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*[Battlers] Raccolta Battler bs Laterale


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Ed ecco a voi un bel pacco di risorse :D

Questa volta le risorse sono per il BS laterlae (Piu' di 30) che potrete usare nel vostro game, alcune immagini prima di scaricare il pacco completo ;)

 

http://img138.imageshack.us/img138/1889/arche6zr.png http://img19.imageshack.us/img19/3950/kyle5jq.png

 

Ed ecco il pachetto BATTLER ;)

 

Nota: Alcuni battler all'interno del pacchetto sono stati creati da Artia.

TPC Radio Site | Blog | Big-Bug

http://img102.imageshack.us/img102/4332/slackware2userbarok0.gif

http://img141.imageshack.us/img141/1571/nokappams1cf8.png

 

http://i29.tinypic.com/2vijdlh.jpg

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Prova a vedere nella sezione Script.

Ps. Poi, se vuoi, presentati nel topic delle presentazioni ^^

Progetto in corso:

"Hero Walking: Toward Another Life"

Video Old Intro su Youtube

Visite: 11.896!

http://img212.imageshack.us/img212/1060/logheryb0.jpg

 

 

*Posizioni raggiunte nei contest*

 

 

http://www.rpg2s.net/awards/bestuser1.jpghttp://www.rpg2s.net/awards/beststaff1.jpg

http://www.rpg2s.net/awards/bestmaker3.jpghttp://www.rpg2s.net/awards/bestcritical1.jpghttp://www.rpg2s.net/awards/mostcharismatic2.jpg

http://www.rpg2s.net/awards/mosthelpful1.jpghttp://www.rpg2s.net/awards/mostpolite1.jpghttp://www.rpg2s.net/awards/mostpresent1.jpg

 

http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif http://img230.imageshack.us/img230/1273/sccontest1batio5.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img143.imageshack.us/img143/3755/destroyae4.png

http://img141.imageshack.us/img141/3081/comics3od3.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif

 

 

SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI

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rieccomi questo lo preso a Chimical su (se poi devo metterlo ditemelo), il codice è questo ditemi se può andare bene

creiamo una classe sopra main e la kaimiamo Animated_Sprite

e ci mettiamo dentro questo

 

 

 

  
#==============================================================================
# * Animated_Sprite								Scripted por: RPG
#												  Editado por: cybersam
#												  Traducido por: Sandor
# he quitado los complemento que no necesitaba para mi juego (cybersam)...
# todo lo demás es de RPG... (aquí)
# 
#------------------------------------------------------------------------------
#  Esta es la classe para los sprites animados.
#==============================================================================

class Animated_Sprite < RPG::Sprite
#--------------------------------------------------------------------------
# - Definiendo las variables accesibles.
#--------------------------------------------------------------------------
attr_accessor :frames		# Número de frames para la animación 
attr_accessor :delay		 # Tiempo de espera entre frames (velocidad)
attr_accessor :frame_width   # Anchura de cada frame
attr_accessor :frame_height  # Altura de cada frame
attr_accessor :offset_x	  # Cordenada X del 1er frame
attr_accessor :offset_y	  # Cordenada Y para todos los frames
attr_accessor :current_frame # Frame por defecto
attr_accessor :moving		# Se esta moviendo el sprite?

#--------------------------------------------------------------------------
# - Iniciando la animación del sprite
#   ver puerto : Sprite viewport
#--------------------------------------------------------------------------
def initialize(viewport = nil)
 super(viewport)
 @frame_width, @frame_height = 0, 0
 change	# Cambio básico para marcar las variables iniciales
 @old = Graphics.frame_count  # Para el método de espera
 @goingup = true	# Incrementar animación? (si el @rm2k_mode es true)
 @once = false	  # Si solo la animación está siendo utilizada?
 @animated = true   # Usado para parar la animación si @once está en true
end

#--------------------------------------------------------------------------
# Comentario por RPG
#   - Cambios en la animación...
#   frames : Número de frames que contiene la animación
#   delay : Tiempo de espera entre frames, es la velocidad de animación
#   offx : Cordenada X del frame 1
#   offy : Cordenada Y de todos los frames
#   startf : Comenzando frame para la animación
#   once : Solo se está utilizando la animación?
#   rm2k_mode : Patrón de la animación: 1-2-3-2 si es true, 1-2-3-1 si es false
#
# Comentario por Cybersam
#
# el rm2k_mode no se volverá a utilizar...
# si quieres esta opcion usa el script de 2k o el script original de RPG...
#--------------------------------------------------------------------------
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

