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OverDrive By KCG Problem

Nachos

Sponsor

Hey guys, I'm using OverDrive  By KCG, and when I'm in batltle nothing happens, A bar is suposed to be showed I think.. I didnt see a screenshot or anything, and the site was in japanese so..

Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/    â—† オーãƒ
 
Try this one.

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/    â—†              Overdrive System - KGC_OverDrive                  â—† VX â—†
#_/    â—‡                  Last update : 2008/03/13                          â—‡
#_/    â—†                  Translation by Touchfuzzy                          â—†
#_/    â—†            Additional polish by Mr. Anonymous                      â—†
#_/-----------------------------------------------------------------------------
#_/                      ★ 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]
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#===============================================================================
# ★ Customize ★
#===============================================================================

module KGC
module OverDrive

#                      â—† Maximum Gauge Points â—†
#  This affects the amount of OP (Overdrive Points) required to fill the
#  Overdrive Gauge. Default: GAUGE_MAX = 1000
  GAUGE_MAX = 1000

#                    â—† Default OP Gain Rates â—†
#  You may specify the amount of OP battlers will be rewarded for specific
#  actions performed. 
  GAIN_RATE = [
    80,  # 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.
  ]
 
#                    â—† Default OP Increase Options â—†
#  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]

#  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]

  #  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

#  This toggle affects wether the OP Gauge is reset to zero once a character
#  dies. true = Reset to 0. false = Gauge remains persistant.
  EMPTY_ON_DEAD = true

#  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 = []

#  This toggle allows you to hide the Overdrive gauge from the main command menu
#  true = Gauge is hidden.
#  false = Gauge remains persistant even in menu.
  HIDE_GAUGE_NOT_IN_BATTLE = false

#  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  = true

# 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    = true

#  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 = false
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
  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
# Original line OVER_DRIVE = /<(?:OVER_DRIVE|オーãƒ
 

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