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Trasformare il pg in battaglia


Axel
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Allora................io sto lavorando un progetto (se si può chiamare così...... :):) ) su dragon ball e voglio far trasformare goku in super saiyan.....ho provato a cambiare la grafica di goku ma quando lo faccio si vede l'intero foglio di animazione (uso il minkof) cioè............prima si vede la posa normale di goku.....uso la skill super saiyan.........e mi appare goku super saiyan.....ma con tutto il foglio che ho creato.................sono DISPERATO...........!!!!
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Allora deve essere un bug del Minkoff.

Usa una versione più recente oppure utilizza il BS di Mr. Mo.

(Sì, sono l'AnteroLehtinen che bazzica in chat. E... sì, una volta insegnavo storyboarding.)

http://img26.imageshack.us/img26/7048/firmadn.png

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non ho capito bene il problema, in che senso "con tutto il foglio che ho creato?", è forse un problema di importazione del file character, se no ti basta collegare l'evento trasformazione ssj (togli goku dal parti-->metti goku ssj nel party) e lo colleghi alla skill trasformazione

The Zodiac Brave Story
http://img201.imageshack.us/img201/7397/finalfantasytacticstheloy2.jpg

"A warrior takes sword in hand,
clasping a gem to his heart.
Engraving vanishing memories
into the sword,
He places finaly honed skills
into the stone,
Spoken from the sword
handed down from the stone"...


...Now the story can be told...


Idzule Reborn 01%
<div style="margin:20px;margin-top:5px" "="">





http://img237.imageshack.us/img237/9992/wallerinloveom7.png
Più di 200 scenari realizzati completamente a mano....
Nuovi chara creati da zero!
Menù Personalizzato!
La forza non è tutto! Muoviti mentre combatti!
Viaggia sulla mappa di Idzule è incontra personaggi che hanno fatto la storia di queste terre!
Combatterai con vecchi Boss e avrai il supporto degli spiriti al tuo fianco mentre avrai un quesito che ti perseguiterà per tutto il viaggio: avere la felicità.

PS: Il gioco non uscira prima di due anni!

 

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è un bug del minkoff...

Progetti:

 http://i.imgur.com/jmLkIqi.png

http://i54.tinypic.com/2rh4ojq.png

https://github.com/ProGM

 

Crea anche tu il tuo gioco per Game Boy!
http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png


http://i.imgur.com/BEu6G.gif

http://i.imgur.com/H1ARhq7.gif

http://i.imgur.com/Af6ijZN.gif

AOT: Associazione Odiamo la Telecom:

http://i.imgur.com/aYJs89E.png

"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"

Flame


http://i30.tinypic.com/i27ypj.png

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Sostituisci l'Animation System con questo:

 

#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  Animated Battlers by Minkoff
#==============================================================================

class Sprite_Battler < RPG::Sprite
 #--------------------------------------------------------------------------
 # * Initialize
 #--------------------------------------------------------------------------
 alias cbs_initialize initialize
 def initialize(viewport, battler = nil)
@speed = 7
@frames = 4
@poses = 10
@stationary_enemies = true
@stationary_actors = false
@calculate_speed = true
@phasing = true
@frame = 0
@pose = 0
@last_time = 0
@last_move_time = 0
cbs_initialize(viewport, battler)
viewport.z = 99
 end
 #--------------------------------------------------------------------------
 # * Update
 #--------------------------------------------------------------------------
 alias cbs_update update
 def update
return unless @battler

# Regular Update
cbs_update

@width = bitmap.width / @frames
@height = bitmap.height / @poses
# Start Routine
unless @started
  @display_x = @battler.screen_x
  @display_y = @battler.screen_y
  @destination_x = @display_x
  @destination_y = @display_y
end

# Setup Sprite
self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
self.mirror = @battler.is_a?(Game_Enemy) unless @started