#--------------------------------------------------------------------------
# - Actualizando animación y movimiento
#--------------------------------------------------------------------------
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

#--------------------------------------------------------------------------
# - Mover el sprite
#   x : Cordenada X para el punto de destino
#   y : Cordenada Y para el punto de destino
#   speed : Velocidad de movimiento (0 = pausado, 1+ = más rápido)
#   delay : El movimietno decrece si está en 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

#--------------------------------------------------------------------------
# - Mover el sprite al destx y al 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

#--------------------------------------------------------------------------
# - Pausar la animación, pero sigue actualizandose
#   frames : Número de frames
#--------------------------------------------------------------------------
def delay(frames)
 update_move
 if (Graphics.frame_count - @old >= frames)
@old = Graphics.frame_count
return true
 end
 return false
end

 

 

poi creiamo un altra classe con il nome di Battle_animation sempre sopra main 8 sotto la classe Animated_Sprite

e ci mettimao dentro questo maloppone

 

 

 

 

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


#
#   Animación completa en sistema de batalla lateral (CBS) (v2.5)   por cybersam
#
#===============================================================================


# bien... aquí... es desde dónde yo estoi usando el script de RPG...
# hay muchos cambios... 
# 
# si miras detenidamente el script observarás una línea que pone "pose(n)" o "enemy_pose(n)"
# eso pasa porque busqué la forma de que mis sprites fueran distintos... 
# por eso he añadido una opción más...a esto...
# ahora si tu añades un número después de n (la n indica a que animación corresponde)
# por ejemplo 8... ("pose(4, 8)") esto indicaría que corresponde a la 4ª animación
# y que tiene 8 frames...
# "pose" es usado por el jugador... y "enemy_pose" por el enemigo...
# no es nada más que esto...
# aquí va una breve explicación sobre la animación de los sprites... (los números)
#
#
# 0 = moverse (durante la batalla)
# 1 = quedarse quieto
# 2 = defender
# 3 = comenzar ataque
# 4 = atacar
# 5 = usar habilidad
# 6 = muerto
# 7 = pose de victoria..idea de RPG...
# 
#
# por supuesto esto es tan solo el principio del script... 
# eso quiere decir que se pueden añadir muchas más animaciónes...
# pero ahora por ahora no es posible...
# 
# muchas cosas han cambiado...y puede dar la sensación de que todo ya esta hecho...
# pero por supuesto para que todo quede bien hecho y a tu gusto, debes ser tu 
# el que lo edite a su parecer...
# el juego también...
#===============================================================================





class Game_Actor < Game_Battler

# no necesitas cambiar tu game_actor para ver al chara...
# de lado...
# esto a sido echo para ti... ^-^

def screen_x
 if self.index != nil
return self.index * 40 + 460
 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


class Spriteset_Battle
#Parte de RPG...
attr_accessor :actor_sprites
attr_accessor :enemy_sprites
# acaba aqui... ^-^

def initialize
 @viewport0 = Viewport.new(0, 0, 640, 480)
 @viewport1 = Viewport.new(0, 0, 640, 480)
 @viewport2 = Viewport.new(0, 0, 640, 480)
 @viewport3 = Viewport.new(0, 0, 640, 480)
 @viewport4 = Viewport.new(0, 0, 640, 480)
 @viewport2.z = 101
 @viewport3.z = 200
 @viewport4.z = 5000

 @battleback_sprite = Sprite.new(@viewport0)
 # esto sirve para reservarse un enemigo y que no ataque al que tu no has escojido...
 # esto ya fue hecho hace tiempo, ahora he añadido el comentario 
 # eso ya lo sabíais... ^-^''
 @enemy_sprites = []
 for enemy in $game_troop.enemies#.reserva
@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(@viewport0)
 @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


def dispose
 if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
 end
 @battleback_sprite.dispose
 for sprite in @enemy_sprites + @actor_sprites
sprite.dispose
 end
 @weather.dispose
 for sprite in @picture_sprites
sprite.dispose
 end
 @timer_sprite.dispose
 @viewport0.dispose
 @viewport1.dispose
 @viewport2.dispose
 @viewport3.dispose
 @viewport4.dispose
end

alias original_update update
def update
 original_update
 
 # esto hace que el personaje activo este presente... (por Missy)
 @viewport1.z = 50 and @viewport2.z = 51 if $actor_on_top == true
 @viewport1.z = 51 and @viewport2.z = 50 if $actor_on_top == false
 
