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 Lord ? tu peux me modif mon script ?

Aller en bas 
3 participants
AuteurMessage
luck07
Nv.8 : Cavalier
Nv.8 : Cavalier
luck07


Masculin Nombre de messages : 56
Age : 31
Localisation : Poligné
Date d'inscription : 26/06/2006

Fiche RPGiste
PR (Points RPGiste):
Lord ? tu peux me modif mon script ? Left_bar_bleue32/500Lord ? tu peux me modif mon script ? Empty_bar_bleue  (32/500)

Lord ? tu peux me modif mon script ? Empty
MessageSujet: Lord ? tu peux me modif mon script ?   Lord ? tu peux me modif mon script ? Icon_minitimeMer 11 Avr - 12:09

Salut ... Je suis Luck07 ... Et je recherche un scripteur pour modifier mon combat.

---
Le Screen de mon combat :
---
Lord ? tu peux me modif mon script ? Combatttttdh5
---
Le Script de mon combat :
Spoiler:

---
Et voici le combat que je voudrais avoir :
---
Lord ? tu peux me modif mon script ? Aaaaaaom7
---
EDIT :

Le rouge = PV
( barre de vie )
Le vert = PM ( barre de mana )
Le blanc et bleu = le temps pour pouvoir agir dans le combat ( ATB ? je crois ? )
Revenir en haut Aller en bas
http://luck07.blog.jeuxvideo.com
luck07
Nv.8 : Cavalier
Nv.8 : Cavalier
luck07


Masculin Nombre de messages : 56
Age : 31
Localisation : Poligné
Date d'inscription : 26/06/2006

Fiche RPGiste
PR (Points RPGiste):
Lord ? tu peux me modif mon script ? Left_bar_bleue32/500Lord ? tu peux me modif mon script ? Empty_bar_bleue  (32/500)

Lord ? tu peux me modif mon script ? Empty
MessageSujet: Re: Lord ? tu peux me modif mon script ?   Lord ? tu peux me modif mon script ? Icon_minitimeMer 11 Avr - 12:09

Code:
#==============================================================================
# * Animated_Sprite                                Scripted by: RPG
#                                                  Edited by: cybersam
#
# i just removed the stuff that i dont need for my script...
# everything else is RPG's script... (here)
#
#------------------------------------------------------------------------------
#  A class for animated sprites.
#==============================================================================

class Animated_Sprite < RPG::Sprite
  #--------------------------------------------------------------------------
  # - Accessible instance variables.
  #--------------------------------------------------------------------------
  attr_accessor :frames        # Number of animation frames
  attr_accessor :delay        # Delay time between frames (speed)
  attr_accessor :frame_width  # Width of each frame
  attr_accessor :frame_height  # Height of each frame
  attr_accessor :offset_x      # X coordinate of the 1st frame
  attr_accessor :offset_y      # Y coordinate of all frames
  attr_accessor :current_frame # Current animation frame
  attr_accessor :moving        # Is the sprite moving?

  #--------------------------------------------------------------------------
  # - Initialize an animated sprite
  #  viewport : Sprite viewport
  #--------------------------------------------------------------------------
  def initialize(viewport = nil)
    super(viewport)
    @frame_width, @frame_height = 0, 0
    change    # A basic change to set initial variables
    @old = Graphics.frame_count  # For the delay method
    @goingup = true    # Increasing animation? (if @rm2k_mode is true)
    @once = false      # Is the animation only played once?
    @animated = true  # Used to stop animation when @once is true
  end

  #--------------------------------------------------------------------------
  # Comment by RPG
  #  - Change the source rect (change the animation)
  #  frames : Number of animation frames
  #  delay : Frame delay, controls animation speed
  #  offx : X coordinate of the 1st frame
  #  offy : Y coordinate of all frames
  #  startf : Starting frame for animation
  #  once : Is the animation only played once?
  #  rm2k_mode : Animation pattern: 1-2-3-2 if true, 1-2-3-1 if false
  #
  # Comment by cybersam
  #
  # the rm2k_mode isnt pressent anymore...
  # if you want that feature then use rm2k or use RPG's script...
  #--------------------------------------------------------------------------
  def change(frames = 0, delay = 0, offx = 0, offy = 0,
            startf = 0, once = false)
    @frames = frames
    @delay = delay
    @offset_x, @offset_y = offx, offy
    @current_frame = startf
    @once = once
    x = @current_frame * @frame_width + @offset_x
    self.src_rect = Rect.new(x, @offset_y, @frame_width, @frame_height)
    @goingup = true
    @animated = true
  end
 
  #--------------------------------------------------------------------------
  # - Update animation and movement
  #--------------------------------------------------------------------------
  def update
    super
    if self.bitmap != nil and delay(@delay) and @animated
      x = @current_frame * @frame_width + @offset_x
      self.src_rect = Rect.new(x, @offset_y, @frame_width, @frame_height)
        @current_frame = (@current_frame + 1) unless @frames == 0
        @animated = false if @current_frame == @frames and @once
        @current_frame %= @frames
    end
  end
 
