regan
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Everything posted by regan
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Mi sono accorto che se crei un mostro nuovo,lo metti nel database e ci combatti, quando lui ti attacca non emette nessun suono, cosa che invece quando ti attaccano i mostri già preimpostati nel database i suoni ci sono! Come mai?si può modificare questa cosa? Sennò ' effetto è bruttissimo!!!
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[Tutorial] Spostare massi e Variabili per coordinate
regan replied to Losco individuo's topic in Guide alla Programmazione
Si è vero ho risolto :* Grazie a tutti vi amo smack smack -
usare la barca(o meglio il chara di un mostro marino)
regan replied to regan's question in Supporto VX e VX-Ace
BHè speriamo! Umh a questo punto l' unica cosa che mi rimane da risolvere sono le skills di Breath of fire 4(quella che ti fa trasformare in una drago XD) -
Grazie XD Umh per la neve provvederò, a me non è mai successo °_° Per il mapping ancora grazie.Umh non credo metterò i mostriciattoli per ora , però sarei curioso di vedere il tuo bs, magari te lo rubo ehehehe. I save belli vero?uno script niente male! Ora sto facendo il pezzo della montagna,e forse metterò delle osterie che vendono i panini più avanti.
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Ma uffa così rovino già la trama :( Dico solo le prime cose y.y L' eroe è un mercenario, che dopo l' utlima missione si reca in visita al vecchio maestro, che ora ha una nuova allieva.... Quello stesso giorno l' allieva viene rapita e il maestro ucciso( e l' eroe bastonato) Dopo aver seppellito il maestro l' ero parte alla ricerca della ragazza, e arrivato in un villaggio scopre che un' altra ragazza è stata rapita e portata sulla montagna, e fa squadra con i villaggiai locali XD La demo arriva solo fino a li :)
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Team Me stesso xD presenta KEYS OF GOD 1. Introduzione Un gioco che parla di mercenari, guerra fra regni, demoni antichi, paladini e magia. (un misto fra Suikoden 2, Breath of fire 4, Final fantasy insomma) 2. Storia * Per ora vorrei rimanesse segreta, vi do solo l' inizio 3. Personaggi L' eroe è un mercenario del regno di Koga, che in visita al suo vecchio maestro....... Schietto e irascibile di carattere. 4. Caratteristiche Tecniche/Gameplay * Bs laterale Menù ad anello salvataggi con locazione raffigurata Sistema messaggi avanzato Gli script e le risorse grafiche sono tutte prese da questo forum. Demo/Link alla versione giocabile * http://www.mediafire.com/?sharekey=84d7f26...2db6fb9a8902bda -Demo seconda versione http://www.mediafire.com/?sharekey=84d7f26...2db6fb9a8902bda -Nuova grafica -menù ad anello tolto -aggiunta Opzione osteria -Aggiunto pezzo di storia
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I face che parlano mentre scrivi sono una forza, e anche molte animazioni, e anche il bs! le prime due le vorrei anche io nel mio progetto,ma già tanto che lo so usare, rpg maker XD
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usare la barca(o meglio il chara di un mostro marino)
regan replied to regan's question in Supporto VX e VX-Ace
Grazie grassissime! Anche se speravo di poterlo fare senza la storia degli eventi da mettere sulla riva(a lungo andare mi rallenterà il gioco di un sag, l' antilag non funziona un cippo, e io non posso manco usarlo perchè in contrasto con altri script!!!) Anche io avevo in mente uan cosa del genere, solo che non trovavo questi comandi(gli stessi da usare per spostare i massi su un punto per far aprire le porte, in pratica) Bhè spero te ne diano xD Ora devo solo più risolvere il problema del trasformarmi in mostro con una certa magia(hai presente breath of fire 4??) e avrò tutto per rendere il mio gioco come lo voglio u.u -
usare la barca(o meglio il chara di un mostro marino)
regan replied to regan's question in Supporto VX e VX-Ace
c'è nessunooooooooooooo? -
[Tutorial] Spostare massi e Variabili per coordinate
regan replied to Losco individuo's topic in Guide alla Programmazione
Ho provatop a farlo con rpg maker vx ma pare non sia possibile, non c'è il comando di controllo delle cordinate! Mi aiutate? -
usare la barca(o meglio il chara di un mostro marino)
regan replied to regan's question in Supporto VX e VX-Ace
e come faccio ad usare le variabili in modo tale da fare ciò?? -
ho già aggiunto l evocazione ifrit(quella che voglia sia una evocazione o trasformazione, come quella già impostata. Funziona tutto perfettamente tranne il cambio della grafica.usa la magia ma non cambia di aspetto! vi posto anche le istruzioni, che ho seguito alla lettera. =begin #============================================================================== # BARRIER # Reduces magical damage against the character. #============================================================================== Create a new new state in the database called Barrier. Do not give it any additonal input (i.e it does nothing) - make note of the state ID! Find this line in Tywin_BOF_Skills @barrier_state = 17 and change 17 to the the barrier state id in the database. Find this line in Tywin_BOF_Skills @barrier_protect = 3 This value (which must be between 0 and 10) currently reduces magical damage against your character by 30%. If, for example you want it to be 50%, change it to 