Jump to content
Rpg²S Forum

zampi

Utenti
  • Posts

    2
  • Joined

  • Last visited

Posts posted by zampi

  1. ciao gente, sono entrato da poco in questo piccolo grande mondo di rpg maker. Questo è il mio primo post e chiedo a voi di darmi una mano.

     

    Girovagando su internet ho trovato questo battle system. Sono riuscito a modificare un pò di cose ma ora vorrei che quando muore un personaggio esce dalla scena oppure diventa scuro, insomma basta che non resta fermo e visibile :tongue:

    ecco lo script:

     

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

    # Behind-View Battle System

    # By Jet and efeberk

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

    # This script will allow you to have battle where all the actor's sprites are

    # display on the behind of the characters.

    # This script has: 10 customization options.

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

    # Overwritten Methods:

    # Scene_Battle: show_attack_animation

    # Spriteset_Battle: update_actors

    #-------------------------------------------------------------------------------

    # Aliased methods:

    # Spriteset_Battle: create_actors, create_enemies

    # Sprite_Character: initialize, update, dispose, start_new_effect

    # Scene_Battle: use_item, next_command, prior_command

    # Game_Character: screen_x, screen_y

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

    module Jet

    module Sideview

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

    # ENEMY OPTIONS

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

    # These are the attack animations for enemies when they use a regular attack.

    # It follows this format: enemy_id => animation_id

    ENEMY_ATK_ANIMS = {

     

    }

    # This is the default enemy attack animation, used when they do not have a

    # specific attack animation above.

    ENEMY_ATK_ANIMS.default = 1

    # This is a list of enemies whose portraits should be flipped in battle.

    FLIPPED_ENEMIES = [2, 3, 4, 5, 8, 10, 12, 13, 14, 16, 17, 18, 19]

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

    # ACTOR OPTIONS

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

    # Should the player sprite have a shadow beneath them?

    PLAYER_SHADOW = true

    # These are sprite changes depending on state infliction.

    # It follows this format: state_id => "sprite_appention"

    # This means if the state is inflicted, the sprite will look for a graphic

    # that is the same name as the character's sprite, plus the appended option.

    # EX: Ralph's sprite's name is $ralph. Ralph gets knocked-out. This means

    # state 1 was inflicted, and my below config for 1 was: 1 => "_dead"

    # Now, his shown sprite will be $ralph_dead. If the sprite does not exist,

    # no change will be made.

    # The sprite index will be the same as the actor's.

    STATE_SPRITES = {

    1 => "_dead",

    2 => "_poison",

    3 => "_blind"

    }

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

    # GENERAL_OPTIONS

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

    # This is the animation displayed when a skill is about to be used.

    SKILL_ANIMATION = 43

    # This is the animation displayed when an item is about to be used.

    ITEM_ANIMATION = 43

    # These are the animations played when a state is inflicted.

    # It follows this format: state_id => animation_id

    STATE_ANIMATIONS = {

    1 => 56,

    2 => 50,

    3 => 51

    }

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

    # FIELD OPTIONS

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

    # This is where the line-up begins. [x, y]. The higher the x, the further

    # right and the higher the y the further down.

    FIELD_POS = [275, 280]

    # This is how far down, and to the right each player is from the previous

    # actor. [x, y]. Same rules as above.

    FIELD_SPACING = [50, 0]

    end

    end

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

    # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.

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

    ($imported ||= {})[:jet] ||= {}

    $imported[:jet][:Sideview] = true

    class Game_Character

    attr_accessor :step_anime

    %w[screen_x screen_y].each {|a|

    aStr = %Q{

    alias jet6372_#{a} #{a}

    def #{a}(*args, &block)

    $BTEST ? 0 : jet6372_#{a}(*args, &block)

    end

    }

    module_eval(aStr)

    }

    end

    class Game_Actor

    def animation_id=(t)

    self.battle_sprite.start_animation($data_animations[t]) rescue nil

    end

    end

    class Game_Battler

    def battle_sprite

    return nil unless SceneManager.scene_is?(Scene_Battle)

    SceneManager.scene.spriteset.battler_sprites.each {|a|

    return a if a.battler == self

    }

    return nil

    end

    end

    class Spriteset_Battle

    alias jet2847_create_enemies create_enemies

    def create_enemies(*args, &block)

    jet2847_create_enemies(*args, &block)