  #--------------------------------------------------------------------------
  # - Move the sprite
  #  x : X coordinate of the destination point
  #  y : Y coordinate of the destination point
  #  speed : Speed of movement (0 = delayed, 1+ = faster)
  #  delay : Movement delay if speed is at 0
  #--------------------------------------------------------------------------
  def move(x, y, speed = 1, delay = 0)
    @destx = x
    @desty = y
    @move_speed = speed
    @move_delay = delay
    @move_old = Graphics.frame_count
    @moving = true
  end
 
  #--------------------------------------------------------------------------
  # - Move sprite to destx and desty
  #--------------------------------------------------------------------------
  def update_move
    return unless @moving
    movinc = @move_speed == 0 ? 1 : @move_speed
    if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0
      self.x += movinc if self.x < @destx
      self.x -= movinc if self.x > @destx
      self.y += movinc if self.y < @desty
      self.y -= movinc if self.y > @desty
      @move_old = Graphics.frame_count
    end
    if @move_speed > 1  # Check if sprite can't reach that point
      self.x = @destx if (@destx - self.x).abs % @move_speed != 0 and
                        (@destx - self.x).abs <= @move_speed
      self.y = @desty if (@desty - self.y).abs % @move_speed != 0 and
                        (@desty - self.y).abs <= @move_speed
    end
    if self.x == @destx and self.y == @desty
      @moving = false
    end
  end
 
  #--------------------------------------------------------------------------
  # - Pause animation, but still updates movement
  #  frames : Number of frames
  #--------------------------------------------------------------------------
  def delay(frames)
    update_move
    if (Graphics.frame_count - @old >= frames)
      @old = Graphics.frame_count
      return true
    end
    return false
  end
end
Revenir en haut Aller en bas
http://luck07.blog.jeuxvideo.com
luck07
Nv.8 : Cavalier
Nv.8 : Cavalier
luck07


Masculin Nombre de messages : 56
Age : 31
Localisation : Poligné
Date d'inscription : 26/06/2006

Fiche RPGiste
PR (Points RPGiste):
Lord ? tu peux me modif mon script ? Left_bar_bleue32/500Lord ? tu peux me modif mon script ? Empty_bar_bleue  (32/500)

Lord ? tu peux me modif mon script ? Empty
MessageSujet: Re: Lord ? tu peux me modif mon script ?   Lord ? tu peux me modif mon script ? Icon_minitimeMer 11 Avr - 12:10

Code:
#=============================================================================
#
# here we go...
# this makes the script very easy to implement
# just add a new script above the "Main" script
# and insert this whole thing in there
#
# as you can see the sprite changing code is from the japanese script
# so the credits for the sprite changin goes to them....
# i edit it a little so it can show more sprites and sprite animations
# and added some other stuff... the next things are player movement...
#
#
#
# i got the battler changing script in this script...
# the credits for this goes to the guy who made this...
#
# ▼▲▼ XRXS11. 戦闘・バトラーモーション ver.0 ▼▲▼
#
# since this isnt used anymore... it isnt need for credit anymore...
# but i'll let it here since it helped me a lot...
#
#
# as for the ideas... missy provided me with realy good ideas
# that helped me alot when i didnt find a way to some of these features...
#
# here one more Credit to place...
# its RPG's script...
# not the whole thing here...
# but some snipplet you'll know witch one when read the comments
#
#
# if you want some more explaines about this script...
# the most stuff are commented... but if you still have questions or
# sugestions then you can contact me
#
# how or where you can contact me...
# at the http://www.RPG Maker XP.net forum via pm, email: cybersam@club-anime.de
# or via AIM: cych4n or ICQ: 73130840
#
# remember this is still in testing phase...
# and i'm trying to work on some other additions... like character movements...
# but that wont be added now... couse i need to figure it out first...
#
#
#
# oh hehe.... before i forget...
# sorry for the bad english... ^-^''''
#
#
#==============================================================================
#
# here i'm going to tell you what names you need to give for your chara
# battle sprites....
#
# ok... here... since i'm using RPG's movement script...
# there are a lot of changes...
#
# when you look at the script you'll find line with "pose(n)" or "enemy_pose(n)"
# since i want my sprites have different sprites... i added one more option
# to these...
# so now if you add a number after the n (the n stands for witch sprite is used)
# fo example 8... ("pose(4, 8)") this will tell the script that the 4th animation
# have 8 frames...
# pose is used for the player... and enemy_pose for the enemy...
# there is nothing more to this...
# i used my old sprite numbers... (this time in only one sprite...)
#
# explains about the animation sprites... (the digits)
#
#
# 0 = move (during battle)
# 1 = standby
# 2 = defend
# 3 = hit (being attacked)
# 4 = attack
# 5 = skill use
# 6 = dead
# 7 = winning pose... this idea is from RPG....
#
#
# of course this is just the begining of the code...
# so more animations can be implemented...
# but for now this should be enough...
#
# alot has changed here... and now it looks like it is done...
# of course the fine edit needs to be done so it looks and works great with your
# game too...
#
#
#
# 1st character movement...                            done
# 2nd character movement during attack...              done
# 3rd character apears at the enemy while attacking...  done
#
# 4th enemies movement...                              done
# 5th enemy movement during attack...                  done
# 6th enemy apears at the enemy while attacking...      done
#
# 7th each weapon has its own animation...              done
# 8th each skill has its own animation...              done
#
#
#
# for the ones interisted... my nex project is an Movie player
# (that actualy plays avi, mpgs and such...
# but dont think this will be done soon... ^-^''
#
# but i'll may be try something else before i begin to code that one...
#==============================================================================



