Per 2016, RMID pindah ke RMID Discord (Invite link dihapus untuk mencegah spambot -Theo @ 2019). Posting sudah tidak bisa dilakukan lagi.
Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.
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| 2009-12-15, 12:28 | CrimsonSeas Overdrive |
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CrimsonSeas Novice
Posts : 106 Thanked : 9 Engine : RMVX
| CrimsonSeas Overdrive Versi: 1.0 Skill System<TIPE> PengenalanScript yg gw bikin karena gw ga puas sama script2 Overdrive lain, jd gw coba bikin script Overdrive yg menggabungkan FF7 Limit Break sama FFX Overdrive Fitur
- Simple Overdrive Level; ide dari FF7 tapi gw bikin lebih simple, intinya kita cuma bisa pake overdrive yg levelnya sama ato dibawah overdrive level kita
- 12 Overdrive mode, pilih sendiri apakah gauge bakal keisi waktu kena damage, waktu nyerang musuh, waktu ngeheal etc.
- Dapet overdrive mode dengan melakukan action tertentu berkali2. Cth: Attack 100x buat dapet OD mode Attacker
- Fury dan Sadness, state yg mempercepat/memperlambat pengisian gauge
- Sangat Customizable. (sampe2 capek customizenya gr2 kepanjangan )
- Overdrive Menu, atur OD level dan OD mode tiap character.
ScreenshotsContoh Overdrive selection di battle: - Spoiler:
Overdrive Menu: - Spoiler:
12 Overdrive modes: - Spoiler:
Demohttp://www.media*fire.com/?oyezdtv2md2 Script - Code:
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=begin ================================================================================ CrimsonSeas Ultimate series; Overdrive System by CrimsonSeas ================================================================================ Introduction: This script wasn't originally made to be part of the Ultimate series, but after I started making Ultimate series I decided to upgrade this to Ultimate series.
-------------------------------------------------------------------------------- Features: This script introduces the following features: From FF7: +Overdrive levels,but I made it simpler so it will work like this: Any OD skill lower or same level than the character's current OD level can be used. Any OD skill higher than the character's current OD level can't. You can also set up different increase rate for each OD level for each character, so you can make that character's with higher level OD fills slower than lower OD level characters.
+Fury states, which will increase or decrease OD rate depending on how they are configured. COnfigure this via the state's note field.
From FFX: +Overdrive Modes, so each character can have their own conditions to fill the OD gauge. This also incorporates the system in which after doing certain conditions a number of times, the character will get additional OD Mode. Ex: Attacking 120 times and you'll get Attacker OD Mode.
All this comes with a menu that enables you to choose OD level and OD Mode for each character
This script is also highly customizable, to the point that I myself am confused customizing this script for my project (Config ends at line 525, wtf?)
List of customization possible: +OD Mode Name
+Gauge increase rate that is unique to each character and each OD Mode. This also come with a default so if you're tired setting this you can just use the default.
+Different number of actions that has to be taken to acquire new OD Mode for each characters. This also comes with a default.
+Texts at the OD menu
+Fury and Sadness states
================================================================================ How to Use ================================================================================ -------------------------------------------------------------------------------- Note Tags -------------------------------------------------------------------------------- <overdrive od_lv> : Defines that a skill is an overdrive skill, and what is it's level. <fury value> : For use in states, defines skills that has fury effect. Fury increases/decreases OD gain rate depending on the value. Write value in percent, value of 100 will double the rate while value of -100 will stop OD gauge. And a value of -200 will reverse the gauge rate :P. All states with fury tags will be added together. <mode od_mode> : Defines an enemy's drive gauge mode. Refer to the mode name constant in the module below to determine what you should write here. Remember that you should write it without the quote marks. <od_increase val> : Defines items or skills that will change overdrive value. Negative value will decrease drive gauge. -------------------------------------------------------------------------------- Script Call -------------------------------------------------------------------------------- Use these script calls to modify actor's overdrive gauge in the event editor
change_actor_od(id, set_value) => This will set actor's drive gauge increase_actor_od(id, value_change) = This will increase/decrease actor's drive gauge --------------------------------------------------------------------------------
Define other configs in the config section. I know it's long, but that's the price for high customizability right?
================================================================================ Module Configuration ================================================================================ =end
module CSU module Overdrive
=begin ================================================================================ Modes Name ================================================================================ Use this part to set up names for each OD Mode: STOIC => Increases by taking damage. ATTACKER = > Increases by dealing damage. This excludes items and OD skills itself. HEALER => Increase by healing ally other than self SLAYER => Increase by killing an enemy VICTORY => Increase by winning battle COMRADE => Increase by getting another ally to be damaged. COWARD => Increase by escaping battle. ALLY => Increase by taking any action. DAREDEVIL => Increase by taking any action at low HP. SOLO=> Increase by taking any action while alone. DANCER => Increase by evading enemy attack. (REMEMBER EVADE != MISS) AVENGER => Increase by getting another ally to be KO'd. =end
STOIC_NAME = "Stoic" ATTACKER_NAME = "Attacker" HEALER_NAME = "Healer" SLAYER_NAME = "Slayer" VICTORY_NAME = "Victory" COMRADE_NAME = "Comrade" COWARD_NAME = "Coward" ALLY_NAME = "Ally" DAREDEVIL_NAME = "Daredevil" SOLO_NAME = "Solo" DANCER_NAME = "Dancer" AVENGER_NAME = "Avenger" #Explanation for each OD type at the OD menu help window. STOIC_HELP = "Increases gauge when damaged." ATTACKER_HELP = "Increases gauge when damaging enemy." HEALER_HELP = "Increases gauge when you heal ally." SLAYER_HELP = "Increases gauge when you kill enemy." VICTORY_HELP = "Increases gauge when you win battle." COMRADE_HELP = "Increases gauge when ally is damaged." COWARD_HELP = "Increases gauge when you escape from battle." ALLY_HELP = "Increases gauge whenever you took an action." DAREDEVIL_HELP = "Increases gauge whenever you took an action in low health." SOLO_HELP = "Increases gauge whenever you took an action while being alone." DANCER_HELP = "Increases gauge whenever you evaded enemy attack." AVENGER_HELP = "Increases gauge when an ally is KO'd" #Various texts for OD menu commands. LEVEL_SET_VCB = "Level Set" VIEW_OD_VCB = "View" MODE_VCB = "Drive Modes" LEVEL_VCB = "Level" LEVEL_CHANGED_VCB = "Changed to level " MODE_CHANGED_VCB = "Changed to mode " #Various help text for OD menu commands LEVEL_SET_HELP = "Sets OD level (Resets gauge to zero.)" VIEW_OD_HELP = "View Overdrives." MODE_HELP = "Sets Drive mode." #Sets the default OD Mode. DEFAULT_TYPE = "Stoic" #Sets the max OD level MAX_OD_LEVEL = 3 #Sets the sound to be played when OD is full. OD_SOUND = "Chime2" #Sets name for Overdrive. This will be shown if you use the default OD gauge OD_NAME = "Overdrive" #Sets whether you want to use Overdrive exclusive battle command window. This #constant must be set to false if you use any other custom battle command window USE_OD_CMD_WINDOW = true #Inform the script whether you are using Tankentai SBS or not USE_TANKENTAI_ATB = true #Inform the script whther you are using a custom HUD or not. If you are using #Custom HUD, you have to make the OD gauge show on your HUD yourself USE_CUSTOM_HUD = false #Inform the script whether you are using Custom Menu scripts or not. If you are #using Custom menu scripts, you have to configure the custom menu script yourself #to enable the Overdrive Menu. USE_CUSTOM_MENU_SCRIPT = false end end
class Game_Actor =begin ================================================================================ Just FYI, actor's max od level are determined by the skill that has the highest OD level. So if a character has a skill with OD level 3, his/her max OD level would become 3 as well. ================================================================================ Sets rate for each OD mode. This rate is an array with size = max od level, with the leftmost value being the rate for od level = 1 OD increase formulas: Stoic: Rate * Damage taken / Max HP Attacker: Rate Healer: Rate * Healing value / Target's Max HP Slayer: Rate Victory: Rate Coward: Rate Comrade: Rate * Damage taken / Victim's Max HP Ally: Rate Solo: Rate Daredevil: Rate Avenger: Rate Dancer:Rate ================================================================================ =end
