Esiste una fusione tra questi due BS per RPG Maker XP?
Intendo che ci siano gli characters in movimento sia di nemici che di eroi. E poi quando gli eroi attaccano deve vedersi l'icona dell'arma che si usa. Provateli entrambi per capire meglio cosa intendo :happy:
#==============================================================================
# ** Animated Battlers - Enhanced ver. 5.0 (12-23-2006)
#------------------------------------------------------------------------------
# Animated Battlers by Minkoff
# Enhancements by DerVVulfman
# Low percentage and Status Poses
# Concept & Base coding by Twin Matrix
# Stationary Enemies requested by jens009
# Continuous Victory Looping for actors requested by Skyla Doragono
# Actors readying themselves before battle requested by Clive
# Default Battlers for Enemies requested for by WithViolence
# Mixed Default and Spritesheet Battlers requested for by SteveE22
# Hero & Enemy z.depth concept by Min-Chan and Caldaron ( totally redone )
# Stationary Poses suggested by Twin Matrix
# Critical Hit animation requested by Mimi-Chan
# Both Enemy and Actor's individual Frames per Pose requested by creiz
# Expandable Battle Parties beyond 4 requested by Leknaat
# Additional value call added for compatability with Battle Cry script
# Removed dependancy on $game_system for the Sideview Mirror system
# Fixed the 'Blocking during Victory State' bug discovered by Kaze950
# Collapse stack-error found by JirbyTaylor(fixed) / Code by SephirothSpawn
#
#==============================================================================
#
# ADDITIONAL CALLS AVAILABLE PRIOR TO COMBAT:
#
#------------------------------------------------------------------------------
# SIDEVIEW MIRROR: This value switches the positions of both enemies and
# heroes to opposite ends of the screen.
#
# Script : $sideview_mirror = [number]
# number : a value indicating whether the hero & enemy positions are switched
# 0 = Default: Enemies on the left, Heroes on the right
# 1 = Switched: Heroes on the left, Enemies on the right
#
#------------------------------------------------------------------------------
# BATTLER FORMATIONS: This value changes the way your heroes line up when the
# battle starts.
#
# Script : $formation_style = [number]
# number : a value indicating the type of formation your heroes will use
# 0 = Diagonal (Default) 4 = Column Pattern 1
# 1 = Diagonal Pattern 2 5 = Column Pattern 2
# 2 = Slanted Pattern 1 6 = Wave Formation 1
# 3 = Slanted Pattern 2 7 = Wave Formation 2
#
# 8 = Randomized (system will choose from 0 to 7)
#
#------------------------------------------------------------------------------
# FORMATION OPTIONS: These values may expand your system to go beyond the
# default four player system.
#
# Script : $formation_max_member = [number]
# number : A value indicating the maximum number of members in your party.
# (default = 4)
#
# Script : $formation_max_height = [number]
# number : A value indicating (in pixels) the top height of your party shown
# in the Battle Screen. The higher the number, the lower the party
# on the screen. (default = 220)
#
# Script : $formation_max_width = [number]
# number : The left/right width of the party's formation. (default = 128)
#
# Script : $battlestatus_height = [number]
# number : The actual height of your battlestatus window. (default = 160)
#
# NOTE: The combined $formation_max_height and $battlestatus_height determines
# the vertical distance between battlers in their formation.
#
#==============================================================================
# Things added since original version by Minkoff:
# Can reverse the battler positions
# Editable spritesheet layout in script
# Able to define total/max frames per pose
# Can define individual # of frames per each pose
# Can use 'red-out' RTP death or 'battler death' pose
# Can show battler falling before death.
# 'Casting' pose now available for RTAB/Skill Timing users
# Can show battler celebrating before victory pose
# Can tag battlers who's victory pose loops indefinitely
# Can show actor battlers get ready before battle starts.
# Separate poses for 'skills', 'items' or 'weapons' based on their id
# Can allow the battlers to step forward before using items & skills (FFVII+)
# Attacking battlers rush towards their targets while item & skill users don't
# Certain weapons can force the battler NOT to move
# Certain items & skills can force battlers to 'rush' the enemy
# Certain skills or items can force movement to the center of the screen
# Stationary enemies. In case enemies do NOT move when they attack.
