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Messages postés par MoufMouf
Nombre de messages référencés sur Oniromancie (non supprimés): 9

Aller à la page: 1

Posté dans Forum - [rpg maker xp] Quik Time Event ?

MoufMouf - posté le 08/06/2013 à 02:27:48. (9 messages postés)

GeckoEssence a dit:


On en parlait dans un topic un peu plus bas, c'est faisable mais bancal. Le jeu Dark Souls l'avait fait, dans mes souvenirs. L'inconvénient c'est que RM n'est a pas forcément assez réactif et qu'il faut compter une certaine latence entre l'apparition de l'image qui représente la touch où appuyer et le fait d'appuyer dessus.

De mémoire, le tutoriel te permettent de créer des "cheat codes" avec une succession de touches à appuyer marchait, mais un coup sur deux.



oui c'était moi ;)
Vous m'avez bien aiguillé aussi les gars merci, je vais tenter de l'incorporer!

Posté dans Forum - [RMVX] skills de combat particulier

MoufMouf - posté le 25/05/2013 à 21:31:44. (9 messages postés)

Anton_ a dit:


Citation:

aux commande d'un perso de ff6 dont j'ai zappé le nom.


Tu pensais à Cyan, le samouraï ? il faut attendre pour que la skill soit plus puissante.
ou à Sabin le moine ? il faut faire une combi de touches puis appuyer sur A


Je pensais aux Skills de Sabin, merci je ne me souvenais plus du tout du nom

arttroy a dit:


Ben QTE + Event = risque de gros caca (c'est ce qu'Ephy et d'autres m'ont dit, j'ai franchement pas eu le coeur de tester à l'époque...), tu arriveras peut être à faire quelque chose mais ça restera bancal... Pour ce qui est du QTE je sais qu'il existe un script qui gère ça mais je ne sais pas si c'est intégré ou non au combats...

Pour ce qui est des scripts je te conseille cet endroit :

http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List

C'est un bon complément aux scripts déjà présents sur Oniro. Mais gare aux erreurs de compatibilité si tu en ajoute de trop (c'est facile quand tu vois tout ce que tu as a disposition...).

Bon courage à toi !


Merci, par contre je suis sur VX, pas VX Ace ;)

Posté dans Forum - [RMVX] skills de combat particulier

MoufMouf - posté le 23/05/2013 à 22:32:57. (9 messages postés)

Effectivement, le mode turbo des invocations m'avzit fait rêver! Et pour les commandes, je pense aux overdose d'oron dans ffx et aux commande d'un perso de ff6 dont j'ai zappé le nom. Je vais regarder dark souls avec intérêt merci. Si d'autres ont des idées...

Posté dans Forum - [RMVX] skills de combat particulier

MoufMouf - posté le 22/05/2013 à 22:35:48. (9 messages postés)

Domaine concerné: combat
Logiciel utilisé: RMVX
Salut tout le monde,
j'essaye de créer des skills sympa comme dans certains FF, mais je bloque un peu,
Le premier: lorsqu'on lance l'attaque on a 5s pour bouriner un bouton et l'attaque aura x (x etznt le nombre de fois ou on a appuyé) coups, ou un coup de 0,2 X x degats
Et un autre ou une succession de touche apparait a l'écran et on doit les réaliser pour que le coup soit max.

Ca parle à quelqu'un?

Posté dans Forum - [RMVX] Overdrive et sbs... Résolus

MoufMouf - posté le 22/05/2013 à 22:26:09. (9 messages postés)

Nan c'est bon, avec le sbs 3.4 et le script d'overdrive, ca passe tout seul

Posté dans Scripts - KGC_Overdrive

MoufMouf - posté le 20/05/2013 à 21:09:57. (9 messages postés)

Problème résolu, script incompatible avec mon script SBV

Bonjour a tous :)
J'utilise quand a moi VX et j'essaye de faire fonctionner le script suivant:

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#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/    ◆              Overdrive System - KGC_OverDrive                  ◆ VX ◆
#_/    ◇                  Last update : 2008/03/13                           ◇
#_/    ◆                  Translation by Touchfuzzy                          ◆
#_/    ◆             Additional polish by Mr. Anonymous                      ◆
#_/-----------------------------------------------------------------------------
#_/                      ★ 2008/04/09 UPDATE [MRA] ★
#_/   The defend command may now increase the Overdrive guage. Also added an 
#_/   option to have sound effects when the guage becomes full.
#_/-----------------------------------------------------------------------------
#_/                      ★ 2008/03/13 UPDATE [KCG] ★
#_/                       Several minor bugs fixed.
#_/-----------------------------------------------------------------------------
#_/  This script allows the designer to create skills that are not usable in
#_/  battle until a character gains enough points from specified actions to use
#_/  them. To set up a skill as an "Overdrive" skill (which doesn't appear until
#_/  the Overdrive Gauge is full), go into the database, click the Skills tab,
#_/  locate the skill you desire, and then enter <overdrive> into the "Notes"
#_/  text box. Also, you may desire some skills to increase the Overdrive Gauge
#_/  more than others. 
#_/  To do so, enter <OD_GAIN n%> (where n = a number) into the desired skill's 
#_/  "Notes" box. Example: <OD_GAIN 200%> would increase Overdrive Points 
#_/  gained from Attack Gain Rate (80 by default) by 200 percent (x2).
#_/  The formula for this is [attackgainrate * n / 100]
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
 
#===============================================================================
#                          ★ Customization ★
#===============================================================================
 
module KGC
 module OverDrive
 
  #                      ◆ Maximum Gauge Points ◆
  #  This affects the amount of OP (Overdrive Points) required to fill the
  #   Overdrive Gauge. Default: GAUGE_MAX = 1000
  GAUGE_MAX = 1000
 
  #                      ◆ Default OP Gain Rates ◆
  #  You may specify the amount of OP battlers will be rewarded for specific 
  #   actions performed.  
  GAIN_RATE = [
   1000,  # 0  Gained per attack.
    500,  # 1  Gained for taking damage.
          #    This is per 100% MHP of damage taken, so with 500 you would have
          #    to take 2 times your MHP to fill a 1000 GAUGE_MAX
    200,  # 2  Gained for defeating an enemy.
    100,  # 3  Gained each time you run away from a fight.
    160,  # 4  Gained for each round spent while fighting solo in battle, either 
          #    being the only character or being the last one alive.
     40,  # 5  Gained for taking any action in a round
    160,  # 6  Gained for each round surviving with 25% or less HP remaining.
    180,  # 7  Gained for each round for guarding.
  ]
  
  #                 ◆ Default Actor OD Increase Options ◆
  #  Default Overdrive types that affect player-characters. The numbers in the
  #   brackets [] are chosen from the GAIN_RATE above, to the right of the #.
  #  It appears these numbers "stack" when setting up an individual character's
  #   Overdrive parameters.
  DEFAULT_ACTOR_DRIVE_TYPE = [0, 1, 6, 7]
  
  #                 ◆ Default Enemy OD Increase Options ◆
  #  Default Overdrive types that affect enemies. The numbers in the brackets []
  #    are chosen from the GAIN_RATE above, to the right of the #.
  DEFAULT_ENEMY_DRIVE_TYPE = [0, 1, 4, 5, 6]
 
  #                       ◆ OD Gauge Colors ◆
  #  Allows you to change the color of the overdrive gauges.
  #  The color can also be determined by a numerical expression.
  #  Example: GAUGE_NORMAL_START_COLOR = Color.new(255, 0, 0)  <- This is red.
  #  If you've worked with HTML or image editing software, this should be
  #   fairly familiar.
  GAUGE_NORMAL_START_COLOR = 14
  GAUGE_NORMAL_END_COLOR   = 6
  GAUGE_MAX_START_COLOR    = 10
  GAUGE_MAX_END_COLOR      = 2
 
  #                    ◆ Empty OD Gauge Upon Death ◆
  #  This toggle affects wether the OP Gauge is reset to zero once an actor 
  #   dies. true = Reset to 0. false = Gauge remains persistant.
  EMPTY_ON_DEAD = true
  
