Ice_Dragon
Member
Regi":1n95yc7h said:That looks amazing.
I mean, it must be difficult copying the boss battle from the demo, and changing enemy and attacking graphics, huh?
Creativity, people! I've seen at least 5 demos around here using this XAS battle system, and they all include enemies from the DEMO. Can't you create your own?
Regi":303nhfkd said:You're right, the page is down.
If you can't find it, you can try contacting Xiderowg.
Vorpal 86":2g7asbgh said:This is cool.. Checking the New translated version.. Not sure if it's OFFICIALLY ok though, but will try it anyway.
At any rate.. gonna test the translated version. Thanks cairn.. Let's see how you did.![]()
this is the original version http://www.4shared.com/file/1730564/80c ... s.html?s=1 or http://www.4shared.com/file/22482113/47 ... S.html?s=1Gekko State":cpem5nu5 said:I'm still looking for the original version not the hero one but it seems like all the links i find are dead links
Souloux":nv3peov5 said:does your translated version include the over drive script translated as well?
XDarknessBoyX":3ea4sf2l said:there is a Question:
how to make my hero hide from the Enemys in the ABS? (hide Skill)
#_______________________________________________________________________________
# MOG Scene Item Laura V1.2Â Â Â Â Â Â
#_______________________________________________________________________________
# By MoghunterÂ
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.
MNIT = 20
#Transition Type(Name).
MNITT = "004-Blind04"Â
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_laura"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def nada
face = RPG::Cache.picture("")
end Â
def drw_face(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc") rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)Â Â
end Â
def draw_maphp3(actor, x, y)
back = RPG::Cache.picture("BAR0")Â Â
cw = back.widthÂ
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)Â Â
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Bar")Â Â
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("HP_Tx")Â Â
cw = text.widthÂ
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)Â Â
endÂ
def draw_mapsp3(actor, x, y)
back = RPG::Cache.picture("BAR0")Â Â
cw = back.widthÂ
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)Â Â
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Bar")Â Â
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("SP_Tx")Â Â
cw = text.widthÂ
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)Â Â
endÂ
def draw_mexp_it(actor, x, y)
lv_tx = RPG::Cache.picture("LV_tx")
cw = lv_tx.width
ch = lv_tx.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 32, lv_tx, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 101, y + 5, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 100, y + 4, 24, 32, actor.level.to_s, 1)
end
def draw_actor_state_it(actor, x, y, width = 80)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text,1)
end
end
######################
# Window_Target_Item #
######################
class Window_Target_Item < Window_Selectable
 def initialize
  super(0, 130, 280, 300)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = "Georgia"
  self.z += 10
  @item_max = $game_party.actors.size
  refresh
 end
 def refresh
  self.contents.clear
  for i in 0...$game_party.actors.size
   x = 4
   y = i * 65
   actor = $game_party.actors[i]
   drw_face(actor,x,y + 55)
   if $mogscript["TP_System"] == true
   draw_actor_tp(actor, x + 168, y + 27 ,4)
   elseÂ
   draw_mexp_it(actor, x + 110, y + 25 )
   end
   draw_actor_state_it(actor, x + 165, y )
   draw_maphp3(actor, x + 20, y + 0)
   draw_mapsp3(actor, x + 20, y + 32)
  end
 end
 def update_cursor_rect
  if @index <= -2
   self.cursor_rect.set(0, (@index + 10) * 65, self.width - 32, 60)
  elsif @index == -1
   self.cursor_rect.set(0, 0, self.width - 32, @item_max * 64 )
  else
   self.cursor_rect.set(0, @index * 65, self.width - 32, 60)
  end
 end
end
############
# Type_Sel #
############
class Type_Sel < Window_Base
 attr_reader  :index         Â
 attr_reader  :help_window     Â
 def initialize(x, y, width, height)
  super(x, y, width, height)
  @item_max = 1
  @column_max = 1
  @index = -1
 end
 def index=(index)
  @index = index
 end
 def row_max
  return (@item_max + @column_max - 1) / @column_max
 end
 def top_row
  return self.oy / 32
 end
 def top_row=(row)
  if row < 0
   row = 0
  end
  if row > row_max - 1
   row = row_max - 1
  end
  self.oy = row * 32