class Game_Actor < Game_Battler
 
# you dont have to change your game actor to let the characters schows
# from the side...
# this will do it for you... ^-^

  def screen_x
    if self.index != nil
      return self.index * 40 + 420
    else
      return 0
    end
  end

  def screen_y
    return self.index * 20 + 220
  end
 
  def screen_z
    if self.index != nil
      return self.index
    else
      return 0
    end
  end
end


# RPG's snipplet...
class Spriteset_Battle
  attr_accessor :actor_sprites
  attr_accessor :enemy_sprites
 
 
  alias original_initialize initialize
  def initialize
    #@start_party_number = $game_party.actors.size
    # ビューポートを作成
    @viewport0 = Viewport.new(0, 0, 640, 320)
    @viewport1 = Viewport.new(0, 0, 640, 320)
    @viewport2 = Viewport.new(0, 0, 640, 480)
    @viewport3 = Viewport.new(0, 0, 640, 480)
    @viewport4 = Viewport.new(0, 0, 640, 480)
    @viewport1.z = 50
    @viewport2.z = 50
    @viewport3.z = 200
    @viewport4.z = 5000

    @battleback_sprite = Sprite.new(@viewport0)
 
    @enemy_sprites = []
    for enemy in $game_troop.enemies#.reverse
      @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
    end
 
    @actor_sprites = []
    @actor_sprites.push(Sprite_Battler.new(@viewport2))
    @actor_sprites.push(Sprite_Battler.new(@viewport2))
    @actor_sprites.push(Sprite_Battler.new(@viewport2))
    @actor_sprites.push(Sprite_Battler.new(@viewport2))
 
    @weather = RPG::Weather.new(@viewport1)
    @picture_sprites = []
    for i in 51..100
      @picture_sprites.push(Sprite_Picture.new(@viewport3,
        $game_screen.pictures[i]))
    end
    @timer_sprite = Sprite_Timer.new
    update
  end
 
 
 
  alias original_update update
  def update
    @viewport1.z = 50 and @viewport2.z = 51 if $actor_on_top == true
    @viewport1.z = 51 and @viewport2.z = 50 if $actor_on_top == false
    original_update
  end
 
end
# end

#==============================================================================
# Sprite Battler for the Costum Battle System
#==============================================================================
# here we are making some animations and stuff...
# i know its not the best way...
# but this is the first working way that i found....
# this needs propper understanding how the animation works...
# if you want to change some stuff...
# in this i'll not explain much couse its realy easy if you know what you do
# otherwise it will take you time to understand it, but i think the one who
# is trying to edit this will know what he/she do... ^-^
#
#
#
# here i'll completely replace the "Sprite_Battler" class...
# so if you've changed something in there you need to change it here as well
# (i think... i didnt tested it... so its up to you)
# i'll mark the stuff i added just with --> #
# something that need to be explained have a comment...
# but its not all commented...
# so if you dont know what it means or you just want to know why it is there and
# what it does then you need to contact me or anyone who understand this... ^-^
# how you can contact me see above... at the top of this script...


class Sprite_Battler < Animated_Sprite

  attr_accessor :battler
  attr_reader  :index
  attr_accessor :target_index
  attr_accessor :frame_width

 
  def initialize(viewport, battler = nil)
    super(viewport)
    @battler = battler
    @pattern_b = 0 #
    @counter_b = 0 #
    @index = 0    #
    @frame_width, @frame_height = 65, 65
    # start sprite
    @battler.is_a?(Game_Enemy) ? enemy_pose(1) : pose(1)
 
