Jak skutecznie zniechęcić do robienia czegokolwiek.
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[VXAce] Jak skutecznie zniechęcić do robienia czegokolwiek.
Yoroiookami Offline
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Liczba postów: 985
Dołączył: 01-05-13

Pomógł: 137



Post: #1
Jak skutecznie zniechęcić do robienia czegokolwiek.

Hej :ehe: no więc, ostatnie 2 godziny spędziłem na szukaniu skryptu do walki wartego uwagi. Stwierdziłem, że wystarczy mi to:
http://yamiworld.wordpress.com/rgss3/bat...me-battle/
Niestety autor skryptu jest geniuszem i zamieścił sam skrypt na Dropboxie, który w tej chwili z jakiegoś powodu mi nie działa. Samego skryptu nigdzie nie widziałem, z wyjątkiem kilku fiksów które(kolejny geniusz) odsyłają do linku na Dropboxie. :sarkazm: Jeżeli ktoś może(i jeżeli komukolwiek działa), prosiłbym o zamieszczenie mi tu tego skryptu.

Ja po prostu chcę "Active Battle Gauge". :lala:

P.S. Dlaczego wszystkie skrypty do Ace wymagają 3123129342 dodatkowych, wcześniej zainstalowanych skryptów? :co:

[Obrazek: mt4dzY7.png]
[Obrazek: k5KQGOe.png]
(Ten post był ostatnio modyfikowany: 25-07-14 22:38 przez Yoroiookami.)
25-07-14 22:18
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"Pomógł" przyznał(a):
arturd Offline
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Liczba postów: 44
Dołączył: 03-02-14

Pomógł: 2



Post: #2
RE: Jak skutecznie zniechęcić do robienia czegokolwiek.

Cytat:This account's public links are generating too much traffic and have been temporarily disabled!
Dropbox mówi że mieli przeciążenie na serwerach z powodu zbyt dużej okupacji tego konta (na którym jest rzeczony skrypt) zostało na-jakiś-czas 'wyłączone' (albo zablokowali tylko dla wszystkich prócz USA who knows). Spróbuj może za dwa dni albo tydzień.
Albo daj sobie spokój :D
25-07-14 22:24
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Mateusz SSJ8 Offline
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Liczba postów: 511
Dołączył: 10-05-13

Pomógł: 40



Post: #3
RE: Jak skutecznie zniechęcić do robienia czegokolwiek.

Możesz też próbować sam napisać, Yoroiookami. Tylko nie zapomnij o tym, żeby testować każdą modyfikację, jaką wprowadzisz.

Nienawidzony i nienawidzący. Przez nienawiść tego drugiego obaj będą martwi.
26-07-14 08:57
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Yoroiookami Offline
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Post: #4
RE: Jak skutecznie zniechęcić do robienia czegokolwiek.

#==============================================================================
#
# ▼ YSA Battle System: Classical ATB
# -- Last Updated: 2012.01.30
# -- Level: Easy, Normal
# -- Requires: YEA - Ace Battle Engine v1.15+.
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YSA-CATB"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.30 - Fix various things with force actions.
#            - Disable Additional Action.
#            - Compatible with: YEA - Active Chain Skills.
# 2012.01.27 - Compatible with: Lunatic CATB Reset.
# 2012.01.26 - Fix a bug with status window.
#            - Compatible with: Yanfly Engine Ace - Combat Log Display.
#            - Fix a bug with PAUSE_WHEN_ACTIVE_PARTY_COMMAND.
# 2012.01.25 - Fix a small bug with states updating.
# 2012.01.20 - Compatible with: Lunatic CATB Rate.
#            - Fix a bug with first strike.
# 2012.01.19 - Fix a small bug with Action's Icon Updating.
#            - Fix a critical bug with target selecting.
#            - Fix a bug with states updating.
#            - Fix a small bug with actor's status when choosing skill/item.
#            - Fix a critical bug with auto battle.
# 2012.01.16 - Fix ATB speed changes when a battler's agi changes.
#            - Add casting time.
# 2012.01.16 - Add a function for preemptive strike and surprised.
#            - Fix a small bug with make action.
# 2012.01.13 - Bugfix for ATB Type Wait.
#            - Upgrade a little ATB gauge.
#            - Upgrade turn count.
#            - Compatible with: Lunatic CATB Start.
# 2012.01.12 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script will add a battle type into YEA Battle Engine Ace.
# Battle Type: Classical ATB.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# First, set the default battle system for your game to be :catb by either going
# to the Ace Battle Engine script and setting DEFAULT_BATTLE_SYSTEM as :catb or
# by using the following script call:
#
# $game_system:set_battle_system(:catb)
#
# Second, you can set the default wait for your game by either setting DEFAULT_WAIT
# or using the following script call:
#
# $game_system:set_catb_wait_type(wait_type)
#
# Which there are 4 types:
#   - :full     : ATB always run, except when animation run
#   - :quarter  : ATB pause when select skill/item/target
#   - :semi     : ATB pause when select target
#   - :wait     : ATB pause when choose action for actor
#
# Third, you can set the default turn counting for your game by either setting
# DEFAULT_TURN or using the following script call:
#
# $game_system:set_catb_turn_type(turn_type)
#
# Which there are 2 types:
#   - :tick     : Count as a turn after X frame
#   - :action   : Count as a turn after X actions
#
# -----------------------------------------------------------------------------
# Skill/Item Notetags - These notetags go in the skill/item notebox in the database.
# -----------------------------------------------------------------------------
# <charge rate: x%>
# Enable casting time (skill charge) for Skill or Item. Skill/Item will be charged
# at normal ATB filled speed * x%, which means it will be charged at x% rate.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script requires Yanfly Engine Ace - Ace Battle Engine v1.15+ and the
# script must be placed under Ace Battle Engine in the script listing.
#
#==============================================================================

#==============================================================================
# ▼ Configuration
#==============================================================================

module YSA
  module CATB
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - General Configuration -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    DEFAULT_FILL_TIME = 120 # Frames
    DEFAULT_WAIT      = :full # :full, :semi, :quarter, :wait
    FILL_TIME_VARIABLE  = 15 # Change DEFAULT_FILL_TIME by variable.
    
