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El record de usuarios en línea fue de 117 durante el Mar 09 Ago 2011, 3:39 pm

El script que se habla pero que nadie tiene: Overdrive!

+6
maxi
Zeles
Juners
Migueeel
raik
Shirokull
10 participantes

Ir abajo

El script que se habla pero que nadie tiene: Overdrive! Empty El script que se habla pero que nadie tiene: Overdrive!

Mensaje por Shirokull Mar 07 Sep 2010, 6:05 am

Como veo que "parece que todo el mundo lo tiene pero nadie lo aporta" pues lo aporto yo XD:

Código:

#_/  ◆              OverDrive System - KGC_OverDrive                  ◆ VX ◆
#_/  ◇                  Last Update: 2008/08/28                            ◇
#_/  ◆              Original Translation by Touchfuzzy                      ◆
#_/  ◆        Extended Translation and Updates by Mr. Anonymous              ◆
#_/  ◆ KGC Site:                                                            ◆
#_/  ◆ http://f44.aaa.livedoor.jp/~ytomy/                                    ◆
#_/  ◆ Translator's Blog:                                                    ◆
#_/  ◆ http://mraprojects.wordpress.com                                      ◆
#_/-----------------------------------------------------------------------------
#_/  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]
#_/=============================================================================
#_/                      ◆ Script Commands ◆
#_/  These commands are used in "Script" function in the third page of event
#_/  commands under "Advanced".
#_/
#_/  Increase OverDrive for an actor:
#_/  * gain_actor_od_gauge(ActorID, Increase)
#_/ 
#_/  Increase OverDrive for an enemy:
#_/  * gain_enemy_od_gauge(EnemyID, Increase)
#_/
#_/  Modify an actor's drive types:
#_/  * set_actor_drive_type(ActorID, [DriveTypes])
#_/
#_/  Modify an enemy's drive types:
#_/  * set_enemy_drive_type(EnemyID, [DriveTypes])
#_/
#_/  [ Quick Key:                                                              ]
#_/  [ ActorID = The ID number of the selected Actor in the database.          ]
#_/  [  Setting this to -1 will effect all actors.                            ]
#_/  [                                                                        ]
#_/  [ EnemyID = The ID number of the selected Enemy in the current troop. 0-7 ]
#_/  [  Setting this to -1 will effect all enemies.                            ]
#_/  [                                                                        ]
#_/  [ Increase = The amount of OverDrive points to increase.                  ]
#_/  [                                                                        ]
#_/  [ DriveTypes = The drive types as seen below in the customization block  ]
#_/  [  "DEFAULT_ACTOR_DRIVE_TYPE". If this is omitted, it's reset to default. ]
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
 
#=============================================================================#
#                          ★ 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 = 5000

  #                      ◆ Default OP Gain Rates ◆
  #  You may specify the amount of OverDrive Points that battlers will be given 
  #  for specific actions performed. 
  GAIN_RATE = [
    100,  # 0  Gained per attack.
    500,  # 1  Gained for taking damage.
          #    This is per 100% MaxHP of damage taken, so with 500 you would
          #    have to take 2 times your MaxHP to fill a 1,000 point 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.
  ]  # ← No not remove these lines. Alter to your heart's content, though.

  #                        ◆ Amount of Gauges ◆
  # This allows you to specify how many gauges the actor has. These gauges stack
  #  meaning when that after the first gauge is maxed, OverDrive points are
  #  allocated to the next gauge. This also means that after using an OverDrive
  #  skill, OverDrive points are given for that action if applicable.
  #  As a final note, these gauges are displayed as one whole gauge.
  DEFAULT_GAUGE_NUMBER = 1

  #              ◆ Default Actor OverDrive 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 OverDrive 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]

  #                    ◆ OverDrive Gauge Colors ◆
  #  Allows you to change the color of the overdrive gauges.
  #  The color can also be determined by a red, green, and blue values.
  #  Example: GAUGE_NORMAL_START_COLOR = Color.new(255, 0, 0)  <- This is red.
  #  This method of color assignment is much like Tint Screen event command.
  #  Gauge Start Color
  GAUGE_NORMAL_START_COLOR = 14
  #  Gauge End Color
  GAUGE_NORMAL_END_COLOR  = 6
  #  Max Gauge Start Color
  GAUGE_MAX_START_COLOR    = 10
  #  Max Gauge End Color
  GAUGE_MAX_END_COLOR      = 2

  #                        ◆ Gauge Y Coordinate ◆
  # This allows you to adjust the Y coordinate(depth) of the overdrive gauge.
  #  Setting to -8 places the OD gauge at the same depth as the HP/MP gauges.
  GAUGE_OFFSET_Y = -8
 
  #              ◆ Numerical Display of OverDrive Gauge Style ◆
  # This function allows you to display a numerical representation of the
  #  current amount of OverDrive points an actor has.
  #  0: No numerical amount is displayed.
  #  1: Default - Displays the current amount as a straight number.
  #  2: Ratio 1 --> x%
  #  3: Ratio 2 --> x.x%
  #  4: Ratio 3 --> x.xx%
  #  5: Maxing  - Amount of times the gauge has maxed since the battle started.
  GAUGE_VALUE_STYLE = 4
 