    @battler_visible = false
    if $target_index == nil
      $target_index = 0
    end
  end
 
  def index=(index) #
    @index = index  #
    update          #
  end              #
 
  def dispose
    if self.bitmap != nil
      self.bitmap.dispose
    end
    super
  end
 
  def enemy                                            #
    $target_index += $game_troop.enemies.size
    $target_index %= $game_troop.enemies.size
    return $game_troop.enemies[$target_index]          #
  end                                                  #
 
  def actor                                            #
    $target_index += $game_party.actors.size
    $target_index %= $game_party.actors.size
    return $game_party.actors[$target_index]            #
  end         

#==============================================================================
# here is a snipplet from RPG's script...
# i changed only to lines from this...
#
# here you can add more sprite poses... if you have more... ^-^
#==============================================================================
  def pose(number, frames = 4)
    case number
    when 0  # run
      change(frames, 5, 0, 0, 0)
    when 1  # standby
      change(frames, 5, 0, @frame_height)
    when 2 # defend
      change(frames, 5, 0, @frame_height * 2, 0, true)
    when 3 # Hurt, loops
      change(frames, 3, 0, @frame_height * 3, 0, true)
    when 4 # attack no loop
      change(frames, 5, 0, @frame_height * 4, 0, true)
    when 5 # skill
      change(frames, 5, 0, @frame_height * 5)
    when 6 # death
      change(frames, 5, 0, @frame_height * 6, 0, true)
    when 7 # no sprite
      change(frames, 5, 0, @frame_height)
    #when 8
    # change(frames, 5, 0, @frame_height * 9)
    # ...etc.
    else
      change(frames, 5, 0, 0, 0)
    end
  end
 
  #--------------------------------------------------------------------------
  # - Change the battle pose for an enemy
  #  number : pose' number
  #--------------------------------------------------------------------------
  def enemy_pose(number ,enemy_frames = 4)
    case number
    when 0  # run
      change(enemy_frames, 5, 0, 0, 0)
    when 1  # standby
      change(enemy_frames, 5, 0, @frame_height)
    when 2 # defend
      change(enemy_frames, 5, 0, @frame_height * 2, 0, true)
    when 3 # Hurt, loops
      change(enemy_frames, 3, 0, @frame_height * 3, 0, true)
    when 4 # attack
      change(enemy_frames, 5, 0, @frame_height * 4, 0, true)
    when 5 # skill
      change(enemy_frames, 5, 0, @frame_height * 5)
    when 6 # death
      change(enemy_frames, 5, 0, @frame_height * 6, 0, true)
    when 7 # no sprite
      change(enemy_frames, 5, 0, @frame_height * 7)
    # ...etc.
    else
      change(enemy_frames, 5, 0, 0, 0)
    end
  end
#==============================================================================
# sniplet end...
#==============================================================================
 
 
  def update
    super
 
    if @battler == nil                                                   
      self.bitmap = nil                                                   
      loop_animation(nil)                                                 
      return                                                             
    end                                                                   
    if @battler.battler_name != @battler_name or
      @battler.battler_hue != @battler_hue

      @battler_name = @battler.battler_name
      @battler_hue = @battler.battler_hue
      self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
      @width = bitmap.width
      @height = bitmap.height
      self.ox = @frame_width / 2
      self.oy = @frame_height

      if @battler.dead? or @battler.hidden
        self.opacity = 0
      end
      self.x =  @battler.screen_x
      self.y =  @battler.screen_y
      self.z = @battler.screen_z
    end

    if @battler.damage == nil and
      @battler.state_animation_id != @state_animation_id
      @state_animation_id = @battler.state_animation_id
      loop_animation($data_animations[@state_animation_id])
    end

    if @battler.is_a?(Game_Actor) and @battler_visible
      if $game_temp.battle_main_phase
        self.opacity += 3 if self.opacity < 255
      else
        self.opacity -= 3 if self.opacity > 207
      end
    end

    if @battler.blink
      blink_on
    else
      blink_off
    end

    unless @battler_visible
      if not @battler.hidden and not @battler.dead? and
        (@battler.damage == nil or @battler.damage_pop)
        appear
        @battler_visible = true
      end
      if not @battler.hidden and
        (@battler.damage == nil or @battler.damage_pop) and
        @battler.is_a?(Game_Actor)
        appear
        @battler_visible = true
      end
    end
    if @battler_visible
      if @battler.hidden
        $game_system.se_play($data_system.escape_se)
        escape
        @battler_visible = false
      end
      if @battler.white_flash
        whiten
        @battler.white_flash = false
      end
      if @battler.animation_id != 0
        animation = $data_animations[@battler.animation_id]
        animation(animation, @battler.animation_hit)
        @battler.animation_id = 0
      end
      if @battler.damage_pop
        damage(@battler.damage, @battler.critical)
        @battler.damage = nil
        @battler.critical = false
        @battler.damage_pop = false
      end
      if @battler.damage == nil and @battler.dead?
        if @battler.is_a?(Game_Enemy)
          $game_system.se_play($data_system.enemy_collapse_se)
          collapse
          @battler_visible = false
        else
          $game_system.se_play($data_system.actor_collapse_se) unless @dead
          @dead = true
          pose(6)
        end
      else
        @dead = false
      end
    end                                                                #
  end
end