    PAUSE_WHEN_ACTIVE_PARTY_COMMAND = false
    
    PREEMTIVE_ATB_ACTOR = 70
    PREEMTIVE_ATB_ENEMY = 0
    SURPRISE_ATB_ACTOR = 0
    SURPRISE_ATB_ENEMY = 70
    
    FORCE_ACTION_CLEAR_ATB = false
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Turn Configuration -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    DEFAULT_TURN          = :action # :tick, :action
    
    TICK_COUNT            = 150    # Turn after TICK_COUNT
    TICK_COUNT_VARIABLE   = 16     # Change TICK_COUNT by variable.
    
    AFTER_ACTION          = 1      # Turn after AFTER_ACTION actions.
    AFTER_ACTION_VARIABLE  = 17     # Change AFTER_ACTION by variable.
    FORCE_ACTION_COUNT = false # Count force action as a turn action?
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Actor ATB Gauges -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    GAUGE_COLOR1 = 32
    GAUGE_COLOR2 = 31
    CHARGE_COLOR1 = 18
    CHARGE_COLOR2 = 10
    ATB_GAUGE_Y_PLUS = 12
    ATB_PHRASE = "ATB"
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Enemy ATB Gauges -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    SHOW_ENEMY_ATB_GAUGE    = true  # Display Enemy HP Gauge?
    ENEMY_GAUGE_WIDTH      = 128    # How wide the enemy gauges are.
    ENEMY_GAUGE_HEIGHT     = 12     # How tall the enemy gauges are.
    ENEMY_ATB_GAUGE_COLOUR1 = 1     # Colour 1 for ATB.
    ENEMY_ATB_GAUGE_COLOUR2 = 4     # Colour 2 for ATB.
    ENEMY_BACKGAUGE_COLOUR = 19     # Gauge Back colour.
    
  end
end

#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

module YSA
  module REGEXP
  module USABLEITEM
    
    CHARGE_RATE = /<(?:CHARGE_RATE|charge rate):[ ](\d+)?([%%])>/i
    
  end # USABLEITEM
  end # REGEXP
end # YSA

#==============================================================================
# ■ DataManager
#==============================================================================

module DataManager
  
  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  class <<self; alias load_database_catb load_database; end
  def self.load_database
    load_database_catb
    load_notetags_catb
  end
  
  #--------------------------------------------------------------------------
  # new method: load_notetags_catb
  #--------------------------------------------------------------------------
  def self.load_notetags_catb
    groups = [$data_skills, $data_items]
    for group in groups
      for obj in group
        next if obj.nil?
        obj.load_notetags_catb
      end
    end
  end
  
end # DataManager

#==============================================================================
# ■ RPG::UsableItem
#==============================================================================

class RPG::UsableItem < RPG::BaseItem

  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :charge_rate
  attr_accessor :charge_on
  
  #--------------------------------------------------------------------------
  # common cache: load_notetags_catb
  #--------------------------------------------------------------------------
  def load_notetags_catb
    @charge_rate = 100
    @charge_on = false
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when YSA::REGEXP::USABLEITEM::CHARGE_RATE
        @charge_on = true
        @charge_rate = $1.to_i
      #---
      end
    } # self.note.split
    #---
    @charge_rate = 100 if @charge_rate <= 0
  end
  
end # RPG::UsableItem

#==============================================================================
# ■ BattleManager
#==============================================================================

module BattleManager
  
  #--------------------------------------------------------------------------
  # alias method:
  #     - make_action_orders
  #     - prior_command
  #     - next_command
  #     - in_turn?
  #     - battle_start
  #--------------------------------------------------------------------------
  class <<self
    alias catb_make_action_orders make_action_orders
    alias catb_prior_command prior_command
    alias catb_next_command next_command
    alias catb_in_turn? in_turn?
    alias catb_battle_start battle_start
  end
  
  #--------------------------------------------------------------------------
  # battle_start
  #--------------------------------------------------------------------------
  def self.battle_start
    catb_battle_start
    if btype?(:catb)
      @average_agi = 0
      make_catb_action_orders
      battler_hash = $game_party.members + $game_troop.members
      battler_hash.each { |a|
        if @preemptive
          a.make_first_catb_value(1)
        elsif @surprise
          a.make_first_catb_value(2)
        else
          a.make_first_catb_value(0)
        end
        @average_agi += a.agi
      }
      @average_agi /= battler_hash.size
    end
  end
  
  #--------------------------------------------------------------------------
  # make_action_orders
  #--------------------------------------------------------------------------
  def self.make_action_orders
    return if btype?(:catb)
    catb_make_action_orders unless btype?(:catb)
  end
  
  #--------------------------------------------------------------------------
  # next_command
  #--------------------------------------------------------------------------
  def self.next_command
    return false if btype?(:catb)
    catb_next_command
  end
  
  #--------------------------------------------------------------------------
  # alias method: in_turn?
  #--------------------------------------------------------------------------
  def self.in_turn?
    return true if btype?(:catb)
    return catb_in_turn?
  end
  
  #--------------------------------------------------------------------------
  # new method: make_catb_action_orders
  #--------------------------------------------------------------------------
  class <<self
  def make_catb_action_orders
    @action_actors = []
    @action_enemies = []
    @action_battlers = []
  end
  end
  
