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Topics - Pm6583

1
I was just wondering if the tons of addons scripts would be compatible with the Sideview Battle System Tankentai XP or at least some of the scripts in the tons of addons

http://www.rpgrevolution.com/forums/index.php?showtopic=25504

Theres the link to it if you need to take a look

thanks in advance
2
Script Requests / A rather big request[VX]
June 29, 2009, 09:11:51 am
This is properly a quite big request.

I was wondering if someone could make a menu for the KGC_OVERDRIVE script

I wnat the menu to be able to view the Overdrives they have learnt and to be able to change the way there gauge fills.

In the Overdrive script you can set specific heroes to to cirtain ways that the gauge fills but I would like to give the player away to choose this through a menu that also tells them about there overdrive that also posible shows how much it is filled already(Not extreamly nessersary)

Here is the Overdrive script if you need it

Spoiler: ShowHide
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/    ◆              Overdrive System - KGC_OverDrive                  ◆ VX ◆
#_/    ◇                  Last update : 2008/03/13                           ◇
#_/    ◆                  Translation by Touchfuzzy                          ◆
#_/    ◆             Additional polish by Mr. Anonymous                      ◆
#_/-----------------------------------------------------------------------------
#_/                      ★ 2008/04/09 UPDATE [MRA] ★
#_/   The defend command may now increase the Overdrive guage. Also added an
#_/   option to have sound effects when the guage becomes full.
#_/-----------------------------------------------------------------------------
#_/                      ★ 2008/03/13 UPDATE [KCG] ★
#_/                       Several minor bugs fixed.
#_/-----------------------------------------------------------------------------
#_/  This script allows the designer to create skills that are not usable in
#_/  battle until a character gains enough points from specified actions to use
#_/  them. To set up a skill as an "Overdrive" skill (which doesn't appear until
#_/  the Overdrive Gauge is full), go into the database, click the Skills tab,
#_/  locate the skill you desire, and then enter <overdrive> into the "Notes"
#_/  text box. Also, you may desire some skills to increase the Overdrive Gauge
#_/  more than others.
#_/  To do so, enter <OD_GAIN n%> (where n = a number) into the desired skill's
#_/  "Notes" box. Example: <OD_GAIN 200%> would increase Overdrive Points
#_/  gained from Attack Gain Rate (80 by default) by 200 percent (x2).
#_/  The formula for this is [attackgainrate * n / 100]
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#===============================================================================
#                          ★ Customization ★
#===============================================================================

module KGC
module OverDrive

  #                      ◆ Maximum Gauge Points ◆
  #  This affects the amount of OP (Overdrive Points) required to fill the
  #   Overdrive Gauge. Default: GAUGE_MAX = 1000
  GAUGE_MAX = 1000

  #                      ◆ Default OP Gain Rates ◆
  #  You may specify the amount of OP battlers will be rewarded for specific
  #   actions performed. 
  GAIN_RATE = [
     80,  # 0  Gained per attack.
    500,  # 1  Gained for taking damage.
          #    This is per 100% MHP of damage taken, so with 500 you would have
          #    to take 2 times your MHP to fill a 1000 GAUGE_MAX
    200,  # 2  Gained for defeating an enemy.
    100,  # 3  Gained each time you run away from a fight.
    160,  # 4  Gained for each round spent while fighting solo in battle, either
          #    being the only character or being the last one alive.
     40,  # 5  Gained for taking any action in a round
    160,  # 6  Gained for each round surviving with 25% or less HP remaining.
    180,  # 7  Gained for each round for guarding.
  ]
 
  #                 ◆ Default Actor OD Increase Options ◆
  #  Default Overdrive types that affect player-characters. The numbers in the
  #   brackets [] are chosen from the GAIN_RATE above, to the right of the #.
  #  It appears these numbers "stack" when setting up an individual character's
  #   Overdrive parameters.
  DEFAULT_ACTOR_DRIVE_TYPE = [0, 1, 6, 7]
 
  #                 ◆ Default Enemy OD Increase Options ◆
  #  Default Overdrive types that affect enemies. The numbers in the brackets []
  #    are chosen from the GAIN_RATE above, to the right of the #.
  DEFAULT_ENEMY_DRIVE_TYPE = [0, 1, 4, 5, 6]

  #                       ◆ OD Gauge Colors ◆
  #  Allows you to change the color of the overdrive gauges.
  #  The color can also be determined by a numerical expression.
  #  Example: GAUGE_NORMAL_START_COLOR = Color.new(255, 0, 0)  <- This is red.
  #  If you've worked with HTML or image editing software, this should be
  #   fairly familiar.
  GAUGE_NORMAL_START_COLOR = 14
  GAUGE_NORMAL_END_COLOR   = 6
  GAUGE_MAX_START_COLOR    = 10
  GAUGE_MAX_END_COLOR      = 2

  #                    ◆ Empty OD Gauge Upon Death ◆
  #  This toggle affects wether the OP Gauge is reset to zero once an actor
  #   dies. true = Reset to 0. false = Gauge remains persistant.
  EMPTY_ON_DEAD = true
 
  #                       ◆ Hide Actor OD Gauge ◆
  #  Hide the gauge for individual characters. The number of the character in
  #   the Actors Database is inserted in the brackets.
  #  Example: HIDE_GAUGE_ACTOR = [2] would always hide the gauge for the second
  #   actor in the database. (Simple stuff.)
  HIDE_GAUGE_ACTOR = []

  #                       ◆ Hide OD Gauge in Menu ◆
  #  This toggle allows you to hide the Overdrive gauge from the command menu.
  #   true = Gauge is hidden.
  #   false = Gauge remains persistant even in menu.
  HIDE_GAUGE_NOT_IN_BATTLE = false

  #                ◆ Hide OD Gauge When Actor Lacks OD Skills ◆
  #  This toggle allows you to hide the gauge if a character has no Overdrive
  #   skills in his/her arsenal.
  #  true = Gauge is hidden.
  #  false = Gauge is not hidden.
  HIDE_GAUGE_NO_OD_SKILLS  = true

  #             ◆ Prevent Actors Without OD Skills From Gaining OP ◆
  # This toggle stops OP from being gained for characters that have no Overdrive
  # skills when HIDE_GAUGE_NO_OD_SKILLS  = true.
  NOT_GAIN_GAUGE_HIDING    = true
 
