dante_the_devil
Member
Hello i?m new and this is my first post so if i do something wrong i apologize!
So my question is: Is there anybody who can combine these two Scripts?
1. ZTBS
I think posting the script is unprofitable because it?s too much and i think everybody has a way to get it! ( I THINK )
2. MOGs TP_System
What I can say is that the TP_Script has to be inserted above all of the ZTBS stuff.
You will see that if you want to use a skill which is cast by spend TP in the ZTBS, it will not work.Nevertheless the system will spend only SP to cast spells.
Cross cut of Arshes is a skill which will be cast by spending TP you can see it in a normal Battle! But in the ZTBS he will spend only SP.
Many thanks in advance.
So my question is: Is there anybody who can combine these two Scripts?
1. ZTBS
I think posting the script is unprofitable because it?s too much and i think everybody has a way to get it! ( I THINK )
2. MOGs TP_System
Code:
module MOG
TP_NAME = "TP "
TP_COST = {
57=>5, #Cross Cut
58=>12, #Feint Attack
59=>26, #Hurricane
60=>40, #Spiral Blade
61=>7, #Leag Sweep
62=>15, #Beast Slayer
63=>32, #Thunder Pierce
64=>50, #Screw Thrust
65=>6, #Power Break
66=>13, #Mind Break
67=>28, #Aqua Buster
68=>32, #Rolling Axe
73=>10, #Bird Killer
74=>15 #Mute Arrow
}
#A = ID do personagem.
#B = Quantidade inicial de TP.
INITP = {
1=>50,
2=>70,
7=>15,
8=>20
}
#A=>B
#A = ID do personagem.
#B = Quantidade de TP ganho.
TP_EXP = {
1=>6,
2=>8,
7=>3,
8=>2
}
ITEM_TP_RECOVER = {
1=>10,
2=>999
}
#-------------------------------------------------------------------------------
end
$mogscript = {} if $mogscript == nil
$mogscript["TP_System"] = true
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
attr_accessor :tp
attr_accessor :maxtp
alias mog45_setup setup
def setup(actor_id)
mog45_setup(actor_id)
@maxtp = 0
@maxtp_plus = 0
@tp_exp = MOG::TP_EXP[actor_id]
ini_tp = MOG::INITP[actor_id]
if ini_tp != nil
@base_tp = ini_tp
else
@base_tp = 0
end
if @tp_exp != nil
tpx = (@tp_exp * @level) - @tp_exp
else
tpx = 1
end
@tp = @base_tp + tpx
end
def maxtp_plus
if @tp_exp != nil and @level > 1
cal = @tp_exp * @level
return @maxtp_plus + cal - @tp_exp
else
return @maxtp_plus
end
end
def maxtp
n = [[@base_tp + maxtp_plus, 1].max, 9999].min
return n
end
def tp=(tp)
@tp = [[tp, maxtp].min, 0].max
end
end
################
# Game_Battler #
################
class Game_Battler
alias mog45_skill_can_use? skill_can_use?
def skill_can_use?(skill_id)
tp_cost = MOG::TP_COST[skill_id]
if tp_cost != nil and self.is_a?(Game_Actor)
if tp_cost > self.tp
return false
end
else
if $data_skills[skill_id].sp_cost > self.sp
return false
end
end
if dead?
return false
end
if $data_skills[skill_id].atk_f == 0 and self.restriction == 1
return false
end
occasion = $data_skills[skill_id].occasion
if $game_temp.in_battle
return (occasion == 0 or occasion == 1)
else
return (occasion == 0 or occasion == 2)
end
return
mog45_skill_can_use?(skill_id)
end
end
################
# Scene_Battle #
################
class Scene_Battle
alias mog45_update_phase4_step5 update_phase4_step5
def update_phase4_step5
mog45_update_phase4_step5
item_tp_recover_id = MOG::ITEM_TP_RECOVER[@item.id]
if @active_battler.is_a?(Game_Actor) and @active_battler.current_action.kind == 2 and @item =! nil
for target_tp in @target_battlers
if target_tp.is_a?(Game_Actor) and item_tp_recover_id != nil
target_tp.tp += item_tp_recover_id
target_tp.damage = MOG::TP_NAME.to_s + item_tp_recover_id.to_s
target_tp.damage_pop = true
end
end
end
end
alias mog45_make_skill_action_result make_skill_action_result
def make_skill_action_result
@skill = $data_skills[@active_battler.current_action.skill_id]
unless @active_battler.current_action.forcing
unless @active_battler.skill_can_use?(@skill.id)
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
end
tp_cost = MOG::TP_COST[@skill.id]
if tp_cost != nil and @active_battler.is_a?(Game_Actor)
@active_battler.tp -= tp_cost
else
@active_battler.sp -= @skill.sp_cost
end
@status_window.refresh
@help_window.set_text(@skill.name, 1)
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
@common_event_id = @skill.common_event_id
set_target_battlers(@skill.scope)
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
return
mog45_make_skill_action_result
end
end
################
# Game_Battler #
################
class Game_Battler
alias mog45_item_effect item_effect
def item_effect(item)
if $game_temp.in_battle == false
item_tp_recover = MOG::ITEM_TP_RECOVER[item.id]
if item_tp_recover != nil
if self.tp < self.maxtp
self.tp += item_tp_recover
return true
else
return false
end
return false
end
end
mog45_item_effect(item)
end
end
#####################
# class Interpreter #
#####################
class Interpreter
alias mog45_command_314 command_314
def command_314
mog45_command_314
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
actor.tp = actor.maxtp
end
return true
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def draw_actor_tp(actor, x, y,type)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, MOG::TP_NAME)