def stoic_rate case @actor_id when 1 temp = [2000, 1050, 800] #Specific rate when 2 temp = [2100, 1100, 850] end temp = [1600, 1000, 750] if temp == nil #Default Rate return temp[self.od_level-1] end def attacker_rate case @actor_id when 1 temp = [100, 70, 60] when 2 temp = [110, 85, 65] end temp = [100, 80, 60] if temp == nil return temp[self.od_level-1] end def healer_rate case @actor_id when 1 temp = [200, 155, 80] when 2 temp = [150, 110, 70] end temp = [180, 135, 90] if temp == nil return temp[self.od_level-1] end def slayer_rate case @actor_id when 1 temp = [200, 140, 110] when 2 temp = [220, 160, 125] end temp = [200, 160, 100] if temp == nil return temp[self.od_level-1] end def victory_rate case @actor_id when 1 temp = [250, 160, 120] when 2 temp = [250, 190, 150] end temp = [250, 180, 125] if temp == nil return temp[self.od_level-1] end def coward_rate case @actor_id when 1 temp = [200, 120, 100] when 2 temp = [200, 150, 110] end temp = [200, 160, 105] if temp == nil return temp[self.od_level-1] end def comrade_rate case @actor_id when 1 temp = [1600, 800, 500] when 2 temp = [1800, 875, 575] end temp = [1700, 825, 550] if temp == nil return temp[self.od_level-1] end def ally_rate case @actor_id when 1 temp = [80, 60, 40] when 2 temp = [95, 65, 45] end temp = [100, 70, 40] if temp == nil return temp[self.od_level-1] end def daredevil_rate case @actor_id when 1 temp = [100, 70, 45] when 2 temp = [105, 75, 55] end temp = [120, 80, 65] if temp == nil return temp[self.od_level-1] end def avenger_rate case @actor_id when 1 temp = [200, 140, 100] when 2 temp = [220, 170, 120] end temp = [225, 165, 115] if temp == nil return temp[self.od_level-1] end def dancer_rate case @actor_id when 1 temp = [160, 125, 80] when 2 temp = [150, 110, 70] end temp = [180, 135, 90] if temp == nil return temp[self.od_level-1] end def solo_rate case @actor_id when 1 temp = [100, 70, 45] when 2 temp = [105, 75, 55] end temp = [120, 80, 65] if temp == nil return temp[self.od_level-1] end =begin ================================================================================ Set number of actions needed to acquire new OD Mode If set to 0, that means the particular mode will be available from the start. For the sake of the demo, I made it so Ralph already have all modes from the start. ================================================================================ =end
def stoic_count_needed case @actor_id when 1 return 0 #for specific actor end return 0 #default end def attacker_count_needed case @actor_id when 1 return 0 end return 120 end def healer_count_needed case @actor_id when 1 return 0 end return 80 end def slayer_count_needed case @actor_id when 1 return 0 end return 100 end def coward_count_needed case @actor_id when 1 return 0 end return 80 end def victory_count_needed case @actor_id when 1 return 0 end return 90 end def comrade_count_needed case @actor_id when 1 return 0 end return 120 end def ally_count_needed case @actor_id when 1 return 0 end return 200 end def daredevil_count_needed case @actor_id when 1 return 0 end return 60 end def avenger_count_needed case @actor_id when 1 return 0 end return 80 end def dancer_count_needed case @actor_id when 1 return 0 end return 50 end def solo_count_needed case @actor_id when 1 return 0 end return 60 end end
=begin ================================================================================ Enemy OD Setup ================================================================================ Well this part is just like the actor's setup, except there's no setting for count needed. To define an enemy's OD Mode, write this into the enemy's note box: <type Mode name> Ex: <type Stoic> Name should be the one defined in the Config module above
Enemy OD level is automatically calculated depending on the highest OD level skill that the enemy has. (just like the actor one) Ex: If Slime has 2 skills, 1 with OD level 1 and 1 with OD level 3, then Slime's OD level will be 3. =end
class Game_Enemy def stoic_rate case @enemy_id when 1 temp = [10000, 10000, 750] #This ridiculously large value is for testing only end temp = [1600, 1000, 750] if temp == nil return temp[self.od_level-1] end def attacker_rate case @enemy_id when 1 temp = [100, 80, 60] end temp = [100, 80, 60] if temp == nil return temp[self.od_level-1] end def healer_rate case @enemy_id when 1 temp = [180, 135, 90] end temp = [180, 135, 90] if temp == nil return temp[self.od_level-1] end def slayer_rate case @enemy_id when 1 temp = [200, 160, 100] end temp = [200, 160, 100] if temp == nil return temp[self.od_level-1] end def victory_rate case @enemy_id when 1 temp = [250, 180, 125] end temp = [250, 180, 125] if temp == nil return temp[self.od_level-1] end def coward_rate case @enemy_id when 1 temp = [200, 160, 105] end temp = [200, 160, 105] if temp == nil return temp[self.od_level-1] end def comrade_rate case @enemy_id when 1 temp = [1700, 825, 550] end temp = [1700, 825, 550] if temp == nil return temp[self.od_level-1] end def ally_rate case @enemy_id when 1 temp = [100, 70, 40] end temp = [100, 70, 40] if temp == nil return temp[self.od_level-1] end def daredevil_rate case @enemy_id when 1 temp = [120, 80, 65] end temp = [120, 80, 65] if temp == nil return temp[self.od_level-1] end def avenger_rate case @enemy_id when 1 temp = [225, 165, 115] end temp = [225, 165, 115] if temp == nil return temp[self.od_level-1] end def dancer_rate case @enemy_id when 1 temp = [180, 135, 90] end temp = [180, 135, 90] if temp == nil return temp[self.od_level-1] end def solo_rate case @enemy_id when 1 temp = [120, 80, 65] end temp = [120, 80, 65] if temp == nil return temp[self.od_level-1] end end #=============================================================================== #END CONFIG #I know you're tired after seeing this many lines, go take a break for a while #===============================================================================
module CSU if defined?(SCRIPTLIST) == nil SCRIPTLIST = [] end SCRIPTLIST.push("Ultimate Overdrive") end
def change_actor_od(id, value) $game_actors[id].overdrive = value end
def increase_actor_od(id, increase) $game_actors[id].overdrive += increase end
module RPG class Skill def create_skill_cache_ultimate_overdrive if @od_level == nil temp = self.note[/<overdrive\s+[0-9]+>/] if temp != nil @od_level = [[temp[/[0-9]+/].to_i, 0].max, CSU::Overdrive::MAX_OD_LEVEL].min else @od_level = 0 end end end def overdrive? return self.note[/<overdrive\s+[0-9]+>/] != nil end attr_accessor :od_level end class UsableItem def create_usableitem_cache_ultimate_overdrive if @od_increase == nil temp = self.note[/<od_increase\s+[0-9-]+>/] if temp != nil @od_level = temp[/[0-9-]+/].to_i else @od_increase = 0 end end end attr_accessor :od_increase end class Enemy def create_enemy_cache_ultimate_overdrive if @od_type == nil temp = self.note[/<mode\s+.+>/] if temp != nil temp.slice![/<mode\s+/] temp.slice![/>/] @od_type = temp else @od_type = CSU::Overdrive::DEFAULT_TYPE end end end attr_accessor :od_type end class State def create_state_cache_ultimate_overdrive if @fury == nil temp = self.note[/<fury\s+[0-9-]+>/] if temp != nil @fury = temp[/[0-9-]+/].to_i else @fury = 0 end end end attr_accessor :fury end end
class Game_Battler attr_accessor :overdrive attr_accessor :od_level attr_accessor :od_type def od_increase(od_value, sound = true) return self.overdrive = 0 if self.hp == 0 return if self.overdrive == self.max_overdrive fury = 0 for state in self.states fury += state.fury end od_value *= (1 + fury/100.0) self.overdrive = (od_value + self.overdrive).to_i self.overdrive = self.max_overdrive if self.overdrive > self.max_overdrive if $game_temp.in_battle Audio.se_play("Audio/SE/" + CSU::Overdrive::OD_SOUND, 80, 100) if self.overdrive >= self.max_overdrive && sound end end def max_overdrive return 1000 end alias od_execute_damage execute_damage unless $@ def execute_damage(user) if user.action.skill != nil user.overdrive = 0 if user.action.skill.overdrive? end od_increase_healer(user) od_execute_damage(user) od_increase_stoic(user) od_increase_attacker(user) od_increase_slayer(user) od_increase_comrade_ko(user) if self.hp == 0 self.overdrive = 0 end end #Calls OD increase if evaded an attack alias od_attack_effect attack_effect unless $@ def attack_effect(attacker) if rand(100) <= calc_eva(attacker) && self.od_type == CSU::Overdrive::DANCER_NAME && self.od_level > 0 if self.actor? self.dancer_count += 1 unless self.dancer_count >= 32767 end return if self.overdrive < self.max_overdrive od_increase(self.dancer_rate) end od_attack_effect(attacker) end
#Calls OD increase if evaded a skill alias od_skill_effect skill_effect unless $@ def skill_effect(user, skill) if rand(100) <= calc_eva(user, skill) && self.od_type == CSU::Overdrive::DANCER_NAME && self.od_level > 0 if self.actor? self.dancer_count += 1 unless self.dancer_count >= 32767 end return if self.overdrive < self.max_overdrive od_increase(self.dancer_rate) end od_skill_effect(user, skill) if skill.od_increase != 0 self.overdrive += skill.od_increase self.overdrive = [[self.overdrive, 0].max, 1000].min end end