  #                ◆ Hide OD Skills When Actor Lacks Max OP ◆
  #  This toggle allows you to specify wether skills that do not yet meet the
  #   required OP are visible.
  #  true = Skills are hidden
  #  false = skills are not hidden.
  HIDE_SKILL_LACK_OF_GAUGE = false

  #                ◆ Play sound on OD Max ◆ 
  #  Play sound on gauge max.(Filename, Pitch, Volume)
  ODMAX_SOUND = RPG::SE.new("Flash2",     100,    150)
end
end

#------------------------------------------------------------------------------#

$imported = {} if $imported == nil
$imported["OverDrive"] = true

module KGC::OverDrive
  module Type
    ATTACK  = 0
    DAMAGE  = 1
    VICTORY = 2
    ESCAPE  = 3
    ALONE   = 4
    ACTION  = 5
    FATAL   = 6
    GUARD   = 7
  end

  module Regexp
    module Skill
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
#  Unless you know what you're doing, it's best not to alter anything beyond  #
#  this point, as this only affects the tags used for "Notes" in database.    #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #

#  Whatever word(s) are after the separator ( | ) in the following lines are
#   what are used to determine what is searched for in the "Notes" section of a
#   skill to see if it is an Overdrive skill.
#  Default Overdrive tag is <overdrive>
#  Default OD_GAIN_RATE is <OD_GAIN>

      OVER_DRIVE = /<(?:OVER_DRIVE|overdrive)[ ]*(\d+)?>/i
      OD_GAIN_RATE = /<(?:OD_GAIN_RATE|odgain)[ ]*(\d+)[%%]?>/i
    end
  end
end

# In events if you wish to use scripting to increase the OD Gauge for a
#   character you just use this line "gain_actor_od_gauge(ID, IG)"
#   ID = Actor ID Number,
#   IG = number of points to increase gauge
#   Inserting -1 in ID makes it affect all characters.

# In events if you wish to use scripting to increase the OD Gauge for an
#   enemy you just use this line "gain_enemy_od_gauge(ID, IG)"
#   ID = Enemy ID Number in group 0-7
#   IG = number of points to increase gauge
#   Inserting -1 in ID makes it affect all enemies.

# In events if you wish to use scripting to change what increases the OD gauge
#   for a character use this line "set_actor_drive_type(ID, [ODT])"
#   ID = Actor ID Number
#   ODT = numbers of types of Overdrive adders to use
#   If the [ODT] is omitted it goes back to the defaults

# In events if you wish to use scripting to change what increases the OD gauge
#   for an us this line "set_enemy_drive_type(ID, [ODT])"
#   ID = Enemy ID Number in group 0-7
#   ODT = numbers of types of Overdrive adders to use
#   If the [ODT] is omitted it goes back to the defaults

#==============================================================================
# □ KGC::Commands
#==============================================================================

module KGC::Commands
  module_function
  #--------------------------------------------------------------------------
  # ○ Actor Overdrive Gain Gauge
  #     actor_id : Actor ID (-1 : Entire Party)
  #     value    : Increase Amount (Subtraction works as well)
  #--------------------------------------------------------------------------
  def gain_actor_od_gauge(actor_id, value)
    if actor_id == -1
      # A all living members gauge is operated.
      $game_party.existing_members.each { |actor|
        actor.overdrive += value
      }
    else
      actor = $game_actors[actor_id]
      actor.overdrive += value if actor != nil && actor.exist?
    end
  end
  #--------------------------------------------------------------------------
  # ○ Enemy Overdrive Gain Gauge
  #     enemy_index : Enemy index (-1 : All Enemies)
  #     value    : Increase Amount (Subtraction works as well)
  #--------------------------------------------------------------------------
  def gain_enemy_od_gauge(enemy_index, value)
    if enemy_index == -1
      # A all living enemies gauge is operated.
      $game_troop.existing_members.each { |enemy|
        enemy.overdrive += value
      }
    else
      enemy = $game_troop.members[enemy_index]
      enemy.overdrive += value if enemy != nil && enemy.exist?
    end
  end
  #--------------------------------------------------------------------------
  # ○ Set Actor Drive Type
  #     actor_id : Actor ID (-1 : Entire Party)
  #     types    : Array of drive type ( When omitted: Initialization. )
  #--------------------------------------------------------------------------
  def set_actor_drive_type(actor_id, types = nil)
    if actor_id == -1
      # A drive type all members is changed.
      $game_party.members.each { |actor|
        actor.drive_type = types
      }
    else
      actor = $game_actors[actor_id]
      actor.drive_type = types if actor != nil
    end
  end
  #--------------------------------------------------------------------------
  # ○ Set Enemy Drive Type
  #     actor_id : Enemy ID (-1 : All Enemies)
  #     types    : Array of drive type ( When omitted: Initialization. )
  #--------------------------------------------------------------------------
  def set_enemy_drive_type(enemy_index, types = nil)
    if enemy_index == -1
      # A drive type all enemies is changed.
      $game_troop.members.each { |enemy|
        enemy.drive_type = types
      }
    else
      enemy = $game_troop.members[enemy_index]
      enemy.drive_type = types if enemy != nil
    end
  end
end

#==============================================================================
# ■ RPG::Skill
#==============================================================================

class RPG::Skill < RPG::UsableItem
  #--------------------------------------------------------------------------
  # ○ Overdrive cache generation
  #--------------------------------------------------------------------------
  def create_overdrive_cache
    @__is_overdrive = false
    @__od_cost = KGC::OverDrive::GAUGE_MAX
    @__od_gain_rate = 100

    self.note.split(/[\r\n]+/).each { |line|
      case line
      when KGC::OverDrive::Regexp::Skill::OVER_DRIVE
        # Overdrive
        @__is_overdrive = true
        @__od_cost = $1.to_i if $1 != nil
      when KGC::OverDrive::Regexp::Skill::OD_GAIN_RATE
        # Gauge increase rate
        @__od_gain_rate = $1.to_i
      end
    }
    # Unless OverDrive doesn't consume gauge
    unless @__is_overdrive
      @__od_cost = 0
    end
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive is a skill?
  #--------------------------------------------------------------------------
  def overdrive?
    create_overdrive_cache if @__is_overdrive == nil
    return @__is_overdrive
  end
  #--------------------------------------------------------------------------
  # ○ Consumption of drive gauge
  #--------------------------------------------------------------------------
  def od_cost
    create_overdrive_cache if @__od_cost == nil
    return @__od_cost
  end
  #--------------------------------------------------------------------------
  # ○ The drive gauge increase rate
  #--------------------------------------------------------------------------
  def od_gain_rate
    create_overdrive_cache if @__od_gain_rate == nil
    return @__od_gain_rate
  end
end