 end
 def page_row_max
  return (self.height - 32) / 32
 end
 def page_item_max
  return page_row_max * @column_max
 end
 def update
  super
  if self.active and @item_max > 0 and @index >= 0
   if Input.repeat?(Input::RIGHT)
    if (@column_max == 1 and Input.trigger?(Input::RIGHT)) or
      @index < @item_max - @column_max
     $game_system.se_play($data_system.cursor_se)
     @index = (@index + @column_max) % @item_max
    end
   end
   if Input.repeat?(Input::LEFT)
    if (@column_max == 1 and Input.trigger?(Input::LEFT)) or
      @index >= @column_max
     $game_system.se_play($data_system.cursor_se)
     @index = (@index - @column_max + @item_max) % @item_max
    end
   end
  end
 end
end
###############
# Window_Type #
###############
class Window_Type < Type_Sel
 def initialize
  super(0, 0, 0, 0)
  @item_max = 3
  self.index = 0
 end
end
##################
# Window_Item_Ex #
##################
class Window_Item_Ex < Window_Selectable
 def initialize
  super(250, 50, 295, 350)
  @column_max = 1
  refresh
  self.index = 0
  if $game_temp.in_battle
   self.y = 64
   self.height = 256
   self.back_opacity = 160
  end
 end
 def item
  return @data[self.index]
 end
 def refresh
  if self.contents != nil
   self.contents.dispose
   self.contents = nil
  end
  @data = []
  for i in 1...$data_items.size
   if $game_party.item_number(i) > 0
    @data.push($data_items[i])
   end
  end
  @item_max = @data.size
  if @item_max > 0
   self.contents = Bitmap.new(width - 32, row_max * 32)
   for i in 0...@item_max
    draw_item(i)
   end
  end
 end
 def draw_item(index)
  item = @data[index]
  case item
  when RPG::Item
   number = $game_party.item_number(item.id)
  end
  if item.is_a?(RPG::Item) and
    $game_party.item_can_use?(item.id)
   self.contents.font.color = normal_color
  else
   self.contents.font.color = disabled_color
  end
  x = 4 + index % 1 * (288 + 32)
  y = index / 1 * 32
  rect = Rect.new(x, y, self.width / @column_max - 32, 32)
  self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
  self.contents.font.name = "Georgia" Â
  bitmap = RPG::Cache.icon(item.icon_name)
  opacity = self.contents.font.color == normal_color ? 255 : 128 Â
  self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
  self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
  self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
  self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
 end
 def update_help
  @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
end
#################
# Window_Weapon #
#################
class Window_Weapon < Window_Selectable
 def initialize
  super(250, 50, 295, 350)
  @column_max = 1
  refresh
  self.index = 0
   if $game_temp.in_battle
   self.y = 64
   self.height = 256
   self.back_opacity = 160
  end
 end
 def item
  return @data[self.index]
 end
 def refresh
  if self.contents != nil
   self.contents.dispose
   self.contents = nil
  end
  @data = []
   for i in 1...$data_weapons.size
    if $game_party.weapon_number(i) > 0
     @data.push($data_weapons[i])
    end
   end
  @item_max = @data.size
  if @item_max > 0
   self.contents = Bitmap.new(width - 32, row_max * 32)
   for i in 0...@item_max
    draw_item(i)
   end
  end
 end
 def draw_item(index)
  item = @data[index]
  case item
  when RPG::Weapon
   number = $game_party.weapon_number(item.id)
  end
  if item.is_a?(RPG::Item) and
    $game_party.item_can_use?(item.id)
   self.contents.font.color = normal_color
  else
   self.contents.font.color = disabled_color
  end
  x = 4 + index % 1 * (288 + 32)
  y = index / 1 * 32
  rect = Rect.new(x, y, self.width / @column_max - 32, 32)
  self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
  self.contents.font.name = "Georgia" Â
  bitmap = RPG::Cache.icon(item.icon_name)
  opacity = self.contents.font.color == normal_color ? 255 : 128 Â
  self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
  self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
  self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
  self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
 end
 def update_help
  @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
end
################
# Window_Armor #
################
class Window_Armor < Window_Selectable
 def initialize
  super(250, 50, 295, 350)
  @column_max = 1
  refresh
  self.index = 0
  if $game_temp.in_battle
   self.y = 64
   self.height = 256
   self.back_opacity = 160
  end