  #                  ◆ Numerical Display Font Size ◆
  #  This allows you to change the font size of the numerical display of the
  #  OverDrive gauge, as defined above.
  GAUGE_VALUE_FONT_SIZE = 14

  #                    ◆ 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  = true

  #            ◆ 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    = true
 
  #                ◆ 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 = false
 
  #                      ◆ Use Image as Gauge Toggle ◆
  # If set to true, the old-style system-drawn gauges are replaced by user
  #  created images. Note that as of now, using this option hides the numerical
  #  gauge display function. This MAY be fixed by adjusting GAUGE_OFFSET_Y as
  #  seen above, but hasn't been tested.
  USE_IMAGE_GAUGE = true
  #                        ◆ Gauge Image Graphic ◆
  #  This setting allows you to define the image you want to use as the drive
  #  gauge bar. The image must be located in the "Graphics\System" folder.
  GAUGE_IMAGE  = "gauge_od2"
 
  #                  ◆ Menu Gauge Image Position [x, y] ◆
  #  Actor names are relative to the coordinates in the menu defined below.
  GAUGE_POSITION = [-32, -8]
  #                      ◆ Menu Gauge Image Length ◆
  #  For a longer or shorter gauge, increase or decrease this number.
  GAUGE_LENGTH  = 52
 
  #                ◆ Battle Gauge Image Position [x, y] ◆
  #  Actor names are relative to the coordinates during battle defined below.
  GAUGE_POSITION_BATTLE = [-32, -8]
 
  #                    ◆ Battle Gauge Image Length ◆
  #  For a longer or shorter gauge, increase or decrease this number.
  GAUGE_LENGTH_BATTLE  = 52
 
  #                      ◆ OverDrive Max Sound Play ◆ 
  #  Sound played on overdrive gauge max. (Filename, Pitch, Volume)
  #  Sounds are selected from the Audio\SE folder.
  ODMAX_SOUND = RPG::SE.new("Flash2",    100,    300)
  ODMAX_SOUND = RPG::BGM.new("114 The attle",    100,    100)
  end
end

#=============================================================================#
#                          ★ End Customization ★                              #
#=============================================================================#

#=================================================#
#                    IMPORT                      #
#=================================================#

$imported = {} if $imported == nil
$imported["OverDrive"] = true

#=================================================#

module KGC::OverDrive
  # Drive Increase Type Module
  module Type
    ATTACK  = 0  # Attack
    DAMAGE  = 1  # Damage
    VICTORY = 2  # Victory
    ESCAPE  = 3  # Escape
    ALONE  = 4  # Alone
    ACTION  = 5  # Action
    FATAL  = 6  # Fatal
    GUARD  = 7  # Guard
  end

#=================================================# 
 
  # Numerical Display of OverDrive Gauge
  module ValueStyle
    NONE        = 0  # None
    IMMEDIATE    = 1  # Immediate
    RATE        = 2  # Ratio 1
    RATE_DETAIL1 = 3  # Ratio 2
    RATE_DETAIL2 = 4  # Ratio 3
    NUMBER      = 5  # Gauge Number
  end

#==============================================================================
# □ KGC::SkillCPSystem::Regexp
#==============================================================================
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
#                          Note Field Tag Strings                            #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
#  Whatever word(s) are after the separator ( | ) in the following lines are
#  what are used to determine what is searched for in the "Note" section of a
#  skill.
 
  # Regular Expressions Module
  module Regexp
    # Skill Module
    module Skill
      # OverDrive tag string
      OVER_DRIVE = /<(?:OVER_DRIVE|overdrive)\s*(\d+)?>/i
      # OverDrive Gain Rate tag string
      OD_GAIN_RATE = /<(?:OD_GAIN_RATE|OD_gain)\s*(\d+)[%%]?>/i
    end
  end
end

#=================================================#

#==============================================================================
# □ KGC::Commands
#==============================================================================