#==============================================================================
# Scene_Battle Costum  Battle System
#==============================================================================

class Scene_Battle
 
 
  def update_phase4
    case @phase4_step
    when 1
      update_phase4_step1
    when 2
      update_phase4_step2
    when 3
      update_phase4_step3
    when 4
      update_phase4_step4
    when 5
      update_phase4_step5
    when 6
      update_phase4_step6
    when 7
      update_phase4_step7
    end
  end
 
 
  def make_basic_action_result
 
    if @active_battler.is_a?(Game_Actor)
      $actor_on_top = true
    elsif @active_battler.is_a?(Game_Enemy)
      $actor_on_top = false
    end
 
    if @active_battler.current_action.basic == 0
Revenir en haut Aller en bas
http://luck07.blog.jeuxvideo.com
luck07
Nv.8 : Cavalier
Nv.8 : Cavalier
luck07


Masculin Nombre de messages : 56
Age : 31
Localisation : Poligné
Date d'inscription : 26/06/2006

Fiche RPGiste
PR (Points RPGiste):
Lord ? tu peux me modif mon script ? Left_bar_bleue32/500Lord ? tu peux me modif mon script ? Empty_bar_bleue  (32/500)

Lord ? tu peux me modif mon script ? Empty
MessageSujet: Re: Lord ? tu peux me modif mon script ?   Lord ? tu peux me modif mon script ? Icon_minitimeMer 11 Avr - 12:10

Code:
#============================================================================
# WEAPONS START...
#============================================================================
#
#================================= Different Weapons with different animations
#
# this is quite simple as you can see...
# if you want to add a weapon to the animation list then look at the script below...
# and i hope you'll find out how this works...
#
#
# if not...
# here is the way...
# first thing...
# just copy and paste "elseif @active_battler_enemy.weapon_id == ID..."
# just after the last @weapon_sprite....
#
# here the ID is you need to look in you game databse the number that stands before
# your weapon name is the ID you need to input here...
#
# same thing goes for the monster party... ^-^
# monster normaly dont need more sprites for weapons....
#
# if you want to use more... then replace the "@weapon_sprite_enemy = 4"
# with these lines... (but you need to edit them)
#
#        if @active_battler.weapon_id == 1 # <--  weapon ID number
#          @weapon_sprite_enemy = 4 # <-- battle animation
#        elsif @active_battler.weapon_id == 5 # <-- weapon ID number
#          @weapon_sprite_enemy = 2 # <-- battle animation
#        elsif @active_battler.weapon_id == 9 # <-- weapon ID number
#          @weapon_sprite_enemy = 0 # <-- battle animation
#        elsif @active_battler.weapon_id == 13 # <-- weapon ID number
#          @weapon_sprite_enemy = 6 # <-- battle animation
#        else
#          @weapon_sprite_enemy = 4
#        end
#
#================================= END

      if @active_battler.is_a?(Game_Actor)
        if @active_battler.weapon_id == 1 # <--  weapon ID number
          @weapon_sprite = 4 # <-- battle animation
        else
          @weapon_sprite = 4
        end
     
# monster section is here... ^-^

      else# @active_battler.is_a?(Game_Enemy)
          @weapon_sprite_enemy = 4
      end
     
#
#=============================================================================
# WEAPONS END....
#=============================================================================
   
   
      @animation1_id = @active_battler.animation1_id
      @animation2_id = @active_battler.animation2_id
      if @active_battler.is_a?(Game_Enemy)
        if @active_battler.restriction == 3
          target = $game_troop.random_target_enemy
        elsif @active_battler.restriction == 2
          target = $game_party.random_target_actor
        else
          index = @active_battler.current_action.target_index
          target = $game_party.smooth_target_actor(index)
        end
#======== here is the setting for the movement & animation...
          x = target.screen_x - 32
          @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
          @spriteset.enemy_sprites[@active_battler.index]\
          .move(x, target.screen_y, 10)
#========= here if you look at the RPG's movement settings you'll see
#========= that he takes the number 40 for the speed of the animation...
#========= i thing thats too fast so i settet it down to 10 so looks smoother...
      end
      if @active_battler.is_a?(Game_Actor)
        if @active_battler.restriction == 3
          target = $game_party.random_target_actor
        elsif @active_battler.restriction == 2
          target = $game_troop.random_target_enemy
        else
          index = @active_battler.current_action.target_index
          target = $game_troop.smooth_target_enemy(index)
        end
#======= the same thing for the player... ^-^
        x = target.screen_x + 32
        @spriteset.actor_sprites[@active_battler.index].pose(0)
        @spriteset.actor_sprites[@active_battler.index]\
        .move(x, target.screen_y, 10)
      end
      @target_battlers = [target]
      for target in @target_battlers
        target.attack_effect(@active_battler)
      end
      return
    end
    if @active_battler.current_action.basic == 1
      if @active_battler.is_a?(Game_Actor)
        @spriteset.actor_sprites[@active_battler.index].pose(2) #defence
      else
        @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2) #defence
      end
      @help_window.set_text($data_system.words.guard, 1)
      return
    end
    if @active_battler.is_a?(Game_Enemy) and
      @active_battler.current_action.basic == 2
      @help_window.set_text("Fuite", 1)
      @active_battler.escape
      return
    end
    if @active_battler.current_action.basic == 3
      $game_temp.forcing_battler = nil
      @phase4_step = 1
      return
    end
 
