irham_24 Newbie
Posts : 5 Thanked : 0 Engine : RMVX Ace Skill : Beginner Type : Spriter
| Subyek: [Help] AsanTear BS dgn Skill catagories 2013-07-08, 05:02 | |
| maaf kakak ada yg bisa bikin script AsanTear BS sm Skill Catagories kompatibel? | |
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shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
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| Subyek: Re: [Help] AsanTear BS dgn Skill catagories 2013-07-08, 07:32 | |
| coba kasi link scriptnya lah biar pada tau kaek apa Asantear BS | |
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irham_24 Newbie
Posts : 5 Thanked : 0 Engine : RMVX Ace Skill : Beginner Type : Spriter
| Subyek: Re: [Help] AsanTear BS dgn Skill catagories 2013-07-09, 03:28 | |
| maaf kakak lupa ini script Skill Categories - Code:
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#=============================================================================== # Skill Categories # Version 1.3 # Author gameus #------------------------------------------------------------------------------- # Intro: # Adds Skill Categories to the Default Battle System. For every Skill Category # your actor gets a new command, assuming they know skills from that category. # Actors also get their default "Skill" command. # # Features: # -Adds new battle commands for each category # -Separates all skills from every other category/normal category # -All skills still display in the normal Skill Scene # -Have as many categories as you want # # Version History: # 1.3 - Added compatibility with Chaos Rage Limit System by Blizzard # 1.2 - Fixed small bug with Easy Overdrive System by Blizzard # 1.1 - Added compatibility with Easy Overdrive System by Blizzard # 1.0 - Initial Release # # Instructions: # Jump down to the configuration, here's where you will define your Skill # Categories. # SKILL_SETS = { # "Rank 1" => 17, # "Rank 2" => 18, # "Rank 3" => 19, # } # To add a new category, add a new line under the last category and follow # the template: # "Category Name" => Element_Id, # Name it whatever, and make sure to give it an unused element id. # # To add skills to these categories, you have to add these elements to the # skills. Say you wanted Skills 1, 2, 3 to be under the category with the # element id of 17, these three skills need to have element id 17 in order # to be considered in that category. # # Compatibility: # -Not tested with anything other than the default battle system. # -Will not work with Skill Separation add-on from Tons of Add-ons by Blizzard # But this script would be useless if you were to use it. # -Will work with Battle Memory Commands by gameus # -Will not work properly with Battle Icons by Juan, however, other scripts # that add similar functionality should work depending on the naming # conventions that are required. # -Not tested with SDK (Probably won't work) # -Works perfectly with Easy Overdrive System by Blizzard. Place this script # below his. # -If you run into any other scripts that don't work with it, just post it in # the topic and I'll try to look at it. # -Works with Unique Skill Commands by Blizzard. # -Works with Chaos Rage Limit System by Blizzard, make sure you place this # script below it. # # Credits: # gameus ~ For creating it # MarkHest ~ For requesting it and testing it #===============================================================================
module Gameus SKILL_SETS = { "White Magic" => 17, "Black Magic" => 18, "Rank 3" => 19, } end
$gg_skill_categories = 1.3
#------------------------------------------------------------------------------- # Scene_Battle #-------------------------------------------------------------------------------
class Scene_Battle alias gg_phase3_setup_command_lat phase3_setup_command_window def phase3_setup_command_window gg_phase3_setup_command_lat @actor_command_window.new_items(@active_battler.generate_commands) end alias gg_cats_update_phase3_basic_command update_phase3_basic_command def update_phase3_basic_command if $crls != nil && $crls >= 6.2 battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler) restore_commands(battler) return if update_sls_input(battler) return if update_srs_input(battler) return if update_cds_input(battler) end if $easy_overdrive != nil && $easy_overdrive >= 2.21 battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler) restore_commands(battler) return if update_overdrive_input(battler) end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) phase3_prior_actor return end if Input.trigger?(Input::C) case @actor_command_window.index when 0 $game_system.se_play($data_system.decision_se) @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 0 start_enemy_select when 1..@actor_command_window.commands.size - 3 $game_system.se_play($data_system.decision_se) @active_battler.current_action.kind = 1 start_skill_select when @actor_command_window.commands.size - 2 $game_system.se_play($data_system.decision_se) @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 1 phase3_next_actor when @actor_command_window.commands.size - 1 $game_system.se_play($data_system.decision_se) @active_battler.current_action.kind = 2 start_item_select end return end end alias gg_cats_start_skill_select start_skill_select def start_skill_select gg_cats_start_skill_select index = @actor_command_window.index @skill_window.index = 0 @skill_window.refresh(@actor_command_window.commands[index]) if index > 1 end end
#------------------------------------------------------------------------------- # Game_Actor #-------------------------------------------------------------------------------
class Game_Actor < Game_Battler def generate_commands s1, s2 = $data_system.words.attack, $data_system.words.skill s3, s4 = $data_system.words.guard, $data_system.words.item si = [] Gameus::SKILL_SETS.each_key {|key| skills = @skills.find_all {|id| $data_skills[id].element_set.include?(Gameus::SKILL_SETS[key])} si.push(key) if skills != []} return [s1, s2] + si + [s3, s4] end end
#------------------------------------------------------------------------------- # Window_Command #-------------------------------------------------------------------------------
class Window_Command < Window_Selectable attr_accessor :commands def new_items(commands) self.contents.dispose if self.contents != nil self.contents = nil @item_max = commands.size @commands = commands self.contents = Bitmap.new(width - 32, @item_max * 32) refresh end if $crls != nil && $crls >= 6.2 alias gg_refresh_skill_cats_lat refresh def refresh for i in 0...@item_max draw_item(i, normal_color) end gg_refresh_skill_cats_lat end end end
#------------------------------------------------------------------------------- # Window_Skill #-------------------------------------------------------------------------------
class Window_Skill < Window_Selectable alias gg_cats_refresh_skill_window_lat refresh def refresh(category = "") if !$scene.is_a?(Scene_Battle) gg_cats_refresh_skill_window_lat return end if self.contents != nil self.contents.dispose self.contents = nil end rank = category == "" ? nil : Gameus::SKILL_SETS[category] @data = [] @actor.skills.each {|id| skill = $data_skills[id] if skill != nil if rank == nil flag = true Gameus::SKILL_SETS.each_value {|element| flag = false if skill.element_set.include?(element)} @data.push(skill) if flag else @data.push(skill) if skill.element_set.include?(rank) end end} @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end end
kalo Asan'Tear BS ada di sini - Code:
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http://forum.chaos-project.com/index.php?topic=3872.0 | |
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| Subyek: Re: [Help] AsanTear BS dgn Skill catagories | |
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