module KGC
  module 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
        # All living party 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
        # All living enemies in troop's 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
  #--------------------------------------------------------------------------
  # ○ Get Actor OverDrive Gauge
  #    actor_id    : Actor ID (-1 : Entire Party)
  #    variable_id : Variable ID
  #--------------------------------------------------------------------------
    def get_actor_od_gauge(actor_id, variable_id = 0)
      actor = $game_actors[actor_id]
      n = (actor != nil ? actor.overdrive : 0)
      if variable_id > 0
        $game_variables[variable_id] = n
      end
      return n
    end
  #--------------------------------------------------------------------------
  # ○ Get Enemy OverDrive Gauge
  #    enemy_index : EnemyID (-1 : Entire Party)
  #    variable_id : Variable ID
  #--------------------------------------------------------------------------
    def get_enemy_od_gauge(enemy_index, variable_id = 0)
      enemy = $game_troop.members[enemy_index]
      n = (enemy != nil ? enemy.overdrive : 0)
      if variable_id > 0
        $game_variables[variable_id] = n
      end
      return n
    end
  #--------------------------------------------------------------------------
  # ○ Set Actor Drive Number
  #    actor_id : Actor ID (-1 : Entire Party)
  #    number    : Array of number type
  #--------------------------------------------------------------------------
    def set_actor_od_gauge_number(actor_id, number)
      if actor_id == -1
        # All living party members members gauge is operated.
        $game_party.members.each { |actor|
          actor.drive_gauge_number = number
        }
      else
        actor = $game_actors[actor_id]
        actor.drive_gauge_number = number if actor != nil
      end
    end
  #--------------------------------------------------------------------------
  # ○ Set Enemy Drive Number
  #    enemy_index : Enemy ID
  #    number    : Array of number type
  #--------------------------------------------------------------------------
    def set_enemy_od_gauge_number(enemy_index, number)
      if enemy_index == -1
        # All living enemies in troop's gauge is operated.
        $game_troop.members.each { |enemy|
          enemy.drive_gauge_number = number
        }
      else
        enemy = $game_troop.members[enemy_index]
        enemy.drive_gauge_number = number if enemy != nil
      end
    end
  #--------------------------------------------------------------------------
  # ○ Determine Actor Drive Max
  #    actor_id : ActorID
  #--------------------------------------------------------------------------
  def actor_od_gauge_max?(actor_id)
    actor = $game_actors[actor_id]
    return false if actor == nil
    return actor.overdrive == actor.max_overdrive
  end
  #--------------------------------------------------------------------------
  # ○ Determine Enemy Drive Max
  #    enemy_index : Enemy Index
  #--------------------------------------------------------------------------
  def enemy_od_gauge_max?(enemy_index)
    enemy = $game_troop.members[enemy_index]
    return false if enemy == nil
    return enemy.overdrive == enemy.max_overdrive
  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
      # Set all party members' drive types
      $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
      # All enemies' gauge is operated.
      $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
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
  #--------------------------------------------------------------------------
  # ● Public Instance Variables
  #--------------------------------------------------------------------------
  attr_writer  :drive_type              # Drive Type
  attr_writer  :odmax_sound_played      # OverDrive Max Sound Flag
  #--------------------------------------------------------------------------
  # ○ Acquire amount of drive gauge
  #--------------------------------------------------------------------------
  def overdrive
    @overdrive = 0 if @overdrive == nil
    return @overdrive
  end
  #--------------------------------------------------------------------------
  # ○ Drive Gauge Max Acquisition
  #--------------------------------------------------------------------------
  def overdrive=(value)
    @overdrive = [[value, max_overdrive].min, 0].max
  end
  #--------------------------------------------------------------------------
  # ○ Obtain Max OverDrive
  #--------------------------------------------------------------------------
  def max_overdrive
    return KGC::OverDrive::GAUGE_MAX * drive_gauge_number
  end
  #--------------------------------------------------------------------------
  # ○ Numerical Drive Gauge Definition
  #--------------------------------------------------------------------------
  def drive_gauge_number
    if @drive_gauge_number == nil
      @drive_gauge_number = KGC::OverDrive::DEFAULT_GAUGE_NUMBER
    end
    return @drive_gauge_number
  end
  #--------------------------------------------------------------------------
  # ○ Aquire Numerical Drive Value
  #--------------------------------------------------------------------------
  def drive_gauge_number=(value)
    @drive_gauge_number = [value, 1].max
  end
  #--------------------------------------------------------------------------
  # ○ Define Drive Type
  #--------------------------------------------------------------------------
  def drive_type
    return []
  end
  #--------------------------------------------------------------------------
  # ○ Determine OverDrive Skill Aquired
  #--------------------------------------------------------------------------
  def overdrive_skill_learned?
    return true
  end
  #--------------------------------------------------------------------------
  # ○ Determine True/False Gauge Display
  #--------------------------------------------------------------------------
  def od_gauge_visible?
    return false
  end
  #--------------------------------------------------------------------------
  # ○ Determine True/False Gauge Increase
  #--------------------------------------------------------------------------
  def can_gain_overdrive?
    return true
  end
  #--------------------------------------------------------------------------
  # ○ Defined Sound Played on Gauge Max - Added by Mr. Anonymous 8/19/08
  #--------------------------------------------------------------------------
  def odmax_sound
    return KGC::OverDrive::ODMAX_SOUND
  end
  #--------------------------------------------------------------------------
  # ○ Defined Sound Played on Gauge Max - Added by Mr. Anonymous 8/19/08
  #--------------------------------------------------------------------------
  def odmax_sound_played
  # return true
  end
  #--------------------------------------------------------------------------
  # ○ Determine OD Increase: Attack
  #--------------------------------------------------------------------------
  def drive_attack?
    return drive_type.include?(KGC::OverDrive::Type::ATTACK)
  end
  #--------------------------------------------------------------------------
  # ○ Determine OD Increase: Damage
  #--------------------------------------------------------------------------
  def drive_damage?
    return drive_type.include?(KGC::OverDrive::Type::DAMAGE)
  end
  #--------------------------------------------------------------------------
  # ○ Determine OD Increase: Victory
  #--------------------------------------------------------------------------
  def drive_victory?
    return drive_type.include?(KGC::OverDrive::Type::VICTORY)
  end
  #--------------------------------------------------------------------------
  # ○ Determine OD Increase: Escape
  #--------------------------------------------------------------------------
  def drive_escape?
    return drive_type.include?(KGC::OverDrive::Type::ESCAPE)
  end
  #--------------------------------------------------------------------------
  # ○ Determine OD Increase: Alone
  #--------------------------------------------------------------------------
  def drive_alone?
    return drive_type.include?(KGC::OverDrive::Type::ALONE)
  end
  #--------------------------------------------------------------------------
  # ○ Determine OD Increase: Action
  #--------------------------------------------------------------------------
  def drive_action?
    return drive_type.include?(KGC::OverDrive::Type::ACTION)
  end
  #--------------------------------------------------------------------------
  # ○ Determine OD Increase: Fatal
  #--------------------------------------------------------------------------
  def drive_fatal?
    return drive_type.include?(KGC::OverDrive::Type::FATAL)
  end
  #--------------------------------------------------------------------------
  # ○ Determine OD Increase: Guard
  #--------------------------------------------------------------------------
  def drive_guard?
    return drive_type.include?(KGC::OverDrive::Type::GUARD)
  end
  #--------------------------------------------------------------------------
  # ● State Addition
  #    state_id : State 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
  #--------------------------------------------------------------------------
  # ○ Calculate Skill Drive Gauge Consumption
  #    skill : Skill
  #--------------------------------------------------------------------------
  def calc_od_cost(skill)
    return 0 unless skill.is_a?(RPG::Skill)