#Calls OD increase if Comrade or Avenger def od_increase_comrade_ko(user) return if user.actor? && self.actor? return if !user.actor? && !self.actor? belongs_to = self.actor? ? $game_party : $game_troop for battler in belongs_to.existing_members if battler.od_level > 0 && @hp_damage > 0 next unless battler.od_type == CSU::Overdrive::COMRADE_NAME || battler.od_type == CSU::Overdrive::AVENGER_NAME next if battler == self if battler.actor? battler.comrade_count += 1 unless battler.comrade_count >= 32767 end od_change = (@hp_damage.to_f/self.maxhp) * battler.comrade_rate if battler.od_type == CSU::Overdrive::COMRADE_NAME if self.hp == 0 od_change = battler.avenger_rate if CSU::Overdrive::AVENGER_NAME == battler.od_type if battler.actor? battler.avenger_count += 1 unless battler.avenger_count >= 32767 end end next if battler.overdrive >= battler.max_overdrive battler.od_increase(od_change) end end end
#Calls OD increase if Stoic def od_increase_stoic(user) return if user.actor? && self.actor? return if !user.actor? && !self.actor? if self.od_level > 0 && @hp_damage > 0 if self.actor? self.stoic_count += 1 unless self.stoic_count >= 32767 end return if self.overdrive >= self.max_overdrive return if self.od_type != CSU::Overdrive::STOIC_NAME od_change = (@hp_damage.to_f/self.maxhp) * self.stoic_rate od_increase(od_change) end end #Calls OD increase if Attacker def od_increase_attacker(user) return if user.actor? && self.actor? return if !user.actor? && !self.actor? if user.od_level > 0 && @hp_damage > 0 if user.action.kind == 1 return if user.action.skill.overdrive? elsif user.action.kind == 2 return end if user.actor? user.attack_count += 1 unless user.attack_count >= 32767 end return if user.overdrive >= user.max_overdrive return if user.od_type != CSU::Overdrive::ATTACKER_NAME user.od_change(user.attacker_rate) end end #Calls OD increase if Healer def od_increase_healer(user) if user.od_level > 0 && @hp_damage < 0 && user != self if user.actor? user.healer_count += 1 unless user.healer_count >= 32767 end return if user.overdrive >= user.max_overdrive return if user.od_type != CSU::Overdrive::HEALER_NAME if (self.hp - @hp_damage) > self.maxhp heal_value = self.maxhp - self.hp else heal_value = @hp_damage * (-1) end od_change = user.healer_rate.to_f * heal_value/user.maxhp user.od_increase(od_change) end end
#Calls OD if Slayer def od_increase_slayer(user) return if user.actor? && self.actor? return if !user.actor? && !self.actor? if user.od_level > 0 && @hp_damage > 0 && self.hp == 0 if user.actor? user.slayer_count += 1 unless user.slayer_count >= 32767 end return if user.overdrive >= user.max_overdrive return if user.od_type != CSU::Overdrive::SLAYER_NAME user.od_increase(user.slayer_rate) end end def in_overdrive? return self.overdrive == self.max_overdrive end alias od_item_effect item_effect unless $@ def item_effect(user, item) od_item_effect(user, item) if item.od_increase != 0 self.overdrive += item.od_increase self.overdrive - [[self.overdrive, 0].max, 1000].min end end end
class Game_Actor attr_accessor :stoic_count attr_accessor :attack_count attr_accessor :healer_count attr_accessor :slayer_count attr_accessor :comrade_count attr_accessor :victory_count attr_accessor :ally_count attr_accessor :daredevil_count attr_accessor :solo_count attr_accessor :coward_count attr_accessor :dancer_count attr_accessor :avenger_count attr_accessor :od_level attr_accessor :overdrive alias od_setup setup unless $@ def setup(actor_id) od_setup(actor_id) @overdrive = 0 @od_type = CSU::Overdrive::DEFAULT_TYPE @stoic_count = @attack_count = @healer_count = @slayer_count = @comrade_count = 0 @victory_count = @ally_count = @daredevil_count = @solo_count = @coward_count = 0 @dancer_count = @avenger_count = 0 @od_level = max_od_level end def od_level if @od_level == 0 && max_od_level != 0 @od_level = 1 end return @od_level end def max_od_level @max_od_level = 0 for skill in skills if skill.overdrive? if skill.od_level > @max_od_level @max_od_level = skill.od_level end end end return @max_od_level end def available_od_type types = [] types.push(CSU::Overdrive::STOIC_NAME) if @stoic_count >= stoic_count_needed types.push(CSU::Overdrive::ATTACKER_NAME) if @attack_count >= attacker_count_needed types.push(CSU::Overdrive::HEALER_NAME) if @healer_count >= healer_count_needed types.push(CSU::Overdrive::SLAYER_NAME) if @slayer_count >= slayer_count_needed types.push(CSU::Overdrive::VICTORY_NAME) if @victory_count >= victory_count_needed types.push(CSU::Overdrive::COWARD_NAME) if @coward_count >= coward_count_needed types.push(CSU::Overdrive::COMRADE_NAME) if @comrade_count >= comrade_count_needed types.push(CSU::Overdrive::AVENGER_NAME) if @avenger_count >= avenger_count_needed types.push(CSU::Overdrive::ALLY_NAME) if @ally_count >= ally_count_needed types.push(CSU::Overdrive::SOLO_NAME) if @solo_count >= solo_count_needed types.push(CSU::Overdrive::DAREDEVIL_NAME) if @daredevil_count >= daredevil_count_needed types.push(CSU::Overdrive::DANCER_NAME) if @dancer_count >= dancer_count_needed return types end end
class Game_Enemy attr_accessor :od_level attr_accessor :overdrive alias od_initialize initialize unless $@ def initialize(index,enemy_id) od_initialize(index,enemy_id) @overdrive = 0 set_od_level end def od_type return $data_enemies[@enemy_id].od_type end def set_od_level @od_level = 0 for action in enemy.actions if action.kind == 1 && $data_skills[action.skill_id].overdrive? if @od_level < $data_skills[action.skill_id].od_level @od_level = $data_skills[action.skill_id].od_level end end end end end
class Scene_Battle alias crmsn_battle_end battle_end unless $@ def battle_end(result) od_increase_victory if result == 0 od_increase_coward if result == 1 crmsn_battle_end(result) end def od_increase_victory for actor in $game_party.existing_members actor.victory_count += 1 unless actor.victory_count >= 32767 next unless actor.od_type == CSU::Overdrive::VICTORY_NAME next if actor.overdrive >= actor.max_overdrive || actor.od_level == 0 actor.od_increase(actor.victory_rate, false) end end def od_increase_coward for actor in $game_party.existing_members actor.coward_count += 1 unless actor.coward_count >= 32767 next unless actor.od_type == CSU::Overdrive::COWARD_NAME next if actor.overdrive >= actor.max_overdrive || actor.od_level == 0 actor.od_increase(actor.coward_rate, false) end end alias crmsn_set_next_active_battler set_next_active_battler unless $@ def set_next_active_battler crmsn_set_next_active_battler od_increase_action unless CSU::Overdrive::USE_TANKENTAI_ATB end def od_increase_action od_change = 0 return if @active_battler == nil battler = @active_battler belongs_to = battler.actor? ? $game_party : $game_troop if battler.actor? battler.ally_count += 1 unless battler.ally_count >= 32767 battler.solo_count += 1 unless battler.solo_count >= 32767 && belongs_to.existing_members.size != 1 battler.daredevil_count += 1 unless battler.daredevil_count >= 32767 && battler.hp >= battler.maxhp / 4 end if battler.overdrive < battler.max_overdrive if battler.od_type == CSU::Overdrive::SOLO_NAME && belongs_to.existing_members.size == 1 od_change += battler.solo_rate end if battler.od_type == CSU::Overdrive::DAREDEVIL_NAME && battler.hp >= battler.maxhp / 4 od_change += battler.daredevil_rate end if battler.od_type == CSU::Overdrive::ALLY_NAME od_change += battler.ally_rate end battler.od_increase(od_change) end end end
class Window_ODLevel < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y,actor) super(x, y, 544, WLH + 32) @actor = actor self.z = 50 @od_stat_window = true refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_name(@actor, 4, 0) draw_actor_od_gauge(@actor, 120, 0, 120) self.contents.font.color = system_color self.contents.draw_text(256, 0, 120, WLH, @actor.od_type) self.contents.draw_text(384, 0, 96, WLH, "OD Level ") self.contents.font.color = normal_color self.contents.draw_text(472, 0, 48, WLH, @actor.od_level.to_s) end end
class Window_ODCommand < Window_Command def initialize(width, commands, column, actor) super(width, commands, 3) @enabled = actor.od_level > 0 refresh self.active = true end def refresh self.contents.clear for i in 0...@item_max draw_item(i, @enabled) end end end