 
 @viewport0.tone = $game_screen.tone
 @viewport0.ox = $game_screen.shake
 
 @viewport0.update

end
end

#==============================================================================
# Sprite Battler for the Costum Battle System
#==============================================================================

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	 #
 
 # esto es para la animación del estado...
 # NO LO CAMBIES escepto que sepas lo que haces!...
 $noanimation = false
 
 @frame_width, @frame_height = 64, 64
 # comienzo del 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		   

#==============================================================================
# aquí puedes agregar más poses para el chara..si es que tienes... ^-^
#==============================================================================
def pose(number, frames = 4)
 case number
 when 0  # correr
change(frames, 5, 0, 0, 0)
 when 1  # esperando
change(frames, 5, 0, @frame_height)
 when 2 # defendiendo
change(frames, 5, 0, @frame_height * 2)
 when 3 # herido
change(frames, 5, 0, @frame_height * 3)
 when 4 # atacar
change(frames, 5, 0, @frame_height * 4, 0, true)
 when 5 # habilidad
change(frames, 5, 0, @frame_height * 5)
 when 6 # muerto
change(frames, 5, 0, @frame_height * 6)
 when 7 # victória
change(frames, 5, 0, @frame_height * 7)
 #when 8
 # change(frames, 5, 0, @frame_height * 9)
 # ...etc.
 else
change(frames, 5, 0, 0, 0)
 end
end

#--------------------------------------------------------------------------
# - Aquí van las poses de los enemigos
#   number : indica el número de la pose
#--------------------------------------------------------------------------
def enemy_pose(number ,enemy_frames = 4)
 case number
 when 0  # correr
change(enemy_frames, 5, 0, 0, 0)
 when 1  # esperar
change(enemy_frames, 5, 0, @frame_height)
 when 2 # defender
change(enemy_frames, 5, 0, @frame_height * 2)
 when 3 # Herido
change(enemy_frames, 5, 0, @frame_height * 3)
 when 4 # Atacar
change(enemy_frames, 5, 0, @frame_height * 4, 0, true)
 when 5 # habilidad
change(enemy_frames, 5, 0, @frame_height * 5)
 when 6 # muerto
change(enemy_frames, 5, 0, @frame_height * 6)
 when 7 # victória
change(enemy_frames, 5, 0, @frame_height * 7)
 # ...etc.
 else
change(enemy_frames, 5, 0, 0, 0)
 end
end

def default_pose
 pose(1)
 
 # aquí se cambian las poses según el estado del personaje 
 # no lo pongas por encima de 75 % del maximo hp
 
 # si HP es muy bajo (- 25%)
 if (@battler.hp * 100) /@battler.maxhp  < 25
pose(9)
 # si HP es muy bajo (- 50%)
 elsif (@battler.hp * 100) /@battler.maxhp  < 50
pose(9)
 # si HP es muy bajo (- 75%)
 elsif (@battler.hp * 100) /@battler.maxhp  < 75
pose(9)
 end
 
 
 # aquí se cambian las poses si el personaje es inflinjido por
 # venenos o otro tipo de cosas como dormido, paralizado, confuso,etc...
 # solo he añadido envenenado y dormido, puedes agregar más ^^...
 if @battler.state?(3) # envenenado
# el (3) indica el número del estado, en la BD 3 es envenenado... 
# (no tengo muchos sprites por lo tanto he utilizado la pose 2, que es defender)
# si tienes más sprites para estados, añadelos en poses y luego define a...
#que estado pertenece..., pose (2) indíca que el sprite será el de defender
pose(2)
 elsif @battler.state?(7) #dormido
# cambiar pose por muerto
pose(6)
 end
end
#==============================================================================
# Fin de las poses...
#==============================================================================  


def update
 super
 
 if @battler == nil													  
self.bitmap = nil													 
loop_animation(nil)												   
return																
 end
 
 if @battler.battler_name != @battler_name
 @battler.battler_hue != @battler_hue

@battler_hue = @battler.battler_hue
@battler_name = @battler.battler_name
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 $noanimation == false
if @battler.damage == nil and
   @battler.state_animation_id != @state_animation_id
  @state_animation_id = @battler.state_animation_id
  loop_animation($data_animations[@state_animation_id])
end
 else
dispose_loop_animation
 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 personalizado...
#==============================================================================