#==============================================================================
# ■ Game_Battler
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # ● Open Global Variable
  #--------------------------------------------------------------------------
  attr_writer   :drive_type               # Drive Type
  #--------------------------------------------------------------------------
  # ○ Acquire amount of drive gauge
  #--------------------------------------------------------------------------
  def overdrive
    @overdrive = 0 if @overdrive == nil
    return @overdrive
  end
  #--------------------------------------------------------------------------
  # ○ Drive gauge maximum amount acquisition
  #--------------------------------------------------------------------------
  def max_overdrive
    return KGC::OverDrive::GAUGE_MAX
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの操作
  #--------------------------------------------------------------------------
  def overdrive=(value)
    @overdrive = [[value, max_overdrive].min, 0].max
  end
 
  #--------------------------------------------------------------------------
  # ○ Sound played on gauge max
  #--------------------------------------------------------------------------
  def odmax_sound
    return KGC::OverDrive::ODMAX_SOUND
  end
 
  #------------------------#
  def odmax_sound_played?
    return false
  end
  #------------------------#
 
  #--------------------------------------------------------------------------
  # ○ ドライブタイプの取得
  #--------------------------------------------------------------------------
  def drive_type
    return []
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive スキル習得済み判定
  #--------------------------------------------------------------------------
  def overdrive_skill_learned?
    return true
  end
  #--------------------------------------------------------------------------
  # ○ ゲージ表示判定
  #--------------------------------------------------------------------------
  def od_gauge_visible?
    return false
  end
  #--------------------------------------------------------------------------
  # ○ ゲージ増加可否判定
  #--------------------------------------------------------------------------
  def can_gain_overdrive?
    return true
  end
  #--------------------------------------------------------------------------
  # ○ 攻撃時増加判定
  #--------------------------------------------------------------------------
  def drive_attack?
    return drive_type.include?(KGC::OverDrive::Type::ATTACK)
  end
  #--------------------------------------------------------------------------
  # ○ 被ダメージ時増加判定
  #--------------------------------------------------------------------------
  def drive_damage?
    return drive_type.include?(KGC::OverDrive::Type::DAMAGE)
  end
  #--------------------------------------------------------------------------
  # ○ 勝利時増加判定
  #--------------------------------------------------------------------------
  def drive_victory?
    return drive_type.include?(KGC::OverDrive::Type::VICTORY)
  end
  #--------------------------------------------------------------------------
  # ○ 逃走時増加判定
  #--------------------------------------------------------------------------
  def drive_escape?
    return drive_type.include?(KGC::OverDrive::Type::ESCAPE)
  end
  #--------------------------------------------------------------------------
  # ○ 孤独時増加判定
  #--------------------------------------------------------------------------
  def drive_alone?
    return drive_type.include?(KGC::OverDrive::Type::ALONE)
  end
  #--------------------------------------------------------------------------
  # ○ 行動時増加判定
  #--------------------------------------------------------------------------
  def drive_action?
    return drive_type.include?(KGC::OverDrive::Type::ACTION)
  end
  #--------------------------------------------------------------------------
  # ○ 瀕死時増加判定
  #--------------------------------------------------------------------------
  def drive_fatal?
    return drive_type.include?(KGC::OverDrive::Type::FATAL)
  end
  #--------------------------------------------------------------------------
  # ○ Determine guard
  #--------------------------------------------------------------------------
  def drive_guard?
    return drive_type.include?(KGC::OverDrive::Type::GUARD)
  end
  #--------------------------------------------------------------------------
  # ● ステートの付加
  #     state_id : ステート ID
  #--------------------------------------------------------------------------
  alias add_state_KGC_OverDrive add_state
  def add_state(state_id)
    add_state_KGC_OverDrive(state_id)
    reset_overdrive_on_dead if dead?
  end
  #--------------------------------------------------------------------------
  # ○ スキルの消費ドライブゲージ計算
  #     skill : スキル
  #--------------------------------------------------------------------------
  def calc_od_cost(skill)
    return 0 unless skill.is_a?(RPG::Skill)

    return skill.od_cost
  end
  #--------------------------------------------------------------------------
  # ● スキルの使用可能判定
  #     skill : スキル
  #--------------------------------------------------------------------------
  alias skill_can_use_KGC_OverDrive? skill_can_use?
  def skill_can_use?(skill)
    return false unless skill_can_use_KGC_OverDrive?(skill)

    return false if calc_od_cost(skill) > overdrive
    return true
  end
  #--------------------------------------------------------------------------
  # ● ダメージの反映
  #     user : スキルかアイテムの使用者
  #    呼び出し前に @hp_damage、@mp_damage、@absorbed が設定されていること。
  #--------------------------------------------------------------------------
  alias execute_damage_KGC_OverDrive execute_damage
  def execute_damage(user)
    execute_damage_KGC_OverDrive(user)
    increase_overdrive(user)
  end
  #--------------------------------------------------------------------------
  # ○ 死亡時ドライブゲージ初期化処理
  #--------------------------------------------------------------------------
  def reset_overdrive_on_dead
    return unless KGC::OverDrive::EMPTY_ON_DEAD
    self.overdrive = 0
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージ増加処理
  #     attacker : 攻撃者
  #--------------------------------------------------------------------------
  def increase_overdrive(attacker = nil)
    return unless attacker.is_a?(Game_Battler)  # 攻撃者がバトラーでない
    return if self.class == attacker.class      # 攻撃側と防御側が同じ
    return if hp_damage == 0 && mp_damage == 0  # ダメージなし

    if can_gain_overdrive?
      increase_attacker_overdrive(attacker)
      increase_defender_overdrive(attacker)
    end
    reset_overdrive_on_dead if dead?
  end
 