class Scene_Overdrive < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index #-------------------------------------------------------------------------- def initialize(actor_index = 0) @actor_index = actor_index end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background @actor = $game_party.members[@actor_index] @viewport = Viewport.new(0, 0, 544, 416) @help_window = Window_Help.new @help_window.viewport = @viewport @skill_window = Window_Skill.new(0, 168, 544, 248, @actor, true) @skill_window.viewport = @viewport @skill_window.help_window = @help_window @skill_window.index = -1 command = [] command.push(CSU::Overdrive::LEVEL_SET_VCB) command.push(CSU::Overdrive::VIEW_OD_VCB) command.push(CSU::Overdrive::MODE_VCB) @skill_window.active = false @command_window = Window_ODCommand.new(544, command, 3, @actor) @command_window.viewport = @viewport @command_window.y = 112 @char_level_window = Window_ODLevel.new(0, 0, @actor) @char_level_window.viewport = @viewport command = [] for i in 1..@actor.max_od_level command.push((CSU::Overdrive::LEVEL_VCB + i.to_s)) end @level_window = Window_Command.new(544, command, 3) @level_window.viewport = @viewport @char_level_window.y = 56 @level_window.y = 112 @level_window.z = 1000 @type_window = Window_Command.new(544, @actor.available_od_type, 3) @type_window.viewport = @viewport @type_window.y = 112 @type_window.z = 1000 @level_window.active = @type_window.active = false @level_window.visible = @type_window.visible = false end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @help_window.dispose @command_window.dispose @skill_window.dispose @level_window.dispose @char_level_window.dispose end #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene $scene = Scene_Menu.new(1) end #-------------------------------------------------------------------------- # * Switch to Next Actor Screen #-------------------------------------------------------------------------- def next_actor @actor_index += 1 @actor_index %= $game_party.members.size $scene = Scene_Overdrive.new(@actor_index) end #-------------------------------------------------------------------------- # * Switch to Previous Actor Screen #-------------------------------------------------------------------------- def prev_actor @actor_index += $game_party.members.size - 1 @actor_index %= $game_party.members.size $scene = Scene_Overdrive.new(@actor_index) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @help_window.update @command_window.update @char_level_window.update @level_window.update @type_window.update if @skill_window.active update_skill_selection @skill_window.update elsif @command_window.active update_command_selection elsif @level_window.active update_level_selection elsif @type_window.active update_type_selection end end #-------------------------------------------------------------------------- # * Update Skill Selection #-------------------------------------------------------------------------- def update_skill_selection if Input.trigger?(Input::B) Sound.play_cancel @skill_window.active =false @command_window.active = true @skill_window.index= -1 end end def update_command_selection if @command_window.index == 0 text = CSU::Overdrive::LEVEL_SET_HELP elsif @command_window.index ==1 text = CSU::Overdrive::VIEW_OD_HELP elsif @command_window.index == 2 text = CSU::Overdrive::MODE_HELP end @help_window.set_text(text) if Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.trigger?(Input::C) if @actor.od_level == 0 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 @level_window.active = true @level_window.visible = true @command_window.active = false when 1 @skill_window.active =true @command_window.active = false @skill_window.index = 0 when 2 @type_window.active = @type_window.visible = true @command_window.active = false end elsif Input.trigger?(Input::R) Sound.play_cursor next_actor elsif Input.trigger?(Input::L) Sound.play_cursor prev_actor end end def update_level_selection @help_window.set_text(CSU::Overdrive::LEVEL_SET_HELP) if Input.trigger?(Input::B) Sound.play_cancel @level_window.active = false @level_window.visible = false @command_window.active = true elsif Input.trigger?(Input::C) Sound.play_decision @actor.od_level = @level_window.index+1 @actor.overdrive = 0 @help_window.set_text(CSU::Overdrive::LEVEL_CHANGED_VCB + (@level_window.index+1).to_s) @skill_window.refresh @char_level_window.refresh for i in 1..60 Graphics.update end end end def update_type_selection case @type_window.commands[@type_window.index] when CSU::Overdrive::STOIC_NAME text = CSU::Overdrive::STOIC_HELP when CSU::Overdrive::ATTACKER_NAME text = CSU::Overdrive::ATTACKER_HELP when CSU::Overdrive::HEALER_NAME text = CSU::Overdrive::HEALER_HELP when CSU::Overdrive::SLAYER_NAME text = CSU::Overdrive::SLAYER_HELP when CSU::Overdrive::COMRADE_NAME text = CSU::Overdrive::COMRADE_HELP when CSU::Overdrive::VICTORY_NAME text = CSU::Overdrive::VICTORY_HELP when CSU::Overdrive::COWARD_NAME text = CSU::Overdrive::COWARD_HELP when CSU::Overdrive::AVENGER_NAME text = CSU::Overdrive::AVENGER_HELP when CSU::Overdrive::ALLY_NAME text = CSU::Overdrive::ALLY_HELP when CSU::Overdrive::SOLO_NAME text = CSU::Overdrive::SOLO_HELP when CSU::Overdrive::DAREDEVIL_NAME text = CSU::Overdrive::DAREDEVIL_HELP when CSU::Overdrive::DANCER_NAME text = CSU::Overdrive::DANCER_HELP end @help_window.set_text(text) if Input.trigger?(Input::B) Sound.play_cancel @type_window.active = false @type_window.visible = false @command_window.active = true elsif Input.trigger?(Input::C) Sound.play_decision @actor.od_type = @type_window.commands[@type_window.index] @help_window.set_text(CSU::Overdrive::MODE_CHANGED_VCB + (@type_window.commands[@type_window.index])) for i in 1..60 Graphics.update end @skill_window.refresh @char_level_window.refresh end end end
class Window_Base def draw_actor_od_gauge(actor, x, y, width = 120, use_name = true) gw = (width - 2) * actor.overdrive / [actor.max_overdrive, 1].max gc1 = Color.new(156, 96, 96) gc2 = Color.new(225, 176, 176) self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x + 1, y + WLH - 7, gw, 4, gc1, gc2) self.contents.font.color = Color.new(176, 128, 128) self.contents.draw_text (x, y, width, WLH, CSU::Overdrive::OD_NAME) if use_name self.contents.font.color = normal_color end end
if !CSU::Overdrive::USE_CUSTOM_HUD class Window_BattleStatus def draw_item(index) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color actor = $game_party.members[index] draw_actor_od_gauge(actor, 4, WLH * index, 100, false) if actor.od_level > 0 draw_actor_name(actor, 4, rect.y) draw_actor_state(actor, 114, rect.y, 48) draw_actor_hp(actor, 174, rect.y, 120) draw_actor_mp(actor, 310, rect.y, 70) end end end
if !CSU::Overdrive::USE_CUSTOM_MENU_SCRIPT class Scene_Menu alias csu_overdrive_start_actor_selection start_actor_selection unless $@ def start_actor_selection if @command_window.commands[@command_window.index] == Vocab::skill if @skill_od_window == nil @skill_od_window = Window_Command.new(160, [Vocab::skill, CSU::Overdrive::OD_NAME]) @skill_od_window.y = @command_window.y + 16 + @command_window.index * 24 @skill_od_window.x = @command_window.x @skill_od_window.openness = 0 end @skill_od_window.open loop do Graphics.update Input.update @skill_od_window.update if Input.trigger?(Input::C) Sound.play_decision @skill_od_window.close loop do Graphics.update Input.update @skill_od_window.update break if @skill_od_window.openness == 0 end @skill_od_window.visible = false break csu_overdrive_start_actor_selection elsif Input.trigger?(Input::B) Sound.play_decision @skill_od_window.close loop do Graphics.update Input.update @skill_od_window.update break if @skill_od_window.openness == 0 end break @skill_od_window.visible = false end end else csu_overdrive_start_actor_selection end end def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when 1 # skill if @skill_od_window.index == 0 $scene = Scene_Skill.new(@status_window.index) else $scene = Scene_Overdrive.new(@status_window.index) end when 2 # equipment $scene = Scene_Equip.new(@status_window.index) when 3 # status $scene = Scene_Status.new(@status_window.index) end end end alias csu_overdrive_terminate terminate unless $@ def terminate csu_overdrive_terminate @skill_od_window.dispose if @skill_od_window != nil end end end Cara PemasanganCopy script dari demo. Kalo kamu ga pake script custom battle commands ato custom menu command lain, copy juga 2 script itu dari demo. Credits
- CrimsonSeas
- SquareEnix untuk Game FF7 dan FFX
Terakhir diubah oleh richter_h tanggal 2013-11-18, 22:39, total 1 kali diubah (Reason for editing : nambahin skripnya soale link mokad. thanks to 81sby) |
| | | 2009-12-15, 13:28 | Re: CrimsonSeas Overdrive |
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Fandrey Novice
Posts : 110 Thanked : 3 Engine : RMVX
| Eh ini FF7/FFX? Bukannya lebih mirip ke sistemnya Wild Arms yah IMO? |
| | | 2009-12-15, 16:29 | Re: CrimsonSeas Overdrive |
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shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
Awards:
| Mantebb bgt! 1 rep bwt anda!! O ya ni compatible bwt tankentai SBS jg gk? Ato cma default BS? Mohon penjelasannya.. |
| | | 2009-12-15, 17:44 | Re: CrimsonSeas Overdrive |
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CrimsonSeas Novice
Posts : 106 Thanked : 9 Engine : RMVX
| @Fandrey: Loh kok Wild Arms? Gw ga maen smua wild arms sih, tp klo wild arms kan ada yg namanya Force leve waktu battle. Nah kalo yg ini OD levelnya itu di set sebelom battle, kita bisa ngeset levelnya sesuka kita. Teorinya sih orang pasti pilih level paling tinggi, tapi OD level rendah jg ada keuntungannya, soalnya bisa diset biar OD gauge lebih cepet ngisi klo levelnya rendah. @shikami: Compatible buat semua kok, sama Skill Activation script gw jg compatible |
| | | 2009-12-15, 18:44 | Re: CrimsonSeas Overdrive |
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Tamu Tamu
| lho, ini kan ada di rmvx.net, jadi km ya yg buat ? wah hebat !, tp akan lebih bagus kalo di mix ama KGC overdrive |
| | | 2009-12-15, 19:08 | Re: CrimsonSeas Overdrive |
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Fandrey Novice
Posts : 110 Thanked : 3 Engine : RMVX
| - Quote :
- @Fandrey: Loh kok Wild Arms? Gw ga maen smua wild arms sih, tp klo wild arms kan ada yg namanya Force leve waktu battle. Nah kalo yg ini OD levelnya itu di set sebelom battle, kita bisa ngeset levelnya sesuka kita. Teorinya sih orang pasti pilih level paling tinggi, tapi OD level rendah jg ada keuntungannya, soalnya bisa diset biar OD gauge lebih cepet ngisi klo levelnya rendah.