    return skill.od_cost
  end
  #--------------------------------------------------------------------------
  # ● Skill Use Determination
  #    skill : Skill
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # ● Execute Damage
  #    user : User of Skill or Item
  #    Before @hp_damage、@mp_damage、@absorbed is called, they must be set.
  #--------------------------------------------------------------------------
  alias execute_damage_KGC_OverDrive execute_damage
  def execute_damage(user)
    execute_damage_KGC_OverDrive(user)

    increase_overdrive(user)
  end
  #--------------------------------------------------------------------------
  # ○ Reset OverDrive on Death
  #--------------------------------------------------------------------------
  def reset_overdrive_on_dead
    return unless KGC::OverDrive::EMPTY_ON_DEAD

    self.overdrive = 0
  end
  #--------------------------------------------------------------------------
  # ○ Increase Overdrive
  #    attacker : Attacker
  #--------------------------------------------------------------------------
  def increase_overdrive(attacker = nil)
    return unless attacker.is_a?(Game_Battler)  # Unless attacker is a battler
    return if self.class == attacker.class      # and attacker class is predefined
    return if hp_damage == 0 && mp_damage == 0  # and they cannot attack,
    # if they can gain overdrive...
    if can_gain_overdrive?
      # increase the overdrive.
      increase_attacker_overdrive(attacker)
      increase_defender_overdrive(attacker)
    end
    # If battler dies, reset overdrive.
    reset_overdrive_on_dead if dead?
  end
  #--------------------------------------------------------------------------
  # ○ Increase Attacker's Overdrive
  #    attacker : Attacker
  #--------------------------------------------------------------------------
  def increase_attacker_overdrive(attacker)
    return unless attacker.drive_attack?  # Unless attack has od attack type

    od_gain = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::ATTACK]
    if attacker.action.kind == 1
      rate = attacker.action.skill.od_gain_rate  # obtain rate from od type
      od_gain = od_gain * rate / 100
      if rate > 0
        od_gain = [od_gain, 1].max
      elsif rate < 0
        od_gain = [od_gain, -1].min
      end
    end
    attacker.overdrive += od_gain
    #----------------------------------------------------------------
    # Determine OverDrive Max Sound's play state and play when maxed.
    #  Added by Mr. Anonymous 8/19/08
    #----------------------------------------------------------------
    # If Attacker's overdrive is greater than GAUGE_MAX...
    if attacker.overdrive < KGC::OverDrive::GAUGE_MAX
      # set attacker's overdrive max sound played flag to false.
      attacker.odmax_sound_played = false
    end
      # If attacker's overdrive max sound played flag is set to false...
    if attacker.odmax_sound_played == false
      # and attacker's overdrive is equal to GAUGE_MAX...
      if attacker.overdrive == KGC::OverDrive::GAUGE_MAX
        # Play overdrive max sound...
        odmax_sound.play
      # set attacker's overdrive max sound played flag to true.     
        attacker.odmax_sound_played = true
      end
    end
    #----------------------------------------------------------------
    # End max OverDrive determination.
    #----------------------------------------------------------------
  end
  #--------------------------------------------------------------------------
  # ○ Increase Attacker's Overdrive
  #    attacker : Attacker
  #--------------------------------------------------------------------------
  def increase_defender_overdrive(attacker)
    return unless self.drive_damage?  # Unless attacker has od damage type

