ASCIIgod's Universal Patch System |
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Oct 5 2011, 02:34 AM
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Demonic God of Snippets of Doom +10

Group: Revolutionary
Posts: 271
Type: Scripter
RM Skill: Intermediate

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have you ever wanted a patch for yanfly's YEZ: custom skill effects issues with tankentai? like the one that renders the tankentai action sequence useless. or tired of the hard configuration the KH ability system for the AP gaining? or how about having a ring like in RIBS? well all that for one super patch script. and whats more you can request your patch needed.. and now without further ado Lvl 2: i now add a built in patch for tankentai m/ ATB vs KGC large party. Lvl.3: now the ever wait tankentai w/ ATB custom action command patch is ready Lvl.4: now a little fix for ICY's inventory system issues againts tankentai w/ ATB(non ATB works well with this) Lvl.5: now presenting Auto-Patches. Patches that dont have specific configs. Lvl.6: by request i made a little tweak on Wora's Neo gauge and all of yanfly's VAM(victory aftermath) Lv.7: added to RubyCrystal's victory aftermath request he also added including it to menu redux as well *new* Lv.8: I added a new nece config for tankentai in effect of ability system. this allow to check if ability is equipped Lv.9: Added a feature that creates a conflicting abilities. examples is autolife 1 cannot activate with autolife 2 so only one of them is active. CODE ################################################################################ # # # # # ASCIIgod's Universal Script Pacthes # # Lvl -9- # # # # # ################################################################################ =begin
-Introduction- Before i begin my introduction first i must thank RRR and RMVX community for providing me the scripts for my daily task on RPG making. And to all of the author of those codes i salute you for your marvelous work. And to honor your greatness i shall dedicate myself into making a single script containing everything i patched with your works. For that i will add your name here in the credit section for your script. As for my own motto of "Credit isnt needed but appreciated", you, the auth0r of the script, feel free to credit me for my work but as i said, i dont take credit. Now for the intro. As i said in the name, This will be a single coded, universal script patch where i add the specific code i implemented with the specific script within this code. You might as well as say this will be a big project ahead of me... I am aware of what im gonna do for as my work are all patches and some whole code. now without further ado, I shall give you ASCIIgod's USP.. Config: The config section will control how my USP will work. Each option has its own description so read it well. Changelog. -Lvl.1 : Initial Coding. First ever patches(AP raised when level) YEZ: Custom Skill Effect(fix the tankentai anim issue) Boneless R.I.B.S. by OriginalWij(allows ring for tankentai) -Lvl.2 : Adding a patch for tankentai with ATB and KGC Large party. -Lvl.3 : Adding a patch for tankentai w/ ATB and YERD Custom Battle Action -Lvl.4 : Adding a patch fir tankentai w/ ATB and ICY's Inventory system -Lvl.5 : introducing Auto-Patches. Patches that dont need configurations... AP01 -Adding a fix for tankentai w/ or w/o ATB vs YERD/YEM Victory Aftermath AP02 -Adds a little tweak on OECS Durablity system that changes how durablity decreases. Instead of each use of Attack command, now it depends on how many hits you do... tankentai compliant AP03 -Adding a very cool addon so if you have Walking Sprites Menu v2.0 by wltr3565 that enables changing actor pose when HP is low or dead... -Lvl.6 : requested by RubyCrystal, he want YEZ or YERD Victory aftermath to inherit the gauges from woratana NEO gauge. -Lvl.7 : requested by RubyCrystal, Yanfly Menu Redux is now recompatible w/ Neo Gauge of wora -Lvl.8 :Added new nece for tankentai related for Ability system. Now you can nece abilities as well. -Lvl.9 :Added a feature that creates incompatible Abilities with KH styled ability system. Example is Autolife 1 cannot activate with Autolife 2... only 1 will be on. It will save players AP when equipping abilities. Credits: -wltr3565 for Ability System AKA Kingdom Hearts Abilities -Yanfly for YEZ: Custom Skill Effect -Yanfly for YERD: CustomBattleAction -Yanfly for Victory aftermath -OriginalWij for Boneless R.I.B.S. -whoever made KGC... the only pips in the credit in the code is the translators which is mr. bubbles and mr. anonnimous -ICY for his Inventory System -Woratana for the Neo Gauge
Request Credits -RubyCrystal(Lvl.6 & Lvl.7) =end
module CONFIG =begin This is where all the controlling happens =end ################################################################################
#This Triggers the activation of Auto-Patches... It has an Auto Detect system #which prevent missing errors. AUTO_PATCH_ON = false
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#do you have wltr3565's Ability System??? if you do then turn it true HAS_AP_SYSTEM = false #if the above is true, would you like a static AP gaining system? #this will render the code inside the ability system itself.(i find it #harder to use) ALLOW_LEVEL_AP = false #when ALLOW_LEVEL_AP is true, how much per level? AP_GAIN_LEVEL = 1 #when ALLOW_LEVEL_AP is false, set how you liked the AP is increased #note that all equation must be inside the "". the code eval() will do the #rest. use your imagination #use this items, level, maxhp, maxmp, atk, def, spi, agi #for the operators, you can use +, -, *, /, %, **, () #example: (level * 2) - 1 meaning. #at level 3. you gain 5. (3 * 2 = 6),(6) - 1 = 5 AP_GAIN_FALSE = "level - 3" ################################################################################
################################################################################ =begin
here is the instruction for tankentai action when using the new nece [5 = Ability]
Ex. "NECE_SATORI" => ["nece",0,5,270,1]
or
"NECE_SATORI" => ["nece",B,C,D,E] where the B indicating the target is self the C means it calls the new nece the D is the skill id turned into ability and E means how many must be active...
=end
# A single action you can perform when ability isnt equipped and it returned # false ABILITY_NECE_CHANGE = "FLEE_RESET"
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#List Ability that has an incompatibililty issues CONFLICT_ABILITY = { 270 => 271, 271 => 270, }