  #--------------------------------------------------------------------------
  # ○ Increase Attacker's Overdrive
  #     attacker : Attacker
  #--------------------------------------------------------------------------
  def increase_attacker_overdrive(attacker)
    return unless attacker.drive_attack?  # Drive type "Attack" none

    od_gain = [KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ATTACK], 1].max
    if attacker.action.kind == 1
      rate = attacker.action.skill.od_gain_rate  # Rate of the skill is applied.
      od_gain = od_gain * rate / 100
    end
    attacker.overdrive += od_gain
    # Added by Mr. Anonymous 4/9/08
    # if attacker's overdrive = gauge_max
    if attacker.overdrive == max_overdrive && odmax_sound_played? == false
      odmax_sound.play
      def odmax_sound_played?
        return true
      end
    end
  end
  #--------------------------------------------------------------------------
  # ○ Increase Defender's Overdrive
  #     attacker : Attacker
  #--------------------------------------------------------------------------
  def increase_defender_overdrive(attacker)
    return unless self.drive_damage?  # No Drive Type "Damage"

    rate = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::DAMAGE]
    od_gain = hp_damage * rate / maxhp
    od_gain += mp_damage * rate / maxmp if maxmp > 0
    self.overdrive += [od_gain, 1].max
    # Added by Mr. Anonymous 4/9/08
    # if actor recieves damage leading to overdrive = gauge_max
    if self.overdrive == max_overdrive && odmax_sound_played? == false
      odmax_sound.play
      def odmax_sound_played?
        return true
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● Skill Effects
  #     user  : User
  #     skill : Skill
  #--------------------------------------------------------------------------
  alias skill_effect_KGC_OverDrive skill_effect
  def skill_effect(user, skill)
    skill_effect_KGC_OverDrive(user, skill)

    # If imported KGC_ReproduceFunctions & item used has execute skill tag...
    if $imported["ReproduceFunctions"] && $game_temp.exec_skill_on_item
      return
    end
  end
end

#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● セットアップ
  #     actor_id : アクター ID
  #--------------------------------------------------------------------------
  alias setup_KGC_OverDrive setup
  def setup(actor_id)
    setup_KGC_OverDrive(actor_id)

    @overdrive = 0
    @drive_type = nil
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive タイプの取得
  #--------------------------------------------------------------------------
  def drive_type
    unless @drive_type.is_a?(Array)
      return KGC::OverDrive::DEFAULT_ACTOR_DRIVE_TYPE
    end
    return @drive_type
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive スキル習得済み判定
  #--------------------------------------------------------------------------
  def overdrive_skill_learned?
    result = false
    # 一時的に戦闘中フラグを解除
    last_in_battle = $game_temp.in_battle
    $game_temp.in_battle = false

    self.skills.each { |skill|
      if skill.overdrive?
        result = true
        break
      end
    }
    $game_temp.in_battle = last_in_battle
    return result
  end
  #--------------------------------------------------------------------------
  # ○ ゲージ増加可否判定
  #--------------------------------------------------------------------------
  def can_gain_overdrive?
    if KGC::OverDrive::NOT_GAIN_GAUGE_HIDING
      # 非表示
      return false if KGC::OverDrive::HIDE_GAUGE_ACTOR.include?(self.id)
    end
    if KGC::OverDrive::HIDE_GAUGE_NO_OD_SKILLS
      # 未修得
      return false unless overdrive_skill_learned?
    end

    return true
  end
  #--------------------------------------------------------------------------
  # ○ ゲージ表示判定
  #--------------------------------------------------------------------------
  def od_gauge_visible?
    # 戦闘中非表示
    if KGC::OverDrive::HIDE_GAUGE_NOT_IN_BATTLE && !$game_temp.in_battle
      return false
    end
    # 非表示
    return false if KGC::OverDrive::HIDE_GAUGE_ACTOR.include?(self.id)
    # ゲージ増加不可
    return false unless can_gain_overdrive?

    return true
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #     index    : 敵グループ内インデックス
  #     enemy_id : 敵キャラ ID
  #--------------------------------------------------------------------------
  alias initialize_KGC_OverDrive initialize
  def initialize(index, enemy_id)
    initialize_KGC_OverDrive(index, enemy_id)

    @overdrive = 0
    @drive_type = nil
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive タイプの取得
  #--------------------------------------------------------------------------
  def drive_type
    unless @drive_type.is_a?(Array)
      return KGC::OverDrive::DEFAULT_ENEMY_DRIVE_TYPE
    end
    return @drive_type
  end
end

#==============================================================================
# ■ Window_Base
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの通常時の色 1 の取得
  #--------------------------------------------------------------------------
  def od_gauge_normal_color1
    color = KGC::OverDrive::GAUGE_NORMAL_START_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの通常時の色 2 の取得
  #--------------------------------------------------------------------------
  def od_gauge_normal_color2
    color = KGC::OverDrive::GAUGE_NORMAL_END_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの最大時の色 1 の取得
  #--------------------------------------------------------------------------
  def od_gauge_max_color1
    color = KGC::OverDrive::GAUGE_MAX_START_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの最大時の色 2 の取得
  #--------------------------------------------------------------------------
  def od_gauge_max_color2
    color = KGC::OverDrive::GAUGE_MAX_END_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ● 名前の描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #--------------------------------------------------------------------------
  alias draw_actor_name_KGC_OverDrive draw_actor_name
  def draw_actor_name(actor, x, y)
    draw_actor_od_gauge(actor, x, y, 108)

    draw_actor_name_KGC_OverDrive(actor, x, y)
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #     width : 幅
  #--------------------------------------------------------------------------
  def draw_actor_od_gauge(actor, x, y, width = 120)
    return unless actor.od_gauge_visible?

    gw = width * actor.overdrive / actor.max_overdrive
    gc1 = (gw == width ? od_gauge_max_color1 : od_gauge_normal_color1)
    gc2 = (gw == width ? od_gauge_max_color2 : od_gauge_normal_color2)
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
end