5. To create a barrier skill, simply add a new skill that adds the barrier state #============================================================================== # SHIELD # Reduces physical damage against the character. #============================================================================== Create a new new state in the database called Shield. Do not give it any additonal input (i.e it does nothing) - make note of the state ID! Find this line in Tywin_BOF_Skills @shield_state = 18 and change 18 to the the shield state id in the database. Find this line in Tywin_BOF_Skills @shield_protect = 3 This value (which must be between 0 and 10) currently reduces physical damage against your character by 30%. If, for example you want it to be 50%, change it to 5. To create a shield skill, simply add a new skill that adds the shield state #============================================================================== # WAIT SKILLS # The character must wait a certain period of time before using the skill # again #============================================================================== Find these two lines in Tywin_BOF_Skills wait_skill = Wait_Skill.new(0, 13, 1) @wait_skills.push(wait_skill) *The first value is the wait_id, each wait_id is unique, so if you add one give it an id of 1. *The second value is the skill id in the database (in this case 13 which is Bonebreak. *The third value is the amount of time in minutes a character must wait before using the skill again. In this case it is 1 minuts. If, for example you wanted it to be 3 hours, change it to 180. To create a new wait skill, simply copy the two lines given above and paste them under those two lines. for example, if i wanted skill number 5 to have a wait time of 30 minutes, i would then have: wait_skill = Wait_Skill.new(0, 13, 1) @wait_skills.push(wait_skill) wait_skill = Wait_Skill.new(1, 5, 30) @wait_skills.push(wait_skill) #============================================================================== # STEAL SKILLS # The character can steal items from enemies. #============================================================================== Create a new new element in the database called Steal. make note of the steal ID! Find this line in Tywin_BOF_Skills @steal_element = 17 and change 17 to the the steal element id in the database. To create a steal skill, simply add a new skill in the database, and set it to do as much damage as you want and tag it with the steal element. To set up enemy steals: Find these lines in Tywin_BOF_Skills steal = Steal.new(0, 1, 1, 1, 100) steal_array.push(steal) steal = Steal.new(1, 2, 2, 1, 100) steal_array.push(steal) steal = Steal.new(2, 3, 3, 1, 100) steal_array.push(steal) This has created three monsters you can steal from, we'll look at the first one: steal = Steal.new(0, 1, 1, 1, 100) steal_array.push(steal) *The first value is the steal_id, each steal_id is unique, so if you add one give it an id of 3. (as the last one is 2) *The second value is the id of the enemy in the database you want to steal from *The third value is the kind of item you want to steal in this format: 1 - Item 2 - Weapon 3 - Armor *The fourth value is the item/weapon/armor id in the database of the item you want to steal *The last value is the percentage chance of being able to steal the item, in this case 100% - ALWAYS SUCCEEDS! To create a new steal, simply copy the two lines given above and paste them under those all other steals. for example, if i wanted to steal from enemy number 5, weapon number 2, 40% succeess i would add: steal = Steal.new(3, 5, 2, 2, 40) steal_array.push(steal) #============================================================================== # WERETIGER SKILLS # The character turns into a weretiger and goes berserk (hitting friends and # foe alike. #============================================================================== Create a new new element in the database called Weretiger. make note of the ID! Find this line in Tywin_BOF_Skills @weretiger_element = 18 and change 18 to the the weretiger element id in the database. Create a new new state in the database called Weretiger. Set it up to have whatever (200% ATK, 80% DEF, 120% AGI, 80% SPI is what I use) and set it to always attack enemies. Find this line in Tywin_BOF_Skills @weretiger_state = 19 and change 19 to the the weretiger state id in the database. Then create a new skill in the database called weretiger. set it to give the state to the character and tag it with the weretiger element. #============================================================================== # IDENTIFY SKILLS # The character can look at enemy data in battle. #============================================================================== Create a new new element in the database called Identify. make note of the ID! Find this line in Tywin_BOF_Skills @identify_element = 19 and change 19 to the the identify element id in the database. Create a new skill with the identify element! Easy! #============================================================================== # DESTROY CERTAIN ENEMIES SKILLS # Destroys all enemies of a certain type, for example all undead. #============================================================================== Create a new new element in the database called Destroy_all_types. make note of the ID! Find this