Hoo.. Kepikiran gw sih kayak wild arms (kan ada force levelnya), tapi force nya bisa diset waktu ga battle haha... Kaya element systemnya Chrono Cross berarti @_@ ada yang level tinggi ada yang level rendah |
| | | 2009-12-15, 20:05 | Re: CrimsonSeas Overdrive |
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CrimsonSeas Novice
Posts : 106 Thanked : 9 Engine : RMVX
| @declaration: yup, user namenya jg sama kan Mxdnya di mix gimana ya, kan ini jg fungsinya sama kyk KGC Overdrive cuma ditambahin fitur2 tambahan aja jdnya. |
| | | 2013-11-18, 20:56 | Hello membutuhkan bantuan |
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LayfonTsuna Newbie
Posts : 1 Thanked : 0 Engine : RMVX Skill : Very Beginner Type : Mapper
| Saya ingin memiliki demo skrip overdrive utama Anda, tetapi link mati Anda bisa memberi saya satu? |
| | | 2013-11-18, 21:25 | Re: CrimsonSeas Overdrive |
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richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| @layfon, kebetulan CrimsonSeas udah ngga aktip lagi beberapa tahun ini. kalo mau cari skripnya, coba google aja. seinget ane di situs luar (mungkin di rpgmakervx.net ada skripnya dan bisa diambil di sana, mengingatdia juga pernah jadi member di sana). mohon maap atas ketidaknyamanan ini. |
| | | 2013-11-18, 22:29 | Re: CrimsonSeas Overdrive |
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81sby Newbie
Posts : 74 Thanked : 1 Engine : Multi-Engine User Skill : Skilled Type : Event Designer
Awards:
| Ini Scriptnya. - Code:
-
=begin ================================================================================ CrimsonSeas Ultimate series; Overdrive System by CrimsonSeas ================================================================================ Introduction: This script wasn't originally made to be part of the Ultimate series, but after I started making Ultimate series I decided to upgrade this to Ultimate series.
-------------------------------------------------------------------------------- Features: This script introduces the following features: From FF7: +Overdrive levels,but I made it simpler so it will work like this: Any OD skill lower or same level than the character's current OD level can be used. Any OD skill higher than the character's current OD level can't. You can also set up different increase rate for each OD level for each character, so you can make that character's with higher level OD fills slower than lower OD level characters.
+Fury states, which will increase or decrease OD rate depending on how they are configured. COnfigure this via the state's note field.
From FFX: +Overdrive Modes, so each character can have their own conditions to fill the OD gauge. This also incorporates the system in which after doing certain conditions a number of times, the character will get additional OD Mode. Ex: Attacking 120 times and you'll get Attacker OD Mode.
All this comes with a menu that enables you to choose OD level and OD Mode for each character
This script is also highly customizable, to the point that I myself am confused customizing this script for my project (Config ends at line 525, wtf?)
List of customization possible: +OD Mode Name
+Gauge increase rate that is unique to each character and each OD Mode. This also come with a default so if you're tired setting this you can just use the default.
+Different number of actions that has to be taken to acquire new OD Mode for each characters. This also comes with a default.
+Texts at the OD menu
+Fury and Sadness states
================================================================================ How to Use ================================================================================ -------------------------------------------------------------------------------- Note Tags -------------------------------------------------------------------------------- <overdrive od_lv> : Defines that a skill is an overdrive skill, and what is it's level. <fury value> : For use in states, defines skills that has fury effect. Fury increases/decreases OD gain rate depending on the value. Write value in percent, value of 100 will double the rate while value of -100 will stop OD gauge. And a value of -200 will reverse the gauge rate :P. All states with fury tags will be added together. <mode od_mode> : Defines an enemy's drive gauge mode. Refer to the mode name constant in the module below to determine what you should write here. Remember that you should write it without the quote marks. <od_increase val> : Defines items or skills that will change overdrive value. Negative value will decrease drive gauge. -------------------------------------------------------------------------------- Script Call -------------------------------------------------------------------------------- Use these script calls to modify actor's overdrive gauge in the event editor
change_actor_od(id, set_value) => This will set actor's drive gauge increase_actor_od(id, value_change) = This will increase/decrease actor's drive gauge --------------------------------------------------------------------------------
Define other configs in the config section. I know it's long, but that's the price for high customizability right?
================================================================================ Module Configuration ================================================================================ =end
module CSU module Overdrive
=begin ================================================================================ Modes Name ================================================================================ Use this part to set up names for each OD Mode: STOIC => Increases by taking damage. ATTACKER = > Increases by dealing damage. This excludes items and OD skills itself. HEALER => Increase by healing ally other than self SLAYER => Increase by killing an enemy VICTORY => Increase by winning battle COMRADE => Increase by getting another ally to be damaged. COWARD => Increase by escaping battle. ALLY => Increase by taking any action. DAREDEVIL => Increase by taking any action at low HP. SOLO=> Increase by taking any action while alone. DANCER => Increase by evading enemy attack. (REMEMBER EVADE != MISS) AVENGER => Increase by getting another ally to be KO'd. =end
STOIC_NAME = "Stoic" ATTACKER_NAME = "Attacker" HEALER_NAME = "Healer" SLAYER_NAME = "Slayer" VICTORY_NAME = "Victory" COMRADE_NAME = "Comrade" COWARD_NAME = "Coward" ALLY_NAME = "Ally" DAREDEVIL_NAME = "Daredevil" SOLO_NAME = "Solo" DANCER_NAME = "Dancer" AVENGER_NAME = "Avenger" #Explanation for each OD type at the OD menu help window. STOIC_HELP = "Increases gauge when damaged." ATTACKER_HELP = "Increases gauge when damaging enemy." HEALER_HELP = "Increases gauge when you heal ally." SLAYER_HELP = "Increases gauge when you kill enemy." VICTORY_HELP = "Increases gauge when you win battle." COMRADE_HELP = "Increases gauge when ally is damaged." COWARD_HELP = "Increases gauge when you escape from battle." ALLY_HELP = "Increases gauge whenever you took an action." DAREDEVIL_HELP = "Increases gauge whenever you took an action in low health." SOLO_HELP = "Increases gauge whenever you took an action while being alone." DANCER_HELP = "Increases gauge whenever you evaded enemy attack." AVENGER_HELP = "Increases gauge when an ally is KO'd" #Various texts for OD menu commands. LEVEL_SET_VCB = "Level Set" VIEW_OD_VCB = "View" MODE_VCB = "Drive Modes" LEVEL_VCB = "Level" LEVEL_CHANGED_VCB = "Changed to level " MODE_CHANGED_VCB = "Changed to mode " #Various help text for OD menu commands LEVEL_SET_HELP = "Sets OD level (Resets gauge to zero.)" VIEW_OD_HELP = "View Overdrives." MODE_HELP = "Sets Drive mode." #Sets the default OD Mode. DEFAULT_TYPE = "Stoic" #Sets the max OD level MAX_OD_LEVEL = 3 #Sets the sound to be played when OD is full. OD_SOUND = "Chime2" #Sets name for Overdrive. This will be shown if you use the default OD gauge OD_NAME = "Overdrive" #Sets whether you want to use Overdrive exclusive battle command window. This #constant must be set to false if you use any other custom battle command window USE_OD_CMD_WINDOW = true #Inform the script whether you are using Tankentai SBS or not USE_TANKENTAI_ATB = true #Inform the script whther you are using a custom HUD or not. If you are using #Custom HUD, you have to make the OD gauge show on your HUD yourself USE_CUSTOM_HUD = false #Inform the script whether you are using Custom Menu scripts or not. If you are #using Custom menu scripts, you have to configure the custom menu script yourself #to enable the Overdrive Menu. USE_CUSTOM_MENU_SCRIPT = false end end