#==============================================================================
# ■ Window_Skill
#==============================================================================

if KGC::OverDrive::HIDE_SKILL_LACK_OF_GAUGE

class Window_Skill < Window_Selectable
  #--------------------------------------------------------------------------
  # ○ スキルをリストに含めるかどうか
  #     skill : スキル
  #--------------------------------------------------------------------------
  unless $@
    alias include_KGC_OverDrive? include? if method_defined?(:include?)
  end
  def include?(skill)
    return false if skill == nil

    if defined?(include_KGC_OverDrive?)
      return false unless include_KGC_OverDrive?(skill)
    end

    return false unless skill.overdrive?

    return (@actor.calc_od_cost(skill) <= @actor.overdrive)
  end

if method_defined?(:include_KGC_OverDrive?)
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    for skill in @actor.skills
      next unless include?(skill)
      @data.push(skill)
      if skill.id == @actor.last_skill_id
        self.index = @data.size - 1
      end
    end
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
end

end  # <-- class
end  # <-- if KGC::OverDrive::HIDE_SKILL_LACK_OF_GAUGE

#==============================================================================
# ■ Scene_Skill
#==============================================================================

class Scene_Skill < Scene_Base
  #--------------------------------------------------------------------------
  # ● Use Skill(The effects of use other than the ally object are applied.)
  #--------------------------------------------------------------------------
  alias use_skill_nontarget_KGC_OverDrive use_skill_nontarget
  def use_skill_nontarget
    consume_od_gauge

    use_skill_nontarget_KGC_OverDrive
  end
  #--------------------------------------------------------------------------
  # ○ Consume Drive gauge when skill is used
  #--------------------------------------------------------------------------
  def consume_od_gauge
    @actor.overdrive -= @actor.calc_od_cost(@skill)
  end
end

#==============================================================================
# ■ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ● 戦闘終了
  #     result : 結果 (0:勝利 1:逃走 2:敗北)
  #--------------------------------------------------------------------------
  alias battle_end_KGC_OverDrive battle_end
  def battle_end(result)
    increase_overdrive_on_battle_end(result)

    battle_end_KGC_OverDrive(result)
  end
  #--------------------------------------------------------------------------
  # ○ 戦闘終了時のドライブゲージ増加処理
  #     result : 結果 (0:Victory 1:Escape 2:Defeat)
  #--------------------------------------------------------------------------
  def increase_overdrive_on_battle_end(result)
    case result
    when 0  # 勝利
      od_gain = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::VICTORY]
      $game_party.existing_members.each { |actor|
        actor.overdrive += od_gain if actor.drive_victory?
      }
    when 1  # 逃走
      od_gain = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ESCAPE]
      $game_party.existing_members.each { |actor|
        actor.overdrive += od_gain if actor.drive_escape?
      }
    end
  end
  #--------------------------------------------------------------------------
  # ● 戦闘行動の実行
  #--------------------------------------------------------------------------
  alias execute_action_KGC_OverDrive execute_action
  def execute_action
    increase_overdrive_on_action

    execute_action_KGC_OverDrive
  end
  #--------------------------------------------------------------------------
  # ○ Increase Gauge on Action
  #--------------------------------------------------------------------------
  def increase_overdrive_on_action
    battler = @active_battler
    od_gain = 0
    unit = (battler.actor? ? $game_party : $game_troop)

    # Alone
    if battler.drive_alone? && unit.existing_members.size == 1
      od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ALONE]
    end
    # Action
    if battler.drive_action?
      od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ACTION]
    end
    # Fatal
    if battler.drive_fatal? && battler.hp < battler.maxhp / 4
      od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::FATAL]
    end
    # Guard
    if battler.drive_guard?
      od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::GUARD]
    end
    battler.overdrive += od_gain
  end
  #--------------------------------------------------------------------------
  # ● Execution of battle action: Skill
  #--------------------------------------------------------------------------
  alias execute_action_skill_KGC_OverDrive execute_action_skill
  def execute_action_skill
    execute_action_skill_KGC_OverDrive

    consume_od_gauge
  end
  #--------------------------------------------------------------------------
  # ○ Drive gauge consumption when skill is used
  #--------------------------------------------------------------------------
  def consume_od_gauge
    skill = @active_battler.action.skill
    @active_battler.overdrive -= @active_battler.calc_od_cost(skill)
  end
end

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/  The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/battle_system&tech=over_drive
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_


Thanks in advance

pm6583
3
Video Games / favourite Final Fantasy game
June 19, 2009, 08:06:57 pm
Hay lets have a discussion

Whats your favourite Final fantasy game.

Mine is Final Fantasy 7

I just liked the story, characters and the fact that it seems to have loads of twists and secrets with loads of background story that needed to be filled in.

The game just made you think

Plus the gameplay was AWESOME!
4
Script Requests / [XP] StormTronics CMS
June 19, 2009, 08:55:10 am
Hi

This is not a proplem just me asking on how to do something with this script.

Is there anyway that i can put in my own menu options.

I want to put Blizzards Easy Party Switcher menu in and the DerVVulfman's Limit Break Menu in to the  StormTronics CMS

Also would there be a way to disable them untill I want them to become avalible

It would be Ideal for my game if there was anyway to do this

Thanks
5
New Projects / Centra: Rise of Tiamut[VX]
June 16, 2009, 08:52:01 am



Story
Spoiler: ShowHide
Background
1000 years ago a war struck Avia, a war between Buhumat and Tiamut, 2 legendary gods of war.
In an attempt to save Avia the Diciples of Buhumat created a banish realm to trap Tiamut without his godly powers forever.
After the war the Diciples of Buhumat returned to there own spiritual plain with Buhumat to rest and regain all power that was lost, this left the world of Avia unprotected.


Story
A young boy called Zane who lives in the village of Ralik is saved after an attempt was made on his life which also came with disastrous consequences.

Xio the prince of the continent Etia must escort Zane back to the capital for and audience with the king, but all is not what it seems, one child's destiny can save the whole of Avia from certain destruction.

Zane travels to stop garland from bring hell to Avia but on his journeys he will find out about his mysterious forgotten child hood and about the death of his biological parents.


Characters
Spoiler: ShowHide
Characters

(As of now the game is at the start of production and the character list is not completed yet)

Zane
Age:17

He is a young boy that lives in the town of Ralik with his adoptive parents. With no memory of his biological parents death he has always seeked infomation of what could of happened to them.(He is the mian character of the story)

Xio
Age:22

The prince of Etia and the 3rd son of the king. He is given orders to find Zane and escort him to the capital for an audience with the king. He found Zane just in time to save him from an attack from the mysterious garland.

