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RPG RPG Revolution Forums > Scripting > Script Submissions > RGSS2-Submissions
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Khev
Allright, change:

CODE
_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_
Commands valids for skills, weapons and items:
_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_


to

CODE
=begin
_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_
Commands valids for skills, weapons and items:
_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_=


and go to the line where this is displayed:

CODE
Attack_Key1 = Input::Letters["A"]


and add a =end on the top part of it:

CODE
=end
Attack_Key1 = Input::Letters["A"]


It should make all those other things that should be comments "disappear" from the script.
doggyhouse
QUOTE (Khev @ Jul 27 2009, 05:04 PM) *
Uhm, that is Game_Enemy, not the ABS 8 script ;/

I know i did wrong script. By accident i was looking around at some scripts before your post
doggyhouse
double post sad.gif To bump so you find but i dont see a attack_key1 or whatever
Khev
Ah... where did you get that ABS script from? Tried downloading from the demo on the first page?

Cause your script is obviously different o_o

EDIT: I saw your problem... you copied the valid.txt from the First post.

That's not the script tongue.gif It's just a list of what you can edit on the enemy database.

Download the demo and copy the scripts and it'll work.
doggyhouse
i got it from the txt file.
Khev
Download the demo.

Extract the files from the .rar file.

Open it with the rpg editor.

Copy the ABS scripts in the order they are displayed to your game.

Test the game. It should work. ;/
doggyhouse
Ok im fine with it not working i fixed it.
But problem is dudes are invisible!
Click to view attachment
And i have my enemy set to-
Attack Animation = 7
Respawn = 10
Anything wrong?

Edit: Another Problem!!! I kill the invisible dudes and it drops Chains!!?? Instead of money so here is my Iconset so if you need to change anything.
Here the link
http://www.mediafire.com/?zrzimgwut2z
Khev
For example, my troll is:

Char Name = Monster
Char Index = 2
Respawn = 3600
Weapon Icon = 0
Follow Range = 24

Notice the "Char Name = Monster" and "Char Index = 2"
That means my troll is on the Monster charset and is indexed as 2 (remember, counting starts at 0, so an 8 char-charset has the first one addressed as 0, and the last as 7.)
You have to put both if you want the creature to appear.
And remember the respawn is in frames, and 60 frames is one second.
doggyhouse
Ok now its a skeleton dude but i dont want that so how do i change i have Char Index = 1

EDIT:Also the icon set!!
"Another Problem!!! I kill the invisible dudes and it drops Chains!!?? Instead of money so here is my Iconset so if you need to change anything.
Here the link
http://www.mediafire.com/?zrzimgwut2z "
Khev


Here are the index numbers i meant earlier... the Char name part is the charset, the default monster charset that comes with the RTP is Monster, if you want another one, just change it.

About the chains part, your icon index should be 1629, the goldbag...

change this line:

CODE
Gold_Drop_Icon_Index = 147


to

CODE
Gold_Drop_Icon_Index = 1629


and it should be fine...
buny
OK" for preventing wrong......
the txt file is only the valid text.....
the script is on the demo....

and first if you just copy the script.....
it's use less...
you need to copy input.ddl and the requiem folder....
Khev
Wow buny, you're pretty late..
buny
QUOTE (Khev @ Jul 28 2009, 09:49 PM) *
Wow buny, you're pretty late..


100%
yeah.......

btw.....
some one have great HUD for ABS?

or some one have changed the script for the shortkey to 5 and make the hud for 5 skill....

Khev
@buny:

Just change line 16 to:

CODE
Skill_Keys = [Input::Numberkeys[1], Input::Numberkeys[2], Input::Numberkeys[3], Input::Numberkeys[4], Input::Numberkeys[5]]


Then edit the HUD so it shows 5 skills.
And I did edit the HUD, might be doing requests some other time.
Here's a screenie of the two I made:

This one has 7 selectable skills.

And this has the 5 you said.
buny
QUOTE (Khev @ Jul 28 2009, 10:38 PM) *
@buny:

Just change line 16 to:

CODE
Skill_Keys = [Input::Numberkeys[1], Input::Numberkeys[2], Input::Numberkeys[3], Input::Numberkeys[4], Input::Numberkeys[5]]


Then edit the HUD so it shows 5 skills.
And I did edit the HUD, might be doing requests some other time.
Here's a screenie of the two I made:

This one has 7 selectable skills.