self.contents.font.color = normal_color
case type
when 0
self.contents.draw_text(x - 40, y, 198, 32, actor.tp.to_s + " / " + actor.maxtp.to_s, 2)
when 1
self.contents.draw_text(x - 70, y, 198, 32, actor.tp.to_s + " / " + actor.maxtp.to_s, 2)
when 2
self.contents.draw_text(x + 40, y, 80, 32, actor.tp.to_s,2)
when 3
self.contents.draw_text(x - 20, y, 150, 32, actor.tp.to_s + " / " + actor.maxtp.to_s, 2)
when 4
self.contents.font.name = "Georgia"
self.contents.draw_text(x - 55, y, 130, 32, actor.tp.to_s, 2)
end
end
def draw_actor_tp2(actor, x, y)
self.contents.font.name = "Georgia"
back = RPG::Cache.picture("STBAR_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 86, y - ch + 40, back, src_rect)
meter = RPG::Cache.picture("STBAR.png")
cw2 = meter.width * actor.tp / actor.maxtp
ch2 = meter.height
src_rect2 = Rect.new(0, 0, cw2, ch2)
self.contents.blt(x + 86, y - ch + 40, meter, src_rect2)
self.contents.font.color = normal_color
self.contents.draw_text(x - 40, y, 198, 32, MOG::TP_NAME + actor.tp.to_s, 2)
end
end
###############
# Window_Help #
###############
class Window_Help < Window_Base
alias mog45_set_actor set_actor
def set_actor(actor)
if actor != @actor
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_hp(actor, 110, 0)
draw_actor_sp(actor, 460, 0)
draw_actor_tp(actor, 284, 0,0)
@actor = actor
@text = nil
self.visible = true
end
return
mog45_set_actor(actor)
end
end
######################
# Window_SkillStatus #
######################
class Window_SkillStatus < Window_Base
alias mog45_refresh refresh
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_hp(@actor, 110, 0)
draw_actor_sp(@actor, 460, 0)
draw_actor_tp(@actor, 284, 0,0)
return
mog45_refresh
end
end
#################
# Window Status #
#################
class Window_Status < Window_Base
alias mog45_refresh refresh
def refresh
mog45_refresh
if $mogscript["menu_eva"] == true
draw_actor_tp2(@actor, 435, 250)
else
draw_actor_tp(@actor, 96, 170,0)
end
end
end
########################
# Window_Battle_Status #
########################
class Window_BattleStatus < Window_Base
alias mog45_refresh refresh
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
actor_x = i * 160 + 4
draw_actor_name(actor, actor_x, 0)
draw_actor_hp(actor, actor_x, 24, 120)
draw_actor_sp(actor, actor_x, 48, 120)
draw_actor_tp(actor, actor_x, 72,2)
if @level_up_flags[i]
self.contents.font.color = normal_color
self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, actor_x, 96)
end
end
end
end
#####################
# Window_MenuStatus #
#####################
class Window_MenuStatus < Window_Selectable
alias mog45_refresh refresh
def refresh
self.contents.clear
mog45_refresh
for i in 0...$game_party.actors.size
x = 64
y = i * 116
actor = $game_party.actors[i]
draw_actor_tp(actor, x + 236, y,1 )
end
end
end
#################
# Window_Target #
#################
class Window_Target < Window_Selectable
alias mog45_refresh refresh
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 4
y = i * 116
actor = $game_party.actors[i]
draw_actor_name(actor, x, y)
draw_actor_level(actor, x + 8, y + 32)
draw_actor_state(actor, x + 8, y + 64)
draw_actor_hp(actor, x + 152, y + 0)
draw_actor_tp(actor, x + 152, y + 32,3)
draw_actor_sp(actor, x + 152, y + 64)
end
return
mog45_refresh
end
end
################
# Window_Skill #
################
class Window_Skill < Window_Selectable
alias mog45_draw_item draw_item
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
tp_cost = MOG::TP_COST[skill.id]
if tp_cost != nil
self.contents.font.color = Color.new(50,250,150,255)
self.contents.draw_text(x + 180, y, 48, 32,MOG::TP_NAME, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 232, y, 48, 32,tp_cost.to_s, 2)
else
self.contents.font.color = Color.new(250,150,50,255)
self.contents.draw_text(x + 180, y, 48, 32,$data_system.words.sp, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
end
return
mog45_draw_item(index)
end
end
###############
# Scene_Skill #
###############
class Scene_Skill
alias mog45_update_target update_target
def update_target
if Input.trigger?(Input::C)
unless @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
if @target_window.index <= -2
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
if used
$game_system.se_play(@skill.menu_se)
tp_cost = MOG::TP_COST[@skill.id]
if tp_cost != nil
@actor.tp -= tp_cost
else
@actor.sp -= @skill.sp_cost
end
@status_window.refresh
@skill_window.refresh
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
mog45_update_target
end
end
What I can say is that the TP_Script has to be inserted above all of the ZTBS stuff.
You will see that if you want to use a skill which is cast by spend TP in the ZTBS, it will not work.Nevertheless the system will spend only SP to cast spells.
Cross cut of Arshes is a skill which will be cast by spending TP you can see it in a normal Battle! But in the ZTBS he will spend only SP.
Many thanks in advance.