Garland
Age:Unknown

A mysterious warrior who trys to kill Zane but is fought off by Xio, not much is known about him just that he has got a plan that could be disastrous.





Features
Spoiler: ShowHide

  • Dramatic storyline that will have twists and will show you how much the characters develp and grow during the storyline

  • The game will feature loads of side quests to take you off from the main storyline

  • Steal system enabling you to steal items and gold of enemies

  • Stat distribution system allowing you to choose how your character grows

  • New skill teaching system-Buy and find Items that will teach skills to your players

  • Overdrive-perfrom special attacks once your gauge fills up like the system in Final Fantasy 10

  • Party switcher-This allows you to be able to switch your party members around.




Screenshots
Spoiler: ShowHide


Title screen

Please give credit to computerwizoo for this title screen

These screenshots are from early development and the map, text, people or anything could be changed these are not the finalizations











Scripts
Spoiler: ShowHide
KGC_AddEquipmentOptions
KGC_HiddenSkill
KGC_PassiveSkill
KGC_OverDrive
KGC_Steal
KGC_LargeParty


I give credit to the authors of those scripts

(This may change from time to time, Some maybe added and some may be taken off)[/spoiler]

Please comment I want you all to tell me what you think as this is my first game that I am doing.

Thanks




6
Script Requests / RTAB
May 25, 2009, 03:00:06 pm
Hi guys.

What is the RTAB and where can i find it. I have looked everywhere for it and I want to try it out.


7
Tutorial Requests / Just wondering
May 19, 2009, 02:03:45 pm
I was wondering if there is away to make an in menu tutorial using Key Simulator by Fantasist.

I have made an in-battle tutorial but cant make an in-tutorial as Ius the simulator to press the key that opens up the menu and it seems to skip that step and goes straight to having the text.

Is there something im doing wrong?

If there is can someone make a tutorial on how to do this

Thank you
8
Script Requests / Scene_tutorial
May 17, 2009, 05:15:53 pm
Does anyone know how to have a tutorial in a menu like showing the player how to use blizzards easy party switcher or something.

I have tried looking for a script but i only found one for the VX version and im using XP

if anyone can help i will be most greatfull
9
Script Requests / Scene-tutorial script
May 16, 2009, 02:21:39 pm
Can someone make this menu tutorial script compatible with Rpg maker

Spoiler: ShowHide

#==============================================================================
#  Scene Tutorial
#  Version 1.0
#  Author: modern algebra (rmrk.net)
#  Date: September 15, 2008
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#    This script allows you to freeze user input for a scene and run a special
#   common event that controls input. Effectively, this allows you to run a
#   scene and direct a tutorial to that scene that explains what the scene is.
#   So, if you ever wanted to give the players to your game a tutorial on
#   using the Menu scene, then this is the script for you.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#    Okay, this script can be slightly difficult to use, so you have to pay
#   careful attention to the instructions.
#
#    To start a tutorial, you must use a call script with this code:
#
#        $tutorial.start (scene, common event id)
#
#    where scene is the name of the scene to call, (like Scene_Menu or
#   Scene_Battle) and common event ID is the ID of the common event that
#   controls the tutorial. Now, that's the easy part. Setting up the controller
#   common event will be tricky at first, but once you get the hang of it,
#   you'll be fine. Now, read the instructions very carefully:
#
#    The Standard Wait Variable - You set what Variable this will be at line
#   200. The value of this variable determines how many frames to wait for
#   after each command.
#
#    The controller common event is similar to a regular common event in some
#   ways but many of the commands will be unavailable to you while others will
#   be irrelevant and others still will have a different effect than you would
#   expect. In the instructions, I will go over the functions of what will be
#   the most important commands in making a scene tutorial, but I just wanted
#   to warn you that many commands will not work as you expect them to. (For
#   instance, pictures, screen tone etc... will only work in a battle or map
#   tutorial). So, depending on how the scene is built, some things are
#   possible while others are not. Note, however, that in a number of cases,
#   you can simulate the effect that is not possible. That being said, it can
#   get quite convoluted, but that was as far as I was willing to go with this
#   script. I apologize for the difficulty.
#
#    Anyway, there are a couple of specialized commands that have their function
#   changed from what they would normally do. These are:
#
#      Control Variable
#      Set Move Route
#
#    These have been changed so that rather than do what they would normally,
#   they instead interpret input. Since player input is frozen during a
#   tutorial, scene movement is handled by you, the game creator. It is done
#   through these two commands. This can be rather non-intuitive, but for each
#   value of 0 through 19, a button is attached. It is similar for Set Move
#   Route, but let's go over the variable way of setting input first.
#
#    To set it, it must be a single variable set to a constant. If any other
#   option is chosen, then the Control Variable command will function normally.
#   Also, the control variable command will behave normally if the variable you
#   choose is the one you choose for setting standard wait time. Anyway, here
#   is the list of values and their effects:
#
#      0  - Down Cursor
#      1  - Left Cursor
#      2  - Right Cursor
#      3  - Up Cursor
#      4  - Button A
#      5  - Button B
#      6  - Button C
#      7  - Button X
#      8  - Button Y
#      9  - Button Z
#      10 - Button L
#      11 - Button R
#      12 - SHIFT
#      13 - CTRL
#      14 - ALT
#      15 - F5
#      16 - F6
#      17 - F7
#      18 - F8
#      19 - F9
#
#    If you want to wait some frames, the Wait command will work normally.
#
#    Set Move Route has a similar set of moves attached. They are:
#      Move Down             - Down Cursor
#      Move Left             - Left Cursor
#      Move Right            - Right Cursor
#      Move Up               - Up Cursor
#      Move Lower Left       - Button A
#      Move Lower Right      - Button B
#      Move Upper Left       - Button C
#      Move Upper Right      - Button X
#      Move at Random        - Button Y
#      Move Toward Player    - Button Z
#      Move Away from Player - Button L
#      One Step Forward      - Button R
#      One Step Backward     - SHIFT
#      Jump                  - CTRL
#      Wait                  - Waits for however many frames
#      Turn Down             - ALT
#      Turn Left             - F5
#      Turn Right            - F6
#      Turn Up               - F7
#      Turn 90 Left          - F8
#      Turn 90 Right         - F9
#
#   So basically, using those commands will make the scene react as if the
#  corresponding button had just been pressed.
#==============================================================================
# *** Input
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - trigger?, press?, repeat?
#==============================================================================