line in Tywin_BOF_Skills @destroy_all_types_element = 20 and change 20 to the the Destroy_all_types element id in the database. To set up destroy certain enemy skills: Find these lines in Tywin_BOF_Skills auto_destroy = Auto_Destroy_Skill.new(0, 43, [4, 5]) destroy_array.push(auto_destroy) *The first value is the destroy_id, each destroy_id is unique, so if you add one give it an id of 1. *The second value is the id of the skill with the element. *The third value is a list of all enemy ids that this skill kills. To create a new destroy certain enemies skill, simply copy the two lines given above and paste them under those all other steals. for example, if i wanted skill number 5 to kill enemies 1, 2 and 3 only: auto_destroy = Auto_Destroy_Skill.new(1, 5, [1, 2, 3]) destroy_array.push(auto_destroy) #============================================================================== # DAMAGE ALTERED BASED ON HP SKILLS # Skills that are better or worse depending on your HP #============================================================================== Create a new new element in the database called Breath. make note of the ID! Find this line in Tywin_BOF_Skills @based_on_hp_element = 21 and change 21 to the the Breath element id in the database. Create a new skill with the Breath element! Easy! Note spi-foc and atk-foc should both be 0 to stop insane damage! #============================================================================== # DAMAGE ALTERED BASED ON HP SKILLS # Skills that are better or worse depending on your HP #============================================================================== Create a new new element in the database called based_on_def. make note of the ID! Find this line in Tywin_BOF_Skills @based_on_def_element = 22 and change 22 to the the based_on_def element id in the database. Create a new skill with the based_on_def element! Easy! Note spi-foc and atk-foc should both be 0 to stop insane damage! #============================================================================== # DISEMBOWEL SKILLS # Skills that reduce enemy to 1 hp and reduce your max hp by 10% #============================================================================== Create a new new element in the database called Disembowel make note of the ID! Find this line in Tywin_BOF_Skills @disembowel_element = 24 and change 24 to the the Disembowel element id in the database. Create a new skill with the Disembowel element! Easy! Note spi-foc and atk-foc should both be 0 to stop insane damage! #============================================================================== # DO TWICE SKILLS # Skills that occur twice. #============================================================================== Create a new new element in the database called Do_twice make note of the ID! Find this line in Tywin_BOF_Skills @do_twice_element = 25 and change 25 to the the Do_twice element id in the database. Create a new skill with the Do_twice element! Easy! =end
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Vi espongo il mio problema. Ho trovato uno script che emula le skill di breath of fire, la più interessante è quella che emule le capacità di trasformarsi in mostri durante la battaglia. nell script ne è già presente una, chiamata wiretiger. Ho cercato di crearne un' altra seguendo le istruzioni, e fila tutto liscio tranne la cosa più importante...il personaggio non si trasforma!!!! (tra l altro alla fine del combattimento il personaggio dovrebbe tornare normale ma questo non succede(per la skill che lo fa trasformare già impostata)difatti nella battaglia dopo è ancora trasformato u.u Mi date un amano per favore? Posto qui lo script #============================================================================== # ** Tywin_BOF_Skills #------------------------------------------------------------------------------ # © TywinLannister, 2008 # 05/04/08 # Version 1.2 #------------------------------------------------------------------------------ # INSTRUCTIONS: # - Paste this above main # VERSION HISTORY: # - 1.0 (29/03/08), Initial release. # - 1.0.1 (02/04/08), Weretiger now has 50% chance of attacking allies. # - 1.0.2 (02/04/08), Identify skill now working. # - 1.0.3 (02/04/08), Created instructions on the use of the skills. # - 1.1 (29/03/08), release. # - 1.1.1 (02/04/08), Kyrie skill now working. # - 1.1.2 (02/04/08), Breath skills now working. # - 1.1.3 (02/04/08), Celerity skill now working. # - 1.1.4 (02/04/08), Charge skill now working. # - 1.1.5 (03/04/08), Disembowel skill now working. # - 1.1.6 (05/04/08), Double Blow skill now working. # - 1.2 (05/04/08), release. # # SKILLS TRANSLATED (that needed translation): # - Protect # - Shield # - Bonebreak # - Pilfer # - Weretiger # - Identify # - Kyrie # - Breath attacks (damaged altered based on HP) # - Celerity # - Charge # - Disembowel # - Double blow #============================================================================== #============================================================================== # ** Scene_Title #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # * Command New Game #-------------------------------------------------------------------------- attr_accessor :last_gene_id # for cursor memory: Skill alias tywin_BOF_skills_cng command_new_game def command_new_game tywin_BOF_skills_cng $BOF_skills_script = BOF_Skills_Script.new $BOF_skills_script.main end end #============================================================================== # ** BOF_Skills_Script #============================================================================== class BOF_Skills_Script #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make a BOF_Skills object $BOF_skills = BOF_Skills.new # Make time wating skills $BOF_skills.make_wait_skills end end #============================================================================== # ** BOF_Skills #------------------------------------------------------------------------------ # This class handles the skills. Refer to "$BOF_Skills" for each instance of # this class. #============================================================================== class BOF_Skills #-------------------------------------------------------------------------- # * Constants #-------------------------------------------------------------------------- $WERETIGER_GRAPHIC_FILE = "pxp5oy2" $WERETIGER_GRAPHIC_INDEX = 1 $IFRIT_GRAPHIC_FILE = "facile_character" $IFRIT_GRAPHIC_INDEX = 1 #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :barrier_state attr_accessor :barrier_protect attr_accessor :shield_state attr_accessor :shield_protect attr_accessor :wait_skills attr_accessor :steal_element attr_accessor :enemies_to_steal_from attr_accessor :weretiger_element attr_accessor :weretiger_state attr_accessor :ifrit_element attr_accessor :ifrit_state attr_accessor :identify_element attr_accessor :destroy_all_types_element attr_accessor :auto_destroy_certain_enemies attr_accessor :based_on_hp_element attr_accessor :based_on_def_element attr_accessor :disembowel_element attr_accessor :do_twice_element #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize #state ids - for skills that apply a specific state change @barrier_state = 17 #protects against magical attacks only. @shield_state = 18 #protects against normal attacks only. @weretiger_state = 19 #chance of becoming berserk. @ifrit_state = 21 #element ids - for skills that do something special @steal_element = 17 #steals items from enemies. @weretiger_element = 18 #change into weretiger. @ifrit_element = 26 @identify_element = 19 #show enemy stats. @destroy_all_types_element = 20 #Destroy all enemies of a certain type. @based_on_hp_element = 21 #Damaged altered, based on HP. @based_on_def_element = 22 #Damaged altered, based on DEF. @disembowel_element = 24 #Reduce enemy to 1 hp; user max hp down @do_twice_element = 25 #Do skill twice #Barrier and Shield protect out of 10 (0 no protection, 10 is 100% protection) @barrier_protect = 3 @shield_protect = 3 #Don't touch these unless instructed @wait_skills = [] @enemies_to_steal_from = get_steal_array @auto_destroy_certain_enemies = get_auto_destroy_enemies_array end #-------------------------------------------------------------------------- # * make wait skills #-------------------------------------------------------------------------- def make_wait_skills wait_skill = Wait_Skill.new(0, 13, 1) @wait_skills.push(wait_skill) wait_skill = Wait_Skill.new(1, 54, 2) @wait_skills.push(wait_skill) end #-------------------------------------------------------------------------- # * make steal items #-------------------------------------------------------------------------- def get_steal_array steal_array = [] #steal id, enemy id, item type (1 = item, 2 = weapon, 3 = armor), item id, steal chance steal = Steal.new(0, 1, 1, 1, 100) steal_array.push(steal) steal = Steal.new(1, 2, 2, 1, 100) steal_array.push(steal) steal = Steal.new(2, 3, 3, 1, 100) steal_array.push(steal) return steal_array end #-------------------------------------------------------------------------- # * make steal items #-------------------------------------------------------------------------- def get_auto_destroy_enemies_array destroy_array = [] #destroy_id, skill id, enemies_destroyed auto_destroy = Auto_Destroy_Skill.new(0, 43, [4, 5]) destroy_array.push(auto_destroy) return destroy_array end end #============================================================================== # ** Auto_Destroy_Skill #------------------------------------------------------------------------------ class Auto_Destroy_Skill #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :destroy_id attr_accessor :skill_id attr_accessor :enemies_destroyed #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(destroy_id, skill_id, enemies_destroyed) @destroy_id = destroy_id @skill_id = skill_id @enemies_destroyed = enemies_destroyed end end #============================================================================== # ** Wait_Skill #------------------------------------------------------------------------------ class Wait_Skill #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :wait_id attr_accessor :skill_id attr_accessor :wait_time_minutes attr_accessor :actors_waiting attr_accessor :actors_started_waiting_at attr_accessor :actors_waited #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(wait_id, skill_id, wait_time_minutes) @wait_id = wait_id @skill_id = skill_id @wait_time_minutes = wait_time_minutes @actors_waiting = [] @actors_started_waiting_at = [] @actors_waited = [] end end #============================================================================== # ** Steal #------------------------------------------------------------------------------ class Steal #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :steal_id attr_accessor :enemy_id attr_accessor :item_type #1 = Item, 2 = Weapon, 3 = armor attr_accessor :item_id attr_accessor :steal_chance #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(steal_id, enemy_id, item_type, item_id, steal_chance) @steal_id = steal_id @enemy_id = enemy_id @item_type = item_type @item_id = item_id @steal_chance = steal_chance end end #============================================================================== # ** Scene_File #============================================================================== class Scene_File #-------------------------------------------------------------------------- # * Write Save Data #-------------------------------------------------------------------------- alias tywin_BOF_skills_wsd write_save_data alias tywin_BOF_skills_rsd read_save_data def write_save_data(file) tywin_BOF_skills_wsd(file) Marshal.dump($BOF_skills, file) end def read_save_data(file) tywin_BOF_skills_rsd(file) $BOF_skills = Marshal.load(file) end end #============================================================================== # ** Game_Battler #------------------------------------------------------------------------------ class Game_Battler #-------------------------------------------------------------------------- # alias listings #-------------------------------------------------------------------------- alias tywin_BOF_skills_skill_effect skill_effect alias tywin_skill_can_use? skill_can_use? #-------------------------------------------------------------------------- # * Calculation of Damage Caused by Skills or Items #-------------------------------------------------------------------------- def make_obj_damage_value(user, obj) damage = obj.base_damage # get base damage if damage > 0 # a positive number? damage += user.atk * 4 * obj.atk_f / 100 # Attack F of the user damage += user.spi * 2 * obj.spi_f / 100 # Spirit F of the user if obj.element_set.include?($BOF_skills.based_on_hp_element) damage += user.hp * 2 # For HP based breath attacks end if obj.element_set.include?($BOF_skills.based_on_def_element) damage += user.def * 2 # For DEF based breath attacks end unless obj.ignore_defense # Except for ignore defense damage -= self.def * 2 * obj.atk_f / 100 # Attack F of the target damage -= self.spi * 1 * obj.spi_f / 100 # Spirit F of the target end damage = 0 if damage < 0 # If negative, make 0 elsif damage < 0 # a negative number? damage -= user.atk * 4 * obj.atk_f / 100 # Attack F of the user damage -= user.spi * 2 * obj.spi_f / 100 # Spirit F of the user end damage *= elements_max_rate(obj.element_set) # elemental adjustment damage /= 100 damage = apply_variance(damage, obj.variance) # variance damage = apply_barrier(damage) # barrier adjustment. damage = apply_guard(damage) # guard adjustment if obj.damage_to_mp @mp_damage = damage # damage MP else @hp_damage = damage # damage HP end end #-------------------------------------------------------------------------- # * Calculation of Damage From Normal Attack #-------------------------------------------------------------------------- def make_attack_damage_value(attacker) damage = attacker.atk * 4 - self.def * 2 # base calculation damage = 0 if damage < 0 # if negative, make 0 damage *= elements_max_rate(attacker.element_set) # elemental adjustment damage /= 100 if damage == 0 # if damage is 0, damage = rand(2) # half of the time, 1 dmg elsif damage > 0 # a positive number? @critical = (rand(100) < attacker.cri) # critical hit? @critical = false if prevent_critical # criticals prevented? damage *= 3 if @critical # critical adjustment end damage = apply_variance(damage, 20) # variance damage = apply_shield(damage) # shield adjustment damage = apply_guard(damage) # guard adjustment @hp_damage = damage # damage HP end #-------------------------------------------------------------------------- # * Reduce damage if barrier #-------------------------------------------------------------------------- def apply_barrier(damage) if damage > 0 and states.include?($data_states[$BOF_skills.barrier_state]) damage = damage / 10 * (10 - $BOF_skills.barrier_protect) #reduce damage end return damage end #-------------------------------------------------------------------------- # * Reduce damage if shield #-------------------------------------------------------------------------- def apply_shield(damage) if damage > 0 and states.include?($data_states[$BOF_skills.shield_state]) damage = damage / 10 * (10 - $BOF_skills.shield_protect) #reduce damage end return damage end #-------------------------------------------------------------------------- # * Determine Usable Skills # skill : skill #-------------------------------------------------------------------------- def skill_can_use?(skill) return false if need_to_wait?(skill) return false if self.states.include?($data_states[$BOF_skills.weretiger_state]) tywin_skill_can_use?(skill) end #-------------------------------------------------------------------------- # * revert_weretiger_form #-------------------------------------------------------------------------- def revert_weretiger_form self.set_graphic(self.old_graphic_file, self.old_graphic_index, self.old_face_file, self.old_face_index) self.remove_state($BOF_skills.weretiger_state) end #-------------------------------------------------------------------------- # * need_to_wait? #-------------------------------------------------------------------------- def need_to_wait?