# Adjustable 'low health' checker. Set your low health to 25%... 30%... 10%...
# Poses now available for status ailments
# Dead revert to 'victory' pose bug fixed.
# Default battlers now available for actors and/or enemies
# Default battlers now usable by ID number (had to rewrite red-out for that)
# Escaping Enemies bug found by SteveE22. Fixed just as fast.
# Hero Formations (total of 8 hardwired -& 1 random- ... add at your own risk)
# Z-Depth for attack overlapping purposes
# Corrected attack overlap offset routine. Overlap now based on battler size
# Certain skills and items can now prevent movement
# Can allow battlers to take step forward before performing 'attack' pose.(FF)
# Certain weapons can move battlers to center screen instead of a full move.
# Escaping Enemies can now have a pose before disappearing (was a rush pose)
# Redesigned Scene_Battle's movement routine
# Added pose for Critical Hits
# Added the enemy's hash for frame number based on poses
# Added the actor's hash for frame number based on poses
# Re-Tooled the formations to go beyond the default four party system
# Minor value added for compatability with Delissa's Battle Cry script
# Default Collapse Stack-Error fixed(code by SephirothSpawn) found JirbyTaylor
# Removed dependancy on $game_system for the Sideview Mirror system
# Fixed the 'Blocking during Victory State' bug discovered by Kaze950
# Includes an Adaptation Switch for use with RTAB's Connected Attacking script
#
# 40 counted.
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# This sprite is used to display the battler.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler < RPG::Sprite
attr_accessor :battler_offset # Degree of action forcing
attr_accessor :skill_used # Degree of action forcing
attr_accessor :item_used # Degree of action forcing
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize(viewport, battler = nil)
# * Configuration System *
# * Default Battler Style Switches
#--------------------------------------------------------------------------
$default_enemy = false # If true, these switches allows the use
$default_actor = false # of default battlers for actors/enemies
$default_enemy_id = [] # Ids of enemies using default battlers
$default_actor_id = [] # Ids of actors using default battlers
@default_collapse_actor = false # If true, restores the old 'red fade'
@default_collapse_enemy = true # collapse effect (using spritesheets)
# * Animation Frames and Animation Speed
#--------------------------------------------------------------------------
@speed = 5 # Framerate speed of the battlers
@poses = 4 # Maximum # of poses (stances) in the template
@frames = 4 # Maximum # of frames in each pose
@frames_standard = 4 # Standard # of frames played in each pose.
@low_hp_percentage = 0.25 # Determines health% of battler for WOOZY pose.
# * Poses Control
#--------------------------------------------------------------------------
# Editable Template (Some people wanted to change their template design)
$p1 = 1 # Sets the 'Ready Pose' ($p1) to be pose #1 in your template
$p2 = 1 # Sets the 'Struck Pose' ($p2) to be pose #2 in your template
$p3 = 1 # Sets the 'Woozy Pose' ($p3) to be pose #3 in your template
$p4 = 1 # Sets the 'Block Pose' ($p4) to be pose #4 in your template
$p5 = 1 # Sets the 'Charge Pose' ($p5) to be pose #5 in your template
$p6 = 2 # Sets the 'Retreat Pose'($p6) to be pose #6 in your template
$p7 = 1 # Sets the 'Attack Pose' ($p7) to be pose #7 in your template
$p8 = 1 # Sets the 'Item Pose' ($p8) to be pose #8 in your template
$p9 = 1 # Sets the 'Skill Pose' ($p9) to be pose #9 in your template
$p10 = 0 # Sets the 'Victory Pose'($p10)to be pose #10 in your template
$p11 = 3 # Sets the 'Defeat Pose' ($p11)to be pose #11 in your template
# Non-Default Poses (can expand beyond the default 11 poses here)
@poses_setup = nil # Choose animation pose for 'preparation'
@poses_casting = nil # Set casting pose to 'Block' for example
$poses_escaping = nil # Set 'coward' pose for fleeing monsters)
$poses_critical = nil # Set 'critical' hit pose for BIG hits.
@poses_dying = nil # Choose animation pose for dying throws.
@poses_winning = nil # Set winning dance to 'block' for examp.