module Input
  class << self
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Frame Update
    #````````````````````````````````````````````````````````````````````````
    #  Updates tutorial as well if it exists. It does it in Input as all scenes
    # update Input every frame
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    alias modalg_tutorials_update_9rt update
    def update
      $tutorial.update if $tutorial.active?
      # Run Original Method
      modalg_tutorials_update_9rt
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Trigger?
    #````````````````````````````````````````````````````````````````````````
    #  If Tutorial is running, freezes input and accepts only tutorial input
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    alias modalg_tut_frz_inpt_trig_dj5 trigger?
    def trigger? (key)
      return $tutorial.button == key if $tutorial.active? && !$tutorial.upd_input
      # Run Original Method
      modalg_tut_frz_inpt_trig_dj5 (key)
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Repeat?
    #````````````````````````````````````````````````````````````````````````
    #  If Tutorial is running, freezes input and accepts only tutorial input
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    alias modalg_rpt_tutorial_upd_8fn repeat?
    def repeat? (key)
      return $tutorial.button == key if $tutorial.active? && !$tutorial.upd_input
      # Run Original Method
      modalg_rpt_tutorial_upd_8fn (key)
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Press?
    #````````````````````````````````````````````````````````````````````````
    #  If Tutorial is running, freezes input and accepts only tutorial input
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    alias modalg_tut_prs_frz_inpt_9nfg press?
    def press? (key)
      return $tutorial.button == key if $tutorial.active? && !$tutorial.upd_input
      # Run Original Method
      modalg_tut_prs_frz_inpt_9nfg (key)
    end
  end
end

#==============================================================================
# ** Tutorial Guide
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This class handles the interpretation of the common event for a tutorial
#==============================================================================

class Game_TutorialGuide < Game_Interpreter
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Constant
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # STANDARD WAIT VARIABLE is the ID of the event variable that holds a
  #  standard wait between input commands. Basically, if this is set to 2,
  #  then Variable with ID 2 will control the wait between actions. So, if
  #  Variable with ID 2 is set to 4, then it will wait four frames before
  #  executing the next command in the common event
  STANDARD_WAIT_VARIABLE = 2
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    super
    @wait_frames = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Control Variable
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_122
    if @params[3] == 0 || @params[0] == STANDARD_WAIT_VARIABLE
      command_input (@params[4] + 1)
    else
      super
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Move Route
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_205
    @move_route = @params[1].list
    @moveroute_index = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Wait
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_230
    command_wait (@params[0])
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    # Wait
    if @wait_frames > 0
      @wait_frames -= 1
      return
    end
    # Execute Move Route Input
    unless @move_route.nil?
      loop do
        # Move on once move route exhausted
        if @moveroute_index >= (@move_route.size - 1)
          @move_route = nil
          @moveroute_index = 0
          break
        end
        # Execute Input command
        command_move (@move_route[@moveroute_index])
        @moveroute_index += 1
        return if @wait_frames > 0
      end
    end
    return false if @list.nil?
    return if !execute_command # Execute event command
    @index += 1 
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Command Input
  #    button_code : the key a button corresponds to.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_input (button_value)
    $tutorial.button = case button_value
    when 1 then Input::DOWN      # Cursor Down
    when 2 then Input::LEFT      # Cursor Left
    when 3 then Input::RIGHT     # Cursor Right
    when 4 then Input::UP        # Cursor Up
    when 5 then Input::A         # Press A
    when 6 then Input::B         # Press B
    when 7 then Input::C         # Press C
    when 8 then Input::X         # Press X
    when 9 then Input::Y         # Press Y
    when 10 then Input::Z        # Press Z
    when 11 then Input::L        # Press L
    when 12 then Input::R        # Press R
    when 13 then Input::SHIFT    # Press SHIFT
    when 14 then Input::CTRL     # Press CTRL
    when 15 then Input::ALT      # Press ALT
    when 16 then Input::F5       # Press F5
    when 17 then Input::F6       # Press F6
    when 18 then Input::F7       # Press F7
    when 19 then Input::F8       # Press F8
    when 20 then Input::F9       # Press F9
    end
    @wait_frames = $game_variables[STANDARD_WAIT_VARIABLE]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Command Move
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_move (command)
    command_input (command.code) if command.code < 15
    command_wait (command.parameters[0] - 1) if command.code == 15
    command_input (command.code - 1) if command.code.between? (16, 21)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Command Wait
  #    duration : the number of frames to wait
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_wait (duration)
    # Wait Frames - Subtract Standard wait frames tacked on by previous command
    @wait_frames = duration
  end
end

#==============================================================================
# ** Tutorial
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This class basically interprets a common event and navigates a scene by the
# codes used in that common event
#==============================================================================

class Tutorial
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader   :upd_input
  attr_accessor :button
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    # Initialize variables
    @button = false
    @upd_input = false
    @active = false
    @tutorial_guide = Game_TutorialGuide.new
    @index = 0
    @wait_frames = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start
  #    scene           : the scene to guide through
  #    common_event_id : the navigation common event
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def start (scene, common_event_id)
    # Get Common Event
    @tutorial_guide.setup ($data_common_events[common_event_id].list)
    # Initialize Scene
    $scene = scene.new
    @active = true
    # Initialize Message window here because uses $game variables.
    if @message_window.nil?
      @game_message = Game_Message.new
      @message_window = Window_Message.new
      @message_window.z = 210
    end
    # Reset Saved values
    if $scene.is_a? (Scene_Menu)
      $game_party.last_item_id = 0
      $game_party.last_actor_index = 0
      $game_party.last_target_index = 0
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    if @real_game_message.nil?
      @real_game_message = $game_message
      $game_message = @game_message
    end
    @button = nil
    @upd_input = true
    @message_window.update
    @upd_input = false
    if $game_message.visible
      $game_message = @real_game_message
      @real_game_message = nil
      return
    end
    @active = false if @tutorial_guide.update == false
    $game_message = @real_game_message
    @real_game_message = nil
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Active?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def active?
    return @active
  end
end

#==============================================================================
# ** Scene_Title
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - start
#==============================================================================

class Scene_Title
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Load Database
  #``````````````````````````````````````````````````````````````````````````
  #  Initialize $tutorial
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_tutorial_scenes_ldb_init_nf4 load_database
  def load_database
    # Run Original Method
    modalg_tutorial_scenes_ldb_init_nf4
    # Initialize Tutorial
    $tutorial = Tutorial.new
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Load Battle Test Database
  #``````````````````````````````````````````````````````````````````````````
  #  Initialize $tutorial
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_tutrl_scn_lbtdb_ak42 load_bt_database
  def load_bt_database
    # Run Original Method
    modalg_tutrl_scn_lbtdb_ak42
    # Initialize Tutorial
    $tutorial = Tutorial.new
  end
end


If you can make it compatible you will be credited in my game for it

Thanks in advance

EDIT: sorry i never said what maker i wanted it for. I'm using Rpg maker XP and need it for that, This is a VX script.

