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Jan 6 2011, 06:07 PM
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#1
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![]() Prinny ![]() Type: Coder Alignment: True Neutral |
YEM Overdrive v4.0 Final
By GB Production Last Update : 19/01/2010 Hey, I'm french, sorry for my really bad english^^ INTRODUCTION I try different old overdrive scripts but Melody don't like them so I have decided to create my own. There are currently 3 differents overdrive mode, classic (FF9 style), multi levels, and riviera mode. Please read the instruction section because there are command to add in YEM scripts depending of which mode you use. FEATURES , - 3 differents modes for YEM Battle Engine Melody - FF9 style overdrive mode - Multi-levels overdrive mode - Riviera Style overdrive mode SCREENSHOTS : Spoiler: HOW TO USE - Place this script under YEM Battle Engine Melody A new command for actors: In battle, you can't see the overdrive skills in the normal window skill. When the overdrive gauge reach the maximum, a new command appear in the actor choice (attack, skill...) To add this command : 1) Go in YEM Battle Engine Melody I 2) Search Section III.D. Actor Command Window (around line ~875) 3) In CLASS_COMMANDS ={ Hash, you must add the command :overdrive where you want in the command list. Ex: CLASS_COMMANDS ={ # DO NOT REMOVE CLASS 0! # ID => [Commands], 0 => [:attack, :overdrive, :skill, :guard, :item, :equip, :escape], 1 => [:attack, :overdrive, :skill, :limit, :guard, :item, :equip, :escape], OVERDRIVE DESCRIPTION : FF9 MODE This mode is a classic mode for overdrives. Each actor has his own OD gauge, this gauge growth when actor perform actions in battle. When the gauge is full, a new command is available in battle and you can choose one of the overdrives this actor has learned. After the overdrive execution, the OD gauge is reset. MULTI LEVEL MODE With this system, your overdrive has now different level depending of which overdrive is equiped. A new scene in YEM Skill overhaul is available to change or view overdrives. In battle, the overdrive gauge growth until it reach is max level but you can't cast all the level if you don't have learn all skill of the overdrive. Remember to add the <overdrive> tag for each skill of each multi level overdrives. RIVIERA MODE It's the revolution system in the world of the overdrives !! Party has a common bar who growth each time an actor perform actins in battle. When the gauge reach a level, actors can use their overdrives who depend of their equiped weapons. Some skill are call "overlimit skill", if you use them, you'll destroy the OD gauge. If you don't want an actor to have the command overdrive, don't push the :overdrive in YEM Battle Engine Melody I in actors commands for this actor. DEMO No demo at the moment. The script is available on our dev blog Pick the last version. FAQ and informations Version history Spoiler: Credit and Thanks - If you use this script, please don't forget to include GB Production or a link to our blog in your game credits. AUTHOR'S NOTE Report bugs please! I accept suggestions. This post has been edited by gagay: Jan 19 2011, 11:46 AM -------------------- |
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Jan 9 2011, 01:27 PM
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#2
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
can you add a multi level OD meter? it's like the OD gauge has a fixed value let's say 100, but the actor's max OD is 500, so the actor has 5 OD levels. the OD meter changes color everytime it is filled by 100%.
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Jan 9 2011, 01:53 PM
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#3
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![]() Prinny ![]() Type: Coder Alignment: True Neutral |
And you want a different skill to be cast at each level of the gauge ?
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Jan 9 2011, 02:13 PM
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#4
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
yes, most likely.
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Jan 9 2011, 10:10 PM
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#5
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![]() Prinny ![]() Type: Coder Alignment: True Neutral |
yes, most likely. I think it's really a great idea. I don't know exactly how work riviera overdrive but I'll try something ^^ -------------------- |
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Jan 9 2011, 10:10 PM
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#6
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![]() Prinny ![]() Type: Coder Alignment: True Neutral |
yes, most likely. I think it's really a great idea. I don't know exactly how work riviera overdrive but I'll try something ^^ -------------------- |
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Jan 10 2011, 08:46 AM
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#7
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
well there's youtube to get an idea of it xD i read of a KGC mod overdrive that worked like this but never found it. so far the best OD system is the KGC built in creava battle system. but it uses the normal KGC OD. well i like overdrives with levels. like i said you can make an illusion of it. the max OD points is divided into x levels. if i set the max OD of an actor to 1000 and set a default value that there are only 5 OD levels, it automatically sets that each level requires 200 OD points.
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Jan 11 2011, 07:09 PM
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#8
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![]() Prinny ![]() Type: Coder Alignment: True Neutral |
Sciprt updated to v2.0 (Rewritted)
A new and unique mode is now available. Read first post for more information. -------------------- |
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Jan 11 2011, 07:34 PM
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#9
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![]() Type: Designer |
Sciprt updated to v2.0 (Rewritted) A new and unique mode is now available. Read first post for more information. Great, Riviera Mode, Definitely I'll use it, thanks -------------------- Spoiler: |
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Jan 11 2011, 07:37 PM
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#10
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![]() I demand cookies. ![]() Type: Coder Alignment: Neutral Good |
This looks like something I can try my hand on.
