DaD Posted November 8, 2006 Share Posted November 8, 2006 Ed ecco a voi un bel pacco di risorse :DQuesta 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-Bughttp://img102.imageshack.us/img102/4332/slackware2userbarok0.gifhttp://img141.imageshack.us/img141/1571/nokappams1cf8.png http://i29.tinypic.com/2vijdlh.jpg Link to comment Share on other sites More sharing options...
Artia Posted November 8, 2006 Share Posted November 8, 2006 Grazie per la nota Daddolo.... tengo però a precisare che sono solo stati assemblati da me... gli sprite originali sono della namco... e credo che vada ricordato Link to comment Share on other sites More sharing options...
Luca Posted November 15, 2006 Share Posted November 15, 2006 ciao sono nuovo dove vado per scaricarelo script per fare funzionare queste immagini? Link to comment Share on other sites More sharing options...
Timisci Posted November 15, 2006 Share Posted November 15, 2006 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 Link to comment Share on other sites More sharing options...
Luca Posted November 15, 2006 Share Posted November 15, 2006 non lo visto sugli scrip, cmq ora poi mi prsento grazie Link to comment Share on other sites More sharing options...
Luca Posted November 15, 2006 Share Posted November 15, 2006 al creatore del topic mi puoi dare lo script per questo sistema di battaglia ... se me lo scrivi ti ringrazzio in eterno se no .... mi deprimo, se qualcuno ha la soluzione ringraziero lui ciao e grazie Link to comment Share on other sites More sharing options...
Luca Posted November 15, 2006 Share Posted November 15, 2006 (edited) 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_Spritee 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_Spritee 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 November 16, 2006 by Otaku Link to comment Share on other sites More sharing options...
Timisci Posted November 15, 2006 Share Posted November 15, 2006 (edited) 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 November 17, 2006 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 Link to comment Share on other sites More sharing options...
Robertx Posted January 7, 2007 Share Posted January 7, 2007 Dad potresti riuppare il BATTLER ? Link to comment Share on other sites More sharing options...
Arcana_Silvermind Posted October 7, 2007 Share Posted October 7, 2007 Ed ecco a voi un bel pacco di risorse :DQuesta 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.... Link to comment Share on other sites More sharing options...
ZerotheQueen Posted October 7, 2007 Share Posted October 7, 2007 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 etcBASTA 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!! Link to comment Share on other sites More sharing options...
Tricker Posted October 15, 2007 Share Posted October 15, 2007 ma questi battlers sono per l'xp? Guardatemi su Youtube ! O su Talent1 http://www.talent1.mediaset.it/talentone/v...lent_2151.shtmlUn vero Skater sa quando tentare di chiudere e quando invece è meglio rinunciare...... Link to comment Share on other sites More sharing options...
Soul Eater Posted October 16, 2007 Share Posted October 16, 2007 Questi battler vengono usati col bs laterale di minkoff. Targhettehttp://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 Link to comment Share on other sites More sharing options...
Walrus1235 Posted November 12, 2007 Share Posted November 12, 2007 Ma da dove sono rippati?[Li hai rippati, vero?] One flew east, one flew west, one flew over the cuckoo's nest. Link to comment Share on other sites More sharing options...
Tio Posted November 12, 2007 Share Posted November 12, 2007 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! Link to comment Share on other sites More sharing options...
Walrus1235 Posted November 12, 2007 Share Posted November 12, 2007 thanks.. One flew east, one flew west, one flew over the cuckoo's nest. Link to comment Share on other sites More sharing options...
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