  #--------------------------------------------------------------------------
  # new method: average_agi
  #--------------------------------------------------------------------------
  class <<self
  def average_agi
    return @average_agi
  end
  end
  
  #--------------------------------------------------------------------------
  # new method: set_actor
  #--------------------------------------------------------------------------
  class <<self
  def set_actor(actor_index)
    @actor_index = actor_index
  end
  end
  
  #--------------------------------------------------------------------------
  # prior_command
  #--------------------------------------------------------------------------
  def self.prior_command
    return false if btype?(:catb)
    catb_prior_command
  end
  
  #--------------------------------------------------------------------------
  # new method: make_catb_action
  #--------------------------------------------------------------------------
  class <<self
  def make_catb_action(battler)
    make_catb_action_orders if !@action_battlers || !@action_actors || !@action_enemies
    return false if @action_battlers.include?(battler)
    @action_battlers.push(battler)
    @action_actors.push(battler) if battler.actor?
    @action_enemies.push(battler) if battler.enemy?
    return true
  end
  end
  
  #--------------------------------------------------------------------------
  # new method: delete_catb_action
  #--------------------------------------------------------------------------
  class <<self
  def delete_catb_action(battler)
    return false if !battler
    @action_battlers.delete(battler)
    @action_battlers = @action_battlers.compact
    @action_actors.delete(battler) if battler.actor?
    @action_actors = @action_actors.compact
    @action_enemies.delete(battler) if battler.enemy?
    @action_enemies = @action_enemies.compact
    return true
  end
  end
  
  #--------------------------------------------------------------------------
  # new method: action_list
  #--------------------------------------------------------------------------
  class <<self
  def action_list(type = :all)
    return @action_battlers if type == :all
    return @action_actors if type == :actor
    return @action_enemies if type = :enemy
  end
  end
  
end # BattleManager

#==============================================================================
# ■ Game_System
#==============================================================================

class Game_System
  
  #--------------------------------------------------------------------------
  # alias method: set_battle_system
  #--------------------------------------------------------------------------
  alias qatb_set_battle_system set_battle_system
  def set_battle_system(type)
    case type
    when :catb; @battle_system = :catb
    else;       qatb_set_battle_system(type)
    end
  end
  
  #--------------------------------------------------------------------------
  # alias method: battle_system_corrected
  #--------------------------------------------------------------------------
  alias qatb_battle_system_corrected battle_system_corrected
  def battle_system_corrected(type)
    case type
    when :catb; return :catb
    else;       return qatb_battle_system_corrected(type)
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: catb_fill_time
  #--------------------------------------------------------------------------
  def catb_fill_time
    return $game_variables[YSA::CATB::FILL_TIME_VARIABLE] > 0 ? $game_variables[YSA::CATB::FILL_TIME_VARIABLE] : YSA::CATB::DEFAULT_FILL_TIME
  end
  
  #--------------------------------------------------------------------------
  # new method: catb_tick_count
  #--------------------------------------------------------------------------
  def catb_tick_count
    return $game_variables[YSA::CATB::TICK_COUNT_VARIABLE] > 0 ? $game_variables[YSA::CATB::TICK_COUNT_VARIABLE] : YSA::CATB::TICK_COUNT
  end
  
  #--------------------------------------------------------------------------
  # new method: catb_after_action
  #--------------------------------------------------------------------------
  def catb_after_action
    return $game_variables[YSA::CATB::AFTER_ACTION_VARIABLE] > 0 ? $game_variables[YSA::CATB::AFTER_ACTION_VARIABLE] : YSA::CATB::AFTER_ACTION
  end
  
  #--------------------------------------------------------------------------
  # new method: catb_turn_type
  #--------------------------------------------------------------------------
  def catb_turn_type
    return @catb_turn_type ? @catb_turn_type : YSA::CATB::DEFAULT_TURN
  end
  
  #--------------------------------------------------------------------------
  # new method: catb_wait_type
  #--------------------------------------------------------------------------
  def catb_wait_type
    return @catb_wait_type ? @catb_wait_type : YSA::CATB::DEFAULT_WAIT
  end
  
  #--------------------------------------------------------------------------
  # new method: set_catb_wait_type
  #--------------------------------------------------------------------------
  def set_catb_wait_type(type = :full)
    @catb_wait_type = type
  end
  
  #--------------------------------------------------------------------------
  # new method: set_catb_turn_type
  #--------------------------------------------------------------------------
  def set_catb_turn_type(type = :tick)
    @catb_turn_type = type
  end
  
end # Game_System

#==============================================================================
# ■ Game_Battler
#==============================================================================

class Game_Battler < Game_BattlerBase
  
  MAX_CATB_VALUE = 100000.0
  
  #--------------------------------------------------------------------------
  # alias method: initialize
  #--------------------------------------------------------------------------
  alias catb_initialize initialize
  def initialize
    catb_initialize
    @catb_value = 0
    @ct_catb_value = 0
  end
  
  #--------------------------------------------------------------------------
  # new method: base_gain_catb
  #--------------------------------------------------------------------------
  def base_gain_catb
    return MAX_CATB_VALUE / $game_system.catb_fill_time
  end
  
  #--------------------------------------------------------------------------
  # new method: real_gain_catb
  #--------------------------------------------------------------------------
  def real_gain_catb
    value = (self.agi.to_f / BattleManager.average_agi) * base_gain_catb
    return value
  end
  
  #--------------------------------------------------------------------------
  # new method: make_catb_update
  #--------------------------------------------------------------------------
  def make_catb_update
    return if @catb_value >= MAX_CATB_VALUE
    return if not movable?
    value = $imported["YSA-LunaticCATBRate"] ? lunatic_catb_rate_formula : real_gain_catb
    @catb_value += [value, MAX_CATB_VALUE - @catb_value].min
  end
  