(skill) for wait_skill in $BOF_skills.wait_skills if wait_skill.skill_id == skill.id i = -1 for actor in wait_skill.actors_waiting i += 1 if self.id == actor.id and wait_skill.actors_waited == false started_waiting = wait_skill.actors_started_waiting_at current_time = Graphics.frame_count / Graphics.frame_rate time_waited = current_time - started_waiting time_needed = wait_skill.wait_time_minutes * 60 if time_needed < time_waited wait_skill.actors_waited = true end return true if time_needed > time_waited end end end end return false end #-------------------------------------------------------------------------- # * Apply Skill Effects #-------------------------------------------------------------------------- def skill_effect(user, skill) tywin_BOF_skills_skill_effect(user, skill) for wait_skill in $BOF_skills.wait_skills if skill.id == wait_skill.skill_id wait_skill.actors_waiting.push(user) total_sec = Graphics.frame_count / Graphics.frame_rate wait_skill.actors_started_waiting_at.push(total_sec) wait_skill.actors_waited.push(false) end end end #-------------------------------------------------------------------------- # * weretiger transformation #-------------------------------------------------------------------------- def transform_into_weretiger self.set_graphic($WERETIGER_GRAPHIC_FILE, $WERETIGER_GRAPHIC_INDEX, self.old_face_file, self.old_face_index) self.add_state($BOF_skills.weretiger_state) end end #============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ class Scene_Battle #-------------------------------------------------------------------------- # * Alias listings #-------------------------------------------------------------------------- alias tywin_BOF_skills_start start #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start tywin_BOF_skills_start set_up_steal_items end #-------------------------------------------------------------------------- # * Set Up Steal Items #-------------------------------------------------------------------------- def set_up_steal_items @enemy_steals = [nil, nil, nil, nil, nil, nil, nil, nil] @enemy_stolen_from = [nil, nil, nil, nil, nil, nil, nil, nil] i = -1 for member in $game_troop.members i += 1 @enemy_steals = member if does_enemy_have_item?(member) @enemy_stolen_from = false end end end #-------------------------------------------------------------------------- # * Does enemy have item? #-------------------------------------------------------------------------- def does_enemy_have_item?(member) for enemy in $BOF_skills.enemies_to_steal_from if enemy.enemy_id == member.enemy_id return true if enemy.item_type != nil end end return false end #-------------------------------------------------------------------------- # * Execute Battle Action: Skill #-------------------------------------------------------------------------- def execute_action_skill skill = @active_battler.action.skill text = @active_battler.name + skill.message1 @message_window.add_instant_text(text) unless skill.message2.empty? wait(10) @message_window.add_instant_text(skill.message2) end targets = @active_battler.action.make_targets display_animation(targets, skill.animation_id) @active_battler.mp -= @active_battler.calc_mp_cost(skill) $game_temp.common_event_id = skill.common_event_id for target in targets target.skill_effect(@active_battler, skill) if skill.element_set.include?($BOF_skills.steal_element) try_steal(@active_battler, target) end if skill.element_set.include?($BOF_skills.weretiger_element) @active_battler.transform_into_weretiger end if skill.element_set.include?($BOF_skills.identify_element) start_enemy_view(target) wait_for_view_enemy end if skill.element_set.include?($BOF_skills.destroy_all_types_element) destroy_if_type(target, skill) end if skill.element_set.include?($BOF_skills.disembowel_element) disembowel_target(target, @active_battler) end if skill.element_set.include?($BOF_skills.do_twice_element) display_action_effects(target, skill) target.skill_effect(@active_battler, skill) display_action_effects(target, skill) else display_action_effects(target, skill) end end end #-------------------------------------------------------------------------- # * Disembowel target #-------------------------------------------------------------------------- def disembowel_target(target, user) target.hp = 1 penalty = user.base_maxhp / 10 user.hp -= penalty if user.hp < 1 user.hp = 1 end for actor in $game_party.members if user == actor user.set_disembowel_penalty(penalty) return end end set_disembowl_penalty(user, penalty) end #-------------------------------------------------------------------------- # * Disembowel target #-------------------------------------------------------------------------- def set_disembowl_penalty(user, penalty) for member in $game_troop.members if member.name == user.name user.maxhp -= penalty end end end #-------------------------------------------------------------------------- # * Destory all enemies of a certain type. #-------------------------------------------------------------------------- def destroy_if_type(target, skill) for auto_destroy_skill in $BOF_skills.auto_destroy_certain_enemies if auto_destroy_skill.skill_id == skill.id if auto_destroy_skill.enemies_destroyed.include?