Great work.. Its even got some Riviera touch to it. # For gagay Spoiler: -------------------- Spoiler: To be Hexa-fied Spoiler: Spoiler: |
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Jan 11 2011, 10:24 PM
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#11
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
it really looks good on the picture but idk how to configure the script in YEM 1.00m. i see that all the scripts aren't plug and play.. :c really have to wait a demo to know how it works.
EDIT: how to equip overdrives? i need the subclass script too? This post has been edited by new: Jan 11 2011, 10:46 PM -------------------- |
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Jan 11 2011, 11:01 PM
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#12
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![]() Prinny ![]() Type: Coder Alignment: True Neutral |
it really looks good on the picture but idk how to configure the script in YEM 1.00m. i see that all the scripts aren't plug and play.. :c really have to wait a demo to know how it works. EDIT: how to equip overdrives? i need the subclass script too? You just have to put the script under YEM BEM and it will work... The scene to view/equip overdrive si into YEM skill overhaul. You absolutly don't need subclass script. -------------------- |
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Jan 12 2011, 07:00 AM
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#13
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
i get error YEM Overdrive 2.0 line 1372 TypeError occured. no implicit conversion from nil to integer - when i try to access skill menu. i basically put this under all scripts, then added the overdrive command, placed the tag <overdrive> on all overdrive skills. i don't know what i step i missed.
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Jan 12 2011, 10:39 AM
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#14
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![]() Prinny ![]() Type: Coder Alignment: True Neutral |
i get error YEM Overdrive 2.0 line 1372 TypeError occured. no implicit conversion from nil to integer - when i try to access skill menu. i basically put this under all scripts, then added the overdrive command, placed the tag <overdrive> on all overdrive skills. i don't know what i step i missed. This error can only occur if you forget the command :overdrive in YEM skill overhaul commands. ![]() Is anyone others has this error ? EDIT: I'll try the script in a new melody demo and I have no problems... This post has been edited by gagay: Jan 12 2011, 10:42 AM -------------------- |
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Jan 12 2011, 02:20 PM
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#15
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![]() RPGMakerVX.net's official Seranille lover ![]() Type: Writer Alignment: Lawful Good |
So Riviera Overdrive is an overdrive system which charges overdrive bar; the OD bar is shared by entire party, When OD achieves certain level a skill usable to that level can be executed by any ally. Do I understand right?
It's first time I see something like this as Overdrive System. -------------------- |
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Jan 12 2011, 02:29 PM
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#16
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![]() I demand cookies. ![]() Type: Coder Alignment: Neutral Good |
There are 3 levels to the Bar.
Lv1, Lv2, Lv3 gagay we need Overlimit! Overlimit - This destroys the bar, and can be used on any level. (It becomes unusable for the rest of the battle) It was fun to spam the lv3 skills, and drop on a Overlimit. -------------------- Spoiler: To be Hexa-fied Spoiler: Spoiler: |
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Jan 12 2011, 02:58 PM
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#17
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![]() Prinny ![]() Type: Coder Alignment: True Neutral |
QUOTE the OD bar is shared by entire party I don't know that, in my riviera system, each actor has his own OD gauge... QUOTE There are 3 levels to the Bar. Lv1, Lv2, Lv3 gagay we need Overlimit! Overlimit - This destroys the bar, and can be used on any level. (It becomes unusable for the rest of the battle) It was fun to spam the lv3 skills, and drop on a Overlimit. Hmm, I think, I am going to create a third mode with exactly the overdrive of riviera. Mode1 : FF9 style Mode2 : GBP/Riviera style : personnal OD gauge for actors and the scene to manage overdrives in YEM skill overhaul. Mode3 : Original Riviera style : common OD gauge to all actors (and maybe enemies, this can be funny Overlimit ? This destroy the bar, so you can use only one time, one of the third level of the OD gauge ? I don't really understand what happen when you destroyed the gauge -------------------- |
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Jan 12 2011, 03:29 PM
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#18
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![]() I demand cookies. ![]() Type: Coder Alignment: Neutral Good |
Overlimit skills, are well... skills that can work on any level of the gauge, BUT once used, the gauge is destroyed and becomes unusable for the rest of the battle.
So what you do, is simply, disable the gauge, after the skill is used, for the rest of the battle This post has been edited by IceDragon: Jan 12 2011, 03:34 PM -------------------- Spoiler: To be Hexa-fied Spoiler: Spoiler: |
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Jan 12 2011, 03:43 PM
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#19
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![]() One day, I might actually produce something. Pffft. ![]() Type: Writer Alignment: Chaotic Good |
See, Melody doesn't have an overdrive system persay, but can't you just use the rage skill cost as the overdrive bar, and do it that way? This just seems like such a needless faff...
-------------------- Wow. I have a thingy! And a DeviantArt account that's desperate enough to link here
Spoiler: ![]() ![]() My logo: All credit goes to... oh, hang on, me! Spoiler: |
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Jan 12 2011, 03:49 PM
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#20
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![]() I demand cookies. ![]() Type: Coder Alignment: Neutral Good |
As it is now, yes, BUT if you add the Universal OD then its a different case.
Anyway the original OD for Riviera changed for every weapon, also the weapons had a set OD level. OD = Overdrive -------------------- Spoiler: To be Hexa-fied Spoiler: Spoiler: |
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| Lo-Fi Version | Time is now: 25th May 2013 - 01:54 PM |
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