    rate = KGC::OverDrive::GAIN_RATE[KGC::OverDrive::Type::DAMAGE]
    od_gain = 0
    od_gain += hp_damage * rate / maxhp if hp_damage > 0
    od_gain += mp_damage * rate / maxmp if mp_damage > 0 && maxmp > 0
    if rate > 0
      od_gain = [od_gain, 1].max
    elsif rate < 0
      od_gain = [od_gain, -1].min
    end
    self.overdrive += od_gain
    #----------------------------------------------------------------
    # Determine OverDrive Max Sound's play state and play when maxed.
    #  Added by Mr. Anonymous 8/19/08
    #----------------------------------------------------------------
    # If defender's overdrive is greater than GAUGE_MAX...
    if self.overdrive < KGC::OverDrive::GAUGE_MAX
      # set defender's overdrive max sound played flag to false.
      self.odmax_sound_played = false
    end
      # If defender's overdrive max sound played flag is set to false...
    if self.odmax_sound_played == false
      # and defender's overdrive is equal to GAUGE_MAX...
      if self.overdrive == KGC::OverDrive::GAUGE_MAX
        # Play overdrive max sound...
        odmax_sound.play
      # set defender's overdrive max sound played flag to true.     
        self.odmax_sound_played = true
      end
    end
    #----------------------------------------------------------------
    # End max OverDrive determination.
    #----------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # ● Setup
  #    actor_id : ActorID
  #--------------------------------------------------------------------------
  alias setup_KGC_OverDrive setup
  def setup(actor_id)
    setup_KGC_OverDrive(actor_id)

    @overdrive = 0
    @drive_type = nil
  end
  #--------------------------------------------------------------------------
  # ○ Aquire OverDrive Type
  #--------------------------------------------------------------------------
  def drive_type
    unless @drive_type.is_a?(Array)
      return KGC::OverDrive::DEFAULT_ACTOR_DRIVE_TYPE
    end
    return @drive_type
  end
  #--------------------------------------------------------------------------
  # ○ Determine OverDrive Skill Aquired
  #--------------------------------------------------------------------------
  def overdrive_skill_learned?
    result = false
    # Temporarily Cancel Battle Flag
    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
  #--------------------------------------------------------------------------
  # ○ Determine Gauge Increase
  #--------------------------------------------------------------------------
  def can_gain_overdrive?
    if KGC::OverDrive::NOT_GAIN_GAUGE_HIDING
      # Hide
      return false if KGC::OverDrive::HIDE_GAUGE_ACTOR.include?(self.id)
    end
    if KGC::OverDrive::HIDE_GAUGE_NO_OD_SKILLS
      # No learned
      return false unless overdrive_skill_learned?
    end

    return true
  end
  #--------------------------------------------------------------------------
  # ○ Determine Gauge Display
  #--------------------------------------------------------------------------
  def od_gauge_visible?
    # Hide gauge in Battle
    if KGC::OverDrive::HIDE_GAUGE_NOT_IN_BATTLE && !$game_temp.in_battle
      return false
    end
    # Hide Gauge
    return false if KGC::OverDrive::HIDE_GAUGE_ACTOR.include?(self.id)
    # Gauge amount doesn't increase.
    return false unless can_gain_overdrive?

    return true
  end
end

#=================================================#

#==============================================================================
# ■ Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ● Object Initialization
  #    index    : Index in enemy group
  #    enemy_id : EnemyID
  #--------------------------------------------------------------------------
  alias initialize_KGC_OverDrive initialize
  def initialize(index, enemy_id)
    initialize_KGC_OverDrive(index, enemy_id)

