MaxHP*TYPE_0_RATIO*SUPER_ARTS_MAX)
# 1 - Earn SA points by inflicted damage (SA=damage/AttackerMaxHP*SUPER_ARTS_MAX)
# 2 - Earn SA points by suffered damage by allies (SA=damage/MaxHP*TYPE_0_RATIO*SUPER_ARTS_MAX)
#==============================================================================
# SUPER ARTS IDENTIFICATION
#==============================================================================
SUPER_ARTS_MAX=200
SUPER_ARTS_TYPE_NAMES=["Pain", "Rage", "Empathy"]
class Game_Temp
attr_accessor :superarts_elem_id
alias initialize_superarts initialize
def initialize
# Perform the original call
initialize_superarts
@superarts_elem_id = $data_system.elements.index(SUPER_ARTS_NAME)
end
end
module RPG
class Skill
def is_superart
return self.element_set.include?($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)%3
end
def superart_type_s
return SUPER_ARTS_TYPE_NAMES[@super_arts_type]
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)
sa_draw_actor_data(actor, actor_x, actor_y, i)
return if !actor.has_superarts?
if STATUS_WINDOW_STYLE == 1
super_art_bar=Bar.new(actor_x+30,actor_y,70,3,self.contents)
elsif STATUS_WINDOW_STYLE == 2
super_art_bar=Bar.new(actor_x,actor_y,80,3,self.contents)
end
super_art_bar.bar_complete="bar complete - superarts.png"
super_art_bar.highlight_complete=true
super_art_bar.back_opacity=70
super_art_bar.refresh(actor.super_arts_points,SUPER_ARTS_MAX)
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+80,actor_y-2,24,
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)
end
self.contents.font.size=current_font_size
end
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+SUPER_ARTS_MAX*self.damage/(self.maxhp*TYPE_0_RATIO)].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+
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=
0.5*SUPER_ARTS_MAX*self.damage/(self.maxhp*TYPE_0_RATIO)
for actor in $game_party.actors
next if actor==self
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+
SUPER_ARTS_MAX*self.damage/(self.maxhp*TYPE_0_RATIO)].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+
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=
0.5*SUPER_ARTS_MAX*self.damage/(self.maxhp*TYPE_0_RATIO)
for actor in $game_party.actors
next if actor==self
actor.get_sa_points(sa_points_for_type_2,2)
end
end
return result
end
alias superart_item_effect item_effect
def item_effect(item)
# Perform the original call
result=superart_item_effect(item)
if self.is_a? Game_Actor
if self.has_superarts?
if self.super_arts_type==0
if(self.damage.is_a? Integer and self.damage > 0)
self.super_arts_points=[SUPER_ARTS_MAX,
self.super_arts_points+
SUPER_ARTS_MAX*self.damage/(self.maxhp*TYPE_0_RATIO)].min
end
end
end
else # item used on enemy, it happens only during a battle
user=$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+
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=
0.5*SUPER_ARTS_MAX*self.damage/(self.maxhp*TYPE_0_RATIO)
for actor in $game_party.actors
next if actor==self
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
end
#==============================================================================
# SUPERARTS POINTS CONSUMPTION
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * 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
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
@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
end
#==============================================================================
# CHANGE SUPERARTS TYPE IN SCENE STATUS
#==============================================================================
class Scene_Status
alias sa_update update
def update
if Input.trigger?(Input::SHIFT)
@actor.toggle_superart_type
@status_window.refresh
return
end
sa_update
end
end
class Window_Status
alias sa_refresh refresh
def refresh
sa_refresh
# 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 Game_Actor < Game_Battler
def has_superarts?
for i in 0...@skills.size
skill = $data_skills[@skills]
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
# ** Super Arts (Add-on for the Custom Battle System (CTB) by Charlie Lee)
#
# Version: 1.6
# Author: Charlie Lee
#==============================================================================
#==============================================================================
# ■ *** CONFIGURATION *** ■ #
#==============================================================================
SUPER_ARTS_NAME="Superart"
SUPER_ARTS_CATEGORY_NAME="Superarts"
TYPE_0_RATIO=0.50 # The bar is filled when the actor has lost half his HPs.
SUPER_ARTS_TYPE_DEFAULT=1
# 0 - Earn SA points by suffered damage (SA=damage/MaxHP*TYPE_0_RATIO*SUPER_ARTS_MAX)
# 1 - Earn SA points by inflicted damage (SA=damage/AttackerMaxHP*SUPER_ARTS_MAX)
# 2 - Earn SA points by suffered damage by allies (SA=damage/MaxHP*TYPE_0_RATIO*SUPER_ARTS_MAX)
#==============================================================================
# SUPER ARTS IDENTIFICATION
#==============================================================================
SUPER_ARTS_MAX=200
SUPER_ARTS_TYPE_NAMES=["Pain", "Rage", "Empathy"]
class Game_Temp
attr_accessor :superarts_elem_id
alias initialize_superarts initialize
def initialize
# Perform the original call
initialize_superarts
@superarts_elem_id = $data_system.elements.index(SUPER_ARTS_NAME)
end
end
module RPG
class Skill
def is_superart
return self.element_set.include?($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)%3
end
def superart_type_s
return SUPER_ARTS_TYPE_NAMES[@super_arts_type]
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)
sa_draw_actor_data(actor, actor_x, actor_y, i)
return if !actor.has_superarts?