And this has the 5 you said.




can you make for me one?
if i wanna mix the item and skill into one....can?(i mean the shortcut)

how do you make your character sprite is on the top?
Khev
Hmmm, mixing the item and skill shortcuts would be a pain in the ass to be honest :/

And for the sprite, go around line 130 and you'll find:

CODE
  def refresh
    return if $game_party.members.size <= 0
    self.contents.clear
    self.contents.font.size = 12
    base = Cache.system("HUD2")
    rect = Rect.new(0, 0, 544, 416)
    self.contents.blt(16, 16, base, base.rect)
    draw_skills(18, 102)
    draw_items(468, 388)
    draw_ammo(450, 396)
end


just add this right below "draw_ammo(x, y)":

CODE
    for actor in $game_party.members
    draw_character(actor.character_name, actor.character_index, 52, 64)
    end


then the resulting code should be like:

CODE
  def refresh
    return if $game_party.members.size <= 0
    self.contents.clear
    self.contents.font.size = 12
    base = Cache.system("HUD2")
    rect = Rect.new(0, 0, 544, 416)
    self.contents.blt(16, 16, base, base.rect)
    draw_skills(18, 102)
    draw_items(468, 388)
    draw_ammo(450, 396)
    for actor in $game_party.members
    draw_character(actor.character_name, actor.character_index, 52, 64)
    end
  end


Just change the (52, 64) to whatever X and Y you want. (Remeber they origin is at the top left corner.)
buny
Requiem 7 or 8?
in what script?
Shaphyr
i din't understand something here i have the input error in line 134, and all i did was to copy all, so what was wrong,buny.
Khev
@Shaphyr: You don't have the Input.dll file from the demo. It's in the folder right next to Game.rvproj and Game.exe, as well as the Graphics Audio and Data files wink.gif

and buny, it's requiem8
buny
ok i'm ABS 7...
you script about the skill 5 that i mean i already can but i need the format so that the 5 skill can be arrange goodly...
and the HUD for that 5 skill....

if just make the the skill into 5...
the HUD avilaible is only 3
(sorry bad english)

and the sprite can be shown is cool... actually...
hehe....
Khev
Uhm, buny, what's your mother language ?

And i don't understand the part where you say the 5 skills can be "arranged goodly" ..
buny
oh.....
as you see the Hud at the first you download....
there is only for 3 skill right?

so if there is 5 skill....
i need the Hud for 5 skill too right??

but....
to make 5 skill we need to change the x and y to.....
that's i mean arrange
Khev
Uhm, not really...

If you set the Inputnumbers and then set the skills you'll see that you only need to change the graphics (unless you want to display them in another way, like in the image where i set them vertically)

This is the draw_skills def that "needs" to be changed (Don' copy this one into your script as it's the one I use in my hud, and it's displayed vertically, so it might look awkward in yours).

CODE
  def draw_skills(x, y)
    skill_count = 0
    @actor.skill_hotkeys.each { |key, value|
    next if value.nil?
    skill = $data_skills[value]
    next if skill.nil?
    draw_icon(skill.icon_index, x, (32*skill_count)+y+22)#(32*skill_count)+x-4, y)
    self.contents.font.color = Color.new(0,0,0)
    self.contents.draw_text(x+23, (32*skill_count)+y+31, 64, 24, Input.name?(key))
    self.contents.font.color = Color.new(255,255,255)
    self.contents.draw_text(x+22, (32*skill_count)+y+30, 64, 24, Input.name?(key))
    skill_count += 1
    }
    self.contents.font.color = Color.new(0,0,0)
    self.contents.draw_text(x-7, y-15, 96, 24, Skills_Text, 1)
    self.contents.font.color = Color.new(255,255,255)
    self.contents.draw_text(x-8, y-16, 96, 24, Skills_Text, 1)
  end


As you can see, draw_icon uses (32*skill_count) to determine where the x is, so they are not fixed numbers, and you can use the same code to display 3, 5, or even N number of skills without needing to change anything.

Really, all you need to change are the graphics and this in the requiem ABS:

CODE
Skill_Keys = [Input::Numberkeys[1], Input::Numberkeys[2], Input::Numberkeys[3], Input::Numberkeys[4], Input::Numberkeys[5]]
vladislaus
hi guys, i'm wothout internet at now, but i'm working on abs 9.0 =D
when my bet comes i'll post it, havea lot of enhances.
Khev
Wow, nice to see you around Vlad! biggrin.gif

But I think people want ot hear more about the Requiem VX Net gaming, haha.