class Game_Actor =begin ================================================================================ Just FYI, actor's max od level are determined by the skill that has the highest OD level. So if a character has a skill with OD level 3, his/her max OD level would become 3 as well. ================================================================================ Sets rate for each OD mode. This rate is an array with size = max od level, with the leftmost value being the rate for od level = 1 OD increase formulas: Stoic: Rate * Damage taken / Max HP Attacker: Rate Healer: Rate * Healing value / Target's Max HP Slayer: Rate Victory: Rate Coward: Rate Comrade: Rate * Damage taken / Victim's Max HP Ally: Rate Solo: Rate Daredevil: Rate Avenger: Rate Dancer:Rate ================================================================================ =end
def stoic_rate case @actor_id when 1 temp = [2000, 1050, 800] #Specific rate when 2 temp = [2100, 1100, 850] end temp = [1600, 1000, 750] if temp == nil #Default Rate return temp[self.od_level-1] end def attacker_rate case @actor_id when 1 temp = [100, 70, 60] when 2 temp = [110, 85, 65] end temp = [100, 80, 60] if temp == nil return temp[self.od_level-1] end def healer_rate case @actor_id when 1 temp = [200, 155, 80] when 2 temp = [150, 110, 70] end temp = [180, 135, 90] if temp == nil return temp[self.od_level-1] end def slayer_rate case @actor_id when 1 temp = [200, 140, 110] when 2 temp = [220, 160, 125] end temp = [200, 160, 100] if temp == nil return temp[self.od_level-1] end def victory_rate case @actor_id when 1 temp = [250, 160, 120] when 2 temp = [250, 190, 150] end temp = [250, 180, 125] if temp == nil return temp[self.od_level-1] end def coward_rate case @actor_id when 1 temp = [200, 120, 100] when 2 temp = [200, 150, 110] end temp = [200, 160, 105] if temp == nil return temp[self.od_level-1] end def comrade_rate case @actor_id when 1 temp = [1600, 800, 500] when 2 temp = [1800, 875, 575] end temp = [1700, 825, 550] if temp == nil return temp[self.od_level-1] end def ally_rate case @actor_id when 1 temp = [80, 60, 40] when 2 temp = [95, 65, 45] end temp = [100, 70, 40] if temp == nil return temp[self.od_level-1] end def daredevil_rate case @actor_id when 1 temp = [100, 70, 45] when 2 temp = [105, 75, 55] end temp = [120, 80, 65] if temp == nil return temp[self.od_level-1] end def avenger_rate case @actor_id when 1 temp = [200, 140, 100] when 2 temp = [220, 170, 120] end temp = [225, 165, 115] if temp == nil return temp[self.od_level-1] end def dancer_rate case @actor_id when 1 temp = [160, 125, 80] when 2 temp = [150, 110, 70] end temp = [180, 135, 90] if temp == nil return temp[self.od_level-1] end def solo_rate case @actor_id when 1 temp = [100, 70, 45] when 2 temp = [105, 75, 55] end temp = [120, 80, 65] if temp == nil return temp[self.od_level-1] end =begin ================================================================================ Set number of actions needed to acquire new OD Mode If set to 0, that means the particular mode will be available from the start. For the sake of the demo, I made it so Ralph already have all modes from the start. ================================================================================ =end
def stoic_count_needed case @actor_id when 1 return 0 #for specific actor end return 0 #default end def attacker_count_needed case @actor_id when 1 return 0 end return 120 end def healer_count_needed case @actor_id when 1 return 0 end return 80 end def slayer_count_needed case @actor_id when 1 return 0 end return 100 end def coward_count_needed case @actor_id when 1 return 0 end return 80 end def victory_count_needed case @actor_id when 1 return 0 end return 90 end def comrade_count_needed case @actor_id when 1 return 0 end return 120 end def ally_count_needed case @actor_id when 1 return 0 end return 200 end def daredevil_count_needed case @actor_id when 1 return 0 end return 60 end def avenger_count_needed case @actor_id when 1 return 0 end return 80 end def dancer_count_needed case @actor_id when 1 return 0 end return 50 end def solo_count_needed case @actor_id when 1 return 0 end return 60 end end
=begin ================================================================================ Enemy OD Setup ================================================================================ Well this part is just like the actor's setup, except there's no setting for count needed. To define an enemy's OD Mode, write this into the enemy's note box: <type Mode name> Ex: <type Stoic> Name should be the one defined in the Config module above
Enemy OD level is automatically calculated depending on the highest OD level skill that the enemy has. (just like the actor one) Ex: If Slime has 2 skills, 1 with OD level 1 and 1 with OD level 3, then Slime's OD level will be 3. =end
class Game_Enemy def stoic_rate case @enemy_id when 1 temp = [10000, 10000, 750] #This ridiculously large value is for testing only end temp = [1600, 1000, 750] if temp == nil return temp[self.od_level-1] end def attacker_rate case @enemy_id when 1 temp = [100, 80, 60] end temp = [100, 80, 60] if temp == nil return temp[self.od_level-1] end def healer_rate case @enemy_id when 1 temp = [180, 135, 90] end temp = [180, 135, 90] if temp == nil return temp[self.od_level-1] end def slayer_rate case @enemy_id when 1 temp = [200, 160, 100] end temp = [200, 160, 100] if temp == nil return temp[self.od_level-1] end def victory_rate case @enemy_id when 1 temp = [250, 180, 125] end temp = [250, 180, 125] if temp == nil return temp[self.od_level-1] end def coward_rate case @enemy_id when 1 temp = [200, 160, 105] end temp = [200, 160, 105] if temp == nil return temp[self.od_level-1] end def comrade_rate case @enemy_id when 1 temp = [1700, 825, 550] end temp = [1700, 825, 550] if temp == nil return temp[self.od_level-1] end def ally_rate case @enemy_id when 1 temp = [100, 70, 40] end temp = [100, 70, 40] if temp == nil return temp[self.od_level-1] end def daredevil_rate case @enemy_id when 1 temp = [120, 80, 65] end temp = [120, 80, 65] if temp == nil return temp[self.od_level-1] end def avenger_rate case @enemy_id when 1 temp = [225, 165, 115] end temp = [225, 165, 115] if temp == nil return temp[self.od_level-1] end def dancer_rate case @enemy_id when 1 temp = [180, 135, 90] end temp = [180, 135, 90] if temp == nil return temp[self.od_level-1] end def solo_rate case @enemy_id when 1 temp = [120, 80, 65] end temp = [120, 80, 65] if temp == nil return temp[self.od_level-1] end end #=============================================================================== #END CONFIG #I know you're tired after seeing this many lines, go take a break for a while #===============================================================================
module CSU if defined?(SCRIPTLIST) == nil SCRIPTLIST = [] end SCRIPTLIST.push("Ultimate Overdrive") end
def change_actor_od(id, value) $game_actors[id].overdrive = value end
def increase_actor_od(id, increase) $game_actors[id].overdrive += increase end
module RPG class Skill def create_skill_cache_ultimate_overdrive if @od_level == nil temp = self.note[/<overdrive\s+[0-9]+>/] if temp != nil @od_level = [[temp[/[0-9]+/].to_i, 0].max, CSU::Overdrive::MAX_OD_LEVEL].min else @od_level = 0 end end end def overdrive? return self.note[/<overdrive\s+[0-9]+>/] != nil end attr_accessor :od_level end class UsableItem def create_usableitem_cache_ultimate_overdrive if @od_increase == nil temp = self.note[/<od_increase\s+[0-9-]+>/] if temp != nil @od_level = temp[/[0-9-]+/].to_i else @od_increase = 0 end end end attr_accessor :od_increase end class Enemy def create_enemy_cache_ultimate_overdrive if @od_type == nil temp = self.note[/<mode\s+.+>/] if temp != nil temp.slice![/<mode\s+/] temp.slice![/>/] @od_type = temp else @od_type = CSU::Overdrive::DEFAULT_TYPE end end end attr_accessor :od_type end class State def create_state_cache_ultimate_overdrive if @fury == nil temp = self.note[/<fury\s+[0-9-]+>/] if temp != nil @fury = temp[/[0-9-]+/].to_i else @fury = 0 end end end attr_accessor :fury end end
class Game_Battler attr_accessor :overdrive attr_accessor :od_level attr_accessor :od_type def od_increase(od_value, sound = true) return self.overdrive = 0 if self.hp == 0 return if self.overdrive == self.max_overdrive fury = 0 for state in self.states fury += state.fury end od_value *= (1 + fury/100.0) self.overdrive = (od_value + self.overdrive).to_i self.overdrive = self.max_overdrive if self.overdrive > self.max_overdrive if $game_temp.in_battle Audio.se_play("Audio/SE/" + CSU::Overdrive::OD_SOUND, 80, 100) if self.overdrive >= self.max_overdrive && sound end end def max_overdrive return 1000 end alias od_execute_damage execute_damage unless $@ def execute_damage(user) if user.action.skill != nil user.overdrive = 0 if user.action.skill.overdrive? end od_increase_healer(user) od_execute_damage(user) od_increase_stoic(user) od_increase_attacker(user) od_increase_slayer(user) od_increase_comrade_ko(user) if self.hp == 0 self.overdrive = 0 end end #Calls OD increase if evaded an attack alias od_attack_effect attack_effect unless $@ def attack_effect(attacker) if rand(100) <= calc_eva(attacker) && self.od_type == CSU::Overdrive::DANCER_NAME && self.od_level > 0 if self.actor? self.dancer_count += 1 unless self.dancer_count >= 32767 end return if self.overdrive < self.max_overdrive od_increase(self.dancer_rate) end od_attack_effect(attacker) end