    @overdrive = 0
    @drive_type = nil
  end
  #--------------------------------------------------------------------------
  # ○ Aquire OverDrive Type
  #--------------------------------------------------------------------------
  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
  #----------------------------------------------------------------------
  # Determine Gauge Image Type
  # - Added by Mr. Anonymous 8/19/08
  # If the user doesn't use gauge images, define system gauge properties.
  #----------------------------------------------------------------------
  if KGC::OverDrive::USE_IMAGE_GAUGE = false
    #--------------------------------------------------------------------------
    # ○ OD Gauge Normal Color 1
    #--------------------------------------------------------------------------
    def od_gauge_normal_color1
      color = KGC::OverDrive::GAUGE_NORMAL_START_COLOR
      return (color.is_a?(Integer) ? text_color(color) : color)
    end
    #--------------------------------------------------------------------------
    # ○ OD Gauge Normal Color 2
    #--------------------------------------------------------------------------
    def od_gauge_normal_color2
      color = KGC::OverDrive::GAUGE_NORMAL_END_COLOR
      return (color.is_a?(Integer) ? text_color(color) : color)
    end
    #--------------------------------------------------------------------------
    # ○ OD Gauge Max Color 1
    #--------------------------------------------------------------------------
    def od_gauge_max_color1
      color = KGC::OverDrive::GAUGE_MAX_START_COLOR
      return (color.is_a?(Integer) ? text_color(color) : color)
    end
    #--------------------------------------------------------------------------
    # ○ OD Gauge Max Color 2
    #--------------------------------------------------------------------------
    def od_gauge_max_color2
      color = KGC::OverDrive::GAUGE_MAX_END_COLOR
      return (color.is_a?(Integer) ? text_color(color) : color)
    end
  end # <- if KGC::OverDrive::USE_IMAGE_GAUGE = false
  #--------------------------------------------------------------------------
  # ● Draw Actor Name
  #    actor : Actor
  #    x    : Coordinates at X Axis
  #    y    : Coordinates at Y Axis
  #--------------------------------------------------------------------------
  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
  #----------------------------------------------------------------------
  # Determine Gauge Image Type
  # - Added by Mr. Anonymous 8/19/08
  # If the user doesn't use gauge images, draw system gauge.
  #----------------------------------------------------------------------
  if KGC::OverDrive::USE_IMAGE_GAUGE = false
    #--------------------------------------------------------------------------
    # ○ Draw Actor OverDrive Gauge
    #    actor : Actor
    #    x    : Coordinates at X Axis
    #    y    : Coordinates at Y Axis
    #    width : Width
    #--------------------------------------------------------------------------
    def draw_actor_od_gauge(actor, x, y, width = 120)
      return unless actor.od_gauge_visible?

      n = actor.overdrive % KGC::OverDrive::GAUGE_MAX
      n = KGC::OverDrive::GAUGE_MAX if actor.overdrive == actor.max_overdrive
      gw = width * n / KGC::OverDrive::GAUGE_MAX
      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 + KGC::OverDrive::GAUGE_OFFSET_Y,
        width, 6, gauge_back_color)
      self.contents.gradient_fill_rect(
        x, y + WLH + KGC::OverDrive::GAUGE_OFFSET_Y, gw, 6, gc1, gc2)

      draw_actor_od_gauge_value(actor, x, y, width)
    end
  #----------------------------------------------------------------------
  # Determine Gauge Image Type
  # - Added by Mr. Anonymous 8/19/08
  # Else, the user IS using gauge images...
  #----------------------------------------------------------------------
  else
    #--------------------------------------------------------------------------
    # ○ Draw Actor OverDrive Gauge
    #    actor    : Actor
    #    x        : Coordinates at X Axis
    #    y        : Coordinates at Y Axis
    #    in_width : Inner Width
    #--------------------------------------------------------------------------
    def draw_actor_od_gauge(actor, x, y, in_width)
      # Exit process if the OD Gauge isn't visible.
      return unless actor.od_gauge_visible?
     