    @enemy_sprites.each {|a|

    a.mirror = Jet::Sideview::FLIPPED_ENEMIES.include?(a.battler.enemy.id)

    }

    end

    alias jet3835_create_actors create_actors

    def create_actors(*args, &block)

    jet3835_create_actors(*args, &block)

    @jet_party = $game_party.members

    @actor_sprites.each {|a|

    a.dispose

    }

    @actor_sprites = []

    $game_party.members.each {|a|

    f = Game_Character.new

    f.set_graphic(a.character_name, a.character_index)

    f.step_anime = true

    f.set_direction(8)

    n = Sprite_Character.new(@viewport1, f)

    n.jet_x = Jet::Sideview::FIELD_POS[0] + a.index * Jet::Sideview::FIELD_SPACING[0]

    n.jet_y = Jet::Sideview::FIELD_POS[1] + a.index * Jet::Sideview::FIELD_SPACING[1]

    n.battler = a

    n.battle_sprite = true

    if Jet::Sideview::PLAYER_SHADOW

    v = Sprite.new(nil)

    v.bitmap = Cache.system("Shadow")

    n.shadow_sprite = v

    end

    @actor_sprites.push(n)

    }

    end

    def update_actors

    if @jet_party != $game_party.members

    @actor_sprites.each {|a|

    a.dispose

    }

    @actor_sprites = []

    create_actors

    end

    @actor_sprites.each {|a| a.update }

    end

    end

    class Sprite_Character

    attr_accessor :battle_sprite, :jet_x, :jet_y, :shadow_sprite, :battler

    alias jet4646_initialize initialize

    def initialize(*args, &block)

    @battle_sprite = false

    jet4646_initialize(*args, &block)

    end

    alias jet3645_update update

    def update(*args, &block)

    jet3645_update(*args, &block)

    if @battle_sprite

    @character.step_anime = !@battler.dead?

    @character.update

    self.x = @jet_x

    self.y = @jet_y

    if !@battler.nil?

    f = @battler.states.dup

    f.sort! {|a, b|

    a.priority <=> b.priority

    }.reverse!

    for i in 0...f.size

    a = Jet::Sideview::STATE_SPRITES[f.id]

    next if a.nil?

    b = (Cache.character(@character.character_name + a) rescue false)

    next unless b

    index = @character.character_index

    @character.set_graphic(@character.character_name + a, index)

    break

    end

    end

    if !@shadow_sprite.nil?

    @shadow_sprite.x = self.x - @shadow_sprite.width / 2

    @shadow_sprite.y = self.y - 28

    @shadow_sprite.visible = self.visible

    @shadow_sprite.viewport = self.viewport

    @shadow_sprite.z = self.z - 1

    end

    end

    end

    alias jet5484_dispose dispose

    def dispose(*args, &block)

    @shadow_sprite.dispose if !@shadow_sprite.nil?

    jet5484_dispose(*args, &block)

    end

    def move_x(times, amount)

    i = 0

    until i == times

    self.jet_y += amount

    i += 1

    [Graphics, SceneManager.scene.spriteset].each {|a| a.update }

    end

    end

    def effect?

    false

    end

    end

    class Game_Enemy

    def atk_animation_id1

    return Jet::Sideview::ENEMY_ATK_ANIMS[@enemy_id]

    end

    def atk_animation_id2

    return 0

    end

    end

    class Scene_Battle

    attr_reader :spriteset

    alias jet2711_use_item use_item

    def use_item(*args, &block)

    if @subject.is_a?(Game_Actor)

    if !@subject.current_action.guard?

    @subject.battle_sprite.move_x(11, -4)

    end

    end

    if !@subject.current_action.guard? && !@subject.current_action.attack?

    if @subject.current_action.item.is_a?(RPG::Item)

    n = $data_animations[Jet::Sideview::ITEM_ANIMATION]

    else

    n = $data_animations[Jet::Sideview::SKILL_ANIMATION]

    end

    @subject.battle_sprite.start_animation(n)

    wait_for_animation

    end

    jet2711_use_item(*args, &block)

    if @subject.is_a?(Game_Actor)

    if !@subject.current_action.guard?