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 update_phase4_step1

 # Cambia las poses del actor por las default
 #if @active_battler.is_a?(Game_Actor)
 #  @spriteset.actor_sprites[@active_battler.index].default_pose
 #end
 for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
@spriteset.actor_sprites[i].default_pose unless actor.dead?
 end

 @help_window.visible = false
 if judge
return
 end
 if $game_temp.forcing_battler == nil
setup_battle_event
if $game_system.battle_interpreter.running?
  return
end
 end
 if $game_temp.forcing_battler != nil
@action_battlers.delete($game_temp.forcing_battler)
@action_battlers.unshift($game_temp.forcing_battler)
 end
 if @action_battlers.size == 0
start_phase2
return
 end
 @animation1_id = 0
 @animation2_id = 0
 @common_event_id = 0
 @active_battler = @action_battlers.shift
 if @active_battler.index == nil
return
 end
 if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
 end
 @active_battler.remove_states_auto
 @status_window.refresh
 @phase4_step = 2
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
#============================================================================
# WEAPONS START...
#============================================================================
# 
#================================= Armas distintas con animaciones distintas
#
# si quieres utilizar más... remplaza el "@weapon_sprite_enemy = 4"
# con estas líneas... (pero deberás editarlas)
#
#		if @active_battler.weapon_id == 1 # <--  número ID del arma
#		  @weapon_sprite_enemy = 4 # <-- animación de batalla
#		elsif @active_battler.weapon_id == 5 # <-- número ID del arma
#		  @weapon_sprite_enemy = 2 # <-- animación de batalla
#		elsif @active_battler.weapon_id == 9 # <-- número ID del arma
#		  @weapon_sprite_enemy = 0 # <-- animación de batalla
#		elsif @active_battler.weapon_id == 13 # <-- número ID del arma
#		  @weapon_sprite_enemy = 6 # <-- animación de batalla
#		else
#		  @weapon_sprite_enemy = 4
#		end
# 
#================================= FIN

if @active_battler.is_a?(Game_Actor)
  if @active_battler.weapon_id == 1 # <--  número ID del arma
	@weapon_sprite = 4 # <-- animación de batalla
  elsif @active_battler.weapon_id == 5 # <-- número ID del arma
	@weapon_sprite = 2 # <-- animación de batalla
  elsif @active_battler.weapon_id == 9 # <-- número ID del arma
	@weapon_sprite = 0 # <-- animación de batalla
  elsif @active_battler.weapon_id == 13 # <-- número ID del arma
	@weapon_sprite = 6 # <-- animación de batalla
  else
	@weapon_sprite = 4
  end
  
# la sección de monstruos esta aquí... ^-^

else# @active_battler.is_a?(Game_Enemy)
	@weapon_sprite_enemy = 4
end
  
#
#=============================================================================
# LAS ARMAS FINALIZAN....
#=============================================================================


@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
#======== aquí están las propiedades del movimiento y la animación...
	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)
#========= el 10 indíca la velocidad de movimietno...
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 = $game_troop.smooth_target_enemy(index)
  end
#======= lo mismo para el jugador... ^-^
  x = target.screen_x + 32
  @spriteset.actor_sprites[@active_battler.index].pose(0)
  @spriteset.actor_sprites[@active_battler.index]\
  .move(x, target.screen_y, 10)
end
@target_battlers = [target]
for target in @target_battlers
  target.attack_effect(@active_battler)
end
return
 end
 if @active_battler.current_action.basic == 1
if @active_battler.is_a?(Game_Actor)
  @spriteset.actor_sprites[@active_battler.index].pose(2) #defence
else
  @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2) #defence
end
@help_window.set_text($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("Escapar", 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
#--------------------------------------------------------------------------
# acciones de las habilidades...
#--------------------------------------------------------------------------
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)
 
