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Zamknięty przez: Ayene
Czw 08 Mar, 2012 00:54
Jak ręcznie zwiększyć overdrive podczas walki?
Autor Wiadomość
Final Cloud 




Preferowany:
RPG Maker VX

Dołączył: 09 Sty 2012
Posty: 9
Wysłany: Pon 23 Sty, 2012 19:04
Jak ręcznie zwiększyć overdrive podczas walki?
Używam skryptu KGC_Overdrive i chciałbym, aby pasek limitu zwiększył się na maxa podczas jednego momentu w bitwie. Oto skrypt:

Spoiler:

Kod:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/   ◆               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]
#_/=============================================================================
#_/                       &#9670; Script Commands &#9670;
#_/  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. ]
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#=============================================================================#
#                          &#9733; Customization &#9733;                                  #
#=============================================================================#

module KGC
  module OverDrive
  #                      &#9670; Maximum Gauge Points &#9670;
  #  This affects the amount of OP (Overdrive Points) required to fill the
  #   Overdrive Gauge. Default: GAUGE_MAX = 1000
  GAUGE_MAX = 1200

  #                      &#9670; Default OP Gain Rates &#9670;
  #  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.
  ]  # &#8592; No not remove these lines. Alter to your heart's content, though.

  #                         &#9670; Amount of Gauges &#9670;
  # 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

  #              &#9670; Default Actor OverDrive Increase Options &#9670;
  #  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]
 
  #              &#9670; Default Enemy OverDrive Increase Options &#9670;
  #  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]

  #                    &#9670; OverDrive Gauge Colors &#9670;
  #  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

  #                        &#9670; Gauge Y Coordinate &#9670;
  # 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
 
  #              &#9670; Numerical Display of OverDrive Gauge Style &#9670;
  # 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 = 2
 
  #                   &#9670; Numerical Display Font Size &#9670;
  #  This allows you to change the font size of the numerical display of the
  #   OverDrive gauge, as defined above.
  GAUGE_VALUE_FONT_SIZE = 14

  #                    &#9670; Empty OD Gauge Upon Death &#9670;
  #  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

  #                       &#9670; Hide Actor OD Gauge &#9670;
  #  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 = []
 
  #                       &#9670; Hide OD Gauge in Menu &#9670;
  #  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

  #                &#9670; Hide OD Gauge When Actor Lacks OD Skills &#9670;
  #  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

  #             &#9670; Prevent Actors Without OD Skills From Gaining OP &#9670;
  # 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
 
  #                &#9670; Hide OD Skills When Actor Lacks Max OP &#9670;
  #  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
 
  #                      &#9670; Use Image as Gauge Toggle &#9670;
  # 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
  #                        &#9670; Gauge Image Graphic &#9670;
  #  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"
 
  #                  &#9670; Menu Gauge Image Position [x, y] &#9670;
  #  Actor names are relative to the coordinates in the menu defined below.
  GAUGE_POSITION = [-32, -8]
  #                      &#9670; Menu Gauge Image Length &#9670;
  #  For a longer or shorter gauge, increase or decrease this number.
  GAUGE_LENGTH   = 52
 
  #                 &#9670; Battle Gauge Image Position [x, y] &#9670;
  #  Actor names are relative to the coordinates during battle defined below.
  GAUGE_POSITION_BATTLE = [-32, -8]
 
  #                     &#9670; Battle Gauge Image Length &#9670;
  #  For a longer or shorter gauge, increase or decrease this number.
  GAUGE_LENGTH_BATTLE   = 52
 
  #                      &#9670; OverDrive Max Sound Play &#9670; 
  #  Sound played on overdrive gauge max. (Filename, Pitch, Volume)
  #   Sounds are selected from the Audio\SE folder.
  ODMAX_SOUND = RPG::SE.new("Limit2",     100,    150)
  end
end

#=============================================================================#
#                          &#9733; End Customization &#9733;                              #
#=============================================================================#

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

#==============================================================================
# &#9633; 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+)[%&#65285;]?>/i
    end
  end
end

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

#==============================================================================
# &#9633; KGC::Commands
#==============================================================================

module KGC
  module Commands
    module_function
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; 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
   #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; 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