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#Do you both have tankentai w/ ATB and ICY's Inventory system HAS_ATB_ICY_INVENT = false ################################################################################
################################################################################ #do you have both tankentai ATB and the new KGC party form? HAS_TANKENTAIATB_PARTYFORM = false
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#do you have YEZ: Custom Skill effect? This mark also the patching process #for both scripts HAS_YEZ_SKILL = true
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#do you have Woratana's Neo gauge? HAS_WORA_GAUGE = false #what kind of yanfly series you got? #can be YERD, YEZ or BEM/YEM YANFLY_SERIES = "YEZ" #same as above but currently i cant support BEM yet or YEZ YANFLY_MENU = "YERD"
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################################################################################ #do you have both tankentai ATB and YERD: CustomBattleAction? HAS_YERD_CUSTOMACTION = false
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#do you have OriginalWij's Boneless RIBS? HAS_RIBS_RING = false #do you want it for attacks? RIBS_ATTACK = true #do you want it for skills? RIBS_SKILLS = true #do you want it for items? RIBS_ITEMS = true #are you gonna use it with tankentai as well? RIBS_TANKENTAI = true =begin to set up your ring, follow this steps "do_ring( x_loc,y_loc,[hit_start,hit_end(add as many as you liked)],start_angle )" where x_loc is the X location of the ring where y_loc is the Y Location of the ring hit_start is where the starting line of the hit range hit_end is where the hit range terminates. as i said, you can add as many hit_start and hit_ends. but my estimates says is you can only make up to 10 to prevent over lappings start_angle is where the spinning line start. dont worry the detail much as it will be eval(). btw i will left everything editable blank as for you can edit it as first =end #if RIBS_ATTACK is true, would you like it fix configured or actor configured? #true = fixed configured #false = actor configured RIBS_ATTACK_STATE = true #when RIBS_ATTACK_STATE is true, how does the ring act? RIBS_ATTACK_RING_FIX = "do_ring(150,150,[15,30,60,75,90,105],-90)" #when RIBS_ATTACK_STATE is false who does the ring act? RIBS_ATTACK_RING_ACTOR = {} #do not delete this. this is an important hash RIBS_ATTACK_RING_ACTOR[1] = "do_ring(150,150,[15,30,60,75,90,105],-90)" #if RIBS_SKILL is true, would you like it fix configured or actor configured? #true = fixed configured #false = actor configured RIBS_SKILLS_STATE = true #when RIBS_SKILLS_STATE is true, how does the ring act? RIBS_SKILLS_RING_FIX = "do_ring(150,150,[15,30,60,75,90,105],-90)" #when RIBS_SKILLS_STATE is false, how does the ring act? RIBS_SKILLS_RING_ACTOR = {} #do not delete this. this is an important hash RIBS_SKILLS_RING_ACTOR[1] = "do_ring(150,150,[15,30,60,75,90,105],-90)"
#if RIBS_ITEMS is true, would you like it fix configured or actor configured? #true = fixed configured #false = actor configured RIBS_ITEMS_STATE = true #when RIBS_ITEMS_STATE is true, how does the ring act? RIBS_ITEMS_RING_FIX = "do_ring(150,150,[15,30,60,75,90,105],-90)" #when RIBS_ITEMS_STATE is false, how does the ring act? RIBS_ITEMS_RING_ACTOR = {} #do not delete this. this is an important hash RIBS_ITEMS_RING_ACTOR[1] = "do_ring(150,150,[15,30,60,75,90,105],-90)" #you can use this stuffs. =begin attacker = the one producing the damage self = the one being targetted atk def spi agi maxhp hp maxmp mp damage $game_system.press_count thats how many successful hit you done unless attacker.is_a?(Game_Enemy) add that to the end of your calculation to prevent bug when enemy attack =end #Adjust damages here RIBS_ATTACK_ADJUSTMENT = " if $game_system.press_count > 0 damage *= ($game_system.press_count) unless attacker.is_a?(Game_Enemy) else damage /= 2 end " RIBS_SKILLS_ADJUSTMENT = "" RIBS_ITEMS_ADJUSTMENT = "" ################################################################################ end
=begin This is where you back off. anything editted here will cause my patch to fail =end
if CONFIG::HAS_WORA_GAUGE == true if CONFIG::YANFLY_MENU == "YERD" class Window_ReDuxMenuStatus < Window_MenuStatus def refresh @item_max = $game_party.members.size create_contents fill_stand_by_background if $imported["LargeParty"] for actor in $game_party.members draw_rd_menu_actor(actor) x = 104 y = actor.index * 96 draw_actor_name(actor, x, y) draw_actor_class(actor, x + 120, y) draw_actor_level(actor, x, y + WLH * 1) draw_actor_state(actor, x, y + WLH * 2) draw_actor_hp(actor, x + 120, y + WLH * 1, 120) draw_actor_mp(actor, x + 120, y + WLH * 2, 120) draw_rd_menu_exp(actor, x + 120, y + WLH * 3, 120) end end def draw_rd_menu_exp(actor, x, y, size = 120) if actor.next_exp != 0 gw = size * actor.now_exp gw /= actor.next_exp else gw = size end gc1 = text_color(YE::REDUX::MENU::EXP_GAUGE_1) gc2 = text_color(YE::REDUX::MENU::EXP_GAUGE_2) draw_neo_gauge(x, y + WLH - 8, size, 9, gauge_back_color, gauge_back_color, gauge_back_color, false, true, size, 50) draw_neo_gauge(x, y + WLH - 8, size, 9, gc1, gc2, gauge_back_color, false, true, gw, 50) self.contents.font.color = system_color self.contents.draw_text(x, y, 40, WLH, YE::REDUX::MENU::EXP_TEXT) self.contents.font.color = normal_color if actor.next_exp != 0 expercent = actor.now_exp * 100.000 expercent /= actor.next_exp else expercent = 100.000 end expercent = 100.000 if expercent > 100.000 text = sprintf(YE::REDUX::MENU::PERCENT_EXP, expercent) self.contents.draw_text(x, y, size, WLH, text, 2) end end end if CONFIG::YANFLY_SERIES == "YERD" class Window_Party_Exp_Front < Window_Base def refresh(extraper = 0) self.contents.clear px = (self.width - 32) / 2 - ($game_party.members.size * 120) / 2 @full_actors = 0 for actor in $game_party.members #--- self.contents.font.color = normal_color self.contents.font.size = Font.default_size py = WLH * 4 #--- pw = 96 gc1 = text_color(YE::BATTLE::DISPLAY::VA_EXP_GAUGE_COLOUR1) gc2 = text_color(YE::BATTLE::DISPLAY::VA_EXP_GAUGE_COLOUR2) if actor.level > $old_level[actor.id] gw = pw gc1 = text_color(YE::BATTLE::DISPLAY::VA_LVL_UP_GAUGE1) gc2 = text_color(YE::BATTLE::DISPLAY::VA_LVL_UP_GAUGE2) elsif actor.next_exp != 0 gw = pw * (actor.now_exp + exp_gained(extraper, actor)) gw /= actor.next_exp gw = pw if gw > pw else gw = pw end draw_neo_gauge(px + 12, py - 6, 96, 10, gauge_back_color, gauge_back_color, gauge_back_color, false, true, 96, 50) draw_neo_gauge(px + 12, py - 6, 96, 10, gc1, gc2, gauge_back_color, false, true, gw, 50)