 end
 def item
  return @data[self.index]
 end
 def refresh
  if self.contents != nil
   self.contents.dispose
   self.contents = nil
  end
  @data = []
   for i in 1...$data_armors.size
    if $game_party.armor_number(i) > 0
     @data.push($data_armors[i])
    end
   end
  @item_max = @data.size
  if @item_max > 0
   self.contents = Bitmap.new(width - 32, row_max * 32)
   for i in 0...@item_max
    draw_item(i)
   end
  end
 end
 def draw_item(index)
  item = @data[index]
  case item
  when RPG::Armor
   number = $game_party.armor_number(item.id)
  end
  if item.is_a?(RPG::Item) and
    $game_party.item_can_use?(item.id)
   self.contents.font.color = normal_color
  else
   self.contents.font.color = disabled_color
  end
  x = 4 + index % 1 * (288 + 32)
  y = index / 1 * 32
  rect = Rect.new(x, y, self.width / @column_max - 32, 32)
  self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
  self.contents.font.name = "Georgia" Â
  bitmap = RPG::Cache.icon(item.icon_name)
  opacity = self.contents.font.color == normal_color ? 255 : 128 Â
  self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
  self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
  self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
  self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
 end
 def update_help
  @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
end
##############
# Scene_Item #
##############
class Scene_Item
 def main
  @back = Plane.new
  @back.bitmap = RPG::Cache.picture("MN_BK")
  @back.z = 100
  @item_lay = Sprite.new
  @item_lay.bitmap = RPG::Cache.picture("Item_lay")
  @item_lay.z = 100
  @item_com = Sprite.new
  @item_com.bitmap = RPG::Cache.picture("Item_com01")
  @item_com.z = 100
  @type = Window_Type.new
  @type.opacity = 0
  @type.visible = false Â
  @help_window = Window_Help.new
  @help_window.y = 405
  @item_window = Window_Item_Ex.new
  @item_window.help_window = @help_window
  @item_window.visible = true
  @item_window.active = true
  @weapon_window = Window_Weapon.new
  @weapon_window.help_window = @help_window
  @weapon_window.visible = false
  @weapon_window.active = true
  @armor_window = Window_Armor.new
  @armor_window.help_window = @help_window
  @armor_window.visible = false
  @armor_window.active = true Â
  @target_window = Window_Target_Item.new
  @target_window.x = -300
  @target_window.active = false
  @help_window.opacity = 0
  @help_window.x = -200
  @help_window.contents_opacity = 0 Â
  @item_window.opacity = 0
  @weapon_window.opacity = 0
  @armor_window.opacity = 0
  @target_window.opacity = 0 Â
  @weapon_window.x = 640
  @armor_window.x = 640
  @item_window.x = 640 Â
  @weapon_window.contents_opacity = 0
  @armor_window.contents_opacity = 0
  @item_window.contents_opacity = 0  Â
  Graphics.transition(MOG::MNIT, "Graphics/Transitions/" + MOG::MNITT)
  loop do
   Graphics.update
   Input.update
   update
   if $scene != self
    break
   end
  end
  for i in 0..30
  @weapon_window.x += 20
  @armor_window.x += 20
  @item_window.x += 20 Â
  @weapon_window.contents_opacity -= 15
  @armor_window.contents_opacity -= 15
  @item_window.contents_opacity -= 15  Â
  @item_lay.zoom_x += 0.2
  @item_lay.opacity -= 15
  @item_com.zoom_y += 0.2
  @item_com.opacity -= 15
  @target_window.x -= 15
  @help_window.contents_opacity -= 15
  @back.ox += 1
  Graphics.updateÂ
  endÂ
  Graphics.freeze
  @help_window.dispose
  @item_window.dispose
  @weapon_window.dispose
  @armor_window.dispose
  @target_window.dispose
  @item_lay.dispose
  @back.dispose
  @item_com.dispose
  @type.dispose
 end
 def update
  if @target_window.active == true
    @target_window.visible = true
  if @target_window.x < 0
    @target_window.x += 20
  elsif @target_window.x >= 0
    @target_window.x = 0  Â
  endÂ
  else
  if @target_window.x > -300
    @target_window.x -= 20
  elsif @target_window.x >= -300
    @target_window.x = -300
    @target_window.visible = false
  end
  end Â
  if @help_window.x < 0
  @help_window.x += 10
  @help_window.contents_opacity += 15 Â
  elsif @help_window.x >= 0
  @help_window.x = 0
  @help_window.contents_opacity = 255 Â
  end
  if @item_window.x > 250
  @weapon_window.x -= 20
  @armor_window.x -= 20
  @item_window.x -= 20 Â
  @weapon_window.contents_opacity += 15
  @armor_window.contents_opacity += 15
  @item_window.contents_opacity += 15 Â
  elsif @item_window.x <= 250
  @weapon_window.x = 250
  @armor_window.x = 250
  @item_window.x = 250 Â