  #--------------------------------------------------------------------------
  # new method: make_catb_action
  #--------------------------------------------------------------------------
  def make_catb_action
    return unless @catb_value >= MAX_CATB_VALUE
    return clear_catb if not movable?
    return BattleManager.make_catb_action(self)
  end
  
  #--------------------------------------------------------------------------
  # new method: make_ct_catb_update
  #--------------------------------------------------------------------------
  def make_ct_catb_update
    return if @catb_value < MAX_CATB_VALUE
    return if @ct_catb_value >= MAX_CATB_VALUE
    return if !self.current_action
    return if !self.current_action.item
    return if self.actor? && !self.current_action.confirm
    clear_catb if not movable?
    @ct_catb_value = MAX_CATB_VALUE if !self.current_action.item.charge_on
    value = $imported["YSA-LunaticCATBRate"] ? lunatic_catb_rate_formula : real_gain_catb
    @ct_catb_value += [value * self.current_action.item.charge_rate / 100, MAX_CATB_VALUE - @ct_catb_value].min
  end
  
  #--------------------------------------------------------------------------
  # new method: charge_skill_done?
  #--------------------------------------------------------------------------
  def charge_skill_done?
    return @catb_value >= MAX_CATB_VALUE && @ct_catb_value >= MAX_CATB_VALUE
  end
  
  #--------------------------------------------------------------------------
  # new method: clear_catb
  #--------------------------------------------------------------------------
  def clear_catb(value = 0)
    @catb_value = value
    @ct_catb_value = 0
    BattleManager.clear_actor if self.actor? && BattleManager.actor == self
    BattleManager.delete_catb_action(self)
  end
  
  #--------------------------------------------------------------------------
  # new method: clear_catb_charge
  #--------------------------------------------------------------------------
  def clear_catb_charge
    @ct_catb_value = 0
  end
  
  #--------------------------------------------------------------------------
  # new method: make_first_catb_value
  #--------------------------------------------------------------------------
  def make_first_catb_value(pre = 0)
    make_actions
    @catb_value = 0
    @catb_value = YSA::CATB::PREEMTIVE_ATB_ACTOR if self.actor? && pre == 1
    @catb_value = YSA::CATB::PREEMTIVE_ATB_ENEMY if self.enemy? && pre == 1
    @catb_value = YSA::CATB::SURPRISE_ATB_ACTOR if self.actor? && pre == 2
    @catb_value = YSA::CATB::SURPRISE_ATB_ENEMY if self.enemy? && pre == 2
    lunatic_catb_start_formula(pre) if $imported["YSA-LunaticCATBStart"]
  end
  
  #--------------------------------------------------------------------------
  # new method: catb_filled_rate
  #--------------------------------------------------------------------------
  def catb_filled_rate
    return @catb_value / MAX_CATB_VALUE
  end
  
  #--------------------------------------------------------------------------
  # new method: catb_ct_filled_rate
  #--------------------------------------------------------------------------
  def catb_ct_filled_rate
    return @catb_value < MAX_CATB_VALUE ? 0 : @ct_catb_value / MAX_CATB_VALUE
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: update_state_turns
  #--------------------------------------------------------------------------
  def update_state_turns
    states.each do |state|
      @state_turns[state.id] -= 1 if @state_turns[state.id] > 0 && state.auto_removal_timing == 2
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: update_state_actions
  #--------------------------------------------------------------------------
  def update_state_actions
    states.each do |state|
      @state_turns[state.id] -= 1 if @state_turns[state.id] > 0 && state.auto_removal_timing == 1
    end
  end
  
  #--------------------------------------------------------------------------
  # alias method: on_action_end
  #--------------------------------------------------------------------------
  alias catb_on_action_end on_action_end
  def on_action_end
    catb_on_action_end
    update_state_actions
  end
  
  #--------------------------------------------------------------------------
  # alias method: on_restrict
  #--------------------------------------------------------------------------
  alias catb_on_restrict on_restrict
  def on_restrict
    if BattleManager.btype?(:catb)
      clear_catb(0)
      states.each do |state|
        remove_state(state.id) if state.remove_by_restriction
      end
    end
    catb_on_restrict unless BattleManager.btype?(:catb)
  end
  
  #--------------------------------------------------------------------------
  # alias method: force_action
  #--------------------------------------------------------------------------
  alias catb_force_action force_action
  def force_action(skill_id, target_index)
    if BattleManager.btype?(:catb)
      action = Game_Action.new(self, true)
      action.set_skill(skill_id)
      if target_index == -2
        action.target_index = last_target_index
      elsif target_index == -1
        action.decide_random_target
      else
        action.target_index = target_index
      end
      @actions = [action] + @actions
    end
    catb_force_action(skill_id, target_index) unless BattleManager.btype?(:catb)
  end
  
  #--------------------------------------------------------------------------
  # alias method: make_action_times
  #--------------------------------------------------------------------------
  alias catb_make_action_times make_action_times
  def make_action_times
    BattleManager.btype?(:catb) ? 1 : catb_make_action_times
  end

  
end # Game_Battler

#==============================================================================
# ■ Game_Action
#==============================================================================

class Game_Action
    
  #--------------------------------------------------------------------------
  # alias method: clear
  #--------------------------------------------------------------------------
  alias catb_clear clear
  def clear
    catb_clear
    @confirm = false
  end
  
  #--------------------------------------------------------------------------
  # new method: confirm=
  #--------------------------------------------------------------------------
  def confirm=(con)
    @confirm = con
  end
  