@poses_winning_loops = [] # Set victory non-freezing actor as #7
# Non-Default Pose Hashes (poses dependant on .id values)
@poses_status = {} # Didn't set any
$poses_skills = {} # Didn't set any
$poses_items = {} # Didn't set any
$poses_weapons = {} # Didn't set any weapons to any poses
# * Frames Control
#--------------------------------------------------------------------------
@frames_per_pose = {0 => 1, 3 => 1} # Set #of frames to pose(by index)
# 1 frame set for 0(Victory) and
# set for 3 (Defeat). All other
# poses are animated.
# Advanced Individual Pose/Frame Hashes # Advanced Individual Poses uses
# hashes within hashes.
$poses_actor = {} #
$poses_enemy = {} #
#
# Individual Battler Settings
@mirror_enemies = true # Enemy battlers use reversed image
@stationary_enemies = false # If the enemies don't move while attacking
@stationary_actors = false # If the actors don't move while attacking
@calculate_speed = false # System calculates a mean/average speed
@phasing = false # Characters fade in/out while attacking
# * Movement Settings (Step-Forward / Final Fantasy-Style)
#--------------------------------------------------------------------------
$rush_offset = 0 # How much additional space between battlers
$rush_attack = false # If true, battler steps forward to attack
$rush_skill = true # If true, battler steps forward to use skill
$rush_item = true # If true, battler steps forward to use item
# * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement)
#--------------------------------------------------------------------------
$moving_item_atk = [1] # Examples are items that need to be applied.
$moving_skill_atk = [57,61] # Examples are martial-arts and sneak attacks
$move2center_atk = [] # Moves battler to center based on weapon id!
$move2center_item = [5] # Moves battler to center for a big item atk!
$move2center_skill = [7] # Moves battler to center for a big skill atk!
# * Stationary Arrays (Arrays for skill/weapon/item IDs that halt movement)
#--------------------------------------------------------------------------
# Array that holds the id # of skills, items or weapons that affect movement
$stationary_enemyid = [] # Enemies that don't RUN during melee attacks
@stationary_weapons = [17,18,19,20,21,22,23,24] # (examples are bows & guns)
@stationary_skills = [] # (examples are bows & guns)
@stationary_items = [] # (examples are bows & guns)
# Adaptation Switches
$RTAB_Connected_Attacking = false # Needed to be on if RTAB and Con. Attk.
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING
@frame, @pose = 0, 0
@last_time = 0
@last_move_time = 0
@battler_offset = 0
@skill_used = 0
@item_used = 0
$casted = false
$casting = false
@dying = true
@s_pose = false
$victory = false
@winning = true
cbs_initialize(viewport, battler)
viewport.z = 99
$formation = $formation_style
# Setting values called from EVENT scripts
$sv_mirror = $sideview_mirror
$sv_mirror = 0 if $sideview_mirror == nil
$max_member = $formation_max_member
$max_member = 4 if $formation_max_member == nil
$formation_top = $formation_max_height
$formation_top = 220 if $formation_max_height == nil
$formation_width = $formation_max_width
$formation_width = 128 if $formation_max_width == nil
$battlestat_height = $battlestatus_height
$battlestat_height = 160 if $battlestatus_height == nil
$formation = $formation_style
$formation = 0 if $formation_style == nil
# if Formation is random
if $formation == 8 then
$formation = rand(8).to_i
end
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias cbs_update update
def update
return unless @battler
# Regular Update
cbs_update
# Reset hash for Advanced Pose/Frames
pose_temp = {}
# Start Routine
unless @started
@pose = state
if @battler.is_a?(Game_Enemy)
if not $default_enemy
if $default_enemy_id == nil
# Set up Spritesheet Standards
@width = @width / @frames
@height = @height / @poses
else
if not $default_enemy_id.include?(@battler.id)
@width = @width / @frames
@height = @height / @poses
end
end
end
end
if @battler.is_a?(Game_Actor)
if not $default_actor
if $default_actor_id == nil
# Set up Spritesheet Standards
@width = @width / @frames
@height = @height / @poses
else
if not $default_actor_id.include?(@battler.id)
@width = @width / @frames
@height = @height / @poses
end
end
end
end
@battler_offset = @width * 0.75
@display_x = @battler.screen_x
@display_y = @battler.screen_y
@display_z = @battler.screen_z
@destination_x = @display_x
@destination_y = @display_y
@destination_z = @display_z
self.opacity = 0
@started = true
end
# Cut Out Frame
# Enemy Battler Routine
if @battler.is_a?(Game_Enemy)
if $default_enemy
self.src_rect.set(@width * 0, @height * 0, @width, @height)
else
if $default_enemy_id !=nil
if $default_enemy_id.include?(@battler.id)
self.src_rect.set(@width * 0, @height * 0, @width, @height)
else
self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
end
else
self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
end
end
end
# Actor Battler Routine
if @battler.is_a?(Game_Actor)
if $default_actor
self.src_rect.set(@width * 0, @height * 0, @width, @height)
else
if $default_actor_id !=nil
if $default_actor_id.include?(@battler.id)
self.src_rect.set(@width * 0, @height * 0, @width, @height)