# Position Sprite
self.x = @display_x
self.y = @display_y
self.z = @display_y
self.ox = @width / 2
self.oy = @height

# Setup Animation
time = Graphics.frame_count / (Graphics.frame_rate / @speed)
if @last_time < time
  @frame = (@frame + 1) % @frames
  if @frame == 0 or @reload
	if @freeze
	  @frame = @frames - 1
	  return
	end
	@pose = state
  end
end
@last_time = time

# Move It
move if moving

# Finish Up
@started = true
 end
 #--------------------------------------------------------------------------
 # * Current State
 #--------------------------------------------------------------------------
 def state
# Damage State
if [nil,{}].include?(@battler.damage)
  # Battler Fine
  @state = 0
  # Battler Wounded
  @state = 2 if @battler.hp < @battler.maxhp / 4
  # Battler Dead
  @state = 2 if @battler.dead?
end
# Guarding State
@state = 3 if @battler.guarding?
# Moving State
if moving
  # Battler Moving Left
  @state = 4 if moving.eql?(0)
  # Battler Moving Right
  @state = 5 if moving.eql?(1)
end
# Return State
return @state
 end
 #--------------------------------------------------------------------------
 # * Move
 #--------------------------------------------------------------------------
 def move
time = Graphics.frame_count / (Graphics.frame_rate.to_f / (@speed * 5))
if @last_move_time < time

  # Pause for Animation
  return if @pose != state

  # Phasing
  if @phasing
	d1 = (@display_x - @original_x).abs
	d2 = (@display_y - @original_y).abs
	d3 = (@display_x - @destination_x).abs
	d4 = (@display_y - @destination_y).abs
	self.opacity = [255 - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max
  end

  # Calculate Difference
  difference_x = (@display_x - @destination_x).abs
  difference_y = (@display_y - @destination_y).abs

  # Done? Reset, Stop
  if [difference_x, difference_y].max.between?(0, 8)
	@display_x = @destination_x
	@display_y = @destination_y
	@pose = state
	return
  end

  # Calculate Movement Increments
  increment_x = increment_y = 1
  if difference_x < difference_y
	increment_x = 1.0 / (difference_y.to_f / difference_x)
  elsif difference_y < difference_x
	increment_y = 1.0 / (difference_x.to_f / difference_y)
  end
  
  # Calculate Movement Speed
  if @calculate_speed
	total = 0; $game_party.actors.each{ |actor| total += actor.agi }
	speed = @battler.agi.to_f / (total / $game_party.actors.size)
	increment_x *= speed
	increment_y *= speed
  end
  
  # Multiply and Move
  multiplier_x = (@destination_x - @display_x > 0 ? 8 : -8)
  multiplier_y = (@destination_y - @display_y > 0 ? 8 : -8)
  @display_x += (increment_x * multiplier_x).to_i
  @display_y += (increment_y * multiplier_y).to_i
end
@last_move_time = time
 end
 #--------------------------------------------------------------------------
 # * Set Movement
 #--------------------------------------------------------------------------
 def setmove(destination_x, destination_y)
unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or
	   (@battler.is_a?(Game_Actor) and @stationary_actors)
  @original_x = @display_x
  @original_y = @display_y
  @destination_x = destination_x
  @destination_y = destination_y
end
 end
 #--------------------------------------------------------------------------
 # * Movement Check
 #--------------------------------------------------------------------------
 def moving
if (@display_x != @destination_x and @display_y != @destination_y)
  return (@display_x > @destination_x ? 0 : 1)
end
 end
 #--------------------------------------------------------------------------
 # * Set Pose
 #--------------------------------------------------------------------------
 def pose=(pose)
@pose = pose
@frame = 0
 end
 #--------------------------------------------------------------------------
 # * Freeze
 #--------------------------------------------------------------------------
 def freeze
@freeze = true
 end
end
#==============================================================================
# ** Game_Actor
#==============================================================================