  #                       ◆ Hide Actor OD Gauge ◆
  #  Hide the gauge for individual characters. The number of the character in 
  #   the Actors Database is inserted in the brackets.
  #  Example: HIDE_GAUGE_ACTOR = [2] would always hide the gauge for the second
  #   actor in the database. (Simple stuff.)
  HIDE_GAUGE_ACTOR = []
 
  #                       ◆ Hide OD Gauge in Menu ◆
  #  This toggle allows you to hide the Overdrive gauge from the command menu.
  #   true = Gauge is hidden.
  #   false = Gauge remains persistant even in menu.
  HIDE_GAUGE_NOT_IN_BATTLE = false
 
  #                ◆ Hide OD Gauge When Actor Lacks OD Skills ◆
  #  This toggle allows you to hide the gauge if a character has no Overdrive
  #   skills in his/her arsenal.
  #  true = Gauge is hidden.
  #  false = Gauge is not hidden.
  HIDE_GAUGE_NO_OD_SKILLS  = false
 
  #             ◆ Prevent Actors Without OD Skills From Gaining OP ◆
  # This toggle stops OP from being gained for characters that have no Overdrive
  # skills when HIDE_GAUGE_NO_OD_SKILLS  = true. 
  NOT_GAIN_GAUGE_HIDING    = false
  
  #                ◆ Hide OD Skills When Actor Lacks Max OP ◆
  #  This toggle allows you to specify wether skills that do not yet meet the 
  #   required OP are visible.
  #  true = Skills are hidden
  #  false = skills are not hidden.
  HIDE_SKILL_LACK_OF_GAUGE = true
  #                ◆ Play sound on OD Max ◆  
  #  Play sound on gauge max.(Filename, Pitch, Volume)
  ODMAX_SOUND = RPG::SE.new("FF7-Limit",     100,    150)
 end
end
 
#------------------------------------------------------------------------------#
 
$imported = {} if $imported == nil
$imported["OverDrive"] = true
 
module KGC::OverDrive
  module Type
    ATTACK  = 0
    DAMAGE  = 1
    VICTORY = 2
    ESCAPE  = 3
    ALONE   = 4
    ACTION  = 5
    FATAL   = 6
    GUARD   = 7
  end
 
  module Regexp
    module Skill
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
#  Unless you know what you're doing, it's best not to alter anything beyond  #
#  this point, as this only affects the tags used for "Notes" in database.    #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
 
#  Whatever word(s) are after the separator ( | ) in the following lines are 
#   what are used to determine what is searched for in the "Notes" section of a 
#   skill to see if it is an Overdrive skill. 
#  Default Overdrive tag is <overdrive>
#  Default OD_GAIN_RATE is <OD_GAIN>
 
      OVER_DRIVE = /<(?:OVER_DRIVE|overdrive)[ ]*(\d+)?>/i
      OD_GAIN_RATE = /<(?:OD_GAIN_RATE|odgain)[ ]*(\d+)[%%]?>/i
    end
  end
end
 
# In events if you wish to use scripting to increase the OD Gauge for a
#   character you just use this line "gain_actor_od_gauge(ID, IG)"
#   ID = Actor ID Number, 
#   IG = number of points to increase gauge
#   Inserting -1 in ID makes it affect all characters.
 
# In events if you wish to use scripting to increase the OD Gauge for an
#   enemy you just use this line "gain_enemy_od_gauge(ID, IG)"
#   ID = Enemy ID Number in group 0-7
#   IG = number of points to increase gauge
#   Inserting -1 in ID makes it affect all enemies.
 
# In events if you wish to use scripting to change what increases the OD gauge
#   for a character use this line "set_actor_drive_type(ID, [ODT])"
#   ID = Actor ID Number
#   ODT = numbers of types of Overdrive adders to use
#   If the [ODT] is omitted it goes back to the defaults
 
# In events if you wish to use scripting to change what increases the OD gauge
#   for an us this line "set_enemy_drive_type(ID, [ODT])"
#   ID = Enemy ID Number in group 0-7
#   ODT = numbers of types of Overdrive adders to use
#   If the [ODT] is omitted it goes back to the defaults
 
#==============================================================================
# □ KGC::Commands
#==============================================================================
 
module KGC::Commands
  module_function
  #--------------------------------------------------------------------------
  # ○ Actor Overdrive Gain Gauge
  #     actor_id : Actor ID (-1 : Entire Party)
  #     value    : Increase Amount (Subtraction works as well)
  #--------------------------------------------------------------------------
  def gain_actor_od_gauge(actor_id, value)
    if actor_id == -1
      # A all living members gauge is operated.
      $game_party.existing_members.each { |actor|
        actor.overdrive += value
      }
    else
      actor = $game_actors[actor_id]
      actor.overdrive += value if actor != nil && actor.exist?
    end
  end
  #--------------------------------------------------------------------------
  # ○ Enemy Overdrive Gain Gauge
  #     enemy_index : Enemy index (-1 : All Enemies)
  #     value    : Increase Amount (Subtraction works as well)
  #--------------------------------------------------------------------------
  def gain_enemy_od_gauge(enemy_index, value)
    if enemy_index == -1
      # A all living enemies gauge is operated.
      $game_troop.existing_members.each { |enemy|
        enemy.overdrive += value
      }
    else
      enemy = $game_troop.members[enemy_index]
      enemy.overdrive += value if enemy != nil && enemy.exist?
    end
  end
  #--------------------------------------------------------------------------
  # ○ Set Actor Drive Type
  #     actor_id : Actor ID (-1 : Entire Party)
  #     types    : Array of drive type ( When omitted: Initialization. )
  #--------------------------------------------------------------------------
  def set_actor_drive_type(actor_id, types = nil)
    if actor_id == -1
      # A drive type all members is changed. 
      $game_party.members.each { |actor|
        actor.drive_type = types
      }
    else
      actor = $game_actors[actor_id]
      actor.drive_type = types if actor != nil
    end
  end
  #--------------------------------------------------------------------------
  # ○ Set Enemy Drive Type
  #     actor_id : Enemy ID (-1 : All Enemies)
  #     types    : Array of drive type ( When omitted: Initialization. )
  #--------------------------------------------------------------------------
  def set_enemy_drive_type(enemy_index, types = nil)
    if enemy_index == -1
      # A drive type all enemies is changed. 
      $game_troop.members.each { |enemy|
        enemy.drive_type = types
      }
    else
      enemy = $game_troop.members[enemy_index]
      enemy.drive_type = types if enemy != nil
    end
  end
end
 
#==============================================================================
# ■ RPG::Skill
#==============================================================================
 
class RPG::Skill < RPG::UsableItem
  #--------------------------------------------------------------------------
  # ○ Overdrive cache generation
  #--------------------------------------------------------------------------
  def create_overdrive_cache
    @__is_overdrive = false
    @__od_cost = KGC::OverDrive::GAUGE_MAX
    @__od_gain_rate = 100
 
    self.note.split(/[\r\n]+/).each { |line|
      case line
      when KGC::OverDrive::Regexp::Skill::OVER_DRIVE
        # Overdrive
        @__is_overdrive = true
        @__od_cost = $1.to_i if $1 != nil
      when KGC::OverDrive::Regexp::Skill::OD_GAIN_RATE
        # Gauge increase rate
        @__od_gain_rate = $1.to_i
      end
    }
    # Unless OverDrive doesn't consume gauge
    unless @__is_overdrive
      @__od_cost = 0
    end
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive is a skill?
  #--------------------------------------------------------------------------
  def overdrive?
    create_overdrive_cache if @__is_overdrive == nil
    return @__is_overdrive
  end
  #--------------------------------------------------------------------------
  # ○ Consumption of drive gauge
  #--------------------------------------------------------------------------
  def od_cost
    create_overdrive_cache if @__od_cost == nil
    return @__od_cost
  end
  #--------------------------------------------------------------------------
  # ○ The drive gauge increase rate
  #--------------------------------------------------------------------------
  def od_gain_rate
    create_overdrive_cache if @__od_gain_rate == nil
    return @__od_gain_rate
  end
end
 