else
self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
end
else
self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
end
end
end
# Position Sprite
self.x = @display_x
self.y = @display_y
self.z = @display_z
self.ox = @width / 2
self.oy = @height
# Adjust sprite direction if facing the other way...
if $sv_mirror == 1
if @battler.is_a?(Game_Actor)
self.mirror = !!battler
else
if not @mirror_enemies
self.mirror = !!battler
end
end
else
if @battler.is_a?(Game_Enemy)
if @mirror_enemies
self.mirror = !!battler
end
end
end
# Setup Frames per Pose
poseframe = @frames_standard
poseframe = @frames_per_pose[@pose] if @frames_per_pose.include?(@pose)
# Set Advanced Poses for Actors
if @battler.is_a?(Game_Actor)
pose_temp = $poses_actor[@battler.id] if $poses_actor.include?(@battler.id)
poseframe = pose_temp[@pose] if pose_temp.include?(@pose)
end
# Set Advanced Poses for Enemies
if @battler.is_a?(Game_Enemy)
pose_temp = $poses_enemy[@battler.id] if $poses_enemy.include?(@battler.id)
poseframe = pose_temp[@pose] if pose_temp.include?(@pose)
end
# Setup Animation
time = Graphics.frame_count / (Graphics.frame_rate / @speed)
if @last_time < time
@frame = (@frame + 1) % poseframe
if @frame == 0
if @freeze
@frame = poseframe - 1
return
end
@pose = state
end
end
@last_time = time
# Setup Dying Animation
if @battler.dead?
if @dying == true
@pose = state
@dying = false
end
else
if @battler.is_a?(Game_Actor)
if @poses_setup != nil
if @s_pose == false
@pose = @poses_setup
@s_pose = true
end
end
if $victory == true
if @winning == true
@pose = state
@winning = false
end
end
end
end
# Move It
move if moving
end
#--------------------------------------------------------------------------
# * Current State
#--------------------------------------------------------------------------
def state
# Damage State
if [nil,{}].include?(@battler.damage)
# Battler Fine
@state = $p1
# Battler Wounded
@state = $p3 if @battler.hp < @battler.maxhp * @low_hp_percentage
# Battler Status-Effect
for i in @battler.states
@state = @poses_status[i] if @poses_status.include?(i)
end
# If Battler Dead
if @battler.dead?
# If using default battlers or default collapse
if (@default_collapse_actor and @battler.is_a?(Game_Actor)) or
(@default_collapse_enemy and @battler.is_a?(Game_Enemy)) or
($default_actor and @battler.is_a?(Game_Actor)) or
($default_enemy and @battler.is_a?(Game_Enemy)) or
($default_enemy_id.include?(@battler.id) and @battler.is_a?(Game_Enemy)) or
($default_actor_id.include?(@battler.id) and @battler.is_a?(Game_Actor))
# Do absolutely nothing
else
# Use Poses system
if @poses_dying != nil
if @dying == true
@state = @poses_dying
else
@state = $p11
end
else
@state = $p11
end
# Fix Opacity
self.opacity = 255
end
end
end
# Casting State
if $casted
if @battler.rtp != 0
if @poses_casting != nil
@state = @poses_casting
end
end
end
# Victory State
if @battler.is_a?(Game_Actor)
if $victory
if @poses_winning != nil
if @winning == true
if not @battler.dead?
@state = @poses_winning
end
else
if not @battler.dead?
@state = $p10
if not @poses_winning_loops.include?(@battler.id)
@freeze = true
end
end
end
else
if not @battler.dead?
@state = $p10
if not @poses_winning_loops.include?(@battler.id)
@freeze = true
end
end
end
end
end
# Guarding State (not if dead OR in victory)
if not @battler.dead?
if not $victory
@state = $p4 if @battler.guarding?