  #--------------------------------------------------------------------------
  # new method: confirm
  #--------------------------------------------------------------------------
  def confirm
    return @subject.auto_battle? ? true : @confirm
  end

end # Game_Action

#==============================================================================
# ■ Window_Base
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # catb_gauge_color
  #--------------------------------------------------------------------------
  def catb_color1;      text_color(YSA::CATB::GAUGE_COLOR1);      end;
  def catb_color2;      text_color(YSA::CATB::GAUGE_COLOR2);      end;
  def charge_color1;      text_color(YSA::CATB::CHARGE_COLOR1);      end;
  def charge_color2;      text_color(YSA::CATB::CHARGE_COLOR2);      end;
end # Window_Base

#==============================================================================
# ■ Window_BattleStatus
#==============================================================================

class Window_BattleStatus < Window_Selectable
  
  #--------------------------------------------------------------------------
  # alias method: draw_item
  #--------------------------------------------------------------------------
  alias catb_draw_item draw_item
  def draw_item(index)
    catb_draw_item(index)
    actor = battle_members[index]
    rect = item_rect(index)
    gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS + YSA::CATB::ATB_GAUGE_Y_PLUS
    return unless BattleManager.btype?(:catb)
    draw_actor_catb(actor, rect.x+2, line_height*1+gx, rect.width-4)
  end
  
  #--------------------------------------------------------------------------
  # new method: draw_actor_catb
  #--------------------------------------------------------------------------
  def draw_actor_catb(actor, dx, dy, width = 124)
    draw_gauge(dx, dy, width, actor.catb_filled_rate, catb_color1, catb_color2)
    if actor.catb_ct_filled_rate > 0
      draw_gauge(dx, dy, width, actor.catb_ct_filled_rate, charge_color1, charge_color2)
    end
    change_color(system_color)
    cy = (Font.default_size - contents.font.size) / 2 + 1
    draw_text(dx+2, dy+cy, 30, line_height, YSA::CATB::ATB_PHRASE)
  end
  
  #--------------------------------------------------------------------------
  # new method: draw_item_actor_catb
  #--------------------------------------------------------------------------
  def draw_item_actor_catb(index)
    return if index.nil?
    actor = battle_members[index]
    rect = item_rect(index)
    return if actor.nil?
    gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS + YSA::CATB::ATB_GAUGE_Y_PLUS
    draw_actor_catb(actor, rect.x+2, line_height*1+gx, rect.width-4)
  end
  
  #--------------------------------------------------------------------------
  # new method: refresh_catb
  #--------------------------------------------------------------------------
  def refresh_catb
    return unless BattleManager.btype?(:catb)
    item_max.times {|i| draw_item_actor_catb(i) }
  end
  
end # Window_BattleStatus

#==============================================================================
# ■ Sprite_Battler
#==============================================================================

class Sprite_Battler < Sprite_Base
  
  #--------------------------------------------------------------------------
  # alias method: initialize
  #--------------------------------------------------------------------------
  alias sprite_battler_initialize_catb initialize
  def initialize(viewport, battler = nil)
    sprite_battler_initialize_catb(viewport, battler)
    create_enemy_gauges_catb
  end
  
  #--------------------------------------------------------------------------
  # alias method: dispose
  #--------------------------------------------------------------------------
  alias sprite_battler_dispose_catb dispose
  def dispose
    sprite_battler_dispose_catb
    dispose_enemy_gauges_catb
  end
  
  #--------------------------------------------------------------------------
  # alias method: update
  #--------------------------------------------------------------------------
  alias sprite_battler_update_catb update
  def update
    sprite_battler_update_catb
    update_enemy_gauges_catb
  end

  #--------------------------------------------------------------------------
  # new method: create_enemy_gauges_catb
  #--------------------------------------------------------------------------
  def create_enemy_gauges_catb
    return if @battler.nil?
    return if @battler.actor?
    return unless BattleManager.btype?(:catb)
    @catb_back_gauge_viewport = Enemy_CATB_Gauge_Viewport.new(@battler, self, :back)
    @catb_gauge_viewport = Enemy_CATB_Gauge_Viewport.new(@battler, self, :catb)
    @catb_ct_gauge_viewport = Enemy_CATB_Gauge_Viewport.new(@battler, self, :catbct)
  end
  
  #--------------------------------------------------------------------------
  # new method: dispose_enemy_gauges_catb
  #--------------------------------------------------------------------------
  def dispose_enemy_gauges_catb
    return unless BattleManager.btype?(:catb)
    @catb_back_gauge_viewport.dispose unless @catb_back_gauge_viewport.nil?
    @catb_gauge_viewport.dispose unless @catb_gauge_viewport.nil?
    @catb_ct_gauge_viewport.dispose unless @catb_ct_gauge_viewport.nil?
  end
  
  #--------------------------------------------------------------------------
  # new method: update_enemy_gauges_catb
  #--------------------------------------------------------------------------
  def update_enemy_gauges_catb
    return unless BattleManager.btype?(:catb)
    @catb_back_gauge_viewport.update unless @catb_back_gauge_viewport.nil?
    @catb_gauge_viewport.update unless @catb_gauge_viewport.nil?
    @catb_ct_gauge_viewport.update unless @catb_ct_gauge_viewport.nil?
  end
  
end # Sprite_Battler

#==============================================================================
# ■ Enemy_CATB_Gauge_Viewport
#==============================================================================

class Enemy_CATB_Gauge_Viewport < Viewport
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(battler, sprite, type)
    @battler = battler
    @base_sprite = sprite
    @type = type
    dw = YSA::CATB::ENEMY_GAUGE_WIDTH
    dw += 2 if @type == :back
    @start_width = dw
    dh = YSA::CATB::ENEMY_GAUGE_HEIGHT
    dh += 2 if @type == :back
    rect = Rect.new(0, 0, dw, dh)
    super(rect)
    self.z = 125
    create_gauge_sprites
    self.visible = false
    update_position
  end
  