  @weapon_window.contents_opacity = 250
  @armor_window.contents_opacity = 250
  @item_window.contents_opacity = 250  Â
  end
  if @target_window.active == false
  if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::LEFT) or
    Input.press?(Input::RIGHT) or Input.press?(Input::LEFT)
  @weapon_window.x = 640
  @armor_window.x = 640
  @item_window.x = 640   Â
  @weapon_window.contents_opacity = 0
  @armor_window.contents_opacity = 0
  @item_window.contents_opacity = 0   Â
  end
  if Input.trigger?(Input.dir4) or Input.trigger?(Input.dir4) or
    Input.trigger?(Input::L) or Input.trigger?(Input::R)  Â
  @help_window.x = -200
  @help_window.contents_opacity = 0
  endÂ
  end
  @back.ox += 1
  @help_window.update
  @item_window.update
  @weapon_window.update
  @armor_window.update
  @target_window.update
  @type.update
  case @type.index
  when 0
  @item_com.bitmap = RPG::Cache.picture("Item_com01")
  if @target_window.active == true
   update_target
   @item_window.active = falseÂ
   @type.active = false
   return
  else Â
   @item_window.active = true
   @type.active = true
  end Â
  @weapon_window.active = false
  @armor_window.active = false
  @item_window.visible = true
  @weapon_window.visible = false
  @armor_window.visible = false Â
  when 1
  @item_com.bitmap = RPG::Cache.picture("Item_com02")
  @item_window.active = false
  @weapon_window.active = true
  @armor_window.active = false
  @item_window.visible = false
  @weapon_window.visible = true
  @armor_window.visible = false Â
  when 2
  @item_com.bitmap = RPG::Cache.picture("Item_com03") Â
  @item_window.active = false
  @weapon_window.active = false
  @armor_window.active = true
  @item_window.visible = false
  @weapon_window.visible = false
  @armor_window.visible = true
  end
  if @item_window.active
   update_item
   return
  end
  if @weapon_window.active
   update_weapon
   return
  end
  if @armor_window.active
   update_armor
   return
  end
 end
 def update_weapon
  if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   $scene = Scene_Menu.new(0)
   return
  end
 end
 def update_armor
  if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   $scene = Scene_Menu.new(0)
   return
  end
 end
 def update_item
  if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   $scene = Scene_Menu.new(0)
   return
  end
  if Input.trigger?(Input::C)
   @item = @item_window.item
   unless @item.is_a?(RPG::Item)
    $game_system.se_play($data_system.buzzer_se)
    return
   end
   unless $game_party.item_can_use?(@item.id)
    $game_system.se_play($data_system.buzzer_se)
    return
   end
   $game_system.se_play($data_system.decision_se)
   if @item.scope >= 3
    @item_window.active = false
    @target_window.x = (@item_window.index + 1) % 1 * 304
    @target_window.active = true
    @target_window.x = -350      Â
    if @item.scope == 4 || @item.scope == 6
     @target_window.index = -1
    else
     @target_window.index = 0
    end
   else
    if @item.common_event_id > 0
     $game_temp.common_event_id = @item.common_event_id
     $game_system.se_play(@item.menu_se)
     if @item.consumable
      $game_party.lose_item(@item.id, 1)
      @item_window.draw_item(@item_window.index)
     end
     $scene = Scene_Map.new
     return
    end
   end
   return
  end
 end
 def update_target
  if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   unless $game_party.item_can_use?(@item.id)
    @item_window.refresh
   end
   @item_window.active = true
   @target_window.active = false
   return
  end
  if Input.trigger?(Input::C)
   if $game_party.item_number(@item.id) == 0
    $game_system.se_play($data_system.buzzer_se)
    return
   end
   if @target_window.index == -1
    used = false
    for i in $game_party.actors
     used |= i.item_effect(@item)
    end
   end
   if @target_window.index >= 0
    target = $game_party.actors[@target_window.index]
    used = target.item_effect(@item)
   end
   if used
    $game_system.se_play(@item.menu_se)
    if @item.consumable
     $game_party.lose_item(@item.id, 1)
     @item_window.draw_item(@item_window.index)
    end
    @target_window.refresh
    if $game_party.all_dead?
     $scene = Scene_Gameover.new
     return
    end
    if @item.common_event_id > 0
     $game_temp.common_event_id = @item.common_event_id
     $scene = Scene_Map.new
     return
    end
   end
   unless used
    $game_system.se_play($data_system.buzzer_se)
   end
   return
  end
 end
end