#--- self.contents.font.size = YE::BATTLE::DISPLAY::VA_FONT_SIZE if actor.level > $old_level[actor.id] colour = text_color(YE::BATTLE::DISPLAY::VA_LVL_UP_TEXT_COLOUR) self.contents.font.color = colour text = YE::BATTLE::DISPLAY::VA_LVL_UP_TEXT elsif actor.next_exp != 0 text = sprintf(YE::BATTLE::DISPLAY::VA_MSG_NEXT_LVL, actor.level + 1) else text = YE::BATTLE::DISPLAY::VA_MSG_MAX_LVL end self.contents.draw_text(px, py, 120, WLH, text, 1) self.contents.font.color = normal_color #--- py += WLH if actor.level > $old_level[actor.id] expercent = 100.000 text = sprintf(YE::BATTLE::DISPLAY::VA_PERCENT_EXP, expercent) self.contents.draw_text(px, py - WLH * 2, 120, WLH, text, 1) text = sprintf(YE::BATTLE::DISPLAY::VA_LVL_UP_LEVEL, actor.level) self.contents.draw_text(px, py, 120, WLH, text, 1) else if actor.next_exp != 0 expercent = (actor.now_exp + exp_gained(extraper, actor))* 100.000 expercent /= actor.next_exp if expercent > 100.000 expercent = 100.000 @full_actors += 1 end value = actor.next_rest_exp_s - exp_gained(extraper, actor) value = 0 if value < 0 else expercent = 100.000 @full_actors += 1 end text = sprintf(YE::BATTLE::DISPLAY::VA_PERCENT_EXP, expercent) self.contents.draw_text(px, py - WLH * 2, 120, WLH, text, 1) if actor.next_exp != 0 text = sprintf(YE::BATTLE::DISPLAY::VA_NEXT_LV_EXP, value) else text = "" end self.contents.draw_text(px, py, 120, WLH, text, 1) end #--- px += 120 end end end end if CONFIG::YANFLY_MENU == "YEZ" end if CONFIG::YANFLY_SERIES == "YEZ" class Window_Party_Exp_Front < Window_Base def draw_exp_gauge(actor, dx, dy, extra_per) self.contents.font.size = YEZ::VICTORY::EXP_FONT_SIZE gc1 = text_color(YEZ::VICTORY::EXP_GAUGE_1) gc2 = text_color(YEZ::VICTORY::EXP_GAUGE_2) if actor.level > $game_temp.victory_clone[actor.id].level gc1 = text_color(YEZ::VICTORY::LVL_GAUGE_1) gc2 = text_color(YEZ::VICTORY::LVL_GAUGE_2) gw = 96 self.contents.font.color = text_color(YEZ::VICTORY::LVL_COLOUR) text = YEZ::VICTORY::VOCAB[:level_up] elsif actor.next_exp != 0 gw = 96 * (actor.now_exp + exp_gained(extra_per, actor)) gw /= actor.next_exp gw = [[gw, 96].min, 0].max text = sprintf(YEZ::VICTORY::VOCAB[:next_level], actor.level + 1) if gw == 96 self.contents.font.color = text_color(YEZ::VICTORY::LVL_COLOUR) gc1 = text_color(YEZ::VICTORY::LVL_GAUGE_1) gc2 = text_color(YEZ::VICTORY::LVL_GAUGE_2) text = YEZ::VICTORY::VOCAB[:level_up] end else gw = 96 text = YEZ::VICTORY::VOCAB[:max_level] end draw_neo_gauge(dx + 12, dy - 6, 96, 10, gauge_back_color, gauge_back_color, gauge_back_color, false, true, 96, 50) draw_neo_gauge(dx + 12, dy - 6, 96, 10, gc1, gc2, gauge_back_color, false, true, gw, 50) self.contents.draw_text(dx, dy, 120, WLH, text, 1) self.contents.font.color = normal_color end end end if CONFIG::YANFLY_SERIES == "BEM" class Window_Party_Exp_Front < Window_Base def draw_exp_gauge(actor, dx, dy, extra_per) self.contents.font.size = YEM::VICTORY::EXP_FONT_SIZE gc1 = text_color(YEM::VICTORY::EXP_GAUGE_1) gc2 = text_color(YEM::VICTORY::EXP_GAUGE_2) if actor.level > $game_temp.victory_clone[actor.id].level gc1 = text_color(YEM::VICTORY::LVL_GAUGE_1) gc2 = text_color(YEM::VICTORY::LVL_GAUGE_2) gw = 96 self.contents.font.color = text_color(YEM::VICTORY::LVL_COLOUR) text = YEM::VICTORY::VOCAB[:level_up] elsif actor.next_exp != 0 gw = 96 * (actor.now_exp + exp_gained(extra_per, actor)) gw /= actor.next_exp gw = [[gw, 96].min, 0].max text = sprintf(YEM::VICTORY::VOCAB[:next_level], actor.level + 1) if gw == 96 self.contents.font.color = text_color(YEM::VICTORY::LVL_COLOUR) gc1 = text_color(YEM::VICTORY::LVL_GAUGE_1) gc2 = text_color(YEM::VICTORY::LVL_GAUGE_2) text = YEM::VICTORY::VOCAB[:level_up] end else gw = 96 text = YEM::VICTORY::VOCAB[:max_level] end if $imported["CoreFixesUpgradesMelody"] and YEM::UPGRADE::OUTLINE draw_neo_gauge(dx + 12, dy - 8, 96, 10, gc1, gc2, gauge_back_color, false, true, 96, 50) draw_neo_gauge(dx + 12, dy - 8, 96, 10, gc1, gc2, gauge_back_color, false, true, gw, 50) else draw_neo_gauge(dx + 12, dy - 6, 96, 10, gc1, gc2, gauge_back_color, false, true, 96, 50) draw_neo_gauge(dx + 12, dy - 6, 96, 10, gc1, gc2, gauge_back_color, false, true, gw, 50) end self.contents.draw_text(dx, dy, 120, WLH, text, 1) self.contents.font.color = normal_color end end end end
if CONFIG::AUTO_PATCH_ON == true #AP01 #Patches Victory Aftermath for Tankentai ATB or no ATB if $imported["TankentaiSideview"] == true && $imported["VictoryAftermath"] == true class Scene_Battle < Scene_Base def process_victory if $imported["TankentaiATB"] == true @spriteset.atb_dispose $game_troop.clear_actions $game_party.clear_actions end for actor in $game_party.members unless actor.restriction >= 4 @spriteset.set_action(true, actor.index,actor.win) end end wait(YEZ::VICTORY::WAIT, true) @info_viewport.visible = false if $imported["BattleEngineZealous"] @message_window.dispose @message_window = Window_BattleMessage.new elsif $imported["VictoryCompatibility"] @message_window.dispose @message_window = Window_BattleMessageCompatible.new end @message_window.visible = true unless $game_switches[YEZ::VICTORY::BYPASS_BGM_SWITCH] RPG::BGM.stop $game_system.battle_end_me.play YEZ::VICTORY::BGM.play unless YEZ::VICTORY::BGM == nil end create_victory_clones create_victory_actor display_exp_and_gold display_level_up display_drop_items battle_end(0) $game_temp.victory_actor = nil $game_temp.victory_clone = nil if $imported["BattleEngineZealous"] and YEZ::BATTLE::ZEALOUS::COMMON_EVENTS[:battle_end] != nil common_event = YEZ::BATTLE::ZEALOUS::COMMON_EVENTS[:battle_end] $game_temp.common_event_id = common_event end victory_me = Thread.new { time = YEZ::VICTORY::FANFARE_FADE RPG::ME.fade(time) sleep(time / 1000.0) RPG::ME.stop } battle_end(0) end end #AP02 #Make it so durablity lost happen each attack if $imported["TankentaiSideview"] == true class Game_Battler alias asciigod_make_attack_damage_value make_attack_damage_value def make_attack_damage_value(attacker) asciigod_make_attack_damage_value if rand(100) < OECS::Durability::ChancePerAttackToDecreaseDur $data_weapons[@active_battler.weapon_id].durability -= 1 unless self.is_a?(Game_Enemy) end end end end #AP03 #A tweak for the walking sprite if WLTR::SPRITE_RANDOM_DIR == false class Window_Base < Window def draw_actor_graphic_extreme(actor, x, y, anim, step) percent = 100 * actor.hp / actor.maxhp if percent > 25 draw_character_1(actor.character_name, 0, x, y, anim,step) elsif percent < 25 draw_character_1(actor.character_name, 0, x, y, anim,2) else draw_character_1(actor.character_name, 0, x, y, anim,step) end end