#==============================================================================
# ■ Game_Battler
#==============================================================================
 
class Game_Battler
  #--------------------------------------------------------------------------
  # ● Open Global Variable
  #--------------------------------------------------------------------------
  attr_writer   :drive_type               # Drive Type
  #--------------------------------------------------------------------------
  # ○ Acquire amount of drive gauge
  #--------------------------------------------------------------------------
  def overdrive
    @overdrive = 0 if @overdrive == nil
    return @overdrive
  end
  #--------------------------------------------------------------------------
  # ○ Drive gauge maximum amount acquisition
  #--------------------------------------------------------------------------
  def max_overdrive
    return KGC::OverDrive::GAUGE_MAX
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの操作
  #--------------------------------------------------------------------------
  def overdrive=(value)
    @overdrive = [[value, max_overdrive].min, 0].max
  end
  
  #--------------------------------------------------------------------------
  # ○ Sound played on gauge max
  #--------------------------------------------------------------------------
  def odmax_sound
    return KGC::OverDrive::ODMAX_SOUND
  end
  
  #------------------------#
  def odmax_sound_played?
    return false
  end
  #------------------------#
  
  #--------------------------------------------------------------------------
  # ○ ドライブタイプの取得
  #--------------------------------------------------------------------------
  def drive_type
    return []
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive スキル習得済み判定
  #--------------------------------------------------------------------------
  def overdrive_skill_learned?
    return true
  end
  #--------------------------------------------------------------------------
  # ○ ゲージ表示判定
  #--------------------------------------------------------------------------
  def od_gauge_visible?
    return false
  end
  #--------------------------------------------------------------------------
  # ○ ゲージ増加可否判定
  #--------------------------------------------------------------------------
  def can_gain_overdrive?
    return true
  end
  #--------------------------------------------------------------------------
  # ○ 攻撃時増加判定
  #--------------------------------------------------------------------------
  def drive_attack?
    return drive_type.include?(KGC::OverDrive::Type::ATTACK)
  end
  #--------------------------------------------------------------------------
  # ○ 被ダメージ時増加判定
  #--------------------------------------------------------------------------
  def drive_damage?
    return drive_type.include?(KGC::OverDrive::Type::DAMAGE)
  end
  #--------------------------------------------------------------------------
  # ○ 勝利時増加判定
  #--------------------------------------------------------------------------
  def drive_victory?
    return drive_type.include?(KGC::OverDrive::Type::VICTORY)
  end
  #--------------------------------------------------------------------------
  # ○ 逃走時増加判定
  #--------------------------------------------------------------------------
  def drive_escape?
    return drive_type.include?(KGC::OverDrive::Type::ESCAPE)
  end
  #--------------------------------------------------------------------------
  # ○ 孤独時増加判定
  #--------------------------------------------------------------------------
  def drive_alone?
    return drive_type.include?(KGC::OverDrive::Type::ALONE)
  end
  #--------------------------------------------------------------------------
  # ○ 行動時増加判定
  #--------------------------------------------------------------------------
  def drive_action?
    return drive_type.include?(KGC::OverDrive::Type::ACTION)
  end
  #--------------------------------------------------------------------------
  # ○ 瀕死時増加判定
  #--------------------------------------------------------------------------
  def drive_fatal?
    return drive_type.include?(KGC::OverDrive::Type::FATAL)
  end
  #--------------------------------------------------------------------------
  # ○ Determine guard
  #--------------------------------------------------------------------------
  def drive_guard?
    return drive_type.include?(KGC::OverDrive::Type::GUARD)
  end
  #--------------------------------------------------------------------------
  # ● ステートの付加
  #     state_id : ステート ID
  #--------------------------------------------------------------------------
  alias add_state_KGC_OverDrive add_state
  def add_state(state_id)
    add_state_KGC_OverDrive(state_id)
    reset_overdrive_on_dead if dead?
  end
  #--------------------------------------------------------------------------
  # ○ スキルの消費ドライブゲージ計算
  #     skill : スキル
  #--------------------------------------------------------------------------
  def calc_od_cost(skill)
    return 0 unless skill.is_a?(RPG::Skill)
 
    return skill.od_cost
  end
  #--------------------------------------------------------------------------
  # ● スキルの使用可能判定
  #     skill : スキル
  #--------------------------------------------------------------------------
  alias skill_can_use_KGC_OverDrive? skill_can_use?
  def skill_can_use?(skill)
    return false unless skill_can_use_KGC_OverDrive?(skill)
 
    return false if calc_od_cost(skill) > overdrive
    return true
  end
  #--------------------------------------------------------------------------
  # ● ダメージの反映
  #     user : スキルかアイテムの使用者
  #    呼び出し前に @hp_damage、@mp_damage、@absorbed が設定されていること。
  #--------------------------------------------------------------------------
  alias execute_damage_KGC_OverDrive execute_damage
  def execute_damage(user)
    execute_damage_KGC_OverDrive(user)
    increase_overdrive(user)
  end
  #--------------------------------------------------------------------------
  # ○ 死亡時ドライブゲージ初期化処理
  #--------------------------------------------------------------------------
  def reset_overdrive_on_dead
    return unless KGC::OverDrive::EMPTY_ON_DEAD
    self.overdrive = 0
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージ増加処理
  #     attacker : 攻撃者
  #--------------------------------------------------------------------------
  def increase_overdrive(attacker = nil)
    return unless attacker.is_a?(Game_Battler)  # 攻撃者がバトラーでない
    return if self.class == attacker.class      # 攻撃側と防御側が同じ
    return if hp_damage == 0 && mp_damage == 0  # ダメージなし
 
    if can_gain_overdrive?
      increase_attacker_overdrive(attacker)
      increase_defender_overdrive(attacker)
    end
    reset_overdrive_on_dead if dead?
  end
  
  #--------------------------------------------------------------------------
  # ○ Increase Attacker's Overdrive
  #     attacker : Attacker
  #--------------------------------------------------------------------------
  def increase_attacker_overdrive(attacker)
    return unless attacker.drive_attack?  # Drive type "Attack" none
 
    od_gain = [KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ATTACK], 1].max
    if attacker.action.kind == 1
      rate = attacker.action.skill.od_gain_rate  # Rate of the skill is applied.
      od_gain = od_gain * rate / 100
    end
    attacker.overdrive += od_gain
    # Added by Mr. Anonymous 4/9/08
    # if attacker's overdrive = gauge_max
    if attacker.overdrive == max_overdrive && odmax_sound_played? == false
      odmax_sound.play
      def odmax_sound_played? 
        return true
      end
    end
  end
  #--------------------------------------------------------------------------
  # ○ Increase Defender's Overdrive
  #     attacker : Attacker
  #--------------------------------------------------------------------------
  def increase_defender_overdrive(attacker)
    return unless self.drive_damage?  # No Drive Type "Damage" 
 
    rate = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::DAMAGE]
    od_gain = hp_damage * rate / maxhp
    od_gain += mp_damage * rate / maxmp if maxmp > 0
    self.overdrive += [od_gain, 1].max
    # Added by Mr. Anonymous 4/9/08
    # if actor recieves damage leading to overdrive = gauge_max
    if self.overdrive == max_overdrive && odmax_sound_played? == false
      odmax_sound.play
      def odmax_sound_played? 
        return true
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● Skill Effects
  #     user  : User
  #     skill : Skill
  #--------------------------------------------------------------------------
  alias skill_effect_KGC_OverDrive skill_effect
  def skill_effect(user, skill)
    skill_effect_KGC_OverDrive(user, skill)
 
    # If imported KGC_ReproduceFunctions & item used has execute skill tag...
    if $imported["ReproduceFunctions"] && $game_temp.exec_skill_on_item
      return
    end
  end
end
 