      bitmap = self.contents
      # Define the gauge image.
      gauge = Bitmap.new("Graphics/System/" + KGC::OverDrive::GAUGE_IMAGE)
      nx = x # X Coordinate
      ny = y # Y Coordinate
      nw = in_width # Inner image width
      if $game_temp.in_battle # If inside a battle
        # Pull customized battle values from the OverDrive module.
        nx += KGC::OverDrive::GAUGE_POSITION_BATTLE[0]
        ny += KGC::OverDrive::GAUGE_POSITION_BATTLE[1]
        nw += KGC::OverDrive::GAUGE_LENGTH_BATTLE
      else # when outside of battle
        # Pull customized values from the OverDrive module.
        nx += KGC::OverDrive::GAUGE_POSITION[0]
        ny += KGC::OverDrive::GAUGE_POSITION[1]
        nw += KGC::OverDrive::GAUGE_LENGTH
      end
      gauge_width = calc_od_gauge_width(actor, nw)
      full = (gauge_width == nw - 64)
      draw_od_gauge_back(bitmap, gauge, nx, ny, nw)
      draw_od_gauge_inside(bitmap, gauge, nx, ny, nw, gauge_width, full)
      draw_od_gauge_fore(bitmap, gauge, nx, ny, nw)
      draw_actor_od_gauge_value(actor, x, y, width)
    end
    #--------------------------------------------------------------------------
    # ○ Draw Gauge Background
    #    bitmap : Draw Image At...
    #    image  : Gauge Image
    #    in_width : Internal Width of Gauge
    #--------------------------------------------------------------------------
    def draw_od_gauge_back(bitmap, image, x, y, in_width)
      src_rect = Rect.new(0, 0, 32, 32)
      bitmap.blt(x, y, image, src_rect)
      src_rect.set(32, 0, 96, 32)
      dest_rect = Rect.new(x + 32, y, in_width - 64, 32)
      bitmap.stretch_blt(dest_rect, image, src_rect)
      src_rect.set(128, 0, 32, 32)
      bitmap.blt(x + in_width - 32, y, image, src_rect)
    end
    #--------------------------------------------------------------------------
    # ○ Draw Inner Drive Gauge
    #    bitmap : Draw Image At...
    #    image  : Gauge Image
    #    in_width    : Internal Width of Gauge
    #    gauge_width : Gauge External Width
    #    full :  Full Gauge
    #--------------------------------------------------------------------------
    def draw_od_gauge_inside(bitmap, image, x, y, in_width, gauge_width, full)
      src_rect = Rect.new(0, (full ? 64 : 32), 0, 32)
      src_rect.width = gauge_width * 96 / (in_width - 64)
      dest_rect = Rect.new(x + 32, y, gauge_width, 32)
      bitmap.stretch_blt(dest_rect, image, src_rect)
    end
    #--------------------------------------------------------------------------
    # ○ Draw Gauge Foreground
    #    bitmap : Draw Image At...
    #    image  : Gauge Image
    #    in_width : Internal Width of Gauge
    #--------------------------------------------------------------------------
    def draw_od_gauge_fore(bitmap, image, x, y, in_width)
      src_rect = Rect.new(160, 0, 32, 32)
      bitmap.blt(x, y, image, src_rect)
      src_rect.set(192, 0, 96, 32)
      dest_rect = Rect.new(x + 32, y, in_width - 64, 32)
      bitmap.stretch_blt(dest_rect, image, src_rect)
      src_rect.set(288, 0, 32, 32)
      bitmap.blt(x + in_width - 32, y, image, src_rect)
    end
    #--------------------------------------------------------------------------
    # ○ Calculate Gauge Width
    #--------------------------------------------------------------------------
    def calc_od_gauge_width(actor, in_width)
      gw = actor.overdrive * (in_width - 64) / KGC::OverDrive::GAUGE_MAX
      return [[gw, 0].max, in_width - 64].min
    end
  #----------------------------------------------------------------------
  # End Gauge Image Type Determination
  # end ( if KGC::OverDrive::USE_IMAGE_GAUGE )
  #---------------------------------------------------------------------- 
  end
  #--------------------------------------------------------------------------
  # ○ Draw Actor OverDrive Numerical Value
  #    actor : Actor
  #    x    : Coordinates at X Axis
  #    y    : Coordinates at Y Axis
  #    width : Width
  #--------------------------------------------------------------------------
  def draw_actor_od_gauge_value(actor, x, y, width = 120)
    text = ""
    value = actor.overdrive * 100.0 / KGC::OverDrive::GAUGE_MAX
    case KGC::OverDrive::GAUGE_VALUE_STYLE
    when KGC::OverDrive::ValueStyle::IMMEDIATE
      text = actor.overdrive.to_s
    when KGC::OverDrive::ValueStyle::RATE
      text = sprintf("%d%%", actor.overdrive * 100 / KGC::OverDrive::GAUGE_MAX)
    when KGC::OverDrive::ValueStyle::RATE_DETAIL1
      text = sprintf("%0.1f%%", value)
    when KGC::OverDrive::ValueStyle::RATE_DETAIL2
      text = sprintf("%0.2f%%", value)
    when KGC::OverDrive::ValueStyle::NUMBER
      text = "#{actor.overdrive / KGC::OverDrive::GAUGE_MAX}"
    else
      return
    end

    last_font_size = self.contents.font.size
    new_font_size = KGC::OverDrive::GAUGE_VALUE_FONT_SIZE
    self.contents.font.size = new_font_size
    self.contents.draw_text(
      x, y + WLH + KGC::OverDrive::GAUGE_OFFSET_Y - new_font_size / 2,
      width, new_font_size, text, 2)
    self.contents.font.size = last_font_size
  end
end

#=================================================#

#==============================================================================
# ■ Window_Skill
#==============================================================================

if KGC::OverDrive::HIDE_SKILL_LACK_OF_GAUGE

  class Window_Skill < Window_Selectable
    #--------------------------------------------------------------------------
    # ○ Determine Skill in List
    #    skill : Skill
    #--------------------------------------------------------------------------
    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

      if skill.overdrive?
        return (@actor.calc_od_cost(skill) <= @actor.overdrive)
      else
        return true
      end
    end

    if method_defined?(:include_KGC_OverDrive?)
      #--------------------------------------------------------------------------
      # ● Refresh
      #--------------------------------------------------------------------------
      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  # <-- for i in 0...@item_max
      end  # <-- refresh
    end  # <-- if method_defined?(:include_KGC_OverDrive?)
  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
  #--------------------------------------------------------------------------
  # ● Battle End
  #    result : Result (0:Victory 1:Escape 2:Defeat)
  #--------------------------------------------------------------------------
  alias battle_end_KGC_OverDrive battle_end
  def battle_end(result)
    increase_overdrive_on_battle_end(result)

    battle_end_KGC_OverDrive(result)
  end
  #--------------------------------------------------------------------------
  # ○ Increase OverDrive on Battle End
  #    result : Result (0:Victory 1:Escape 2:Defeat)
  #--------------------------------------------------------------------------
  def increase_overdrive_on_battle_end(result)
    case result
    when 0  # Victory
      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  # Escape
      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
  #--------------------------------------------------------------------------
  # ● Execute Battle Action
  #--------------------------------------------------------------------------
  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? && battler.action.kind == 0 &&
        battler.action.basic == 1
      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