  #--------------------------------------------------------------------------
  # dispose
  #--------------------------------------------------------------------------
  def dispose
    @sprite.bitmap.dispose unless @sprite.bitmap.nil?
    @sprite.dispose
    super
  end
  
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    self.visible = @battler.dead? ? false : @battler.hidden? ? false : YSA::CATB::SHOW_ENEMY_ATB_GAUGE
    update_position
    update_gauge
  end
  
  #--------------------------------------------------------------------------
  # create_gauge_sprites
  #--------------------------------------------------------------------------
  def create_gauge_sprites
    @sprite = Plane.new(self)
    dw = self.rect.width * 2
    @sprite.bitmap = Bitmap.new(dw, self.rect.height)
    case @type
    when :back
      colour1 = Colour.text_colour(YSA::CATB::ENEMY_BACKGAUGE_COLOUR)
      colour2 = Colour.text_colour(YSA::CATB::ENEMY_BACKGAUGE_COLOUR)
    when :catb
      colour1 = Colour.text_colour(YSA::CATB::ENEMY_ATB_GAUGE_COLOUR1)
      colour2 = Colour.text_colour(YSA::CATB::ENEMY_ATB_GAUGE_COLOUR2)
    when :catbct
      colour1 = Colour.text_colour(YSA::CATB::CHARGE_COLOR1)
      colour2 = Colour.text_colour(YSA::CATB::CHARGE_COLOR2)
    end
    dx = 0
    dy = 0
    dw = self.rect.width
    dh = self.rect.height
    self.rect.width = target_gauge_width unless @type == :back
    @gauge_width = target_gauge_width
    @sprite.bitmap.gradient_fill_rect(dx, dy, dw, dh, colour1, colour2)
    @sprite.bitmap.gradient_fill_rect(dw, dy, dw, dh, colour2, colour1)
  end

  #--------------------------------------------------------------------------
  # update_position
  #--------------------------------------------------------------------------
  def update_position
    dx = @battler.screen_x - @start_width / 2
    self.rect.x = dx
    dh = self.rect.height + 1
    dh += 2 unless @type == :back
    dy = [@battler.screen_y, Graphics.height - dh - 120].min
    dy += 1 unless @type == :back
    dy -= YEA::BATTLE::ENEMY_GAUGE_HEIGHT if $imported["YEA-EnemyHPBars"]
    self.rect.y = dy
  end
  
  #--------------------------------------------------------------------------
  # update_gauge
  #--------------------------------------------------------------------------
  def update_gauge
    return if @gauge_width == target_gauge_width
    @gauge_width = target_gauge_width if @type == :catb
    @gauge_width = target_gauge_width_ct if @type == :catbct
    return if @type == :back
    self.rect.width = @gauge_width
  end
  
  #--------------------------------------------------------------------------
  # target_gauge_width
  #--------------------------------------------------------------------------
  def target_gauge_width
    return @battler.catb_filled_rate * @start_width
  end
  
  #--------------------------------------------------------------------------
  # target_gauge_width_ct
  #--------------------------------------------------------------------------
  def target_gauge_width_ct
    return @battler.catb_ct_filled_rate * @start_width
  end
  
end # Enemy_CATB_Gauge_Viewport
  
#==============================================================================
# ■ Window_BattleEnemy
#==============================================================================

class Window_BattleEnemy < Window_Selectable
  
  #--------------------------------------------------------------------------
  # alias method: col_max
  #--------------------------------------------------------------------------
  alias catb_col_max col_max
  def col_max; return catb_col_max == 0 ? 1 : catb_col_max; end

end # Window_BattleEnemy

#==============================================================================
# ■ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  
  #--------------------------------------------------------------------------
  # alias method: process_action
  #--------------------------------------------------------------------------
  alias catb_process_action process_action
  def process_action
    if BattleManager.btype?(:catb)
      process_catb
      perform_catb_action(@subject, true) if BattleManager.action_forced?
    end
    catb_process_action unless BattleManager.btype?(:catb)
  end
  
  #--------------------------------------------------------------------------
  # new method: catb_pause?
  #--------------------------------------------------------------------------
  def catb_pause?
    return true if BattleManager.action_forced?
    return YSA::CATB::PAUSE_WHEN_ACTIVE_PARTY_COMMAND if @party_command_window.active
    return true if $imported["YEA-CombatLogDisplay"] && @combatlog_window && @combatlog_window.visible
    return false if $game_system.catb_wait_type == :full
    return true if $game_system.catb_wait_type == :wait && (@actor_command_window.active || @skill_window.active || @item_window.active || @actor_window.active || @enemy_window.active)
    return true if $game_system.catb_wait_type == :quarter && (@skill_window.active || @item_window.active || @actor_window.active || @enemy_window.active)
    return true if $game_system.catb_wait_type == :semi && (@actor_window.active || @enemy_window.active)
  end
  