#==============================================================================
# ■ Game_Actor
#==============================================================================
 
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● セットアップ
  #     actor_id : アクター ID
  #--------------------------------------------------------------------------
  alias setup_KGC_OverDrive setup
  def setup(actor_id)
    setup_KGC_OverDrive(actor_id)
 
    @overdrive = 0
    @drive_type = nil
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive タイプの取得
  #--------------------------------------------------------------------------
  def drive_type
    unless @drive_type.is_a?(Array)
      return KGC::OverDrive::DEFAULT_ACTOR_DRIVE_TYPE
    end
    return @drive_type
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive スキル習得済み判定
  #--------------------------------------------------------------------------
  def overdrive_skill_learned?
    result = false
    # 一時的に戦闘中フラグを解除
    last_in_battle = $game_temp.in_battle
    $game_temp.in_battle = false
 
    self.skills.each { |skill|
      if skill.overdrive?
        result = true
        break
      end
    }
    $game_temp.in_battle = last_in_battle
    return result
  end
  #--------------------------------------------------------------------------
  # ○ ゲージ増加可否判定
  #--------------------------------------------------------------------------
  def can_gain_overdrive?
    if KGC::OverDrive::NOT_GAIN_GAUGE_HIDING
      # 非表示
      return false if KGC::OverDrive::HIDE_GAUGE_ACTOR.include?(self.id)
    end
    if KGC::OverDrive::HIDE_GAUGE_NO_OD_SKILLS
      # 未修得
      return false unless overdrive_skill_learned?
    end
 
    return true
  end
  #--------------------------------------------------------------------------
  # ○ ゲージ表示判定
  #--------------------------------------------------------------------------
  def od_gauge_visible?
    # 戦闘中非表示
    if KGC::OverDrive::HIDE_GAUGE_NOT_IN_BATTLE && !$game_temp.in_battle
      return false
    end
    # 非表示
    return false if KGC::OverDrive::HIDE_GAUGE_ACTOR.include?(self.id)
    # ゲージ増加不可
    return false unless can_gain_overdrive?
 
    return true
  end
end
 
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
 
#==============================================================================
# ■ Game_Enemy
#==============================================================================
 
class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #     index    : 敵グループ内インデックス
  #     enemy_id : 敵キャラ ID
  #--------------------------------------------------------------------------
  alias initialize_KGC_OverDrive initialize
  def initialize(index, enemy_id)
    initialize_KGC_OverDrive(index, enemy_id)
 
    @overdrive = 0
    @drive_type = nil
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive タイプの取得
  #--------------------------------------------------------------------------
  def drive_type
    unless @drive_type.is_a?(Array)
      return KGC::OverDrive::DEFAULT_ENEMY_DRIVE_TYPE
    end
    return @drive_type
  end
end
 
#==============================================================================
# ■ Window_Base
#==============================================================================
 
class Window_Base < Window
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの通常時の色 1 の取得
  #--------------------------------------------------------------------------
  def od_gauge_normal_color1
    color = KGC::OverDrive::GAUGE_NORMAL_START_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの通常時の色 2 の取得
  #--------------------------------------------------------------------------
  def od_gauge_normal_color2
    color = KGC::OverDrive::GAUGE_NORMAL_END_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの最大時の色 1 の取得
  #--------------------------------------------------------------------------
  def od_gauge_max_color1
    color = KGC::OverDrive::GAUGE_MAX_START_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの最大時の色 2 の取得
  #--------------------------------------------------------------------------
  def od_gauge_max_color2
    color = KGC::OverDrive::GAUGE_MAX_END_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ● 名前の描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #--------------------------------------------------------------------------
  alias draw_actor_name_KGC_OverDrive draw_actor_name
  def draw_actor_name(actor, x, y)
    draw_actor_od_gauge(actor, x, y, 108)
 
    draw_actor_name_KGC_OverDrive(actor, x, y)
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #     width : 幅
  #--------------------------------------------------------------------------
  def draw_actor_od_gauge(actor, x, y, width = 120)
    return unless actor.od_gauge_visible?
 
    gw = width * actor.overdrive / actor.max_overdrive
    gc1 = (gw == width ? od_gauge_max_color1 : od_gauge_normal_color1)
    gc2 = (gw == width ? od_gauge_max_color2 : od_gauge_normal_color2)
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
end
 
#==============================================================================
# ■ Window_Skill
#==============================================================================
 
if KGC::OverDrive::HIDE_SKILL_LACK_OF_GAUGE
 
class Window_Skill < Window_Selectable
  #--------------------------------------------------------------------------
  # ○ スキルをリストに含めるかどうか
  #     skill : スキル
  #--------------------------------------------------------------------------
  unless $@
    alias include_KGC_OverDrive? include? if method_defined?(:include?)
  end
  def include?(skill)
    return false if skill == nil
 
    if defined?(include_KGC_OverDrive?)
      return false unless include_KGC_OverDrive?(skill)
    end
 
    return false unless skill.overdrive?
 
    return (@actor.calc_od_cost(skill) <= @actor.overdrive)
  end
 
if method_defined?(:include_KGC_OverDrive?)
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    for skill in @actor.skills
      next unless include?(skill)
      @data.push(skill)
      if skill.id == @actor.last_skill_id
        self.index = @data.size - 1
      end
    end
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
end
 
end  # <-- class
end  # <-- if KGC::OverDrive::HIDE_SKILL_LACK_OF_GAUGE
 
#==============================================================================
# ■ Scene_Skill
#==============================================================================
 
class Scene_Skill < Scene_Base
  #--------------------------------------------------------------------------
  # ● Use Skill(The effects of use other than the ally object are applied.)
  #--------------------------------------------------------------------------
  alias use_skill_nontarget_KGC_OverDrive use_skill_nontarget
  def use_skill_nontarget
    consume_od_gauge
 
    use_skill_nontarget_KGC_OverDrive
  end
  #--------------------------------------------------------------------------
  # ○ Consume Drive gauge when skill is used
  #--------------------------------------------------------------------------
  def consume_od_gauge
    @actor.overdrive -= @actor.calc_od_cost(@skill)
  end
end
 
#==============================================================================
# ■ Scene_Battle
#==============================================================================
 
class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ● 戦闘終了
  #     result : 結果 (0:勝利 1:逃走 2:敗北)
  #--------------------------------------------------------------------------
  alias battle_end_KGC_OverDrive battle_end
  def battle_end(result)
    increase_overdrive_on_battle_end(result)
 
    battle_end_KGC_OverDrive(result)
  end
  #--------------------------------------------------------------------------
  # ○ 戦闘終了時のドライブゲージ増加処理
  #     result : 結果 (0:Victory 1:Escape 2:Defeat)
  #--------------------------------------------------------------------------
  def increase_overdrive_on_battle_end(result)
    case result
    when 0  # 勝利
      od_gain = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::VICTORY]
      $game_party.existing_members.each { |actor|
        actor.overdrive += od_gain if actor.drive_victory?
      }
    when 1  # 逃走
      od_gain = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ESCAPE]
      $game_party.existing_members.each { |actor|
        actor.overdrive += od_gain if actor.drive_escape?
      }
    end
  end
  #--------------------------------------------------------------------------
  # ● 戦闘行動の実行
  #--------------------------------------------------------------------------
  alias execute_action_KGC_OverDrive execute_action
  def execute_action
    increase_overdrive_on_action
 
    execute_action_KGC_OverDrive
  end
  #--------------------------------------------------------------------------
  # ○ Increase Gauge on Action
  #--------------------------------------------------------------------------
  def increase_overdrive_on_action
    battler = @active_battler
    od_gain = 0
    unit = (battler.actor? ? $game_party : $game_troop)
 