#=============================================================================
# COMIENZAN LOS SPRITES DE LAS HABILIDADES
#=============================================================================
 
 if @active_battler.is_a?(Game_Actor)
if @skill.name == "Heal" # <-- nombre de la primera habilidad
  @spriteset.actor_sprites[@active_battler.index].pose(5) # <-- número de sprite
elsif @skill.name == "Cross Cut" # <-- nombre de la segunda habilidad
  @spriteset.actor_sprites[@active_battler.index].pose(6) # <-- sprite number
elsif @skill.name == "Fire" # <-- nombre de la tercera habilidad
  @spriteset.actor_sprites[@active_battler.index].pose(6) # <-- sprite number
end
 else
if @skill.name == "Heal" # <-- nombre de la primera habilidad
  @spriteset.enemy_sprites[@active_battler.index].enemy_pose(5) # <-- número de sprite
elsif @skill.name == "Cross Cut" # <-- nombre de la segunda habilidad
  @spriteset.enemy_sprites[@active_battler.index].enemy_pose(6) # <-- número de sprite
elsif @skill.name == "Fire" # <-- nombre de la tercera habilidad
  @spriteset.enemy_sprites[@active_battler.index].enemy_pose(6) # <-- número de sprite
end
 end
#=============================================================================
# FINALIZAN LOS SPRITES DE LAS HABILIDADES
#=============================================================================
 
 @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
#--------------------------------------------------------------------------
# aquícreamos el uso de las habilidades
#--------------------------------------------------------------------------
def make_item_action_result

 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

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


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
  end
end
 end
 treasures = treasures[0..5]
 for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
$noanimation = true
@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
#   =*****= 

#--------------------------------------------------------------------------
# actualizando el movimiento
#--------------------------------------------------------------------------
def update_phase4_step3
 if @active_battler.current_action.kind == 0 and
 @active_battler.current_action.basic == 0
 # aquí tenemos todas las animaciones de armas del jugador y enemigo...
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
 # esto es para la animación del golpe...
 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 != "Miss")
 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

 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
 
 # aquí preguntamos si el personaje esta muerto, y si es jugador o enemigo...
 # estas líneas son para correr hacía detrás o quedarse en espera....
 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
 
 # aquí preguntamos si el personaje esta muerto, y si es jugador o enemigo...
 # estas líneas son para correr hacía detrás o quedarse en espera....
 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

# esto ya es un extra... sin esta línea la animación no funcionará correctamente...

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

 # esta parte bloquea las acciones cúando el personaje se mueve
 for actor in @spriteset.actor_sprites
if actor.moving
  return
end
 end
 # y esta es para el enemigo... 
 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

#==============================================================================
# Creado por: RPG
# Modificado por: Cybersam
# Traducido por: Sandor
# Web's de interés: [url=http://www.rmxp.net]http://www.rmxp.net[/url]
#				   [url=http://www.rpgsystem.net]http://www.rpgsystem.net[/url]
#==============================================================================
end

 

manca un end nel 1° o nel 2° e poi da dei problemi , non faccio prima a darvi il sito del forum anche se pubblicità???

 

c'è un modo di non fare i mostri così complicati?

 

domandina come faccio a farlo funzionare senza problemi...

mi dareste una mano?

mostro_eroe.rar

Edited by Otaku
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Luca, evita di fare doppi post (soprattutto tripli!!): usa il pulsante EDIT per modificare un tuo messaggio.

 

Poi sistema i 2 o + codici tra code, altrimenti non si capisce nulla^^

 

PS. Mi sa che è pure la sezione sbagliata ^^'

Edited by Timisci

Progetto in corso:

"Hero Walking: Toward Another Life"

Video Old Intro su Youtube

Visite: 11.896!

http://img212.imageshack.us/img212/1060/logheryb0.jpg

 

 

*Posizioni raggiunte nei contest*

 

 

http://www.rpg2s.net/awards/bestuser1.jpghttp://www.rpg2s.net/awards/beststaff1.jpg

http://www.rpg2s.net/awards/bestmaker3.jpghttp://www.rpg2s.net/awards/bestcritical1.jpghttp://www.rpg2s.net/awards/mostcharismatic2.jpg

http://www.rpg2s.net/awards/mosthelpful1.jpghttp://www.rpg2s.net/awards/mostpolite1.jpghttp://www.rpg2s.net/awards/mostpresent1.jpg

 

http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif http://img230.imageshack.us/img230/1273/sccontest1batio5.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img143.imageshack.us/img143/3755/destroyae4.png

http://img141.imageshack.us/img141/3081/comics3od3.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif

 

 

SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI

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  • 1 month later...
  • 8 months later...
Ed ecco a voi un bel pacco di risorse :D

Questa volta le risorse sono per il BS laterlae (Piu' di 30) che potrete usare nel vostro game, alcune immagini prima di scaricare il pacco completo ;)

 

http://img138.imageshack.us/img138/1889/arche6zr.png http://img19.imageshack.us/img19/3950/kyle5jq.png

 

Ed ecco il pachetto BATTLER ;)

 

Nota: Alcuni battler all'interno del pacchetto sono stati creati da Artia.