#Calls OD increase if evaded a skill alias od_skill_effect skill_effect unless $@ def skill_effect(user, skill) if rand(100) <= calc_eva(user, skill) && self.od_type == CSU::Overdrive::DANCER_NAME && self.od_level > 0 if self.actor? self.dancer_count += 1 unless self.dancer_count >= 32767 end return if self.overdrive < self.max_overdrive od_increase(self.dancer_rate) end od_skill_effect(user, skill) if skill.od_increase != 0 self.overdrive += skill.od_increase self.overdrive = [[self.overdrive, 0].max, 1000].min end end
#Calls OD increase if Comrade or Avenger def od_increase_comrade_ko(user) return if user.actor? && self.actor? return if !user.actor? && !self.actor? belongs_to = self.actor? ? $game_party : $game_troop for battler in belongs_to.existing_members if battler.od_level > 0 && @hp_damage > 0 next unless battler.od_type == CSU::Overdrive::COMRADE_NAME || battler.od_type == CSU::Overdrive::AVENGER_NAME next if battler == self if battler.actor? battler.comrade_count += 1 unless battler.comrade_count >= 32767 end od_change = (@hp_damage.to_f/self.maxhp) * battler.comrade_rate if battler.od_type == CSU::Overdrive::COMRADE_NAME if self.hp == 0 od_change = battler.avenger_rate if CSU::Overdrive::AVENGER_NAME == battler.od_type if battler.actor? battler.avenger_count += 1 unless battler.avenger_count >= 32767 end end next if battler.overdrive >= battler.max_overdrive battler.od_increase(od_change) end end end
#Calls OD increase if Stoic def od_increase_stoic(user) return if user.actor? && self.actor? return if !user.actor? && !self.actor? if self.od_level > 0 && @hp_damage > 0 if self.actor? self.stoic_count += 1 unless self.stoic_count >= 32767 end return if self.overdrive >= self.max_overdrive return if self.od_type != CSU::Overdrive::STOIC_NAME od_change = (@hp_damage.to_f/self.maxhp) * self.stoic_rate od_increase(od_change) end end #Calls OD increase if Attacker def od_increase_attacker(user) return if user.actor? && self.actor? return if !user.actor? && !self.actor? if user.od_level > 0 && @hp_damage > 0 if user.action.kind == 1 return if user.action.skill.overdrive? elsif user.action.kind == 2 return end if user.actor? user.attack_count += 1 unless user.attack_count >= 32767 end return if user.overdrive >= user.max_overdrive return if user.od_type != CSU::Overdrive::ATTACKER_NAME user.od_change(user.attacker_rate) end end #Calls OD increase if Healer def od_increase_healer(user) if user.od_level > 0 && @hp_damage < 0 && user != self if user.actor? user.healer_count += 1 unless user.healer_count >= 32767 end return if user.overdrive >= user.max_overdrive return if user.od_type != CSU::Overdrive::HEALER_NAME if (self.hp - @hp_damage) > self.maxhp heal_value = self.maxhp - self.hp else heal_value = @hp_damage * (-1) end od_change = user.healer_rate.to_f * heal_value/user.maxhp user.od_increase(od_change) end end
#Calls OD if Slayer def od_increase_slayer(user) return if user.actor? && self.actor? return if !user.actor? && !self.actor? if user.od_level > 0 && @hp_damage > 0 && self.hp == 0 if user.actor? user.slayer_count += 1 unless user.slayer_count >= 32767 end return if user.overdrive >= user.max_overdrive return if user.od_type != CSU::Overdrive::SLAYER_NAME user.od_increase(user.slayer_rate) end end def in_overdrive? return self.overdrive == self.max_overdrive end alias od_item_effect item_effect unless $@ def item_effect(user, item) od_item_effect(user, item) if item.od_increase != 0 self.overdrive += item.od_increase self.overdrive - [[self.overdrive, 0].max, 1000].min end end end
class Game_Actor attr_accessor :stoic_count attr_accessor :attack_count attr_accessor :healer_count attr_accessor :slayer_count attr_accessor :comrade_count attr_accessor :victory_count attr_accessor :ally_count attr_accessor :daredevil_count attr_accessor :solo_count attr_accessor :coward_count attr_accessor :dancer_count attr_accessor :avenger_count attr_accessor :od_level attr_accessor :overdrive alias od_setup setup unless $@ def setup(actor_id) od_setup(actor_id) @overdrive = 0 @od_type = CSU::Overdrive::DEFAULT_TYPE @stoic_count = @attack_count = @healer_count = @slayer_count = @comrade_count = 0 @victory_count = @ally_count = @daredevil_count = @solo_count = @coward_count = 0 @dancer_count = @avenger_count = 0 @od_level = max_od_level end def od_level if @od_level == 0 && max_od_level != 0 @od_level = 1 end return @od_level end def max_od_level @max_od_level = 0 for skill in skills if skill.overdrive? if skill.od_level > @max_od_level @max_od_level = skill.od_level end end end return @max_od_level end def available_od_type types = [] types.push(CSU::Overdrive::STOIC_NAME) if @stoic_count >= stoic_count_needed types.push(CSU::Overdrive::ATTACKER_NAME) if @attack_count >= attacker_count_needed types.push(CSU::Overdrive::HEALER_NAME) if @healer_count >= healer_count_needed types.push(CSU::Overdrive::SLAYER_NAME) if @slayer_count >= slayer_count_needed types.push(CSU::Overdrive::VICTORY_NAME) if @victory_count >= victory_count_needed types.push(CSU::Overdrive::COWARD_NAME) if @coward_count >= coward_count_needed types.push(CSU::Overdrive::COMRADE_NAME) if @comrade_count >= comrade_count_needed types.push(CSU::Overdrive::AVENGER_NAME) if @avenger_count >= avenger_count_needed types.push(CSU::Overdrive::ALLY_NAME) if @ally_count >= ally_count_needed types.push(CSU::Overdrive::SOLO_NAME) if @solo_count >= solo_count_needed types.push(CSU::Overdrive::DAREDEVIL_NAME) if @daredevil_count >= daredevil_count_needed types.push(CSU::Overdrive::DANCER_NAME) if @dancer_count >= dancer_count_needed return types end end
class Game_Enemy attr_accessor :od_level attr_accessor :overdrive alias od_initialize initialize unless $@ def initialize(index,enemy_id) od_initialize(index,enemy_id) @overdrive = 0 set_od_level end def od_type return $data_enemies[@enemy_id].od_type end def set_od_level @od_level = 0 for action in enemy.actions if action.kind == 1 && $data_skills[action.skill_id].overdrive? if @od_level < $data_skills[action.skill_id].od_level @od_level = $data_skills[action.skill_id].od_level end end end end end
class Scene_Battle alias crmsn_battle_end battle_end unless $@ def battle_end(result) od_increase_victory if result == 0 od_increase_coward if result == 1 crmsn_battle_end(result) end def od_increase_victory for actor in $game_party.existing_members actor.victory_count += 1 unless actor.victory_count >= 32767 next unless actor.od_type == CSU::Overdrive::VICTORY_NAME next if actor.overdrive >= actor.max_overdrive || actor.od_level == 0 actor.od_increase(actor.victory_rate, false) end end def od_increase_coward for actor in $game_party.existing_members actor.coward_count += 1 unless actor.coward_count >= 32767 next unless actor.od_type == CSU::Overdrive::COWARD_NAME next if actor.overdrive >= actor.max_overdrive || actor.od_level == 0 actor.od_increase(actor.coward_rate, false) end end alias crmsn_set_next_active_battler set_next_active_battler unless $@ def set_next_active_battler crmsn_set_next_active_battler od_increase_action unless CSU::Overdrive::USE_TANKENTAI_ATB end def od_increase_action od_change = 0 return if @active_battler == nil battler = @active_battler belongs_to = battler.actor? ? $game_party : $game_troop if battler.actor? battler.ally_count += 1 unless battler.ally_count >= 32767 battler.solo_count += 1 unless battler.solo_count >= 32767 && belongs_to.existing_members.size != 1 battler.daredevil_count += 1 unless battler.daredevil_count >= 32767 && battler.hp >= battler.maxhp / 4 end if battler.overdrive < battler.max_overdrive if battler.od_type == CSU::Overdrive::SOLO_NAME && belongs_to.existing_members.size == 1 od_change += battler.solo_rate end if battler.od_type == CSU::Overdrive::DAREDEVIL_NAME && battler.hp >= battler.maxhp / 4 od_change += battler.daredevil_rate end if battler.od_type == CSU::Overdrive::ALLY_NAME od_change += battler.ally_rate end battler.od_increase(od_change) end end end
class Window_ODLevel < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y,actor) super(x, y, 544, WLH + 32) @actor = actor self.z = 50 @od_stat_window = true refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_name(@actor, 4, 0) draw_actor_od_gauge(@actor, 120, 0, 120) self.contents.font.color = system_color self.contents.draw_text(256, 0, 120, WLH, @actor.od_type) self.contents.draw_text(384, 0, 96, WLH, "OD Level ") self.contents.font.color = normal_color self.contents.draw_text(472, 0, 48, WLH, @actor.od_level.to_s) end end