    # Alone
    if battler.drive_alone? && unit.existing_members.size == 1
      od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ALONE]
    end
    # Action
    if battler.drive_action?
      od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ACTION]
    end
    # Fatal
    if battler.drive_fatal? && battler.hp < battler.maxhp / 4
      od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::FATAL]
    end
    # Guard
    if battler.drive_guard?
      od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::GUARD]
    end
    battler.overdrive += od_gain
  end
  #--------------------------------------------------------------------------
  # ● Execution of battle action: Skill
  #--------------------------------------------------------------------------
  alias execute_action_skill_KGC_OverDrive execute_action_skill
  def execute_action_skill
    execute_action_skill_KGC_OverDrive
 
    consume_od_gauge
  end
  #--------------------------------------------------------------------------
  # ○ Drive gauge consumption when skill is used
  #--------------------------------------------------------------------------
  def consume_od_gauge
    skill = @active_battler.action.skill
    @active_battler.overdrive -= @active_battler.calc_od_cost(skill)
  end
end
 
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/  The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/battle_system&tech=over_drive
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_



Malheureusement, la jauge ne se réinitialise pas une fois le skill utilisé. Quelqu'un pour m'aider svp? :)

Posté dans Forum - [RMVX] Overdrive et sbs... Résolus

MoufMouf - posté le 20/05/2013 à 21:05:46. (9 messages postés)

Début de solution
Effectivement, merci de m'avoir fait remarqué mon erreur, du coup, j'ai pris un autre script:

Portion de code : Tout sélectionner

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#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/    ◆              Overdrive System - KGC_OverDrive                  ◆ VX ◆
#_/    ◇                  Last update : 2008/03/13                           ◇
#_/    ◆                  Translation by Touchfuzzy                          ◆
#_/    ◆             Additional polish by Mr. Anonymous                      ◆
#_/-----------------------------------------------------------------------------
#_/                      ★ 2008/04/09 UPDATE [MRA] ★
#_/   The defend command may now increase the Overdrive guage. Also added an 
#_/   option to have sound effects when the guage becomes full.
#_/-----------------------------------------------------------------------------
#_/                      ★ 2008/03/13 UPDATE [KCG] ★
#_/                       Several minor bugs fixed.
#_/-----------------------------------------------------------------------------
#_/  This script allows the designer to create skills that are not usable in
#_/  battle until a character gains enough points from specified actions to use
#_/  them. To set up a skill as an "Overdrive" skill (which doesn't appear until
#_/  the Overdrive Gauge is full), go into the database, click the Skills tab,
#_/  locate the skill you desire, and then enter <overdrive> into the "Notes"
#_/  text box. Also, you may desire some skills to increase the Overdrive Gauge
#_/  more than others. 
#_/  To do so, enter <OD_GAIN n%> (where n = a number) into the desired skill's 
#_/  "Notes" box. Example: <OD_GAIN 200%> would increase Overdrive Points 
#_/  gained from Attack Gain Rate (80 by default) by 200 percent (x2).
#_/  The formula for this is [attackgainrate * n / 100]
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
 
#===============================================================================
#                          ★ Customization ★
#===============================================================================
 
module KGC
 module OverDrive
 
  #                      ◆ Maximum Gauge Points ◆
  #  This affects the amount of OP (Overdrive Points) required to fill the
  #   Overdrive Gauge. Default: GAUGE_MAX = 1000
  GAUGE_MAX = 1000
 
  #                      ◆ Default OP Gain Rates ◆
  #  You may specify the amount of OP battlers will be rewarded for specific 
  #   actions performed.  
  GAIN_RATE = [
   1000,  # 0  Gained per attack.
    500,  # 1  Gained for taking damage.
          #    This is per 100% MHP of damage taken, so with 500 you would have
          #    to take 2 times your MHP to fill a 1000 GAUGE_MAX
    200,  # 2  Gained for defeating an enemy.
    100,  # 3  Gained each time you run away from a fight.
    160,  # 4  Gained for each round spent while fighting solo in battle, either 
          #    being the only character or being the last one alive.
     40,  # 5  Gained for taking any action in a round
    160,  # 6  Gained for each round surviving with 25% or less HP remaining.
    180,  # 7  Gained for each round for guarding.
  ]
  
  #                 ◆ Default Actor OD Increase Options ◆
  #  Default Overdrive types that affect player-characters. The numbers in the
  #   brackets [] are chosen from the GAIN_RATE above, to the right of the #.
  #  It appears these numbers "stack" when setting up an individual character's
  #   Overdrive parameters.
  DEFAULT_ACTOR_DRIVE_TYPE = [0, 1, 6, 7]
  
  #                 ◆ Default Enemy OD Increase Options ◆
  #  Default Overdrive types that affect enemies. The numbers in the brackets []
  #    are chosen from the GAIN_RATE above, to the right of the #.
  DEFAULT_ENEMY_DRIVE_TYPE = [0, 1, 4, 5, 6]
 
  #                       ◆ OD Gauge Colors ◆
  #  Allows you to change the color of the overdrive gauges.
  #  The color can also be determined by a numerical expression.
  #  Example: GAUGE_NORMAL_START_COLOR = Color.new(255, 0, 0)  <- This is red.
  #  If you've worked with HTML or image editing software, this should be
  #   fairly familiar.
  GAUGE_NORMAL_START_COLOR = 14
  GAUGE_NORMAL_END_COLOR   = 6
  GAUGE_MAX_START_COLOR    = 10
  GAUGE_MAX_END_COLOR      = 2
 
  #                    ◆ Empty OD Gauge Upon Death ◆
  #  This toggle affects wether the OP Gauge is reset to zero once an actor 
  #   dies. true = Reset to 0. false = Gauge remains persistant.
  EMPTY_ON_DEAD = true
  
  #                       ◆ Hide Actor OD Gauge ◆
  #  Hide the gauge for individual characters. The number of the character in 
  #   the Actors Database is inserted in the brackets.
  #  Example: HIDE_GAUGE_ACTOR = [2] would always hide the gauge for the second
  #   actor in the database. (Simple stuff.)
  HIDE_GAUGE_ACTOR = []
 
  #                       ◆ Hide OD Gauge in Menu ◆
  #  This toggle allows you to hide the Overdrive gauge from the command menu.
  #   true = Gauge is hidden.
  #   false = Gauge remains persistant even in menu.
  HIDE_GAUGE_NOT_IN_BATTLE = false
 
  #                ◆ Hide OD Gauge When Actor Lacks OD Skills ◆
  #  This toggle allows you to hide the gauge if a character has no Overdrive
  #   skills in his/her arsenal.
  #  true = Gauge is hidden.
  #  false = Gauge is not hidden.
  HIDE_GAUGE_NO_OD_SKILLS  = false
 
  #             ◆ Prevent Actors Without OD Skills From Gaining OP ◆
  # This toggle stops OP from being gained for characters that have no Overdrive
  # skills when HIDE_GAUGE_NO_OD_SKILLS  = true. 
  NOT_GAIN_GAUGE_HIDING    = false
  
  #                ◆ Hide OD Skills When Actor Lacks Max OP ◆
  #  This toggle allows you to specify wether skills that do not yet meet the 
  #   required OP are visible.
  #  true = Skills are hidden
  #  false = skills are not hidden.
  HIDE_SKILL_LACK_OF_GAUGE = true
  #                ◆ Play sound on OD Max ◆  
  #  Play sound on gauge max.(Filename, Pitch, Volume)
  ODMAX_SOUND = RPG::SE.new("FF7-Limit",     100,    150)
 end
end
 
#------------------------------------------------------------------------------#
 
$imported = {} if $imported == nil
$imported["OverDrive"] = true
 
module KGC::OverDrive
  module Type
    ATTACK  = 0
    DAMAGE  = 1
    VICTORY = 2
    ESCAPE  = 3
    ALONE   = 4
    ACTION  = 5
    FATAL   = 6
    GUARD   = 7
  end
 
  module Regexp
    module Skill
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
#  Unless you know what you're doing, it's best not to alter anything beyond  #
#  this point, as this only affects the tags used for "Notes" in database.    #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
 
#  Whatever word(s) are after the separator ( | ) in the following lines are 
#   what are used to determine what is searched for in the "Notes" section of a 
#   skill to see if it is an Overdrive skill. 
#  Default Overdrive tag is <overdrive>
#  Default OD_GAIN_RATE is <OD_GAIN>
 
      OVER_DRIVE = /<(?:OVER_DRIVE|overdrive)[ ]*(\d+)?>/i
      OD_GAIN_RATE = /<(?:OD_GAIN_RATE|odgain)[ ]*(\d+)[%%]?>/i
    end
  end
end
 
# In events if you wish to use scripting to increase the OD Gauge for a
#   character you just use this line "gain_actor_od_gauge(ID, IG)"
#   ID = Actor ID Number, 
#   IG = number of points to increase gauge
#   Inserting -1 in ID makes it affect all characters.
 