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

#==============================================================================
# &#9632; RPG::Skill
#==============================================================================

class RPG::Skill < RPG::UsableItem
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; OverDrive is a skill?
  #--------------------------------------------------------------------------
  def overdrive?
    create_overdrive_cache if @__is_overdrive == nil
    return @__is_overdrive
  end
  #--------------------------------------------------------------------------
  # &#9675; Consumption of drive gauge
  #--------------------------------------------------------------------------
  def od_cost
    create_overdrive_cache if @__od_cost == nil
    return @__od_cost
  end
  #--------------------------------------------------------------------------
  # &#9675; The drive gauge increase rate
  #--------------------------------------------------------------------------
  def od_gain_rate
    create_overdrive_cache if @__od_gain_rate == nil
    return @__od_gain_rate
  end
end

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

#==============================================================================
# &#9632; Game_Battler
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # &#9679; Public Instance Variables
  #--------------------------------------------------------------------------
  attr_writer   :drive_type               # Drive Type
  attr_writer   :odmax_sound_played       # OverDrive Max Sound Flag
  #--------------------------------------------------------------------------
  # &#9675; Acquire amount of drive gauge
  #--------------------------------------------------------------------------
  def overdrive
    @overdrive = 0 if @overdrive == nil
    return @overdrive
  end
  #--------------------------------------------------------------------------
  # &#9675; Drive Gauge Max Acquisition
  #--------------------------------------------------------------------------
  def overdrive=(value)
    @overdrive = [[value, max_overdrive].min, 0].max
  end
  #--------------------------------------------------------------------------
  # &#9675; Obtain Max OverDrive
  #--------------------------------------------------------------------------
  def max_overdrive
    return KGC::OverDrive::GAUGE_MAX * drive_gauge_number
  end
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; Aquire Numerical Drive Value
  #--------------------------------------------------------------------------
  def drive_gauge_number=(value)
    @drive_gauge_number = [value, 1].max
  end
  #--------------------------------------------------------------------------
  # &#9675; Define Drive Type
  #--------------------------------------------------------------------------
  def drive_type
    return []
  end
  #--------------------------------------------------------------------------
  # &#9675; Determine OverDrive Skill Aquired
  #--------------------------------------------------------------------------
  def overdrive_skill_learned?
    return true
  end
  #--------------------------------------------------------------------------
  # &#9675; Determine True/False Gauge Display
  #--------------------------------------------------------------------------
  def od_gauge_visible?
    return false
  end
  #--------------------------------------------------------------------------
  # &#9675; Determine True/False Gauge Increase
  #--------------------------------------------------------------------------
  def can_gain_overdrive?
    return true
  end
  #--------------------------------------------------------------------------
  # &#9675; Defined Sound Played on Gauge Max - Added by Mr. Anonymous 8/19/08
  #--------------------------------------------------------------------------
  def odmax_sound
    return KGC::OverDrive::ODMAX_SOUND
  end
  #--------------------------------------------------------------------------
  # &#9675; Defined Sound Played on Gauge Max - Added by Mr. Anonymous 8/19/08
  #--------------------------------------------------------------------------
  def odmax_sound_played
   # return true
  end
  #--------------------------------------------------------------------------
  # &#9675; Determine OD Increase: Attack
  #--------------------------------------------------------------------------
  def drive_attack?
    return drive_type.include?(KGC::OverDrive::Type::ATTACK)
  end
  #--------------------------------------------------------------------------
  # &#9675; Determine OD Increase: Damage
  #--------------------------------------------------------------------------
  def drive_damage?
    return drive_type.include?(KGC::OverDrive::Type::DAMAGE)
  end
  #--------------------------------------------------------------------------
  # &#9675; Determine OD Increase: Victory
  #--------------------------------------------------------------------------
  def drive_victory?
    return drive_type.include?(KGC::OverDrive::Type::VICTORY)
  end
  #--------------------------------------------------------------------------
  # &#9675; Determine OD Increase: Escape
  #--------------------------------------------------------------------------
  def drive_escape?
    return drive_type.include?(KGC::OverDrive::Type::ESCAPE)
  end
  #--------------------------------------------------------------------------
  # &#9675; Determine OD Increase: Alone
  #--------------------------------------------------------------------------
  def drive_alone?
    return drive_type.include?(KGC::OverDrive::Type::ALONE)
  end
  #--------------------------------------------------------------------------
  # &#9675; Determine OD Increase: Action
  #--------------------------------------------------------------------------
  def drive_action?
    return drive_type.include?(KGC::OverDrive::Type::ACTION)
  end
  #--------------------------------------------------------------------------
  # &#9675; Determine OD Increase: Fatal
  #--------------------------------------------------------------------------
  def drive_fatal?
    return drive_type.include?(KGC::OverDrive::Type::FATAL)
  end
  #--------------------------------------------------------------------------
  # &#9675; Determine OD Increase: Guard
  #--------------------------------------------------------------------------
  def drive_guard?
    return drive_type.include?(KGC::OverDrive::Type::GUARD)
  end
  #--------------------------------------------------------------------------
  # &#9679; 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
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9679; 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
  #--------------------------------------------------------------------------
  # &#9679; Execute Damage
  #     user : User of Skill or Item
  #    Before @hp_damage&#12289;@mp_damage&#12289;@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
  #--------------------------------------------------------------------------
  # &#9675; Reset OverDrive on Death
  #--------------------------------------------------------------------------
  def reset_overdrive_on_dead
    return unless KGC::OverDrive::EMPTY_ON_DEAD