    if @active_battler.current_action.basic == 4
      if $game_temp.battle_can_escape == false
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      update_phase2_escape
      return
    end
  end
  #--------------------------------------------------------------------------
  # skill aktion...
  #--------------------------------------------------------------------------
  def make_skill_action_result
    @skill = $data_skills[@active_battler.current_action.skill_id]
    unless @active_battler.current_action.forcing
      unless @active_battler.skill_can_use?(@skill.id)
        $game_temp.forcing_battler = nil
        @phase4_step = 1
        return
      end
    end
    @active_battler.sp -= @skill.sp_cost
    @status_window.refresh
    @help_window.set_text(@skill.name, 1)
 
#=============================================================================
# SKILL SPRITES START
#=============================================================================
# this one is the same as the one for the weapons...

# for the one who have this for the first time

# look at the script i hope it is easy to understand...

#

# the other one that have the earlier versions of this script they dont need explenation

# ... i think....

# the think that changed is the line where the animation ID is given to the sprite...

# the number after the "pose" is the animation ID... it goes for every other animation as well..

# if you have an animation for a skill that have more frames...

# then just insert the number of frames after the first number...

# so it looks like this.... "pose(5, 8)" <-- 5 is the animation...

# 8 is the max frame (that means your animation have 8 frames...) ^-^

 

  if @active_battler.is_a?(Game_Actor)

    if @skill.name != "one of the skills" # <--skill doesn't exist => all the skills have the skill animation!

      @spriteset.actor_sprites[@active_battler.index].pose(5) # <-- sprite number

    end

  else

    if @skill.name != "one of the skills" # <-- first skill name

      @spriteset.enemy_sprites[@active_battler.index].enemy_pose(5) # <-- sprite number

    end

  end
#=============================================================================
# SKILL SPRITES END
#=============================================================================
 
    @animation1_id = @skill.animation1_id
    @animation2_id = @skill.animation2_id
    @common_event_id = @skill.common_event_id
    set_target_battlers(@skill.scope)
    for target in @target_battlers
      target.skill_effect(@active_battler, @skill)
    end
  end
  #--------------------------------------------------------------------------
  # how here we make the item use aktions
  #--------------------------------------------------------------------------
  def make_item_action_result
    # sorry i didnt work on this...
    # couse i dont have a sprite that uses items....
    # so i just added the standby sprite here...
    # when i get more time for this i'll try what i can do for this one... ^-^
    # its the same as the ones above...
    if @active_battler.is_a?(Game_Actor)
      @spriteset.actor_sprites[@active_battler.index].pose(1)
    else
      @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
    end
 
    @item = $data_items[@active_battler.current_action.item_id]
    unless $game_party.item_can_use?(@item.id)
      @phase4_step = 1
      return
    end
    if @item.consumable
      $game_party.lose_item(@item.id, 1)
    end
    @help_window.set_text(@item.name, 1)
    @animation1_id = @item.animation1_id
    @animation2_id = @item.animation2_id
    @common_event_id = @item.common_event_id
    index = @active_battler.current_action.target_index
    target = $game_party.smooth_target_actor(index)
    set_target_battlers(@item.scope)
    for target in @target_battlers
      target.item_effect(@item)
    end
  end
 
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luck07
Nv.8 : Cavalier
Nv.8 : Cavalier
luck07


Masculin Nombre de messages : 56
Age : 31
Localisation : Poligné
Date d'inscription : 26/06/2006

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MessageSujet: Re: Lord ? tu peux me modif mon script ?   Lord ? tu peux me modif mon script ? Icon_minitimeMer 11 Avr - 12:11

Code:
#==============================================================================
# here again.... snipplet from RPG's script
#==============================================================================


# this one here is for the winning pose...
# if you happen to use my old costum level script then you need to add the
# marked line to you "def start_phase5" in  "Scene_Battle 2" and delete this one...
# the ->  =*****=
# marks the end where you need to delete...
# and -> {=====}
# marks the line you need to copy and paste in the other one...
# you need to add it at the same position...