# In events if you wish to use scripting to increase the OD Gauge for an
#   enemy you just use this line "gain_enemy_od_gauge(ID, IG)"
#   ID = Enemy ID Number in group 0-7
#   IG = number of points to increase gauge
#   Inserting -1 in ID makes it affect all enemies.
 
# In events if you wish to use scripting to change what increases the OD gauge
#   for a character use this line "set_actor_drive_type(ID, [ODT])"
#   ID = Actor ID Number
#   ODT = numbers of types of Overdrive adders to use
#   If the [ODT] is omitted it goes back to the defaults
 
# In events if you wish to use scripting to change what increases the OD gauge
#   for an us this line "set_enemy_drive_type(ID, [ODT])"
#   ID = Enemy ID Number in group 0-7
#   ODT = numbers of types of Overdrive adders to use
#   If the [ODT] is omitted it goes back to the defaults
 
#==============================================================================
# □ KGC::Commands
#==============================================================================
 
module KGC::Commands
  module_function
  #--------------------------------------------------------------------------
  # ○ Actor Overdrive Gain Gauge
  #     actor_id : Actor ID (-1 : Entire Party)
  #     value    : Increase Amount (Subtraction works as well)
  #--------------------------------------------------------------------------
  def gain_actor_od_gauge(actor_id, value)
    if actor_id == -1
      # A all living members gauge is operated.
      $game_party.existing_members.each { |actor|
        actor.overdrive += value
      }
    else
      actor = $game_actors[actor_id]
      actor.overdrive += value if actor != nil && actor.exist?
    end
  end
  #--------------------------------------------------------------------------
  # ○ Enemy Overdrive Gain Gauge
  #     enemy_index : Enemy index (-1 : All Enemies)
  #     value    : Increase Amount (Subtraction works as well)
  #--------------------------------------------------------------------------
  def gain_enemy_od_gauge(enemy_index, value)
    if enemy_index == -1
      # A all living enemies gauge is operated.
      $game_troop.existing_members.each { |enemy|
        enemy.overdrive += value
      }
    else
      enemy = $game_troop.members[enemy_index]
      enemy.overdrive += value if enemy != nil && enemy.exist?
    end
  end
  #--------------------------------------------------------------------------
  # ○ Set Actor Drive Type
  #     actor_id : Actor ID (-1 : Entire Party)
  #     types    : Array of drive type ( When omitted: Initialization. )
  #--------------------------------------------------------------------------
  def set_actor_drive_type(actor_id, types = nil)
    if actor_id == -1
      # A drive type all members is changed. 
      $game_party.members.each { |actor|
        actor.drive_type = types
      }
    else
      actor = $game_actors[actor_id]
      actor.drive_type = types if actor != nil
    end
  end
  #--------------------------------------------------------------------------
  # ○ Set Enemy Drive Type
  #     actor_id : Enemy ID (-1 : All Enemies)
  #     types    : Array of drive type ( When omitted: Initialization. )
  #--------------------------------------------------------------------------
  def set_enemy_drive_type(enemy_index, types = nil)
    if enemy_index == -1
      # A drive type all enemies is changed. 
      $game_troop.members.each { |enemy|
        enemy.drive_type = types
      }
    else
      enemy = $game_troop.members[enemy_index]
      enemy.drive_type = types if enemy != nil
    end
  end
end
 
#==============================================================================
# ■ RPG::Skill
#==============================================================================
 
class RPG::Skill < RPG::UsableItem
  #--------------------------------------------------------------------------
  # ○ Overdrive cache generation
  #--------------------------------------------------------------------------
  def create_overdrive_cache
    @__is_overdrive = false
    @__od_cost = KGC::OverDrive::GAUGE_MAX
    @__od_gain_rate = 100
 
    self.note.split(/[\r\n]+/).each { |line|
      case line
      when KGC::OverDrive::Regexp::Skill::OVER_DRIVE
        # Overdrive
        @__is_overdrive = true
        @__od_cost = $1.to_i if $1 != nil
      when KGC::OverDrive::Regexp::Skill::OD_GAIN_RATE
        # Gauge increase rate
        @__od_gain_rate = $1.to_i
      end
    }
    # Unless OverDrive doesn't consume gauge
    unless @__is_overdrive
      @__od_cost = 0
    end
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive is a skill?
  #--------------------------------------------------------------------------
  def overdrive?
    create_overdrive_cache if @__is_overdrive == nil
    return @__is_overdrive
  end
  #--------------------------------------------------------------------------
  # ○ Consumption of drive gauge
  #--------------------------------------------------------------------------
  def od_cost
    create_overdrive_cache if @__od_cost == nil
    return @__od_cost
  end
  #--------------------------------------------------------------------------
  # ○ The drive gauge increase rate
  #--------------------------------------------------------------------------
  def od_gain_rate
    create_overdrive_cache if @__od_gain_rate == nil
    return @__od_gain_rate
  end
end
 
#==============================================================================
# ■ Game_Battler
#==============================================================================
 
class Game_Battler
  #--------------------------------------------------------------------------
  # ● Open Global Variable
  #--------------------------------------------------------------------------
  attr_writer   :drive_type               # Drive Type
  #--------------------------------------------------------------------------
  # ○ Acquire amount of drive gauge
  #--------------------------------------------------------------------------
  def overdrive
    @overdrive = 0 if @overdrive == nil
    return @overdrive
  end
  #--------------------------------------------------------------------------
  # ○ Drive gauge maximum amount acquisition
  #--------------------------------------------------------------------------
  def max_overdrive
    return KGC::OverDrive::GAUGE_MAX
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの操作
  #--------------------------------------------------------------------------
  def overdrive=(value)
    @overdrive = [[value, max_overdrive].min, 0].max
  end
  
  #--------------------------------------------------------------------------
  # ○ Sound played on gauge max
  #--------------------------------------------------------------------------
  def odmax_sound
    return KGC::OverDrive::ODMAX_SOUND
  end
  
  #------------------------#
  def odmax_sound_played?
    return false
  end
  #------------------------#
  