Will there be any changes in the Requiem HUD script? Cause I've kinda edited a whole bunch of it and didn't really want to do it again ;/
buny
oh....
i think vlad will not reply as you though....

are the requiem 9 are using area to create monster??

i think if making enemies in that way...
we can't make any puzzle...bosses....or other events...
is this right?
Khev
Actually, yeah you can... it's all about how you create the areas.

Though I still need an update in the respawn time issue, when I come out of the map and into it again they just respawn ;/ I wanted them to only respawn within the time, and not disconsider it.

But whatever, i don't think vlad will see this at all..
buny
we just can hope vlad can do his best....
Mufalmar
Ok, nvm. I have a new question now.

How do I get the enemies to use skills?
mxland
I have two questions:

1, how to allow his companions to use magic

2, how set up the scope of magic and weapons to attack with the effect of
Khev
@Mufalmar: Just edit them in the Enemies tab as if you were to edit the enemies for a normal battle.
buny
QUOTE (Mufalmar @ Aug 2 2009, 10:59 PM) *
Ok, nvm. I have a new question now.

How do I get the enemies to use skills?


Ok it's easy....
just edit like khev say....
if you say 'cant'
may be just check the MP of enemies....
are they 0?

QUOTE (mxland @ Aug 3 2009, 09:14 AM) *
I have two questions:

1, how to allow his companions to use magic

2, how set up the scope of magic and weapons to attack with the effect of


1.Press Alt+Tab....
the icon will change...
change the magic icon

2.do you mean to something like poison skill??
if thats what you mean you can check the demo
Mufalmar
No, that's not the problem. My enemy in the database has way more than enough MP to cast. All it does is attack though. I even took away the attack as one of its moves and left thunder, and it just flew around doing nothing.
buny
You can try to delete attack action in the enemies...
and try to select skill....
Mufalmar
No I think I know what the problem was. I put the skills based on turn count.
Khev
Glad you got it...

And I don't think that the "Condition" tab is compatible with Requiem, so make sure you take a look at it when setting your monsters.
buny
QUOTE (Mufalmar @ Aug 3 2009, 09:55 PM) *
No I think I know what the problem was. I put the skills based on turn count.


Good....

QUOTE (Khev @ Aug 4 2009, 01:00 AM) *
Glad you got it...

And I don't think that the "Condition" tab is compatible with Requiem, so make sure you take a look at it when setting your monsters.


i agree
danesopeezy89
I have a problem, when I make an enemy give me one gold and one exp, it always give's me 12 gold and 6 exp. How do I fix that?
KPaxian
Can you, for example, hold a button so the weapon keeps firing. In my game I need to have automatic weapons (machine guns, flamethrowers etc...)
Khev
@danesopeezy89: Change line 36 from

CODE
Auto_EXP_Gold = true


to

CODE
Auto_EXP_Gold = false


@KPaxian: It might be a new addition in Requiem ABS 9, but for now I don't think it's possible without any harsh edits..
danesopeezy89
QUOTE (Khev @ Aug 4 2009, 01:29 PM) *
@danesopeezy89: Change line 36 from

CODE
Auto_EXP_Gold = true


to

CODE
Auto_EXP_Gold = false


@KPaxian: It might be a new addition in Requiem ABS 9, but for now I don't think it's possible without any harsh edits..

In which script? I checked all of them and there it's not there.
Khev
Requiem ABS 8...
buny
ooo....
you can change....
the text in the requiem folder than....
Khev
@buny: You can PM me for anything you want, but I'm not currently available at msn and stuff, ok?

@danesopeezy89: Did you get it?
Andrelvis
Hello, I have a few questions (about version 8):

What is the Input.dll required for, and has Vlad released it's source code?

And how do I make it so an enemy is only activated after, say, a cutscene? Also, is it possible to make it so the enemy doesn't respawn when the player comes to the screen again? Both of these questions are for making boss enemies.
danesopeezy89
Hey, I have another question, how do you disable the hud? I want to make a cut scene but the hud is in the way.
buny
QUOTE (Khev @ Aug 6 2009, 06:13 AM) *
@buny: You can PM me for anything you want, but I'm not currently available at msn and stuff, ok?

@danesopeezy89: Did you get it?


OK....
you can add me...

QUOTE (Andrelvis @ Aug 6 2009, 11:40 AM) *
Hello, I have a few questions (about version 8):

What is the Input.dll required for, and has Vlad released it's source code?