def draw_character_1(character_name, character_index, x, y,anim,step) return if character_name == nil bitmap = Cache.character(character_name+"_1") sign = character_name[/^[\!\$]./] if sign != nil and sign.include?('$') cw = bitmap.width / 3 ch = bitmap.height / 4 else cw = bitmap.width / 12 ch = bitmap.height / 8 end n = character_index a = anim b = step src_rect = Rect.new((n%4*3+a)*cw, (n/4*4+b)*ch, cw, ch) unless b == nil self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) unless b == nil end def draw_character_2(character_name, character_index, x, y,anim,step) return if character_name == nil bitmap = Cache.character(character_name+"_2") sign = character_name[/^[\!\$]./] if sign != nil and sign.include?('$') cw = bitmap.width / 3 ch = bitmap.height / 4 else cw = bitmap.width / 12 ch = bitmap.height / 8 end n = character_index a = anim b = step src_rect = Rect.new((n%4*3+a)*cw, (n/4*4+b)*ch, cw, ch) unless b == nil self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) unless b == nil end end end end end
if CONFIG::HAS_ATB_ICY_INVENT == true class Scene_Battle < Scene_Base def start_item_selection @help_window = Window_Help.new @item_window = IEX_Window_Actor_Inventory.new(@commander, 0, 56, 544, 232) @item_window.help_window = @help_window @actor_command_window.active = false end end end
if CONFIG::HAS_YERD_CUSTOMACTION == true
class Scene_Battle < Scene_Base def update_actor_command_selection @commander.custom_action_flag = false commands = @actor_command_window.command return reset_command unless commanding? if Input.trigger?(Input::B) Input.update Sound.play_decision start_party_command elsif Input.trigger?(Input::C) Input.update case commands when "-Attack" Sound.play_decision @commander.action.set_attack start_target_enemy_selection when "-Skill" Sound.play_decision start_skill_selection when "-Guard" Sound.play_decision @commander.action.set_guard end_command when "-Item" Sound.play_decision $in_select = true start_item_selection when "-Wait" Sound.play_decision @commander.action.kind = 0 @commander.action.basic = 3 end_commander when "-Soul Crush" if @commander.rage < 100 Sound.play_buzzer else Sound.play_decision @commander.action.set_attack2 start_target_enemy_selection end else unless YE::BATTLE::COMMANDS::CUSTOM_COMMANDS.include?(command) Sound.play_buzzer else @active_battler.custom_action_flag = true @skill = $data_skills[YE::BATTLE::COMMANDS::CUSTOM_COMMANDS[command]] if @commander.skill_can_use?(@skill) Sound.play_decision if $imported["CustomSkillEffects"] and @skill.mix_items start_skill_selection create_mix_item_windows elsif $imported["CustomSkillEffects"] and @skill.subskills != [] start_skill_selection create_subskill_windows elsif $imported["CustomSkillEffects"] and @skill.chain_type > 0 start_skill_selection create_chain_windows elsif $imported["CustomSkillEffects"] and @skill.throw_skill start_skill_selection create_throw_windows else determine_custom_action end else Sound.play_buzzer end end end elsif Input.trigger?(Input::RIGHT) next_commander # ←キーでコマンドキャラ戻し elsif Input.trigger?(Input::LEFT) back_commander end end end
def determine_custom_action @commmander.action.set_skill(@skill.id) if @skill.need_selection? if @skill.for_opponent? start_target_enemy_selection else start_target_actor_selection end else next_commander end end end
if CONFIG::HAS_TANKENTAIATB_PARTYFORM == true
class Window_PartyCommand2 < Window_Selectable def initialize super(0, 234, 544, 56) @item_max = 3 @column_max = 3 self.contents.draw_text(12, 0, 96, WLH, "#{Vocab.fight}", 2) # 1.1b self.contents.draw_text(180, 0, 96, WLH, "#{Vocab.escape}", 2) if $game_troop.can_escape # 1.1b self.contents.draw_text(360, 0, 96, WLH, "#{Vocab.partyform_battle}", 2) if $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] == true self.contents.font.color.alpha = 128 self.contents.draw_text(310, 0, 96, WLH, "#{Vocab.escape}", 2) if !$game_troop.can_escape # 1.1b self.active = false end end
class Scene_Battle < Scene_Base def create_info_viewport @command_members = [] @action_battlers = [] @info_viewport = Viewport.new(0, 288, 544, 128) @info_viewport.z = 100 @status_window = Window_BattleStatus.new @party_command_window = Window_PartyCommand2.new @actor_command_window = Window_ActorCommand.new @status_window.viewport = @info_viewport @actor_command_window.viewport = @info_viewport @status_window.x = 128 @actor_command_window.x = 672 @info_viewport.visible = false @party_command_window.visible = false @info_viewport.ox = 128 end alias update_party_command_selection_ASCIIGOD_patch update_party_command_selection def update_party_command_selection if Input.trigger?(Input::C) case @party_command_window.index when 2 # パーティ編成 unless $game_party.battle_partyform_enable? Sound.play_buzzer return end Sound.play_decision process_partyform return end end
update_party_command_selection_ASCIIGOD_patch end end
end
if CONFIG::HAS_AP_SYSTEM == true class Game_Actor < Game_Battler include(CONFIG) if ALLOW_LEVEL_AP == true def maxap result = @maxap + @maxap_plus for item in equips.compact result += item.ap_boost result -= item.ap_deboost end for level in 0...@level result += AP_GAIN_LEVEL end return [[result, WLTR::ABILITY_SETUP::AP_LIMIT_MAX].min, WLTR::ABILITY_SETUP::AP_LIMIT_MIN].max end else def maxap result = @maxap + @maxap_plus for item in equips.compact result += item.ap_boost result -= item.ap_deboost end for level in 0...@level result += eval(AP_GAIN_FALSE) end return [[result, WLTR::ABILITY_SETUP::AP_LIMIT_MAX].min, WLTR::ABILITY_SETUP::AP_LIMIT_MIN].max end end def maxap=(value) @maxap += value end end end #Check if has AP system
if CONFIG::HAS_YEZ_SKILL == true class Scene_Battle < Scene_Base def perform_skill(skill) custom_skill_effects(skill, "BEFORE") unless skill.custom_before.empty? skill = @active_battler.action.skill return unless @active_battler.action.valid? # 3.3d, Force action bug fix if skill.plus_state_set.include?(1) for member in $game_party.members + $game_troop.members next if member.immortal next if member.dead? member.dying = true end else immortaling end target_decision(skill) if CONFIG::HAS_RIBS_RING == true if CONFIG::RIBS_TANKENTAI == true if RIBS_SKILLS_STATE == true eval(RIBS_SKILLS_RING_FIX) else eval(RIBS_SKILLS_RING_ACTOR[@active_battler.id]) end end end @spriteset.set_action(@active_battler.actor?, @active_battler.index, skill.base_action) pop_help(skill) playing_action @active_battler.perform_skill_cost(skill) @status_window.refresh $game_temp.common_event_id = skill.common_event_id custom_skill_effects(skill, "AFTER") unless skill.custom_after.empty? #time_apply(skill) if !skill.time_skills.empty? #charge_apply(skill) if skill.charge_id != 0 end end end #check if has YEZ::Custom Skill Effect
