Link in Pink
Member
Oh yeah the Overdrive system is great. I think I might modify it a little to show different animations with the different characters. (if I can, I'm not much of a scripter =P)
quoted by KHMPOpen your script editor, F11. Go into the script, "XRXS - XAS", rename WEP_ID_TOOL to this $weapon_tools. Then fly down to line 1941(or the line that says: weapon_tool_id = XAS_BA::WEP_ID_TOOL[weapon_id] ) change that line to this, weapon_tool_id = $weapon_tools[weapon_id]. Now to change a tool assigned to weapon do this:
You can do that through an event if you want using "Script...".Code:# weapon_id - the id of the weapon you are trying to change. # new_tool - the id of the tool to be used when the weapon is activated. $weapon_tools[weapon_id] = new_tool
Souloux":19ns4go9 said:Could someone translate the 2.0 version? or does it work the same way as the original?
#_________________________________________________
# MOG_Warning System V1.1
#_________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_________________________________________________
#Sistema de aviso quando o HP está baixo.
#_________________________________________________
module MOG
#Porcentagem para que o sistema de danger seja ativado.
DG_LOWHP = 25
#Som que será ativado.
DG_SE = "057-Wrong01"
#Ativar flash na tela.
DG_FLASH = true
#Velocidade do aviso.
DG_LOOP = 35
end
#_________________________________________________
$mogscript = {} if $mogscript == nil
$mogscript["warning"] = true
###############
# Game_Player #
###############
class Game_Player < Game_Character
alias mog19_initialize initialize
def initialize
@warning = 0
mog19_initialize
end
alias mog19_update update
def update
@warning += 1
if @warning > MOG::DG_LOOP
@warning = 0
end
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.hp * 100 / actor.maxhp <= MOG::DG_LOWHP and @warning == 1
Audio.se_play("Audio/SE/" + MOG::DG_SE ,100,100) rescue nil
if MOG::DG_FLASH == true
$game_screen.start_flash(Color.new(255,50,0,128), 10)
end
end
end
mog19_update
end
end
StarGGundam2":1y908p9y said:@ Everyone. The V2.0 is totally rad! I love it, and I upgraded right away
class Game_Temp
attr_accessor :new_frame_count
alias more_frame_temp_init initialize
def initialize
more_frame_temp_init
@new_frame_count = 4
end
end
class Game_Character
def update
if jumping?
update_jump
elsif moving?
update_move
else
update_stop
end
if @anime_count > 18 - @move_speed * 2
if not @step_anime and @stop_count > 0
@pattern = @original_pattern
else
if self.is_a?(Game_Event)
@pattern = (@pattern + 1) % 4
else
@pattern = (@pattern + 1) % $game_temp.new_frame_count
end
end
@anime_count = 0
end
if @wait_count > 0
@wait_count -= 1
return
end
if @move_route_forcing
move_type_custom
return
end
if @starting or lock?
return
end
if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
case @move_type
when 1
move_type_random
when 2
move_type_toward_player
when 3
move_type_custom
end
end
end
end
class Sprite_Character < RPG::Sprite
def update
super
# If tile ID, file name, or hue are different from current ones
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
# Remember tile ID, file name, and hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# If tile ID value is valid
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
# If tile ID value is invalid
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
if @character.is_a?(Game_Event)
@cw = bitmap.width / 4
else
@cw = bitmap.width / $game_temp.new_frame_count
end
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
# Set visible situation
self.visible = (not @character.transparent)
# If graphic is character
if @tile_id == 0
# Set rectangular transfer
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
# Set sprite coordinates
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
# Set opacity level, blend method, and bush depth
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# Animation
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end
class Interpreter
def upgrade_frames
$game_temp.new_frame_count = 6
end
def downgrade_frames
$game_temp.new_frame_count = 4
end
end
if @anime_count > 18 - @move_speed * 2
SELF_MOTIONS[action_id] = "to_change"