    self.overdrive = 0
  end
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9679; 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

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

#==============================================================================
# &#9632; Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # &#9679; Setup
  #     actor_id : ActorID
  #--------------------------------------------------------------------------
  alias setup_KGC_OverDrive setup
  def setup(actor_id)
    setup_KGC_OverDrive(actor_id)

    @overdrive = 0
    @drive_type = nil
  end
  #--------------------------------------------------------------------------
  # &#9675; Aquire OverDrive Type
  #--------------------------------------------------------------------------
  def drive_type
    unless @drive_type.is_a?(Array)
      return KGC::OverDrive::DEFAULT_ACTOR_DRIVE_TYPE
    end
    return @drive_type
  end
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; 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

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

#==============================================================================
# &#9632; Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # &#9679; 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
  #--------------------------------------------------------------------------
  # &#9675; Aquire OverDrive&#12288;Type
  #--------------------------------------------------------------------------
  def drive_type
    unless @drive_type.is_a?(Array)
      return KGC::OverDrive::DEFAULT_ENEMY_DRIVE_TYPE
    end
    return @drive_type
  end
end

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

#==============================================================================
# &#9632; 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
    #--------------------------------------------------------------------------
    # &#9675; 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
    #--------------------------------------------------------------------------
    # &#9675; 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
    #--------------------------------------------------------------------------
    # &#9675; 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
    #--------------------------------------------------------------------------
    # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9679; 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
    #--------------------------------------------------------------------------
    # &#9675; 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
    #--------------------------------------------------------------------------
    # &#9675; 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
    #--------------------------------------------------------------------------
    # &#9675; 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
    #--------------------------------------------------------------------------
    # &#9675; 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
    #--------------------------------------------------------------------------
    # &#9675; 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
    #--------------------------------------------------------------------------
    # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9675; 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

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

#==============================================================================
# &#9632; Window_Skill
#==============================================================================

if KGC::OverDrive::HIDE_SKILL_LACK_OF_GAUGE

  class Window_Skill < Window_Selectable
    #--------------------------------------------------------------------------
    # &#9675; 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?)
      #--------------------------------------------------------------------------
      # &#9679; 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

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

#==============================================================================
# &#9632; Scene_Skill
#==============================================================================

class Scene_Skill < Scene_Base
  #--------------------------------------------------------------------------
  # &#9679; 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
  #--------------------------------------------------------------------------
  # &#9675; Consume Drive gauge when skill is used
  #--------------------------------------------------------------------------
  def consume_od_gauge
    @actor.overdrive -= @actor.calc_od_cost(@skill)
  end
end

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

#==============================================================================
# &#9632; Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # &#9679; 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
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9679; Execute Battle Action
  #--------------------------------------------------------------------------
  alias execute_action_KGC_OverDrive execute_action
  def execute_action
    increase_overdrive_on_action

    execute_action_KGC_OverDrive
  end
  #--------------------------------------------------------------------------
  # &#9675; 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
  #--------------------------------------------------------------------------
  # &#9679; 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
  #--------------------------------------------------------------------------
  # &#9675; 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



Czy może ktoś mi podać poprawną komendę, która zwiększy overdrive na maxa?
________________________
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Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Nie 12 Lut, 2012 11:21
Kod:
gain_actor_od_gauge(ActorID, Increase)

Cytat:
ActorID = The ID number of the selected Actor in the database.
Setting this to -1 will effect all actors.
Increase = The amount of OverDrive points to increase.
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