  #--------------------------------------------------------------------------
  # ○ ドライブタイプの取得
  #--------------------------------------------------------------------------
  def drive_type
    return []
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive スキル習得済み判定
  #--------------------------------------------------------------------------
  def overdrive_skill_learned?
    return true
  end
  #--------------------------------------------------------------------------
  # ○ ゲージ表示判定
  #--------------------------------------------------------------------------
  def od_gauge_visible?
    return false
  end
  #--------------------------------------------------------------------------
  # ○ ゲージ増加可否判定
  #--------------------------------------------------------------------------
  def can_gain_overdrive?
    return true
  end
  #--------------------------------------------------------------------------
  # ○ 攻撃時増加判定
  #--------------------------------------------------------------------------
  def drive_attack?
    return drive_type.include?(KGC::OverDrive::Type::ATTACK)
  end
  #--------------------------------------------------------------------------
  # ○ 被ダメージ時増加判定
  #--------------------------------------------------------------------------
  def drive_damage?
    return drive_type.include?(KGC::OverDrive::Type::DAMAGE)
  end
  #--------------------------------------------------------------------------
  # ○ 勝利時増加判定
  #--------------------------------------------------------------------------
  def drive_victory?
    return drive_type.include?(KGC::OverDrive::Type::VICTORY)
  end
  #--------------------------------------------------------------------------
  # ○ 逃走時増加判定
  #--------------------------------------------------------------------------
  def drive_escape?
    return drive_type.include?(KGC::OverDrive::Type::ESCAPE)
  end
  #--------------------------------------------------------------------------
  # ○ 孤独時増加判定
  #--------------------------------------------------------------------------
  def drive_alone?
    return drive_type.include?(KGC::OverDrive::Type::ALONE)
  end
  #--------------------------------------------------------------------------
  # ○ 行動時増加判定
  #--------------------------------------------------------------------------
  def drive_action?
    return drive_type.include?(KGC::OverDrive::Type::ACTION)
  end
  #--------------------------------------------------------------------------
  # ○ 瀕死時増加判定
  #--------------------------------------------------------------------------
  def drive_fatal?
    return drive_type.include?(KGC::OverDrive::Type::FATAL)
  end
  #--------------------------------------------------------------------------
  # ○ Determine guard
  #--------------------------------------------------------------------------
  def drive_guard?
    return drive_type.include?(KGC::OverDrive::Type::GUARD)
  end
  #--------------------------------------------------------------------------
  # ● ステートの付加
  #     state_id : ステート ID
  #--------------------------------------------------------------------------
  alias add_state_KGC_OverDrive add_state
  def add_state(state_id)
    add_state_KGC_OverDrive(state_id)
    reset_overdrive_on_dead if dead?
  end
  #--------------------------------------------------------------------------
  # ○ スキルの消費ドライブゲージ計算
  #     skill : スキル
  #--------------------------------------------------------------------------
  def calc_od_cost(skill)
    return 0 unless skill.is_a?(RPG::Skill)
 
    return skill.od_cost
  end
  #--------------------------------------------------------------------------
  # ● スキルの使用可能判定
  #     skill : スキル
  #--------------------------------------------------------------------------
  alias skill_can_use_KGC_OverDrive? skill_can_use?
  def skill_can_use?(skill)
    return false unless skill_can_use_KGC_OverDrive?(skill)
 
    return false if calc_od_cost(skill) > overdrive
    return true
  end
  #--------------------------------------------------------------------------
  # ● ダメージの反映
  #     user : スキルかアイテムの使用者
  #    呼び出し前に @hp_damage、@mp_damage、@absorbed が設定されていること。
  #--------------------------------------------------------------------------
  alias execute_damage_KGC_OverDrive execute_damage
  def execute_damage(user)
    execute_damage_KGC_OverDrive(user)
    increase_overdrive(user)
  end
  #--------------------------------------------------------------------------
  # ○ 死亡時ドライブゲージ初期化処理
  #--------------------------------------------------------------------------
  def reset_overdrive_on_dead
    return unless KGC::OverDrive::EMPTY_ON_DEAD
    self.overdrive = 0
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージ増加処理
  #     attacker : 攻撃者
  #--------------------------------------------------------------------------
  def increase_overdrive(attacker = nil)
    return unless attacker.is_a?(Game_Battler)  # 攻撃者がバトラーでない
    return if self.class == attacker.class      # 攻撃側と防御側が同じ
    return if hp_damage == 0 && mp_damage == 0  # ダメージなし
 
    if can_gain_overdrive?
      increase_attacker_overdrive(attacker)
      increase_defender_overdrive(attacker)
    end
    reset_overdrive_on_dead if dead?
  end
  
  #--------------------------------------------------------------------------
  # ○ Increase Attacker's Overdrive
  #     attacker : Attacker
  #--------------------------------------------------------------------------
  def increase_attacker_overdrive(attacker)
    return unless attacker.drive_attack?  # Drive type "Attack" none
 
    od_gain = [KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ATTACK], 1].max
    if attacker.action.kind == 1
      rate = attacker.action.skill.od_gain_rate  # Rate of the skill is applied.
      od_gain = od_gain * rate / 100
    end
    attacker.overdrive += od_gain
    # Added by Mr. Anonymous 4/9/08
    # if attacker's overdrive = gauge_max
    if attacker.overdrive == max_overdrive && odmax_sound_played? == false
      odmax_sound.play
      def odmax_sound_played? 
        return true
      end
    end
  end
  #--------------------------------------------------------------------------
  # ○ Increase Defender's Overdrive
  #     attacker : Attacker
  #--------------------------------------------------------------------------
  def increase_defender_overdrive(attacker)
    return unless self.drive_damage?  # No Drive Type "Damage" 
 
    rate = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::DAMAGE]
    od_gain = hp_damage * rate / maxhp
    od_gain += mp_damage * rate / maxmp if maxmp > 0
    self.overdrive += [od_gain, 1].max
    # Added by Mr. Anonymous 4/9/08
    # if actor recieves damage leading to overdrive = gauge_max
    if self.overdrive == max_overdrive && odmax_sound_played? == false
      odmax_sound.play
      def odmax_sound_played? 
        return true
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● Skill Effects
  #     user  : User
  #     skill : Skill
  #--------------------------------------------------------------------------
  alias skill_effect_KGC_OverDrive skill_effect
  def skill_effect(user, skill)
    skill_effect_KGC_OverDrive(user, skill)
 
    # If imported KGC_ReproduceFunctions & item used has execute skill tag...
    if $imported["ReproduceFunctions"] && $game_temp.exec_skill_on_item
      return
    end
  end
end
 
#==============================================================================
# ■ Game_Actor
#==============================================================================
 
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● セットアップ
  #     actor_id : アクター ID
  #--------------------------------------------------------------------------
  alias setup_KGC_OverDrive setup
  def setup(actor_id)
    setup_KGC_OverDrive(actor_id)
 
    @overdrive = 0
    @drive_type = nil
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive タイプの取得
  #--------------------------------------------------------------------------
  def drive_type
    unless @drive_type.is_a?(Array)
      return KGC::OverDrive::DEFAULT_ACTOR_DRIVE_TYPE
    end
    return @drive_type
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive スキル習得済み判定
  #--------------------------------------------------------------------------
  def overdrive_skill_learned?
    result = false
    # 一時的に戦闘中フラグを解除
    last_in_battle = $game_temp.in_battle
    $game_temp.in_battle = false
 
    self.skills.each { |skill|
      if skill.overdrive?
        result = true
        break
      end
    }
    $game_temp.in_battle = last_in_battle
    return result
  end
  #--------------------------------------------------------------------------
  # ○ ゲージ増加可否判定
  #--------------------------------------------------------------------------
  def can_gain_overdrive?
    if KGC::OverDrive::NOT_GAIN_GAUGE_HIDING
      # 非表示
      return false if KGC::OverDrive::HIDE_GAUGE_ACTOR.include?(self.id)
    end
    if KGC::OverDrive::HIDE_GAUGE_NO_OD_SKILLS
      # 未修得
      return false unless overdrive_skill_learned?
    end
 
    return true
  end
  #--------------------------------------------------------------------------
  # ○ ゲージ表示判定
  #--------------------------------------------------------------------------
  def od_gauge_visible?
    # 戦闘中非表示
    if KGC::OverDrive::HIDE_GAUGE_NOT_IN_BATTLE && !$game_temp.in_battle
      return false
    end
    # 非表示
    return false if KGC::OverDrive::HIDE_GAUGE_ACTOR.include?(self.id)
    # ゲージ増加不可
    return false unless can_gain_overdrive?
 
    return true
  end
end
 
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
 
#==============================================================================
# ■ Game_Enemy
#==============================================================================
 
class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #     index    : 敵グループ内インデックス
  #     enemy_id : 敵キャラ ID
  #--------------------------------------------------------------------------
  alias initialize_KGC_OverDrive initialize
  def initialize(index, enemy_id)
    initialize_KGC_OverDrive(index, enemy_id)
 
    @overdrive = 0
    @drive_type = nil
  end
  #--------------------------------------------------------------------------
  # ○ OverDrive タイプの取得
  #--------------------------------------------------------------------------
  def drive_type
    unless @drive_type.is_a?(Array)
      return KGC::OverDrive::DEFAULT_ENEMY_DRIVE_TYPE
    end
    return @drive_type
  end
end
 