And how do I make it so an enemy is only activated after, say, a cutscene? Also, is it possible to make it so the enemy doesn't respawn when the player comes to the screen again? Both of these questions are for making boss enemies.


input dll is such an file to create some data in input script...
not much did i know...

um....
that's difficult may just make 2 map??

QUOTE (danesopeezy89 @ Aug 6 2009, 12:28 PM) *
Hey, I have another question, how do you disable the hud? I want to make a cut scene but the hud is in the way.



there is Variable onoff for HUD...
in HUD Script
line 5
show this
[Show/Hide] the code
OnOff_Switch = 0 # Switch ID that show or hide the HUD

change the number with your own ID
Andrelvis
Found a way to do it by script happy.gif

Unfortunately, it's a bit unwieldy, and has to be set up case by case, but it works.

EDIT: Man, I love this ABS! It even works with KGC Overdrive after some small modifications biggrin.gif
buny
how? is the modification??
Andrelvis
First of all, you have to put the KGC_OverDrive script above all Requiem scripts.

I replaced MP here, but you can have both MP and Overdrive. Basically, in the subclasses of Game_Character, I replaced where it asked if the character had enough MP with asking for having enough Overdrive, and then replaced where it reduces the character's MP by the skill's MP cost with reducing the character's overdrive. You also have to put a command in execute_damage for increasing Overdrive.

I will show the parts of the Requiem ABS 8 script that I modified, if you have any questions, just ask:

[Show/Hide] Requiem ABS 8 script

CODE
    class Game_Battler

  def execute_damage(user)
    if @hp_damage == 0
      @damage = $Requiem_ABS.damage_properties["Texts"][0]
    elsif defending?(user)
      @damage = $Requiem_ABS.damage_properties["Texts"][3]
      return
    else
      if user.reflect
        user.damage = (@hp_damage/4 <= 0 ? 1 : @hp_damage/4)
      else
        @damage = @hp_damage
      end
    end
    if @hp_damage > 0
      remove_states_shock
    end
    if user.reflect
      user.hp -= (@hp_damage/4 <= 0 ? 1 : @hp_damage/4)
      user.mp -= (@mp_damage/4 <= 0 ? 1 : @mp_damage/4)
    else
      self.hp -= @hp_damage
      self.mp -= @mp_damage
    end
    if @absorbed
      user.hp += @hp_damage
      user.mp += @mp_damage
    end
    increase_overdrive(user)
  end

end
class Game_Event < Game_Character

  def skill_attack_normal
    return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
    for ally in $game_allies
      next if ally.nil?
      next unless in_front?(self, ally)
      self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
    $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
      ally.animation_id = self.assigned_skill.animation_id
      ally.actor.skill_effect(self.actor, self.assigned_skill)
      ally.jump(0,0)
      self.weapon1_attack_time = $Requiem_ABS.enemy_attack_delay
    end
    return if $game_player.actor.dead?
    return unless in_front?(self, $game_player)
    self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
    $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
    $game_player.animation_id = self.assigned_skill.animation_id
    $game_player.actor.skill_effect(self.actor, self.assigned_skill)
    $game_player.jump(0,0)
    self.weapon1_attack_time = $Requiem_ABS.enemy_attack_delay
  end
  
  def skill_attack_range
    return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
    self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
    $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
    $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
    self.weapon1_attack_time = self.assigned_skill.delay
    RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  end
  
  def skill_explode_range
    return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
    self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
    $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
    $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
    self.weapon1_attack_time = self.assigned_skill.delay
    RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  end

end

class Game_Player < Game_Character

  def skill_attack_normal
    for monster in $game_monsters
      next if monster.nil?
      next unless in_front?(self, monster)
      next if monster.actor.dead?
      next if self.actor.calc_od_cost(self.assigned_skill) > self.actor.overdrive
      self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
      $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
      monster.animation_id = self.assigned_skill.animation_id
      self.skill_attack_time = self.assigned_skill.delay
      monster.actor.skill_effect(self.actor, self.assigned_skill)
      monster.jump(0,0)
      monster.target = self
    end
    for event in $game_map.events.values
      next unless event.in_battle
      next unless in_front?(self,event)
      next if event.actor.dead? or event.object
      next if self.actor.calc_od_cost(self.assigned_skill) > self.actor.overdrive
      self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
      $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
      event.animation_id = self.assigned_skill.animation_id
      self.skill_attack_time = self.assigned_skill.delay
      return if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
      event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
      event.actor.skill_effect(self.actor, self.assigned_skill)
      event.jump(0,0) unless event.puzzle
      event.target = self
    end
  end
  