if CONFIG::HAS_RIBS_RING == true if CONFIG::RIBS_TANKENTAI == true #tankentai class Scene_Battle < Scene_Base include(CONFIG) def execute_action_attack if @active_battler.actor? if @active_battler.weapon_id == 0 if RIBS_ATTACK_STATE == true eval(RIBS_ATTACK_RING_FIX) else eval(RIBS_ATTACK_RING_ACTOR[@active_battler.id]) end action = @active_battler.non_weapon immortaling else if RIBS_ATTACK_STATE == true eval(RIBS_ATTACK_RING_FIX) else eval(RIBS_ATTACK_RING_ACTOR[@active_battler.id]) end action = $data_weapons[@active_battler.weapon_id].base_action if $data_weapons[@active_battler.weapon_id].state_set.include?(1) for member in $game_party.members + $game_troop.members next if member.immortal next if member.dead? member.dying = true end else immortaling end end else if @active_battler.weapon == 0 action = @active_battler.base_action immortaling else action = $data_weapons[@active_battler.weapon].base_action if $data_weapons[@active_battler.weapon].state_set.include?(1) for member in $game_party.members + $game_troop.members next if member.immortal next if member.dead? member.dying = true end else immortaling end end end target_decision @spriteset.set_action(@active_battler.actor?, @active_battler.index, action) playing_action end def execute_action_item item = @active_battler.action.item # 戦闘不能付与のアイテムで不死身設定を分岐 if item.plus_state_set.include?(1) for member in $game_party.members + $game_troop.members next if member.immortal next if member.dead? member.dying = true end else # 行動中に死なないようメンバー全員を不死身化 immortaling end $game_party.consume_item(item) target_decision(item) if RIBS_ITEMS_STATE == true eval(RIBS_ITEMS_RING_FIX) else eval(RIBS_ITEMS_RING_ACTOR[@active_battler.id]) end @spriteset.set_action(@active_battler.actor?, @active_battler.index, item.base_action) pop_help(item) playing_action $game_temp.common_event_id = item.common_event_id end end else #default class Scene_Battle < Scene_Base include(CONFIG) if RIBS_ATTACK == true def execute_action_attack text = sprintf(Vocab::DoAttack, @active_battler.name) @message_window.add_instant_text(text) targets = @active_battler.action.make_targets if RIBS_ATTACK_STATE == true do_ring(eval(RIBS_ATTACK_RING_FIX)) else do_ring(eval(RIBS_ATTACK_RING_ACTOR[@active_battler.id])) end display_attack_animation(targets) wait(20) for target in targets target.attack_effect(@active_battler) display_action_effects(target) end end end if RIBS_SKILLS == true def execute_action_skill skill = @active_battler.action.skill text = @active_battler.name + skill.message1 @message_window.add_instant_text(text) unless skill.message2.empty? wait(10) @message_window.add_instant_text(skill.message2) end targets = @active_battler.action.make_targets if RIBS_SKILLS_STATE == true do_ring(eval(RIBS_SKILLS_RING_FIX)) else do_ring(eval(RIBS_SKILLS_RING_ACTOR[@active_battler.id])) end display_animation(targets, skill.animation_id) @active_battler.mp -= @active_battler.calc_mp_cost(skill) $game_temp.common_event_id = skill.common_event_id for target in targets target.skill_effect(@active_battler, skill) display_action_effects(target, skill) end end end if RIBS_ITEMS == true def execute_action_item item = @active_battler.action.item text = sprintf(Vocab::UseItem, @active_battler.name, item.name) @message_window.add_instant_text(text) targets = @active_battler.action.make_targets if RIBS_ITEMS_STATE == true do_ring(eval(RIBS_ITEMS_RING_FIX)) else do_ring(eval(RIBS_ITEMS_RING_ACTOR[@active_battler.id])) end display_animation(targets, item.animation_id) $game_party.consume_item(item) $game_temp.common_event_id = item.common_event_id for target in targets target.item_effect(@active_battler, item) display_action_effects(target, item) end end end end
end #check if has tankentai or not
class Game_Battler include(CONFIG) def make_attack_damage_value(attacker) damage = attacker.atk - self.def # base calculation damage = 0 if damage < 0 # if negative, make 0 damage *= elements_max_rate(attacker.element_set) # elemental adjustment damage /= 100 if damage == 0 # if damage is 0, damage = rand(2) # half of the time, 1 dmg elsif damage > 0 # a positive number? @critical = (rand(100) < attacker.cri) # critical hit? @critical = false if prevent_critical # criticals prevented? damage *= 3 if @critical # critical adjustment end eval(RIBS_ATTACK_ADJUSTMENT) #damage = apply_variance(damage, 20) # variance damage = apply_guard(damage) # guard adjustment @hp_damage = damage # damage HP end def make_obj_damage_value(user, obj) damage = obj.base_damage # get base damage if damage > 0 # a positive number? damage += user.atk * 4 * obj.atk_f / 100 # Attack F of the user damage += user.spi * 2 * obj.spi_f / 100 # Spirit F of the user unless obj.ignore_defense # Except for ignore defense damage -= self.def * 2 * obj.atk_f / 100 # Attack F of the target damage -= self.spi * 1 * obj.spi_f / 100 # Spirit F of the target end damage = 0 if damage < 0 # If negative, make 0 elsif damage < 0 # a negative number? damage -= user.atk * 4 * obj.atk_f / 100 # Attack F of the user damage -= user.spi * 2 * obj.spi_f / 100 # Spirit F of the user end eval(RIBS_SKILLS_ADJUSTMENT) damage *= elements_max_rate(obj.element_set) # elemental adjustment damage /= 100 damage = apply_variance(damage, obj.variance) # variance damage = apply_guard(damage) # guard adjustment if obj.damage_to_mp @mp_damage = damage # damage MP else @hp_damage = damage # damage HP end end def calc_hp_recovery(user, item) result = maxhp * item.hp_recovery_rate / 100 + item.hp_recovery result *= 2 if user.pharmacology # Pharmacology doubles the effect eval(RIBS_ITEMS_ADJUSTMENT) return result end end
end #check if has RIBS
if $imported["wltr3565's_Ability_System"] == true class Scene_Ability < Scene_Base def equip_the_ability(ability) if ability = CONFIG::CONFLICT_ABILITY[ability]#CONFIG::CONFLICT_ABILITY.include?(ability) @actor.equip_ability(CONFIG::CONFLICT_ABILITY[ability]) @actor.unequip_ability(ability) else @actor.equip_ability(ability) end Sound.play_equip @ability_status.refresh @ability_window.refresh end end
class Sprite_Battler < Sprite_Base #for tankentai alias asciigod_necessary necessary def necessary asciigod_necessary case @active_action[2] when 5 # スキル条件人数を出す skill_member = nece2.abs for member in target skill_member -= 1 if member.ability_equiped?(nece1, true)#skill_learn?(nece1) # 条件確認 return @action = [CONFIG::ABILITY_NECE_CHANGE] if skill_member == 0 end end end end end as of now i now permit of this script to be added to this following sites -www.rpgmakervx.net the poster must add this line as proof i get the credit for my own script "ASCIIgod/Tamahome_zitser Ownership seal. 2012"
This post has been edited by ASCIIgod: Aug 1 2012, 03:46 AM
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Oct 15 2011, 06:08 PM
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Level 3