if STATUS_WINDOW_STYLE == 1
super_art_bar=Bar.new(actor_x+30,actor_y,70,3,self.contents)
elsif STATUS_WINDOW_STYLE == 2
super_art_bar=Bar.new(actor_x,actor_y,80,3,self.contents)
end
super_art_bar.bar_complete="bar complete - superarts.png"
super_art_bar.highlight_complete=true
super_art_bar.back_opacity=70
super_art_bar.refresh(actor.super_arts_points,SUPER_ARTS_MAX)
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+80,actor_y-2,24,
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)
end
self.contents.font.size=current_font_size
end
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+SUPER_ARTS_MAX*self.damage/(self.maxhp*TYPE_0_RATIO)].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+
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=
0.5*SUPER_ARTS_MAX*self.damage/(self.maxhp*TYPE_0_RATIO)
for actor in $game_party.actors
next if actor==self
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+
SUPER_ARTS_MAX*self.damage/(self.maxhp*TYPE_0_RATIO)].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+
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=
0.5*SUPER_ARTS_MAX*self.damage/(self.maxhp*TYPE_0_RATIO)
for actor in $game_party.actors
next if actor==self
actor.get_sa_points(sa_points_for_type_2,2)
end
end
return result
end
alias superart_item_effect item_effect
def item_effect(item)
# Perform the original call
result=superart_item_effect(item)
if self.is_a? Game_Actor
if self.has_superarts?
if self.super_arts_type==0
if(self.damage.is_a? Integer and self.damage > 0)
self.super_arts_points=[SUPER_ARTS_MAX,
self.super_arts_points+
SUPER_ARTS_MAX*self.damage/(self.maxhp*TYPE_0_RATIO)].min
end
end
end
else # item used on enemy, it happens only during a battle
user=$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+
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=
0.5*SUPER_ARTS_MAX*self.damage/(self.maxhp*TYPE_0_RATIO)
for actor in $game_party.actors
next if actor==self
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
end
#==============================================================================
# SUPERARTS POINTS CONSUMPTION
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * 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
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
@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
end
#==============================================================================
# CHANGE SUPERARTS TYPE IN SCENE STATUS
#==============================================================================
class Scene_Status
alias sa_update update
def update
if Input.trigger?(Input::SHIFT)
@actor.toggle_superart_type
@status_window.refresh
return
end
sa_update
end
end
class Window_Status
alias sa_refresh refresh
def refresh
sa_refresh
# 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 Game_Actor < Game_Battler
def has_superarts?
for i in 0...@skills.size
skill = $data_skills[@skills]
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
zum Lesen den Text mit der Maus markieren

Legend Of Fantasy
Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%
Also bei mir funktioniert das Script nicht mal wenn ich es so einfüge. Daher weiß ich auch nicht genau was du meinst, aber mögliche Stellen (außer die ich schon genannt habe) bei denen du den Text ändern solltest sind folgende Zeilen:
344
346
347
Vorraussetzung das die Zeilen passen ist, du hast das Script von der ersten Zeile aus hineinkopiert wie es hier steht.
Gebe keine Garantie, aber einen Versuch ist es wert...
344
346
347
Vorraussetzung das die Zeilen passen ist, du hast das Script von der ersten Zeile aus hineinkopiert wie es hier steht.
Gebe keine Garantie, aber einen Versuch ist es wert...
warum es bei dir nicht funktioniert liegt daran das ich nur einen teil des scripts hochgeladen habe und das ändern dieser zeilen hat leider auch nichts gebracht aber ich hatte es schonmal richtig gehabt nur fällt mir nicht mehr ein was ich gemacht habe damit es funktionierte

Legend Of Fantasy
Fortschritt 5%
Story: 2%
Charas: 30%
Musik 5%
Welt 6%
Ich habe die Demo jetzt mal so verändert,dass im Status Menu Limit Break angezeigt wird und im Kampf, wenn dein Limit Break aufgefüllt
ist.Sprich in der Demo neben dir mit den Mann und er füllt dir die Limit Break auf.
Solltest du das ganze so für dein Projekt verwenden wollen, musst du im Data Verzeichnis die Dateien Scripts
und System in deinem Ordner kopieren.Im Pictures Ordner musst du dann noch die Datei ´bar complete - Limit Break´
in deinen Ordner kopieren.
Ich hoffe das hilft dir weiter.
Demo:
CTB by Charlie Lee v2.12.rar
MFG
ist.Sprich in der Demo neben dir mit den Mann und er füllt dir die Limit Break auf.
Solltest du das ganze so für dein Projekt verwenden wollen, musst du im Data Verzeichnis die Dateien Scripts
und System in deinem Ordner kopieren.Im Pictures Ordner musst du dann noch die Datei ´bar complete - Limit Break´
in deinen Ordner kopieren.
Ich hoffe das hilft dir weiter.
Demo:
CTB by Charlie Lee v2.12.rar
MFG
Realität ist auch nur eine Art von Rollenspiel.
Ähnliche Themen
-
Skript-Anfragen »-
Final Fantasy VII menu script erweiterung
(13. Januar 2011, 23:11)
-
Skript-Anfragen »-
Final Fantasy VII menu script erweiterung
(13. Januar 2011, 23:11)
-
Skript-Anfragen »-
Final Fantasy VII menu script erweiterung
(13. Januar 2011, 23:11)
-
Skript-Anfragen »-
Final Fantasy VII menu script erweiterung
(13. Januar 2011, 23:11)
-
Skript-Anfragen »-
Final Fantasy VII menu script erweiterung
(13. Januar 2011, 23:11)