Es sencillo de usar , en la habilidad que quieras que sea ¡Límite! debes poner en su notebox:
overdrive y envolviendolo los símbolos: menor overdrive mayor


Última edición por Shirokull el Mar 07 Sep 2010, 6:19 am, editado 2 veces
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El script que se habla pero que nadie tiene: Overdrive! Empty Re: El script que se habla pero que nadie tiene: Overdrive!

Mensaje por raik Mar 07 Sep 2010, 6:09 am

para que sirve este script?
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Mensaje por Shirokull Mar 07 Sep 2010, 6:17 am

A ver , crea una habilidad que solo se puede utilizar cuando te han dado mucho (me refiero cuando te atacan mucho y has resistido) , entonces en un momento dado esa habilidad se desbloquea.
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El script que se habla pero que nadie tiene: Overdrive! Empty Re: El script que se habla pero que nadie tiene: Overdrive!

Mensaje por Migueeel Mar 07 Sep 2010, 7:31 am

Como el turbo en el final fantasy x?
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Mensaje por Juners Mar 07 Sep 2010, 10:14 am

Buen aporte, +1
¿Pero, una cosa, en "mayor overdrive menor" te refieres a
Código:
<Overdrive>
?
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Mensaje por Shirokull Mar 07 Sep 2010, 10:43 am

No , overdrive todo en minúsculas y con lo que has puesto envolviendolo.
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Mensaje por Zeles Mar 07 Sep 2010, 3:32 pm

increible pero no sale nada avirtiendote de que tienes el overdrive?
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Mensaje por Zeles Mar 07 Sep 2010, 3:38 pm

ouya cosa se necesitan graficos?
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Mensaje por Shirokull Mar 07 Sep 2010, 4:08 pm

Necesitas la imagen gauge_od2 , mañna lo aporto que ya es muy tarde...
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Mensaje por Zeles Mar 07 Sep 2010, 4:14 pm

ya decia yo por uqe nada mas que me la pedia y por cierto pongo.
overdrive en la nota de la habilidad con los 2 signos esos y nada de nada tampoco la habliidad esta disponible e todo el combate
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Mensaje por maxi Mar 07 Sep 2010, 6:45 pm

Yo como siempre me adelanto, Esta es la imagen que te pide (Creo...) Bue generalmente te pide esta:

[Tienes que estar registrado y conectado para ver esa imagen]
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Mensaje por Migueeel Miér 08 Sep 2010, 5:49 am

a mi, ni me salen esas cosas, ni me sale la habilidad
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Mensaje por Shirokull Miér 08 Sep 2010, 6:56 am

Gracias Maxinm! , a ese gráfico lo tienes que llamar gauge_od2 y meterlo en System.

Y porcierto , pon en la notebox de la abilidad (símbolo <)overdirve(símbolo >)
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Mensaje por Zeles Miér 08 Sep 2010, 7:40 am

overdrive o overdirve?
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Mensaje por Zeles Miér 08 Sep 2010, 7:51 am

da igual si pongo overdrive siempre sale disponible
pd:problemon del 15 no es compatible con batalla lateral.
menudo asco ntonces...-_-
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Mensaje por Zeros Miér 08 Sep 2010, 10:21 am

Muchas gracias! Este es el script que tanto deseaba!
PD: Funciona en lateral y kaduki
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Mensaje por Shirokull Miér 08 Sep 2010, 12:07 pm

y con el Sistema de batalla melody! , ¿Zeles , que sistema de batalla utilizas??
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Mensaje por raul Jue 09 Sep 2010, 7:35 am

Perdona,pero ya tenia ese scripst Laughing
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Mensaje por Migueeel Sáb 11 Sep 2010, 5:08 am

A mi no me funciona. En cuando pongo eso en las notas, no me sale en el menu de habilidades. ademas, no me salen las barras.
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Mensaje por Shirokull Sáb 11 Sep 2010, 5:46 am

Haber Migueeel , le debes poner en la notebox a una habilidad
(símbolo <)overdirve(símbolo >) , y después , para que salga el overdrive le DEBES EQUIPAR AL PERSONAJE QUE QUIERAS LA HABILIDAD.
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Mensaje por raulproductions Vie 27 Ene 2012, 12:51 pm

Yo lo quiero, pero la imagen esa que ivas a subir ¿Donde esta? Triste
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Mensaje por Mike_182 Vie 27 Ene 2012, 4:41 pm

Raul no revivas temas por favor, leete las normas, este tema ya esta desde el año pasado inactivo, si tienes alguna duda del post preguntale por mp al creador o postea tu problema en ayudas.
Cierro tema.
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