10
Script Requests / Custom title screen script.
May 15, 2009, 01:35:31 pm
Hay guys i found an amazing script for the RPG maker vx.

Its a script that allows you to have a map in the background as your title screen and what ever events are on it it will also play if there one autorun.

But i was wondering if there was anyone that could convert it to RPG maker XP.

It would be really usefull if it was converted

so here is the script

Spoiler: ShowHide
#==============================================================================
# ? Vixotic_Map Story_Title <VX>
#------------------------------------------------------------------------------
# Version 1
# by Vixotic [vixotic@live.com]
# Exclusive Script for http://rpgmakervx.net/
#============================================================================== 
module VIX
  #-----------------------
  # Map Story Location
  #----------------------
  MAP_ID = 1
  MAP_X = 7
  MAP_Y = 8
  MEMBERS = [1] # Members when Map Story Start.
  # [] is No Member. [1,2,3] is Members ID 1-2-3 from Database
 
  #--------------------------
  # Title Window Properties
  #-------------------------
  TITLE_WINDOW_SKIN = "Window" # Get Windowskin File from System Folder
  TITLE_WINDOW_X = 355
  TITLE_WINDOW_Y = 170
  TITLE_WINDOW_WIDTH = 172
  TITLE_WINDOW_OPACITY = 200 # 0 to 255
end

class Scene_Title < Scene_Base
  def vix_title_window_setup
    $title_window.windowskin = Cache.system(VIX::TITLE_WINDOW_SKIN)
    $title_window.x = VIX::TITLE_WINDOW_X
    $title_window.y = VIX::TITLE_WINDOW_Y
    $title_window.width = VIX::TITLE_WINDOW_WIDTH
    $title_window.opacity = VIX::TITLE_WINDOW_OPACITY
  end

  def start
    super
    load_database
    create_game_objects
    if $title_on == true
      $title_on = false
     command_new_game
    else
    $game_party.vix_setup_starting_member(VIX::MEMBERS)
    $game_map.setup(VIX::MAP_ID)
    $game_player.moveto(VIX::MAP_X,VIX::MAP_Y)
    $game_player.refresh
    $game_map.titlewin = 1
    $scene = Scene_Map.new
    $title_window = Window_Command.new(172, [Vocab::new_game, Vocab::continue,  Vocab::shutdown])
    vix_title_window_setup
    $game_map.autoplay
    end
  end
 
  def command_new_game
    confirm_player_location
    $game_party.setup_starting_members
    $game_map.setup($data_system.start_map_id)
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    $game_player.refresh
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)
    close_command_window
    Graphics.fadeout(60)
    Graphics.wait(40)
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end
 
  def post_start
  end
  def terminate
  end
  def update
  end
  def pre_terminate
  end
  def perform_transition
  end
  def close_command_window
  end
  def perform_transition
  end
end

class Game_Map
  attr_accessor :titlewin
 
  alias vix_map_update update
  def update
    vix_map_update
    $title_window.visible = true if not $title_window.disposed? and $title_window.visible == false and @titlewin != 2
    if @titlewin == 1
    $title_window.update
    if Input.trigger?(Input::C) and not $game_message.visible
      case $title_window.index
     
      when 0 # New Game
       Sound.play_decision
       Graphics.fadeout(30)
       $title_window.dispose unless $title_window.disposed?
       @titlewin = 2
       $title_on = true
       $scene = Scene_Title.new
       
      when 1 # Continue
       Sound.play_decision
       $scene = Scene_File.new(false, false, true)
       
      when 2 # Shutdown
       Sound.play_decision
       $title_window.dispose unless $title_window.disposed?
       @titlewin = 2
       RPG::BGM.fade(800)
       RPG::BGS.fade(800)
       RPG::ME.fade(800)
       $scene = nil
      end
    end
  end
end
end

class Scene_Map
  alias vix_map_terminate terminate
  def terminate
    if $scene.is_a?(Scene_Battle)
      $title_window.visible = false unless $title_window.disposed?
    end
    vix_map_terminate
  end
end

class Scene_File < Scene_Base
  alias vix_read_data read_save_data
  def read_save_data(file)
    vix_read_data(file)
    $game_map.titlewin = 2
    $title_window.dispose unless $title_window.disposed?
  end
end

class Game_Party
    def vix_setup_starting_member(charalist)
    @actors = charalist
  end
end

11
Script Requests / Tutorial menu script
May 14, 2009, 03:43:35 pm
Hay guys.

I was wondering if anyone new where i could find a script or if the could make one for me

The script is a little add-on or you could call it a menu add-on.

I want a script that allows you to make a tutorial for a menu screen for example in my game I want to make a tutorial within blizzards easy party switcher script that has been implemented in to my menu.

So it basicly a tutorial for menu's.


Features

  • Allows you to make a tutorial within a menu.

  • Locks the player so he can't do anything in the menu whilst the tutorial is on or unless the tut asks him to.




Scripts im curruntly using

  • Advanced Analyze System by Blizzard.0

  • Stat Distribution System by Blizzard.0

  • Full Reflection System by Blizzard.0

  • Limit Break (DVV's).0

  • Easy Party Switcher by Blizzard

  • Aqua's Status Menu v1.0

  • Tons of Add-ons by Blizzard




I have tried doing this is events but I could not do it and a saw a script for this in VX so i was wondering if the was one in XP

Thanks