Group: Member
Posts: 42
Type: Artist
RM Skill: Beginner

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Wait, so you are taking requests you say? I don't use Tankentai's ATB system, but I do use the IAB system v2.99. I am also using a Victory Aftermath Script that Yanfly made along with it, but there's things on that I need tweaked to work the way I'd like it to.
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Oct 15 2011, 07:19 PM
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Demonic God of Snippets of Doom +10

Group: Revolutionary
Posts: 271
Type: Scripter
RM Skill: Intermediate

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QUOTE (RubyCrystal @ Oct 16 2011, 11:08 AM)  Wait, so you are taking requests you say? I don't use Tankentai's ATB system, but I do use the IAB system v2.99. I am also using a Victory Aftermath Script that Yanfly made along with it, but there's things on that I need tweaked to work the way I'd like it to. if you are using tankentai w/ or w/o ATB, the victory aftermath does have a problem. see the process_victory of the victory aftermath and the tankentai process_victory has a very incomplatible issues but not so incompatible that it breaks the game... what victory aftermath missing is the code which tankentai have which involve the action playing of the victory itself... so what you need to do is add the codelet that plays the action sequence into victory aftermath... if this is the case then i might as well as add my auto patch system into the UPS...
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Oct 23 2011, 05:52 AM
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Demonic God of Snippets of Doom +10

Group: Revolutionary
Posts: 271
Type: Scripter
RM Skill: Intermediate

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QUOTE (RubyCrystal @ Oct 23 2011, 08:48 PM)  This one should be real simple enough, but is it possible to have Yanfly's Display Victory Aftermath to be compatible with Wortana's Neo Gauge script? hmmm, you mean the gauge for EXP and such eh? well it is waaay too easy and consider it done on Lv.6
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Oct 23 2011, 10:38 PM
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Level 3

Group: Member
Posts: 42
Type: Artist
RM Skill: Beginner

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QUOTE (ASCIIgod @ Oct 23 2011, 06:52 AM)  QUOTE (RubyCrystal @ Oct 23 2011, 08:48 PM)  This one should be real simple enough, but is it possible to have Yanfly's Display Victory Aftermath to be compatible with Wortana's Neo Gauge script? hmmm, you mean the gauge for EXP and such eh? well it is waaay too easy and consider it done on Lv.6 Well it works, but a few things that you may want to fix: *On the display screen when the Victory Aftermath appears, the gauge bars are very thin, and are not the same dimensions as Wortana's gauges. *When the EXP bar increases on the display screen, it doesn't show any increase at all. The bar is basically one whole gradient color and shows no changes at all. I think if these 2 points are addressed, the patch will be perfect. And on that note, I seem to have forgotten certain scripts I have that are going together, so is it possible to have Yanfly's Scene Menu Redux compatible too? On my game, it goes together perfectly with Victory Aftermath.
This post has been edited by RubyCrystal: Oct 23 2011, 10:54 PM
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Oct 23 2011, 11:53 PM
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Demonic God of Snippets of Doom +10

Group: Revolutionary
Posts: 271
Type: Scripter
RM Skill: Intermediate

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QUOTE (RubyCrystal @ Oct 24 2011, 03:38 PM)  QUOTE (ASCIIgod @ Oct 23 2011, 06:52 AM)  QUOTE (RubyCrystal @ Oct 23 2011, 08:48 PM)  This one should be real simple enough, but is it possible to have Yanfly's Display Victory Aftermath to be compatible with Wortana's Neo Gauge script? hmmm, you mean the gauge for EXP and such eh? well it is waaay too easy and consider it done on Lv.6 Well it works, but a few things that you may want to fix: *On the display screen when the Victory Aftermath appears, the gauge bars are very thin, and are not the same dimensions as Wortana's gauges. *When the EXP bar increases on the display screen, it doesn't show any increase at all. The bar is basically one whole gradient color and shows no changes at all. I think if these 2 points are addressed, the patch will be perfect. And on that note, I seem to have forgotten certain scripts I have that are going together, so is it possible to have Yanfly's Scene Menu Redux compatible too? On my game, it goes together perfectly with Victory Aftermath. those are a little mishaps due to the fact that i made it in a very haste... a redone will be present and consider the menu redux done... ill make it lvl 7 -not the same dimensions as Wortana's gauges. the gauge is almost closely related to the gauge of the yerd. i use the same variables used in the old gauge for the neo gauge
This post has been edited by ASCIIgod: Oct 24 2011, 12:34 AM
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Oct 24 2011, 02:19 AM
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Level 3