class Game_Actor
 #--------------------------------------------------------------------------
 # * Actor X Coordinate
 #--------------------------------------------------------------------------
 def screen_x
if self.index != nil
  return self.index * 45 + 450
else
  return 0
end
 end
 #--------------------------------------------------------------------------
 # * Actor Y Coordinate
 #--------------------------------------------------------------------------
 def screen_y
return self.index * 35 + 200
 end
 #--------------------------------------------------------------------------
 # * Actor Z Coordinate
 #--------------------------------------------------------------------------
 def screen_z
return screen_y
 end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle
 #--------------------------------------------------------------------------
 # * Action Animation, Movement
 #--------------------------------------------------------------------------
 alias cbs_update_phase4_step3 update_phase4_step3
 def update_phase4_step3(battler = @active_battler)
@rtab = !@target_battlers
target = (@rtab ? battler.target : @target_battlers)[0]
@moved = {} unless @moved
return if @spriteset.battler(battler).moving
case battler.current_action.kind
when 0 # Attack
  if not (@moved[battler] or battler.guarding?)
	offset = (battler.is_a?(Game_Actor) ? 40 : -40)
	@spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y)
	@moved[battler] = true
	return
  elsif not battler.guarding?
	@spriteset.battler(battler).pose = 6 + rand(2)
	@spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y)
  end
when 1 # Skill
  @spriteset.battler(battler).pose = 8
when 2 # Item
  @spriteset.battler(battler).pose = 8
end
@moved[battler] = false
@rtab ? cbs_update_phase4_step3(battler) : cbs_update_phase4_step3
 end
 #--------------------------------------------------------------------------
 # * Hit Animation
 #--------------------------------------------------------------------------
 alias cbs_update_phase4_step4 update_phase4_step4
 def update_phase4_step4(battler = @active_battler)
for target in (@rtab ? battler.target : @target_battlers)
  damage = (@rtab ? target.damage[battler] : target.damage)
  if damage.is_a?(Numeric) and damage > 0
	@spriteset.battler(target).pose = 1
  end
end
@rtab ? cbs_update_phase4_step4(battler) : cbs_update_phase4_step4
 end
 #--------------------------------------------------------------------------
 # * Victory Animation
 #--------------------------------------------------------------------------
 alias cbs_start_phase5 start_phase5
 def start_phase5
for actor in $game_party.actors
  return if @spriteset.battler(actor).moving
end
for actor in $game_party.actors
  unless actor.dead?
	@spriteset.battler(actor).pose = 9
	@spriteset.battler(actor).freeze
  end
end
cbs_start_phase5
 end
 #--------------------------------------------------------------------------
 # * Change Arrow Viewport
 #--------------------------------------------------------------------------
 alias cbs_start_enemy_select start_enemy_select
 def start_enemy_select
cbs_start_enemy_select
@enemy_arrow.dispose
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
@enemy_arrow.help_window = @help_window
 end
end

#==============================================================================
# ** Spriteset_Battle
#==============================================================================

class Spriteset_Battle
 #--------------------------------------------------------------------------
 # * Change Enemy Viewport
 #--------------------------------------------------------------------------
 alias cbs_initialize initialize
 def initialize
cbs_initialize
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
  @enemy_sprites.push(Sprite_Battler.new(@viewport2, enemy))
end
 end
 #--------------------------------------------------------------------------
 # * Find Sprite From Battler Handle
 #--------------------------------------------------------------------------
 def battler(handle)
for sprite in @actor_sprites + @enemy_sprites
  return sprite if sprite.battler == handle
end
return false
 end
end

#==============================================================================
# ** Arrow_Base
#==============================================================================

class Arrow_Base < Sprite
 #--------------------------------------------------------------------------
 # * Reposition Arrows
 #--------------------------------------------------------------------------
 alias cbs_initialize initialize
 def initialize(viewport)
cbs_initialize(viewport)
self.ox = 14 # 32
self.oy = 10 # 40
 end
end

 

 

Dimmi se ti funziona ;)

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Scusate se rianimo un topic così vecchio, ma avevo una domanda in proposito, senza riccorerre ad aprire un altro topic: se uso il metodo da voi consigliato, cioè sostiutendo il membro del gruppo con quello trasformato, il livello e le statistiche dei due eroi cambiano...come posso fare in modo che queste non cambino?
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