  def start_phase5
    @phase = 5
    $game_system.me_play($game_system.battle_end_me)
    $game_system.bgm_play($game_temp.map_bgm)
    exp = 0
    gold = 0
    treasures = []
    for enemy in $game_troop.enemies
      unless enemy.hidden
        exp += enemy.exp
        gold += enemy.gold
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])
          end
          if enemy.weapon_id > 0
            treasures.push($data_weapons[enemy.weapon_id])
          end
          if enemy.armor_id > 0
            treasures.push($data_armors[enemy.armor_id])
          end
                    trésorsup = trésorsup(enemy)  #Krazplay
          if trésorsup != nil
            for i in 0...trésorsup.size
              treasures.push(trésorsup[i])
            end
          end
        end
      end
    end
    treasures = treasures[0..5]
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      @spriteset.actor_sprites[i].pose(7) unless actor.dead? # {=====}
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
        if actor.level > last_level
          @status_window.level_up(i)
        end
      end
    end
    $game_party.gain_gold(gold)
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    @result_window = Window_BattleResult.new(exp, gold, treasures)
    @phase5_wait_count = 100
  end
#  =*****=
 
  #--------------------------------------------------------------------------
  # updating the movement
  # since RPG isnt used to comments... i'll comment it again...
  #--------------------------------------------------------------------------
  def update_phase4_step3
    if @active_battler.current_action.kind == 0 and
      @active_battler.current_action.basic == 0
      # in this one... we have our weapon animations... for player and monster
      if @active_battler.is_a?(Game_Actor)
        @spriteset.actor_sprites[@active_battler.index].pose(@weapon_sprite)
      elsif @active_battler.is_a?(Game_Enemy)
        @spriteset.enemy_sprites[@active_battler.index].enemy_pose(@weapon_sprite_enemy)
      end
    end
    if @animation1_id == 0
      @active_battler.white_flash = true
    else
      @active_battler.animation_id = @animation1_id
      @active_battler.animation_hit = true
    end
    @phase4_step = 4
  end

  def update_phase4_step4
    # this here is for the hit animation...
    for target in @target_battlers
      if target.is_a?(Game_Actor) and !@active_battler.is_a?(Game_Actor)
        if target.guarding?
          @spriteset.actor_sprites[target.index].pose(2)
        else
          @spriteset.actor_sprites[target.index].pose(3)
        end
        elsif target.is_a?(Game_Enemy) and !@active_battler.is_a?(Game_Enemy)
        if target.guarding?
          @spriteset.enemy_sprites[target.index].enemy_pose(2)
        else
          @spriteset.enemy_sprites[target.index].enemy_pose(3)
        end
      end
      target.animation_id = @animation2_id
      target.animation_hit = (target.damage != "Manqué")
    end
    @wait_count = 8
    @phase4_step = 5
  end

  def update_phase4_step5
    if @active_battler.hp > 0 and @active_battler.slip_damage?
      @active_battler.slip_damage_effect
      @active_battler.damage_pop = true
    end

    @help_window.visible = false
    @status_window.refresh
    # here comes the guard animations....
    if @active_battler.is_a?(Game_Actor)
      @spriteset.actor_sprites[@active_battler.index].pose(1)
    else
      @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
    end
    for target in @target_battlers
      if target.damage != nil
        target.damage_pop = true
        if @active_battler.is_a?(Game_Actor)
          @spriteset.actor_sprites[@active_battler.index].pose(1)
        else
          @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
        end
      end
    end
    @phase4_step = 6
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
  #--------------------------------------------------------------------------
  def update_phase4_step6
 
    # here we are asking if the player is dead and is a player or an enemy...
    # these lines are for the running back and standby animation....
    if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
      @spriteset.actor_sprites[@active_battler.index]\
      .move(@active_battler.screen_x, @active_battler.screen_y, 20)
      @spriteset.actor_sprites[@active_battler.index].pose(0)
    elsif !@active_battler.dead?
      @spriteset.enemy_sprites[@active_battler.index]\
      .move(@active_battler.screen_x, @active_battler.screen_y, 20)
      @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
    end
    for target in @target_battlers
      if target.is_a?(Game_Actor) and !target.dead?
          @spriteset.actor_sprites[target.index].pose(1)
        elsif !target.dead?
          @spriteset.enemy_sprites[target.index].enemy_pose(1)
      end
    end
    $game_temp.forcing_battler = nil
    if @common_event_id > 0
      common_event = $data_common_events[@common_event_id]
      $game_system.battle_interpreter.setup(common_event.list, 0)
    end
    @phase4_step = 7
  end

  def update_phase4_step7
 
    # here we are asking if the player is dead and is a player or an enemy...
    # these lines are for the running back and standby animation....
    if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
      @spriteset.actor_sprites[@active_battler.index].pose(1)
    elsif !@active_battler.dead?
      @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
    end