  def skill_attack_range
    return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
    self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
    $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
    $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
    RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
    self.skill_attack_time = self.assigned_skill.delay
  end
  
  def skill_attack_all
    return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
    self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
    $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
    for monster in $game_monsters
      next if monster.nil?
      next if monster.actor.dead?
      monster.animation_id = self.assigned_skill.animation_id
      self.skill_attack_time = self.assigned_skill.delay
      monster.actor.skill_effect(self.actor, self.assigned_skill)
      monster.jump(0,0)
      monster.target = self
    end
    for event in $game_map.events.values
      next unless event.in_battle
      next if event.actor.dead? or event.object
      event.animation_id = self.assigned_skill.animation_id
      self.skill_attack_time = self.assigned_skill.delay
      return if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
      event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
      event.actor.skill_effect(self.actor, self.assigned_skill)
      event.jump(0,0) unless event.puzzle
      event.target = self
    end
  end
  
  def skill_explode_range
    return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
    self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
    $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
    $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
    RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
    self.skill_attack_time = self.assigned_skill.delay
  end

end

class Game_Ally < Game_Character

  def skill_attack_normal
    for monster in $game_monsters
      next if monster.nil?
      next unless in_front?(self, monster)
      next if monster.actor.dead?
      next if self.actor.calc_od_cost(self.assigned_skill) > self.actor.overdrive
      self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
      $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
      monster.animation_id = self.assigned_skill.animation_id
      self.skill_attack_time = self.assigned_skill.delay
      monster.actor.skill_effect(self.actor, self.assigned_skill)
      monster.jump(0,0)
      monster.target = self
    end
    for event in $game_map.events.values
      next unless event.in_battle
      next unless in_front?(self,event)
      next if event.actor.dead? or event.object
      next if self.actor.calc_od_cost(self.assigned_skill) > self.actor.overdrive
      self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
      $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
      event.animation_id = self.assigned_skill.animation_id
      self.skill_attack_time = self.assigned_skill.delay
      next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
      event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
      event.actor.skill_effect(self.actor, self.assigned_skill)
      event.jump(0,0) unless event.puzzle
      event.target = self
    end
  end
  
  def skill_attack_range
    for monster in $game_monsters
      next if monster.nil?
      next if monster.actor.dead?
      next unless in_direction?(self, monster) and in_range?(self, monster, self.assigned_skill.range)
      next if self.actor.calc_od_cost(self.assigned_skill) > self.actor.overdrive
      self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
      $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
      $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
      RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
      self.skill_attack_time = self.assigned_skill.delay
    end
    for event in $game_map.events.values
      next unless event.in_battle
      next unless in_direction?(self, event) and in_range?(self, event, self.assigned_skill.range)
      next self.actor.overdrive < self.actor.calc_od_cost(self.assigned_skill)
      self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
      $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
      $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
      RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
      self.skill_attack_time = self.assigned_skill.delay
    end
  end
  
  def skill_attack_all
    return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
      self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
    $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
    for monster in $game_mosnters
      next if monster.nil?
      next if monster.actor.dead?
      monster.animation_id = self.assigned_skill.animation_id
      self.skill_attack_time = self.assigned_skill.delay
      monster.actor.skill_effect(self.actor, self.assigned_skill)
      monster.jump(0,0)
      monster.target = self
    end
    for event in $game_map.events.values
      next unless event.in_battle
      next if event.actor.dead? or event.object
      event.animation_id = self.assigned_skill.animation_id
      self.skill_attack_time = self.assigned_skill.delay
      next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
      event.kill_with_skill > 0 and event.kill_with_skill != self.assigned_skill.id
      event.actor.skill_effect(self.actor, self.assigned_skill)
      event.jump(0,0) unless event.puzzle
      event.target = self
    end
  end
  
  def skill_explode_range
    for monster in $game_monsters
      next if monster.nil?
      next if monster.actor.dead?
      return unless in_direction?(self, monster) and in_range?(self, monster, self.assigned_skill.range)
      return if self.actor.calc_od_cost(self.assigned_skill) > self.actor.overdrive
      self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
      $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
      $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
      RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
      self.skill_attack_time = self.assigned_skill.delay
    end
    for event in $game_map.events.values
      next unless event.in_battle
      return unless in_direction?(self, event) and in_range?(self, event, self.assigned_skill.range)
      return if self.actor.calc_od_cost(self.assigned_skill) > self.actor.overdrive
      self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
      $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
      $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
      RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
      self.skill_attack_time = self.assigned_skill.delay
    end
  end