(target.enemy_id) target.hp = 0 end end end end #-------------------------------------------------------------------------- # * Start enemy view #-------------------------------------------------------------------------- def start_enemy_view(target) if @enemy_window != nil @enemy_window.dispose @enemy_window = nil end @enemy_window = Window_Enemy_Identify.new(target) @enemy_window.active = true end #-------------------------------------------------------------------------- # * End enemy view #-------------------------------------------------------------------------- def end_enemy_view if @enemy_window.visible @enemy_window.visible = false end @enemy_window.active = false end #-------------------------------------------------------------------------- # * Update enemy view #-------------------------------------------------------------------------- def update_enemy_view @enemy_window.update if Input.trigger?(Input::B) Sound.play_cancel end_enemy_view end end #-------------------------------------------------------------------------- # * Wait Until View Enemy has Finished #-------------------------------------------------------------------------- def wait_for_view_enemy @enemy_window.update while @enemy_window.visible update_enemy_view update_basic end end #-------------------------------------------------------------------------- # * try steal #-------------------------------------------------------------------------- def try_steal(battler, target) index = -1 for enemy in @enemy_steals index += 1 if enemy == target do_steal(battler, target, index) end end end #-------------------------------------------------------------------------- # * do steal #-------------------------------------------------------------------------- def do_steal(battler, target, index) for steal_target in $BOF_skills.enemies_to_steal_from if steal_target.enemy_id == @enemy_steals[index].enemy_id steal_chance = rand(100) steal_required = steal_target.steal_chance if steal_chance < steal_required complete_steal(battler, target, index, steal_target) else @message_window.add_instant_text("Failed to steal!") end end end end #-------------------------------------------------------------------------- # * complete steal #-------------------------------------------------------------------------- def complete_steal(battler, target, index, steal_target) if @enemy_stolen_from[index] != nil item_name = nil if steal_target.item_type == 1 $game_party.gain_item($data_items[steal_target.item_id], 1) item_name = $data_items[steal_target.item_id].name elsif steal_target.item_type == 2 $game_party.gain_item($data_weapons[steal_target.item_id], 1) item_name = $data_weapons[steal_target.item_id].name elsif steal_target.item_type == 3 $game_party.gain_item($data_armors[steal_target.item_id], 1) item_name = $data_armors[steal_target.item_id].name end if item_name != nil text = battler.name + " stole " + item_name + " from " + target.name @enemy_stolen_from[index] = nil @message_window.add_instant_text(text) wait(60) end else @message_window.add_instant_text("Nothing to steal!") wait(60) end end #-------------------------------------------------------------------------- # * battle_end #-------------------------------------------------------------------------- def battle_end(result) if result == 2 and not $game_troop.can_lose call_gameover else $game_party.clear_actions $game_party.remove_states_battle $game_party.check_transformations $game_troop.clear if $game_temp.battle_proc != nil $game_temp.battle_proc.call(result) $game_temp.battle_proc = nil end unless $BTEST $game_temp.map_bgm.play $game_temp.map_bgs.play end $scene = Scene_Map.new @message_window.clear Graphics.fadeout(30) end $game_temp.in_battle = false end end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ class Game_Actor #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :old_graphic_file attr_accessor :old_graphic_index attr_accessor :old_face_file attr_accessor :old_face_index attr_accessor :disembowel_penalty #-------------------------------------------------------------------------- # * Alias listings #-------------------------------------------------------------------------- alias tywin_initialize initialize #-------------------------------------------------------------------------- # * Initialize #-------------------------------------------------------------------------- def initialize(actor_id) @disembowel_penalty = 0 tywin_initialize(actor_id) @old_graphic_file = actor.character_name @old_graphic_index = actor.character_index @old_face_file = actor.face_name @old_face_index = actor.face_index end #-------------------------------------------------------------------------- # * set disembowel penalty #-------------------------------------------------------------------------- def set_disembowel_penalty(value) @disembowel_penalty += value end #-------------------------------------------------------------------------- # * Get Basic Maximum HP #-------------------------------------------------------------------------- def base_maxhp n = actor.parameters[0, @level] n -= @disembowel_penalty return n end end #============================================================================== # ** Game_Unit #------------------------------------------------------------------------------ class Game_Unit #-------------------------------------------------------------------------- # * check_transformations #-------------------------------------------------------------------------- def check_transformations for member in members if member.states.include?