    $game_temp.forcing_battler = nil
    if @common_event_id > 0
      common_event = $data_common_events[@common_event_id]
      $game_system.battle_interpreter.setup(common_event.list, 0)
    end
    @phase4_step = 1
  end
 
# this one is an extra... without this the animation whill not work correctly...

  def update
    if $game_system.battle_interpreter.running?
      $game_system.battle_interpreter.update
      if $game_temp.forcing_battler == nil
        unless $game_system.battle_interpreter.running?
          unless judge
            setup_battle_event
          end
        end
        if @phase != 5
          @status_window.refresh
        end
      end
    end
    $game_system.update
    $game_screen.update
    if $game_system.timer_working and $game_system.timer == 0
      $game_temp.battle_abort = true
    end
    @help_window.update
    @party_command_window.update
    @actor_command_window.update
    @status_window.update
    @message_window.update
    @spriteset.update
    if $game_temp.transition_processing
      $game_temp.transition_processing = false
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    if $game_temp.message_window_showing
      return
    end
    if @spriteset.effect?
      return
    end
    if $game_temp.gameover
      $scene = Scene_Gameover.new
      return
    end
    if $game_temp.to_title
      $scene = Scene_Title.new
      return
    end
    if $game_temp.battle_abort
      $game_system.bgm_play($game_temp.map_bgm)
      battle_end(1)
      return
    end
    if @wait_count > 0
      @wait_count -= 1
      return
    end

    # this one holds the battle while the player moves
    for actor in @spriteset.actor_sprites
      if actor.moving
        return
      end
    end
    # and this one is for the enemy...
    for enemy in @spriteset.enemy_sprites
      if enemy.moving# and $game_system.animated_enemy
        return
      end
    end
 
    if $game_temp.forcing_battler == nil and
      $game_system.battle_interpreter.running?
      return
    end
    case @phase
    when 1
      update_phase1
    when 2
      update_phase2
    when 3
      update_phase3
    when 4
      update_phase4
    when 5
      update_phase5
    end
  end
 
#==============================================================================
# end of the snipplet
# if you want the comments that where here just look at the scene_battle 4...
# i added some comments since RPG hasnt add any....
#==============================================================================
end
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Lord Ephraim
Grand Lord
Grand Lord
Lord Ephraim


Masculin Nombre de messages : 429
Age : 34
Localisation : Dans les ruines du royaume de Renais .
Nbre de jeux de RPG que vous avez fini : 31
Date d'inscription : 18/06/2006

Fiche RPGiste
PR (Points RPGiste):
Lord ? tu peux me modif mon script ? Left_bar_bleue0/500Lord ? tu peux me modif mon script ? Empty_bar_bleue  (0/500)

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MessageSujet: Re: Lord ? tu peux me modif mon script ?   Lord ? tu peux me modif mon script ? Icon_minitimeVen 13 Avr - 17:54

Euh les barres tu les veux vraiment comme ça .

Sinon je connais un bon script de barre mais ça sera pas vraiment ton modelle et pour l'atb ça sera chaud mais j'essairais
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kakashi
Nv.7 : Danseur
Nv.7 : Danseur



Nombre de messages : 51
Age : 35
Nbre de jeux de RPG que vous avez fini : je sais pas "pas mal"
Date d'inscription : 10/03/2007

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MessageSujet: Re: Lord ? tu peux me modif mon script ?   Lord ? tu peux me modif mon script ? Icon_minitimeVen 13 Avr - 19:14

Je suis sur qu'il y arrivera lol.
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luck07
Nv.8 : Cavalier
Nv.8 : Cavalier
luck07


Masculin Nombre de messages : 56
Age : 31
Localisation : Poligné
Date d'inscription : 26/06/2006

Fiche RPGiste
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MessageSujet: Re: Lord ? tu peux me modif mon script ?   Lord ? tu peux me modif mon script ? Icon_minitimeVen 13 Avr - 20:15

Je voudrais pas les barres exactements comme ca ... (sinon le combat serait bof bof )

Mais fais comme tu le sens ... Si tu n'y arrive pas pour l'ATB c'est pas grave ...
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Lord Ephraim
Grand Lord
Grand Lord
Lord Ephraim


Masculin Nombre de messages : 429
Age : 34
Localisation : Dans les ruines du royaume de Renais .
Nbre de jeux de RPG que vous avez fini : 31
Date d'inscription : 18/06/2006

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MessageSujet: Re: Lord ? tu peux me modif mon script ?   Lord ? tu peux me modif mon script ? Icon_minitimeDim 15 Avr - 17:08

tSinon je connais un script un epu similaire a ce que tu as je crois que c'est combat FF avec un autre script de barres je croi qu'elle est mise sur le forum
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