    @subject.battle_sprite.move_x(11, 4)

    end

    end

    end

    def show_attack_animation(targets)

    aid1 = @subject.atk_animation_id1

    aid2 = @subject.atk_animation_id2

    show_normal_animation(targets, aid1, false)

    show_normal_animation(targets, aid2, true)

    end

    %w[next prior].each {|a|

    aStr = %Q{

    alias jet3734_#{a}_command #{a}_command

    def #{a}_command(*args, &block)

    f = BattleManager.actor

    f.battle_sprite.move_x(6, 4) if f.is_a?(Game_Actor)

    jet3734_#{a}_command(*args, &block)

    f = BattleManager.actor

    f.battle_sprite.move_x(6, -4) if f.is_a?(Game_Actor)

    end

    }

    module_eval(aStr)

    }

    end

    class Game_Action

    def guard?

    item == $data_skills[subject.guard_skill_id]

    end

    end

    if $imported[:jet][:BattlePopUps]

    class Sprite_Character

    attr_accessor :popups

    alias jet4758_initialize initialize

    def initialize(*args, &block)

    @popups = []

    @updating_sprites = []

    @popup_wait = 0

    jet4758_initialize(*args, &block)

    end

    alias jet7467_update update

    def update(*args, &block)

    jet7467_update(*args, &block)

    if @popup_wait == 0

    if !@popups.empty?

    @updating_sprites.push(@popups.pop)

    @popup_wait = 30

    end

    else

    @popup_wait -= 1

    end

    @updating_sprites.each {|a|

    a.visible = true if !a.visible

    a.update

    @updating_sprites.delete(a) if a.disposed?

    }

    end

    alias jet5483_dispose dispose

    def dispose(*args, &block)

    (@updating_sprites + @popups).each {|a| a.dispose }

    jet5483_dispose(*args, &block)

    end

    alias jet3745_setup_new_effect setup_new_effect

    def setup_new_effect(*args, &block)

    jet3745_setup_new_effect(*args, &block)

    do_sprite_popups

    end

    def make_popup(text, color)

    @popups.unshift(Sprite_JetPopup.new(text.to_s, color, self))

    end

    def do_sprite_popups

    return if @battler.nil?

    if @battler_struct.nil?

    @battler_struct = Struct.new(:hp, :mp, :tp).new(0, 0, 0)

    @battler_struct.hp = @battler.hp

    @battler_struct.mp = @battler.mp

    @battler_struct.tp = @battler.tp

    end

    check_success_popup

    check_hp_popup

    check_mp_popup

    check_tp_popup

    end

    def check_success_popup

    if @battler.result.success

    if @battler.result.critical

    make_popup(Jet::BattlePopUps::CRITICAL_TEXT, Jet::BattlePopUps::CRITICAL_COLOR)

    elsif @battler.result.missed

    make_popup(Jet::BattlePopUps::MISSED_TEXT, Jet::BattlePopUps::MISS_COLOR)

    elsif @battler.result.evaded

    make_popup(Jet::BattlePopUps::EVADED_TEXT, Jet::BattlePopUps::EVADE_COLOR)

    end

    @battler.result.clear_hit_flags

    end

    end

    def check_hp_popup

    if @battler_struct.hp != @battler.hp

    f = @battler_struct.hp - @battler.hp

    if f > 0

    make_popup(Jet::BattlePopUps::HURT_TEXT + f.to_s, Jet::BattlePopUps::HURT_COLOR)

    elsif f < 0

    make_popup(Jet::BattlePopUps::HEAL_TEXT + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR)

    end

    @battler_struct.hp = @battler.hp

    end

    end

    def check_mp_popup

    if @battler_struct.mp != @battler.mp

    f = @battler_struct.mp - @battler.mp

    if f > 0

    make_popup(Jet::BattlePopUps::HURT_TEXT_MP + f.to_s, Jet::BattlePopUps::HURT_COLOR_MP)

    elsif f < 0

    make_popup(Jet::BattlePopUps::HEAL_TEXT_MP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_MP)

    end

    @battler_struct.mp = @battler.mp

    end

    end

    def check_tp_popup

    if @battler_struct.tp != @battler.tp

    f = (@battler_struct.tp - @battler.tp).round

    if f > 0

    make_popup(Jet::BattlePopUps::HURT_TEXT_TP + f.to_s, Jet::BattlePopUps::HURT_COLOR_TP)

    elsif f < 0

    make_popup(Jet::BattlePopUps::HEAL_TEXT_TP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_TP)

    end

    @battler_struct.tp = @battler.tp

    end

    end

    end

    end

     

     

     

    Vi ringrazio in anticipo!

×
×
  • Create New...