  #--------------------------------------------------------------------------
  # new method: process_catb
  #--------------------------------------------------------------------------
  def process_catb
    if @status_window.index >= 0 && ($game_party.members[@status_window.index].dead? || !BattleManager.action_list(:actor).include?($game_party.members[@status_window.index]))
      $game_party.members[@status_window.index].clear_catb
      if @skill_window.visible || @item_window.visible
        @status_window.open
        @status_window.show
        @status_aid_window.hide
      end
      @actor_window.hide.deactivate
      @enemy_window.hide.deactivate
      @actor_command_window.deactivate
      @actor_command_window.close
      @skill_window.hide.deactivate
      @item_window.hide.deactivate
      @status_window.unselect
    end
    return unless SceneManager.scene_is?(Scene_Battle)
    return if scene_changing?
    return unless BattleManager.btype?(:catb)
    return if catb_pause?
    battler_hash = $game_party.members + $game_troop.members
    battler_hash.each { |a|
      a.make_catb_update
      a.make_catb_action
      a.make_ct_catb_update
    }
    #--- Update Tick Turn
    if $game_system.catb_turn_type == :tick
      @tick_clock = 0 if !@tick_clock
      @tick_clock += 1
      if @tick_clock >= $game_system.catb_tick_count
        @tick_clock = 0
        all_battle_members.each { |battler|
          battler.on_turn_end
        }
        @status_window.refresh
        $game_troop.increase_turn
      end
    end
    #--- Fix make action
    BattleManager.action_list(:actor).each { |battler|
      battler.make_actions if (battler.actor? && !battler.input)
    }
    #---
    @status_window.refresh_catb
    #--- Setup Actor
    @f_actor_index = 0 if !@f_actor_index || @f_actor_index < 0 || @f_actor_index + 1 > BattleManager.action_list(:actor).size
    f_actor = BattleManager.action_list(:actor)[@f_actor_index]
    @f_actor_index += 1 if (@f_actor_index + 1) < BattleManager.action_list(:actor).size && f_actor && f_actor.input && f_actor.input.item && f_actor.input.confirm
    f_actor = BattleManager.action_list(:actor)[@f_actor_index]
    if f_actor && f_actor.input && !f_actor.input.confirm && (!BattleManager.actor || @status_window.index != BattleManager.actor.index) && !@actor_command_window.active && !@party_command_window.active
      BattleManager.set_actor(f_actor.index)
      @status_window.select(BattleManager.actor.index)
      @actor_command_window.setup(BattleManager.actor)
      @actor_command_window.show
    end
    BattleManager.action_list.each { |battler|
      battler.make_actions if battler.enemy?
      perform_catb_action(battler) if !@subject
    }
  end
  
  #--------------------------------------------------------------------------
  # new method: perform_catb_action
  #--------------------------------------------------------------------------
  def perform_catb_action(subject, forced = false)
    return if subject && !subject.charge_skill_done? && !forced
    return if subject && subject.actor? && !forced && !subject.input
    return if subject && subject.actor? && !forced && !subject.input.item
    return if subject && subject.actor? && !forced && !subject.input.confirm
    @subject = subject if subject
    return if !@subject
    if @subject.current_action
      @subject.current_action.prepare
      execute_action if @subject.current_action.valid?
      reset_value = $imported["YSA-LunaticCATBReset"] ? @subject.lunatic_catb_reset_formula : 0
      process_event
      loop do
        @subject.remove_current_action
        break if forced || !@subject.current_action || !@subject.current_action.valid?
        @subject.current_action.prepare
        execute_action
      end
      if $game_system.catb_turn_type == :action
        @tick_action = 0 if !@tick_action
        @tick_action += 1 if !forced || (forced && YSA::CATB::FORCE_ACTION_COUNT)
        if @tick_action >= $game_system.catb_after_action
          @tick_action = 0
          all_battle_members.each { |battler|
            battler.on_turn_end
          }
          @status_window.refresh
          $game_troop.increase_turn
        end
      end
      @status_aid_window.refresh if @status_aid_window.visible
      process_action_end
    end
    return if BattleManager.judge_win_loss
    if @subject
      @subject.clear_catb(reset_value) if (YSA::CATB::FORCE_ACTION_CLEAR_ATB && forced) || !forced
      @status_window.draw_item(@subject.index) if @subject.actor?
      @subject = nil
    end
  end
  
  #--------------------------------------------------------------------------
  # alias method: create_actor_command_window
  #--------------------------------------------------------------------------
  alias catb_create_actor_command_window create_actor_command_window
  def create_actor_command_window
    catb_create_actor_command_window
    if BattleManager.btype?(:catb)
      @actor_command_window.set_handler(:dir4, method(:prior_f_actor))
      @actor_command_window.set_handler(:dir6, method(:next_f_actor))
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: prior_f_actor
  #--------------------------------------------------------------------------
  def prior_f_actor
    if @f_actor_index && BattleManager.action_list(:actor).size > 0
      @f_actor_index -= 1
      @f_actor_index = 0 if @f_actor_index < 0
      f_actor = BattleManager.action_list(:actor)[@f_actor_index]
      if f_actor
        BattleManager.set_actor(f_actor.index)
        @status_window.select(BattleManager.actor.index)
        @actor_command_window.setup(BattleManager.actor)
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: next_f_actor
  #--------------------------------------------------------------------------
  def next_f_actor
    if @f_actor_index && BattleManager.action_list(:actor).size > 0
      @f_actor_index += 1
      @f_actor_index = 0 if (@f_actor_index + 1) > BattleManager.action_list(:actor).size
      f_actor = BattleManager.action_list(:actor)[@f_actor_index]
      if f_actor
        BattleManager.set_actor(f_actor.index)
        @status_window.select(BattleManager.actor.index)
        @actor_command_window.setup(BattleManager.actor)
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # alias method: turn_start
  #--------------------------------------------------------------------------
  alias catb_turn_start turn_start
  def turn_start
    if BattleManager.btype?(:catb)
      @party_command_window.close
      @actor_command_window.close
      @status_window.unselect
      @log_window.wait
      @log_window.clear
    else
      catb_turn_start
    end
  end
  
  #--------------------------------------------------------------------------
  # alias method: command_guard
  #--------------------------------------------------------------------------
  alias catb_command_guard command_guard
  def command_guard
    BattleManager.actor.input.confirm = true
    catb_command_guard
    @status_window.draw_item(BattleManager.actor.index)
  end
  
  #--------------------------------------------------------------------------
  # alias method: command_attack
  #--------------------------------------------------------------------------
  alias catb_command_attack command_attack
  def command_attack
    catb_command_attack
    @status_window.draw_item(BattleManager.actor.index)
  end
  