Group: Member
Posts: 42
Type: Artist
RM Skill: Beginner

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QUOTE (ASCIIgod @ Oct 24 2011, 12:53 AM)  QUOTE (RubyCrystal @ Oct 24 2011, 03:38 PM)  QUOTE (ASCIIgod @ Oct 23 2011, 06:52 AM)  QUOTE (RubyCrystal @ Oct 23 2011, 08:48 PM)  This one should be real simple enough, but is it possible to have Yanfly's Display Victory Aftermath to be compatible with Wortana's Neo Gauge script? hmmm, you mean the gauge for EXP and such eh? well it is waaay too easy and consider it done on Lv.6 Well it works, but a few things that you may want to fix: *On the display screen when the Victory Aftermath appears, the gauge bars are very thin, and are not the same dimensions as Wortana's gauges. *When the EXP bar increases on the display screen, it doesn't show any increase at all. The bar is basically one whole gradient color and shows no changes at all. I think if these 2 points are addressed, the patch will be perfect. And on that note, I seem to have forgotten certain scripts I have that are going together, so is it possible to have Yanfly's Scene Menu Redux compatible too? On my game, it goes together perfectly with Victory Aftermath. those are a little mishaps due to the fact that i made it in a very haste... a redone will be present and consider the menu redux done... ill make it lvl 7 -not the same dimensions as Wortana's gauges. the gauge is almost closely related to the gauge of the yerd. i use the same variables used in the old gauge for the neo gauge I took a bit of time trying to see how the patch you applied worked. But it seems the dimensions for the gauges still aren't the same. They are still thin. Also the patch you applied to Scene Menu Redux isn't applying itself to the main menu, as its still using the basic gauges. I'm suspecting that the gauges may be separate. I tried using the newer YEM scripts that Yanfly has for this, but I read that you currently are not able to support YEM yet. Hopefully that will be worked out in the future. Another important thing of note is that I got this error when the script starts for Victory Aftermath: "Missed File:0" This occured when I tried a new game. I think this error occurs when the EXP gauge starts at 0. Whenever a message comes up for the actors, it will appear, and then the gauge rises. I tried to see if the results were the same on one of my saves, but it didn't occur. I think it only happens at 0 EXP. Also, the gauge changes are not applied to the level up status window when its 100%.
This post has been edited by RubyCrystal: Oct 24 2011, 02:26 AM
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Oct 24 2011, 07:03 AM
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Demonic God of Snippets of Doom +10

Group: Revolutionary
Posts: 271
Type: Scripter
RM Skill: Intermediate

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QUOTE (RubyCrystal @ Oct 24 2011, 07:19 PM)  QUOTE (ASCIIgod @ Oct 24 2011, 12:53 AM)  QUOTE (RubyCrystal @ Oct 24 2011, 03:38 PM)  QUOTE (ASCIIgod @ Oct 23 2011, 06:52 AM)  QUOTE (RubyCrystal @ Oct 23 2011, 08:48 PM)  This one should be real simple enough, but is it possible to have Yanfly's Display Victory Aftermath to be compatible with Wortana's Neo Gauge script? hmmm, you mean the gauge for EXP and such eh? well it is waaay too easy and consider it done on Lv.6 Well it works, but a few things that you may want to fix: *On the display screen when the Victory Aftermath appears, the gauge bars are very thin, and are not the same dimensions as Wortana's gauges. *When the EXP bar increases on the display screen, it doesn't show any increase at all. The bar is basically one whole gradient color and shows no changes at all. I think if these 2 points are addressed, the patch will be perfect. And on that note, I seem to have forgotten certain scripts I have that are going together, so is it possible to have Yanfly's Scene Menu Redux compatible too? On my game, it goes together perfectly with Victory Aftermath. those are a little mishaps due to the fact that i made it in a very haste... a redone will be present and consider the menu redux done... ill make it lvl 7 -not the same dimensions as Wortana's gauges. the gauge is almost closely related to the gauge of the yerd. i use the same variables used in the old gauge for the neo gauge I took a bit of time trying to see how the patch you applied worked. But it seems the dimensions for the gauges still aren't the same. They are still thin. Also the patch you applied to Scene Menu Redux isn't applying itself to the main menu, as its still using the basic gauges. I'm suspecting that the gauges may be separate. I tried using the newer YEM scripts that Yanfly has for this, but I read that you currently are not able to support YEM yet. Hopefully that will be worked out in the future. Another important thing of note is that I got this error when the script starts for Victory Aftermath: "Missed File:0" This occured when I tried a new game. I think this error occurs when the EXP gauge starts at 0. Whenever a message comes up for the actors, it will appear, and then the gauge rises. I tried to see if the results were the same on one of my saves, but it didn't occur. I think it only happens at 0 EXP. Also, the gauge changes are not applied to the level up status window when its 100%. about the thin gauge thing, i see you are having a hard time looking at it for i am just fine with it though because i had a resize script... as i said previously i used the same configuration as the old gauge but i will work on it... and for the menu redux it seem i havent tested it myself either cuz i got YEZ... i cant use em both... but i will work on it just get it a few hour for i need sleep
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Oct 24 2011, 04:12 PM
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Level 3

Group: Member
Posts: 42
Type: Artist
RM Skill: Beginner

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I worked with the script a little and I found some results:
First I placed the script below all the scripts its supposed to work with, and it works now, but a few things of note.
I tried this script with the old Neo Gauge Script, and the dimensions are proper, which brings me to this question: Are you using Woratana's Neo Gauge Final script? That seems to be the script where its not inheriting the dimensions.
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Oct 24 2011, 11:07 PM
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Demonic God of Snippets of Doom +10

Group: Revolutionary
Posts: 271
Type: Scripter
RM Skill: Intermediate

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QUOTE (RubyCrystal @ Oct 25 2011, 09:12 AM)  I worked with the script a little and I found some results:
First I placed the script below all the scripts its supposed to work with, and it works now, but a few things of note.
I tried this script with the old Neo Gauge Script, and the dimensions are proper, which brings me to this question: Are you using Woratana's Neo Gauge Final script? That seems to be the script where its not inheriting the dimensions. -what i used is Version: 1.5... is that old? if so then i will just hafta adjust....- nevermind i just updated it
This post has been edited by ASCIIgod: Oct 24 2011, 11:25 PM
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Oct 25 2011, 01:34 AM
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Level 3