($data_states[$BOF_skills.weretiger_state]) member.revert_weretiger_form end end end end #============================================================================== # ** Game_BattleAction #------------------------------------------------------------------------------ class Game_BattleAction #-------------------------------------------------------------------------- # * Create Normal Attack Targets #-------------------------------------------------------------------------- def make_attack_targets targets = [] if battler.confusion? targets.push(friends_unit.random_target) elsif battler.berserker? if battler.states.include?($data_states[$BOF_skills.weretiger_state]) random = rand(10) if random < 6 targets.push(opponents_unit.random_target) else targets.push(friends_unit.random_target) end else targets.push(opponents_unit.random_target) end else targets.push(opponents_unit.smooth_target(@target_index)) end if battler.dual_attack # Chain attack targets += targets end return targets.compact end end #============================================================================== # ** Game_Enemy #------------------------------------------------------------------------------ class Game_Enemy #-------------------------------------------------------------------------- # * Get Experience String #-------------------------------------------------------------------------- def exp_s return enemy.exp.to_s end end
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usare la barca(o meglio il chara di un mostro marino)
regan posted a question in Supporto VX e VX-Ace
Vi espongo subito il mio problema. nel mio gioco quando ci sono le acque, voglio che sia possibile solcarle solo e soltanto se ho catturato un mostro(eone, gf, come lo volete chiamare) In modo tale che una volta ottenuto,s e mi avvicino all' acqua mi chiede se voglio solcarla(come in pokemon dopo aver insegnato surf, presente?)Ma ovviamente dopo essere tornato sulla terra ferma il gf, pokemon o eone deve sparire, invece normalmente la barchetta(o qualsiasi grafica per lei) rimane! Mi aiutate? E' una cosa fondamentale per il mio gioco(volevo farla anche per la navicella che vola, usando sempre i mostri)perchè così e solo così si possono raggiungere luoghi prima inaccessibili) Attendo risposte :) -
Non importa ho risolto Samnettando col codice ho cpito che è collegato alle switch. Ho impostato la 100 come quelal che disabilita e mezzo eventi paralleli che la abilitano dove voglio i combattimenti ovunque e che la disailitano nelle mappe dove li voglio solo nell erba XD
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Molto utile..ma come si disabilita momentaneamente? Oppure ancora meglio come si fa ad allargare la sua funzione anche ai tipi di terreno dentro le montagne, cave di ghiaccio etc etc? Se no è un èò una fregatura!
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Passabilità stella anche nella prima mappa
regan replied to regan's question in Supporto VX e VX-Ace
lol vabbè XD mi date una mano ç_ç -
Passabilità stella anche nella prima mappa
regan replied to regan's question in Supporto VX e VX-Ace
basta modificare qualcosa nello script che regola la passabilità nelle mappe....solo che non so cosa ne come fare XD -
Passabilità stella anche nella prima mappa
regan replied to regan's question in Supporto VX e VX-Ace
Emh, mi sa che non hai capito cosa volevo..tento di rispiegarlo... per esempio nella mappa che hai fatto li, sopra ai muri hai messo il tile grigio a fare da tetto no? negli altri rpg maker andandoci davanti, per una casella il personaggio poteva passarci sotto, aumentando di molto la bellezza e la sensazione di profondità delle stanze....questo perchè bastava settare i tile che servivano da tetto sopra il muro con la stella invece che con la x...questo nel vx è possibile solo per i tile della terza pagina... a me servirebbe fosse possibile anche per quelli della prima pagina...capito? -
Passabilità stella anche nella prima mappa
regan replied to regan's question in Supporto VX e VX-Ace
Emh, mi sa che non hai capito cosa volevo..tento di rispiegarlo... per esempio nella mappa che hai fatto li, sopra ai muri hai messo il tile grigio a fare da tetto no? negli altri rpg maker andandoci davanti, per una casella il personaggio poteva passarci sotto, aumentando di molto la bellezza e la sensazione di profondità delle stanze....questo perchè bastava settare i tile che servivano da tetto sopra il muro con la stella invece che con la x...questo nel vx è possibile solo per i tile della terza pagina... a me servirebbe fosse possibile anche per quelli della prima pagina...capito? -
Passabilità stella anche nella prima mappa
regan replied to regan's question in Supporto VX e VX-Ace
Ora lo scarico..cos'è? -
Come da titolo... il mio problema è questo. Trovo molto fastidioso non poter far passare il personaggio dietro le cose come il soffito delle pareti come negli altri rpg maker... Perchè non hanno settato il passaggio con la stella anche per la prima mappa! Nella terza invece si, quindi si può far passare dietro scatoloni e sedie... Qualcuno può aiutarmi?