end

class Game_Monster < Game_Character


  def skill_attack_normal
    return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
    self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
    for ally in $game_allies
      next if ally.nil?
      next unless in_front?(self, ally)
      self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
      $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
      ally.animation_id = self.assigned_skill.animation_id
      ally.actor.skill_effect(self.actor, self.assigned_skill)
      ally.jump(0,0)
      self.weapon1_attack_time = $Requiem_ABS.enemy_attack_delay
    end
    return if $game_player.actor.dead?
    return unless in_front?(self, $game_player)
    self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
    $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
    $game_player.animation_id = self.assigned_skill.animation_id
    $game_player.actor.skill_effect(self.actor, self.assigned_skill)
    $game_player.jump(0,0)
    self.weapon1_attack_time = $Requiem_ABS.enemy_attack_delay
  end
  
  def skill_attack_range
    return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
    self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
    $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
    $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 3))
    self.weapon1_attack_time = self.assigned_skill.delay
    RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  end
  
  def skill_explode_range
    return unless self.actor.calc_od_cost(self.assigned_skill) <= self.actor.overdrive
    self.actor.overdrive -= self.actor.calc_od_cost(self.assigned_skill)
    $game_temp.common_event_id = self.assigned_skill.common_event_id if self.assigned_skill.common_event_id > 0
    $game_range.push(Game_Range.new(self, self.assigned_skill.graphic, self.assigned_skill.index, self.assigned_skill.move_speed, self.assigned_skill.range, 4))
    self.weapon1_attack_time = self.assigned_skill.delay
    RPG::SE.new(self.assigned_skill.shot_se).play if self.assigned_skill.shot_se != nil
  end


end



I also put an Overdrive bar in the hud, replacing the MP one. Again, you can easily have both using the method I used.

Here are the modifications of the Requiem HUD

[Show/Hide] Requiem HUD script

CODE
class Requiem_HUD1 < Window_Base


  def refresh
    return if $game_party.members.size <= 0
    self.contents.clear
    draw_hpbar(@actor, 40, 16)
    draw_overdrivebar(@actor, 40, 38)
    draw_expbar(@actor, 40, 60) if @actor.next_exp > 0
    self.contents.font.size = 16
    self.contents.font.color = Color.new(0,0,0)
    self.contents.draw_text(19, 15, 24, 24, Vocab::hp_a)
    self.contents.draw_text(19, 37, 24, 24, "Ov.")
    self.contents.draw_text(19, 57, 24, 24, "Exp") if @actor.next_exp > 0
    self.contents.font.color = Color.new(255,255,255)
    self.contents.draw_text(18, 14, 24, 24, Vocab::hp_a)
    self.contents.draw_text(18, 36, 24, 24, "Ov.")
    self.contents.draw_text(18, 56, 24, 24, "Exp") if @actor.next_exp > 0
    return if $summon.nil?
  end


  def draw_overdrivebar(actor, x, y)
    base = Cache.system("Base")
    self.contents.blt(x, y, base, base.rect)
    bar = Cache.system("MP Bar")
    meter = Rect.new(0, 0, base.width * actor.overdrive / KGC::OverDrive::GAUGE_MAX, base.height)
    self.contents.blt(x, y, bar, meter)
  end


end



If you want to have both MP and Overdrive bars, simply replace where it says:

CODE
    draw_hpbar(@actor, 40, 16)
    draw_overdrivebar(@actor, 40, 38)
    draw_expbar(@actor, 40, 60) if @actor.next_exp > 0


With:

CODE
    draw_hpbar(@actor, 40, 16)
    draw_mpbar(@actor, 40, 38)
    draw_overdrivebar(@actor, 40, 60)
    draw_expbar(@actor, 40, 82) if @actor.next_exp > 0


EDIT: I found a small typo in one of the scripts. In the Requiem HUD script, where it reads:
CODE
    @old_ezp = @actor.exp if @actor != nil

It should be:
CODE
    @old_exp = @actor.exp if @actor != nil


EDIT2: buny, check this topic out: http://www.rpgmakervx.net/index.php?showtopic=15289

It shows how to set enemies as events that don't respawn! (not sure if you were already aware of that though)
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