 

scusate ma io non riesco a scaricare il pacchetto, il link non funziona, per cortesia potete ripostarlo??

grazie ancora....

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Tasto destro-->copia indirizzo---> apri una nuova finestra a incollaci l'indirizzo.

Dovrebbe andare^^

http://img214.imageshack.us/img214/6732/r2scopytk5.png

 

Raxen - Scission of God

 

Cerchiamo collaboratori (Musicisti, Grafici e Scripter) per un nuovo progetto fantasy!

 

Rhaxen Scission of God

 

 

BASTA AL MAKING ITALIANO CHE VA A ROTOLI! DIAMOCI UNA SVEGLIATA!!

BASTA ALLE SOLITE BANALI DISCUSSIONI SULLA DECADENZA DEI GIOCHI!! FACCIAMOLI STI GIOCHI!!!

APRITE LO SPOILER E LEGGETE IL MANIFESTO DEL MAKING ITALIANO, SE DAVVERO VE NE IMPORTA QUALCOSA!!

 

Il Manifesto del Making Italiano

 

SALVIAMO IL MAKING ITALIANO!!

Dopo un test dei nostri esperti (Alato, Blake e havana24) abbiamo scoperto che ad interesse risponde interesse: cioè se voi dimostrate di essere interessati a ciò che creano gli altri, questi saranno stimolati a continuare a creare! E' un concetto semplice ma estremamente sottovalutato, basta vedere quanti topic di bei giochi sono caduti nel dimenticatoio e sono stati cagati solo da poche persone (prendiamo per esempio il fantastico gioco di Vech che vi invito a vedere nella sezione RM2k).

Perciò quello che dobbiamo fare è: leggere, leggere, leggere, postare, postare, postare! E questo non significa postare a caso, ma leggere per bene il progetto di qualcuno, le domande poste, le creazioni grafiche e musicali, e fare dei post in cui si propongano miglioramenti, si critichino le brutture, si esaltino le bellezze, si aiutino gli oppressi etc etc

BASTA AL MAKING ITALIANO CHE VA A ROTOLI! DIAMOCI UNA SVEGLIATA!!

Per dimostrarvi ciò che sto esponendo vi riporto che la volta in cui abbiamo provato (Alato, Blake e havana24) a fare una cosa di questo genere, c'è costata un pomeriggio ma il giorno dopo abbiamo ottenuto il numero massimo di utenti online mai raggiunto!!! Ma soprattutto ciò significa che l'interesse riguardo al making era stato, almeno momentaneamente, risvegliato!!

Voi pensate che eravamo solo in 3 a cercare tutti i topic e ravvivarli (con sincerità e senza i soliti falsi "Oh che bello.", ma anche con critiche per lavori incompleti o assurdi) e abbiamo ottenuto quel grande risultato: se lo facessimo tutti non sarebbe una cosa potentissima?!?

BASTA ALLE SOLITE BANALI DISCUSSIONI SULLA DECADENZA DEI GIOCHI!! FACCIAMOLI STI GIOCHI!!!

Chi è contrario a questa cosa, può pure continuare così ma è una persona che col making non ha nulla a che fare, ma chi crede nel making inizi ora, immediatamente a seguire questa linea di pensiero!

 

Ma chi è d'accordo, chi davvero ci tiene al making, incolli questo Manifesto nella propria firma!! Mettete anche voi questa firma!!

 

 

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Questi battler vengono usati col bs laterale di minkoff.

Targhette
http://www.rpg2s.net/awards/mostpolite2.jpghttp://www.rpg2s.net/awards/mostpresent1.jpghttp://i51.tinypic.com/2mfnpt2.png

 

 

http://www.rpg2s.net/dax_games/r2s_regali5.png

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  • 4 weeks later...
Tales of the World: Narikiri Dungeon 3 per GBA ;)

"Dopo gli ultimi Final Fantasy, ho capito solamente una cosa: che il gioco è bello quando Nomura poco."

Making is not dead. You are dead.
RELEASE: La Bussola d'Oro | Download | Video di anteprima - La Partenza di Hanna

http://i.imgur.com/cFgc2lW.png

Prova Standrama!

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