  #--------------------------------------------------------------------------
  # alias method: on_enemy_ok
  #--------------------------------------------------------------------------
  alias catb_on_enemy_ok on_enemy_ok
  def on_enemy_ok
    BattleManager.actor.input.confirm = true
    catb_on_enemy_ok
  end
  
  #--------------------------------------------------------------------------
  # alias method: on_enemy_cancel
  #--------------------------------------------------------------------------
  alias catb_on_enemy_cancel on_enemy_cancel
  def on_enemy_cancel
    BattleManager.actor.input.confirm = false
    catb_on_enemy_cancel
    @status_window.draw_item(BattleManager.actor.index)
  end
  
  #--------------------------------------------------------------------------
  # alias method: on_actor_ok
  #--------------------------------------------------------------------------
  alias catb_on_actor_ok on_actor_ok
  def on_actor_ok
    BattleManager.actor.input.confirm = true
    catb_on_actor_ok
  end
  
  #--------------------------------------------------------------------------
  # alias method: on_actor_cancel
  #--------------------------------------------------------------------------
  alias catb_on_actor_cancel on_actor_cancel
  def on_actor_cancel
    BattleManager.actor.input.confirm = false
    catb_on_actor_cancel
    @status_window.draw_item(BattleManager.actor.index)
  end
  
  #--------------------------------------------------------------------------
  # alias method: on_skill_ok
  #--------------------------------------------------------------------------
  alias catb_on_skill_ok on_skill_ok
  def on_skill_ok
    catb_on_skill_ok
    @status_window.draw_item(BattleManager.actor.index)
  end
  
  #--------------------------------------------------------------------------
  # alias method: on_item_ok
  #--------------------------------------------------------------------------
  alias catb_on_item_ok on_item_ok
  def on_item_ok
    catb_on_item_ok
    @status_window.draw_item(BattleManager.actor.index)
  end
  
  #--------------------------------------------------------------------------
  # alias method: update_info_viewport
  #--------------------------------------------------------------------------
  alias catb_update_info_viewport update_info_viewport
  def update_info_viewport
    catb_update_info_viewport
    if BattleManager.btype?(:catb)
      move_info_viewport(128) if @actor_command_window.active || @actor_window.active || @enemy_window.active || (($game_troop.all_dead? || $game_party.all_dead?)&& @bug_fix1)
      move_info_viewport(0)   if @party_command_window.active
      move_info_viewport(0)   if $imported["YEA-CombatLogDisplay"] && @combatlog_window && @combatlog_window.visible
    end
  end
  
  #--------------------------------------------------------------------------
  # rewrite method: perform_collapse_check
  #--------------------------------------------------------------------------
  def perform_collapse_check(target)
    return if YEA::BATTLE::MSG_ADDED_STATES
    if $game_troop.all_dead? || $game_party.all_dead?
      if @actor_window.active || @enemy_window.active
        @bug_fix1 = true
        @help_window.hide
        @actor_window.hide.deactivate
        @enemy_window.hide.deactivate
      end
      @actor_command_window.hide.deactivate
      @party_command_window.hide.deactivate
      @skill_window.hide.deactivate
      @item_window.hide.deactivate
      move_info_viewport(64)
    end
    target.perform_collapse_effect if target.can_collapse?
    @log_window.wait
  end
  
  #--------------------------------------------------------------------------
  # alias method: update_message_open
  #--------------------------------------------------------------------------
  alias catb_update_message_open update_message_open
  def update_message_open
    catb_update_message_open
    if !$game_message.busy? && @status_window.close? && !$game_troop.all_dead? && !$game_party.all_dead?
      @status_window.open
    end
  end
  
end # Scene_Battle

#==============================================================================
#
# ▼ End of File
#
#==============================================================================
Jakiś przemiły gość się zlitował na youtube i wstawił mi kodzik. :ehe:

Tylko nie jestem pewien, czy to jest to, czego szukałem... :co:

[Obrazek: mt4dzY7.png]
[Obrazek: k5KQGOe.png]
(Ten post był ostatnio modyfikowany: 26-07-14 13:30 przez Yoroiookami.)
26-07-14 13:28
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Post: #5
RE: Jak skutecznie zniechęcić do robienia czegokolwiek.

Tutaj masz nowszą wersję...
Sam z niej korzystam.
Niestety kod jest tak długi, że nie dało się go wysłać, dlatego wrzuciłem go na hosting tekstu.

http://tny.cz/890017e8
26-07-14 18:37
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Post: #6
RE: Jak skutecznie zniechęcić do robienia czegokolwiek.

(26-07-14 18:37)Lord of Fire napisał(a):  Tutaj masz nowszą wersję...
Sam z niej korzystam.
Niestety kod jest tak długi, że nie dało się go wysłać, dlatego wrzuciłem go na hosting tekstu.

http://tny.cz/890017e8

Ja szukam skryptu, dodającego paseczek gotowości do ataku. To jest system walki i już go mam. :zmienny:

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26-07-14 18:48
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Post: #7
RE: Jak skutecznie zniechęcić do robienia czegokolwiek.

A mama mówiła, przeczytaj dokładnie zanim coś napiszesz :-)
Sorki :-)
26-07-14 18:51
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Post: #8
RE: Jak skutecznie zniechęcić do robienia czegokolwiek.

(26-07-14 18:51)Lord of Fire napisał(a):  A mama mówiła, przeczytaj dokładnie zanim coś napiszesz :-)
Sorki :-)

Próbowałeś pomóc. :przytul:
Użyłem paseczka z innego skryptu, prócz tego że brzydki jak nie wiem - to przynajmniej działa.

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26-07-14 18:54
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