Group: Member
Posts: 42
Type: Artist
RM Skill: Beginner

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QUOTE (ASCIIgod @ Oct 25 2011, 12:07 AM)  QUOTE (RubyCrystal @ Oct 25 2011, 09:12 AM)  I worked with the script a little and I found some results:
First I placed the script below all the scripts its supposed to work with, and it works now, but a few things of note.
I tried this script with the old Neo Gauge Script, and the dimensions are proper, which brings me to this question: Are you using Woratana's Neo Gauge Final script? That seems to be the script where its not inheriting the dimensions. -what i used is Version: 1.5... is that old? if so then i will just hafta adjust....- nevermind i just updated it That did it. The gauge for Scene Menu Redux is a little larger than normal compared to the one that was used with the old Neo Gauge script, but it was easily adjusted now that I found what controls the bar size. I couldn't find anything that controls the size for the gauge on the Victory Aftermath part though. I'm trying to look through it and see if anything messes with the size. Also, is there anything in that script that controls the gauge color like Woratana did it? I couldn't find anything similar, and I'd like to even out the color like the other gauges, since they go by RGB. Other than that, there's still the things you need to fix: *The error that's caused at 0 EXP on Victory Aftermath that says "Missed File:0". *The Neo Gauge script isn't applying itself to the level up screen. *And lastly, I noticed when the gauge is increased, the part that has color in it has a "white dial?" thing at the end. It looks like this:  It doesn't look like its meshing well with the gauge. It sort of looks like its overlapping it. I think if these can be fixed and applied to your script, it'd be perfect.
This post has been edited by RubyCrystal: Oct 25 2011, 01:52 AM
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Oct 25 2011, 04:37 PM
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Level 3

Group: Member
Posts: 42
Type: Artist
RM Skill: Beginner

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QUOTE (ASCIIgod @ Oct 25 2011, 07:13 AM)  ill just clean the code later... i still brainstorming for a new patch for level 8... and for the missed file: 0 i dunno about that i got no error whatsoever... whatdya mean by the gauge not on level up screen? what did you want? to have a level up with neo gauge? done and done for level 8. and about that dial thing. yes your right it does overlap, i had a little issue... but will be fixed on lvl 8 No no, I meant exactly what I said, on the level up screen, when the Victory Aftermath script activates, it shows the gauge at 100%, but the Neo Gauge script isn't applying itself to that screen, so its using the regular gauge from the script. But its just for that screen.
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Oct 26 2011, 01:25 AM
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Demonic God of Snippets of Doom +10

Group: Revolutionary
Posts: 271
Type: Scripter
RM Skill: Intermediate

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QUOTE (RubyCrystal @ Oct 26 2011, 09:37 AM)  QUOTE (ASCIIgod @ Oct 25 2011, 07:13 AM)  ill just clean the code later... i still brainstorming for a new patch for level 8... and for the missed file: 0 i dunno about that i got no error whatsoever... whatdya mean by the gauge not on level up screen? what did you want? to have a level up with neo gauge? done and done for level 8. and about that dial thing. yes your right it does overlap, i had a little issue... but will be fixed on lvl 8 No no, I meant exactly what I said, on the level up screen, when the Victory Aftermath script activates, it shows the gauge at 100%, but the Neo Gauge script isn't applying itself to that screen, so its using the regular gauge from the script. But its just for that screen. okay so you mean you want the entire neo gauge to all gauge relating like memu hp gauge or battle hp gauge? consider it done mi amigo
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Oct 26 2011, 03:03 AM
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Level 3

Group: Member
Posts: 42
Type: Artist
RM Skill: Beginner

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QUOTE (ASCIIgod @ Oct 26 2011, 02:25 AM)  QUOTE (RubyCrystal @ Oct 26 2011, 09:37 AM)  QUOTE (ASCIIgod @ Oct 25 2011, 07:13 AM)  ill just clean the code later... i still brainstorming for a new patch for level 8... and for the missed file: 0 i dunno about that i got no error whatsoever... whatdya mean by the gauge not on level up screen? what did you want? to have a level up with neo gauge? done and done for level 8. and about that dial thing. yes your right it does overlap, i had a little issue... but will be fixed on lvl 8 No no, I meant exactly what I said, on the level up screen, when the Victory Aftermath script activates, it shows the gauge at 100%, but the Neo Gauge script isn't applying itself to that screen, so its using the regular gauge from the script. But its just for that screen. okay so you mean you want the entire neo gauge to all gauge relating like memu hp gauge or battle hp gauge? consider it done mi amigo Okay, I think there may be a tad bit of miscommunication, time to clear that up. Its screenie time. Okay, when the level up screen appears for whichever character, the gauge that shows up looks like this:  this window is not applying itself to the Neo Gauge patch you made. When that screen is passed, and it shows the initial screen, it goes back to looking like this:  Its that one window on the Victory Aftermath script that you need to fix up so everything looks consistent. And yes, I'd like your patch to inherit everything the Neo Gauge script has. But only for Scene Menu Redux and Victory Aftermath, as those are the only things your patch is working with. Other stuff like HP/MP in and out of battle is already being handled by Neo Gauge Final on its own. Scene Menu Redux and Victory Aftermath have this different function with dealing with changing colors, as Yanfly seems to have made it to alter colors depending on the windowskin's color map. I just want to get that changed so the color is dependent on an RGB map like Neo Gauge. Hope that clears everything up.
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Oct 26 2011, 03:51 AM
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Demonic God of Snippets of Doom +10

Group: Revolutionary
Posts: 271
Type: Scripter
RM Skill: Intermediate

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QUOTE (RubyCrystal @ Oct 26 2011, 08:03 PM)  QUOTE (ASCIIgod @ Oct 26 2011, 02:25 AM)  QUOTE (RubyCrystal @ Oct 26 2011, 09:37 AM)  QUOTE (ASCIIgod @ Oct 25 2011, 07:13 AM)  ill just clean the code later... i still brainstorming for a new patch for level 8... and for the missed file: 0 i dunno about that i got no error whatsoever... whatdya mean by the gauge not on level up screen? what did you want? to have a level up with neo gauge? done and done for level 8. and about that dial thing. yes your right it does overlap, i had a little issue... but will be fixed on lvl 8 No no, I meant exactly what I said, on the level up screen, when the Victory Aftermath script activates, it shows the gauge at 100%, but the Neo Gauge script isn't applying itself to that screen, so its using the regular gauge from the script. But its just for that screen. okay so you mean you want the entire neo gauge to all gauge relating like memu hp gauge or battle hp gauge? consider it done mi amigo Okay, I think there may be a tad bit of miscommunication, time to clear that up. Its screenie time. Okay, when the level up screen appears for whichever character, the gauge that shows up looks like this:  this window is not applying itself to the Neo Gauge patch you made. When that screen is passed, and it shows the initial screen, it goes back to looking like this:  Its that one window on the Victory Aftermath script that you need to fix up so everything looks consistent. And yes, I'd like your patch to inherit everything the Neo Gauge script has. But only for Scene Menu Redux and Victory Aftermath, as those are the only things your patch is working with. Other stuff like HP/MP in and out of battle is already being handled by Neo Gauge Final on its own. Scene Menu Redux and Victory Aftermath have this different function with dealing with changing colors, as Yanfly seems to have made it to alter colors depending on the windowskin's color map. I just want to get that changed so the color is dependent on an RGB map like Neo Gauge. Hope that clears everything up. okay i got the general idea of the ug you are talking about... it seems that i forgot to add the neo gauge addon to the part of gauges where you level up as you have said that the default gauge is used when you level up but afterwards the neo gauge is used... must have been poor update
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