class Window_ODCommand < Window_Command def initialize(width, commands, column, actor) super(width, commands, 3) @enabled = actor.od_level > 0 refresh self.active = true end def refresh self.contents.clear for i in 0...@item_max draw_item(i, @enabled) end end end
class Scene_Overdrive < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index #-------------------------------------------------------------------------- def initialize(actor_index = 0) @actor_index = actor_index end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background @actor = $game_party.members[@actor_index] @viewport = Viewport.new(0, 0, 544, 416) @help_window = Window_Help.new @help_window.viewport = @viewport @skill_window = Window_Skill.new(0, 168, 544, 248, @actor, true) @skill_window.viewport = @viewport @skill_window.help_window = @help_window @skill_window.index = -1 command = [] command.push(CSU::Overdrive::LEVEL_SET_VCB) command.push(CSU::Overdrive::VIEW_OD_VCB) command.push(CSU::Overdrive::MODE_VCB) @skill_window.active = false @command_window = Window_ODCommand.new(544, command, 3, @actor) @command_window.viewport = @viewport @command_window.y = 112 @char_level_window = Window_ODLevel.new(0, 0, @actor) @char_level_window.viewport = @viewport command = [] for i in 1..@actor.max_od_level command.push((CSU::Overdrive::LEVEL_VCB + i.to_s)) end @level_window = Window_Command.new(544, command, 3) @level_window.viewport = @viewport @char_level_window.y = 56 @level_window.y = 112 @level_window.z = 1000 @type_window = Window_Command.new(544, @actor.available_od_type, 3) @type_window.viewport = @viewport @type_window.y = 112 @type_window.z = 1000 @level_window.active = @type_window.active = false @level_window.visible = @type_window.visible = false end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @help_window.dispose @command_window.dispose @skill_window.dispose @level_window.dispose @char_level_window.dispose end #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene $scene = Scene_Menu.new(1) end #-------------------------------------------------------------------------- # * Switch to Next Actor Screen #-------------------------------------------------------------------------- def next_actor @actor_index += 1 @actor_index %= $game_party.members.size $scene = Scene_Overdrive.new(@actor_index) end #-------------------------------------------------------------------------- # * Switch to Previous Actor Screen #-------------------------------------------------------------------------- def prev_actor @actor_index += $game_party.members.size - 1 @actor_index %= $game_party.members.size $scene = Scene_Overdrive.new(@actor_index) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @help_window.update @command_window.update @char_level_window.update @level_window.update @type_window.update if @skill_window.active update_skill_selection @skill_window.update elsif @command_window.active update_command_selection elsif @level_window.active update_level_selection elsif @type_window.active update_type_selection end end #-------------------------------------------------------------------------- # * Update Skill Selection #-------------------------------------------------------------------------- def update_skill_selection if Input.trigger?(Input::B) Sound.play_cancel @skill_window.active =false @command_window.active = true @skill_window.index= -1 end end def update_command_selection if @command_window.index == 0 text = CSU::Overdrive::LEVEL_SET_HELP elsif @command_window.index ==1 text = CSU::Overdrive::VIEW_OD_HELP elsif @command_window.index == 2 text = CSU::Overdrive::MODE_HELP end @help_window.set_text(text) if Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.trigger?(Input::C) if @actor.od_level == 0 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 @level_window.active = true @level_window.visible = true @command_window.active = false when 1 @skill_window.active =true @command_window.active = false @skill_window.index = 0 when 2 @type_window.active = @type_window.visible = true @command_window.active = false end elsif Input.trigger?(Input::R) Sound.play_cursor next_actor elsif Input.trigger?(Input::L) Sound.play_cursor prev_actor end end def update_level_selection @help_window.set_text(CSU::Overdrive::LEVEL_SET_HELP) if Input.trigger?(Input::B) Sound.play_cancel @level_window.active = false @level_window.visible = false @command_window.active = true elsif Input.trigger?(Input::C) Sound.play_decision @actor.od_level = @level_window.index+1 @actor.overdrive = 0 @help_window.set_text(CSU::Overdrive::LEVEL_CHANGED_VCB + (@level_window.index+1).to_s) @skill_window.refresh @char_level_window.refresh for i in 1..60 Graphics.update end end end def update_type_selection case @type_window.commands[@type_window.index] when CSU::Overdrive::STOIC_NAME text = CSU::Overdrive::STOIC_HELP when CSU::Overdrive::ATTACKER_NAME text = CSU::Overdrive::ATTACKER_HELP when CSU::Overdrive::HEALER_NAME text = CSU::Overdrive::HEALER_HELP when CSU::Overdrive::SLAYER_NAME text = CSU::Overdrive::SLAYER_HELP when CSU::Overdrive::COMRADE_NAME text = CSU::Overdrive::COMRADE_HELP when CSU::Overdrive::VICTORY_NAME text = CSU::Overdrive::VICTORY_HELP when CSU::Overdrive::COWARD_NAME text = CSU::Overdrive::COWARD_HELP when CSU::Overdrive::AVENGER_NAME text = CSU::Overdrive::AVENGER_HELP when CSU::Overdrive::ALLY_NAME text = CSU::Overdrive::ALLY_HELP when CSU::Overdrive::SOLO_NAME text = CSU::Overdrive::SOLO_HELP when CSU::Overdrive::DAREDEVIL_NAME text = CSU::Overdrive::DAREDEVIL_HELP when CSU::Overdrive::DANCER_NAME text = CSU::Overdrive::DANCER_HELP end @help_window.set_text(text) if Input.trigger?(Input::B) Sound.play_cancel @type_window.active = false @type_window.visible = false @command_window.active = true elsif Input.trigger?(Input::C) Sound.play_decision @actor.od_type = @type_window.commands[@type_window.index] @help_window.set_text(CSU::Overdrive::MODE_CHANGED_VCB + (@type_window.commands[@type_window.index])) for i in 1..60 Graphics.update end @skill_window.refresh @char_level_window.refresh end end end
class Window_Base def draw_actor_od_gauge(actor, x, y, width = 120, use_name = true) gw = (width - 2) * actor.overdrive / [actor.max_overdrive, 1].max gc1 = Color.new(156, 96, 96) gc2 = Color.new(225, 176, 176) self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x + 1, y + WLH - 7, gw, 4, gc1, gc2) self.contents.font.color = Color.new(176, 128, 128) self.contents.draw_text (x, y, width, WLH, CSU::Overdrive::OD_NAME) if use_name self.contents.font.color = normal_color end end
if !CSU::Overdrive::USE_CUSTOM_HUD class Window_BattleStatus def draw_item(index) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color actor = $game_party.members[index] draw_actor_od_gauge(actor, 4, WLH * index, 100, false) if actor.od_level > 0 draw_actor_name(actor, 4, rect.y) draw_actor_state(actor, 114, rect.y, 48) draw_actor_hp(actor, 174, rect.y, 120) draw_actor_mp(actor, 310, rect.y, 70) end end end
if !CSU::Overdrive::USE_CUSTOM_MENU_SCRIPT class Scene_Menu alias csu_overdrive_start_actor_selection start_actor_selection unless $@ def start_actor_selection if @command_window.commands[@command_window.index] == Vocab::skill if @skill_od_window == nil @skill_od_window = Window_Command.new(160, [Vocab::skill, CSU::Overdrive::OD_NAME]) @skill_od_window.y = @command_window.y + 16 + @command_window.index * 24 @skill_od_window.x = @command_window.x @skill_od_window.openness = 0 end @skill_od_window.open loop do Graphics.update Input.update @skill_od_window.update if Input.trigger?(Input::C) Sound.play_decision @skill_od_window.close loop do Graphics.update Input.update @skill_od_window.update break if @skill_od_window.openness == 0 end @skill_od_window.visible = false break csu_overdrive_start_actor_selection elsif Input.trigger?(Input::B) Sound.play_decision @skill_od_window.close loop do Graphics.update Input.update @skill_od_window.update break if @skill_od_window.openness == 0 end break @skill_od_window.visible = false end end else csu_overdrive_start_actor_selection end end def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when 1 # skill if @skill_od_window.index == 0 $scene = Scene_Skill.new(@status_window.index) else $scene = Scene_Overdrive.new(@status_window.index) end when 2 # equipment $scene = Scene_Equip.new(@status_window.index) when 3 # status $scene = Scene_Status.new(@status_window.index) end end end alias csu_overdrive_terminate terminate unless $@ def terminate csu_overdrive_terminate @skill_od_window.dispose if @skill_od_window != nil end end end
Pindahin ke First Post dong. |
| | | 2013-11-18, 22:41 | Re: CrimsonSeas Overdrive |
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richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| sip udha ane masukin ke first post. sementara, ane gembok ni trid biar ngga ada necropost lagi. kalo ada apa2 seputar ni trid, PM ane aja ye locked and loaded |
| | | | Re: CrimsonSeas Overdrive |
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