#==============================================================================
# ■ Window_Base
#==============================================================================
 
class Window_Base < Window
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの通常時の色 1 の取得
  #--------------------------------------------------------------------------
  def od_gauge_normal_color1
    color = KGC::OverDrive::GAUGE_NORMAL_START_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの通常時の色 2 の取得
  #--------------------------------------------------------------------------
  def od_gauge_normal_color2
    color = KGC::OverDrive::GAUGE_NORMAL_END_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの最大時の色 1 の取得
  #--------------------------------------------------------------------------
  def od_gauge_max_color1
    color = KGC::OverDrive::GAUGE_MAX_START_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの最大時の色 2 の取得
  #--------------------------------------------------------------------------
  def od_gauge_max_color2
    color = KGC::OverDrive::GAUGE_MAX_END_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ● 名前の描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #--------------------------------------------------------------------------
  alias draw_actor_name_KGC_OverDrive draw_actor_name
  def draw_actor_name(actor, x, y)
    draw_actor_od_gauge(actor, x, y, 108)
 
    draw_actor_name_KGC_OverDrive(actor, x, y)
  end
  #--------------------------------------------------------------------------
  # ○ ドライブゲージの描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #     width : 幅
  #--------------------------------------------------------------------------
  def draw_actor_od_gauge(actor, x, y, width = 120)
    return unless actor.od_gauge_visible?
 
    gw = width * actor.overdrive / actor.max_overdrive
    gc1 = (gw == width ? od_gauge_max_color1 : od_gauge_normal_color1)
    gc2 = (gw == width ? od_gauge_max_color2 : od_gauge_normal_color2)
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
end
 
#==============================================================================
# ■ Window_Skill
#==============================================================================
 
if KGC::OverDrive::HIDE_SKILL_LACK_OF_GAUGE
 
class Window_Skill < Window_Selectable
  #--------------------------------------------------------------------------
  # ○ スキルをリストに含めるかどうか
  #     skill : スキル
  #--------------------------------------------------------------------------
  unless $@
    alias include_KGC_OverDrive? include? if method_defined?(:include?)
  end
  def include?(skill)
    return false if skill == nil
 
    if defined?(include_KGC_OverDrive?)
      return false unless include_KGC_OverDrive?(skill)
    end
 
    return false unless skill.overdrive?
 
    return (@actor.calc_od_cost(skill) <= @actor.overdrive)
  end
 
if method_defined?(:include_KGC_OverDrive?)
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    for skill in @actor.skills
      next unless include?(skill)
      @data.push(skill)
      if skill.id == @actor.last_skill_id
        self.index = @data.size - 1
      end
    end
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
end
 
end  # <-- class
end  # <-- if KGC::OverDrive::HIDE_SKILL_LACK_OF_GAUGE
 
#==============================================================================
# ■ Scene_Skill
#==============================================================================
 
class Scene_Skill < Scene_Base
  #--------------------------------------------------------------------------
  # ● Use Skill(The effects of use other than the ally object are applied.)
  #--------------------------------------------------------------------------
  alias use_skill_nontarget_KGC_OverDrive use_skill_nontarget
  def use_skill_nontarget
    consume_od_gauge
 
    use_skill_nontarget_KGC_OverDrive
  end
  #--------------------------------------------------------------------------
  # ○ Consume Drive gauge when skill is used
  #--------------------------------------------------------------------------
  def consume_od_gauge
    @actor.overdrive -= @actor.calc_od_cost(@skill)
  end
end
 
#==============================================================================
# ■ Scene_Battle
#==============================================================================
 
class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ● 戦闘終了
  #     result : 結果 (0:勝利 1:逃走 2:敗北)
  #--------------------------------------------------------------------------
  alias battle_end_KGC_OverDrive battle_end
  def battle_end(result)
    increase_overdrive_on_battle_end(result)
 
    battle_end_KGC_OverDrive(result)
  end
  #--------------------------------------------------------------------------
  # ○ 戦闘終了時のドライブゲージ増加処理
  #     result : 結果 (0:Victory 1:Escape 2:Defeat)
  #--------------------------------------------------------------------------
  def increase_overdrive_on_battle_end(result)
    case result
    when 0  # 勝利
      od_gain = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::VICTORY]
      $game_party.existing_members.each { |actor|
        actor.overdrive += od_gain if actor.drive_victory?
      }
    when 1  # 逃走
      od_gain = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ESCAPE]
      $game_party.existing_members.each { |actor|
        actor.overdrive += od_gain if actor.drive_escape?
      }
    end
  end
  #--------------------------------------------------------------------------
  # ● 戦闘行動の実行
  #--------------------------------------------------------------------------
  alias execute_action_KGC_OverDrive execute_action
  def execute_action
    increase_overdrive_on_action
 
    execute_action_KGC_OverDrive
  end
  #--------------------------------------------------------------------------
  # ○ Increase Gauge on Action
  #--------------------------------------------------------------------------
  def increase_overdrive_on_action
    battler = @active_battler
    od_gain = 0
    unit = (battler.actor? ? $game_party : $game_troop)
 
    # Alone
    if battler.drive_alone? && unit.existing_members.size == 1
      od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ALONE]
    end
    # Action
    if battler.drive_action?
      od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ACTION]
    end
    # Fatal
    if battler.drive_fatal? && battler.hp < battler.maxhp / 4
      od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::FATAL]
    end
    # Guard
    if battler.drive_guard?
      od_gain += KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::GUARD]
    end
    battler.overdrive += od_gain
  end
  #--------------------------------------------------------------------------
  # ● Execution of battle action: Skill
  #--------------------------------------------------------------------------
  alias execute_action_skill_KGC_OverDrive execute_action_skill
  def execute_action_skill
    execute_action_skill_KGC_OverDrive
 
    consume_od_gauge
  end
  #--------------------------------------------------------------------------
  # ○ Drive gauge consumption when skill is used
  #--------------------------------------------------------------------------
  def consume_od_gauge
    skill = @active_battler.action.skill
    @active_battler.overdrive -= @active_battler.calc_od_cost(skill)
  end
end
 
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/  The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/battle_system&tech=over_drive
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_




La jauge marche, une fois pleine, les skills deviennent utilisables, malheureusement, ma jauge ne se réinitialise pas et les skills sont donc utilisables tout le temps... Encore un petit peut d'aide svp... :/

solution suite: incompatible avec mon script SBV

Posté dans Forum - [RMVX] Overdrive et sbs... Résolus

MoufMouf - posté le 17/05/2013 à 23:02:16. (9 messages postés)

Domaine concerné: Script
Logiciel utilisé: RMVX


[edit] Ok, réponse trouvée: SBS 3.4+script overdrive!

Bonjour a tous!
Comme dit dans ma présentation, je suis désolé, je n'y connais rien en Rubi.
J'essaye néanmoins que faire fonctionner le script d'overdrive suivant:

http://www.rpg-maker.fr/index.php?page=scripts&id=235&deb=fin#fin

Pour l'instant, tel quel, il s'affiche au lancemet de mon jeu
"script overdrive line 69 : Errno : ENOENT occurred
No such file or directory -Data/States.rxdata"

La ligne 69 correspond à
"$data_states = load_data("Data/States.rxdata")"...

Quelqu'un peut m'aider s'il vous plais, ça me tient vraiment a coeur!

Posté dans Forum - Mouuuuuuuuuuuuf

MoufMouf - posté le 17/05/2013 à 22:00:11. (9 messages postés)

Bonjour tout le monde ^_^

En direct de la planete des trolls (les bestioles, pas les salisseurs d'internet ;)) débarque le bon vieux Mouf, qui aura très certainement besoin de pas mal d'aide dans la réalisation de ses projets!
Mouf pas connaitre Rubi et Mouf utilise PMVX et est gros noob!
Sur ce, a bientot peut etre ^_^

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