end
end
# Moving State
if moving
# Adjust sprite direction if facing the other way...
if $sv_mirror == 1
# If enemy battler moving
if @battler.is_a?(Game_Enemy)
# Battler Moving Left
@state = $p5 if moving.eql?(0)
# Battler Moving Right
@state = $p6 if moving.eql?(1)
# Else actor battler moving
else
# Battler Moving Left
@state = $p6 if moving.eql?(0)
# Battler Moving Right
@state = $p5 if moving.eql?(1)
end
else
# If enemy battler moving
if @battler.is_a?(Game_Enemy)
# Battler Moving Left
@state = $p6 if moving.eql?(0)
# Battler Moving Right
@state = $p5 if moving.eql?(1)
# Else actor battler moving
else
# Battler Moving Left
@state = $p5 if moving.eql?(0)
# Battler Moving Right
@state = $p6 if moving.eql?(1)
end
end
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
difference_z = (@display_z - @destination_z).abs
# Done? Reset, Stop
if [difference_x, difference_y].max.between?(0, 8)
@display_x = @destination_x
@display_y = @destination_y
@display_z = @destination_z
@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
increment_z = increment_y
# 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
increment_z *= speed
end
# Multiply and Move
multiplier_x = (@destination_x - @display_x > 0 ? 8 : -8)
multiplier_y = (@destination_y - @display_y > 0 ? 8 : -8)
multiplier_z = (@destination_z - @display_z > 0 ? 8 : -8)
@display_x += (increment_x * multiplier_x).to_i
@display_y += (increment_y * multiplier_y).to_i
@display_z += (increment_z * multiplier_z).to_i
end
@last_move_time = time
end
#--------------------------------------------------------------------------
# * Set Movement
#--------------------------------------------------------------------------
def setmove(destination_x, destination_y, destination_z)
unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or
(@battler.is_a?(Game_Actor) and @stationary_actors)
unless @stationary_weapons.include?(@battler.weapon_id) or
@stationary_skills.include?(@skill_used) or
@stationary_items.include?(@item_used)
@original_x = @display_x
@original_y = @display_y
@original_z = @display_z
@destination_x = destination_x
@destination_y = destination_y
@destination_z = destination_z
end
end
end
#--------------------------------------------------------------------------
# * Movement Check
#--------------------------------------------------------------------------
def moving
if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?)
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
#--------------------------------------------------------------------------
# * Fallen Pose
#--------------------------------------------------------------------------
if @derv_anim_bat_stack.nil?
@derv_anim_bat_stack = true
alias cbs_collapse collapse
def collapse
if @default_collapse_enemy
cbs_collapse if @battler.is_a?(Game_Enemy)
end
if @default_collapse_actor
cbs_collapse if @battler.is_a?(Game_Actor)
end
if $default_enemy
cbs_collapse if @battler.is_a?(Game_Enemy)
end
if $default_actor
cbs_collapse if @battler.is_a?(Game_Actor)
end
if $default_enemy_id != nil
if $default_enemy_id.include?(@battler.id)
cbs_collapse if @battler.is_a?(Game_Enemy)
end
end
if $defend_actor.id != nil
if $default_actor_id.include?(@battler.id)
cbs_collapse if @battler.is_a?(Game_Actor)
end
end
end
end
end
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :sideview_mirror
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_cbs_customize initialize
def initialize
# Call original initialization process
initialize_cbs_customize
@sideview_mirror = 0
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor
#--------------------------------------------------------------------------
# * Actor X Coordinate
#--------------------------------------------------------------------------
def screen_x
# Determine minimum horizontal space between battlers
x_spacer = $formation_width / $max_member
if self.index != nil
case $formation
when 0 # DIAGONAL PATTERN 1
if $sv_mirror == 1
return self.index * -x_spacer + (($max_member+1)*x_spacer) #202
else
return self.index * x_spacer + (640-(($max_member+1)*x_spacer))#450
end
when 1 # DIAGONAL PATTERN 2
if $sv_mirror == 1
return self.index * x_spacer + x_spacer #64
else
return self.index * -x_spacer + (640-x_spacer*2) #576
end
when 2 # 2-ROW SLANT
if $sv_mirror == 1
if self.index < ($max_member/2)
return self.index + (($max_member+1)*x_spacer) + (x_spacer * self.index)
else
return self.index + (x_spacer * self.index) - x_spacer * 0.5
end
else
if self.index < ($max_member/2)
return self.index + (640-(($max_member+1)* x_spacer)) + (-x_spacer * self.index)
else
return self.index + (640-((x_spacer*0.5)-x_spacer)) + (-x_spacer * self.index)
end
end
when 3 # 2 ROW - SLANT
if $sv_mirror == 1
if self.index < ($max_member/2)
return self.index + (x_spacer/2)+(($max_member+1)* x_spacer) + (-x_spacer * self.index)
else
return self.index + (($max_member+1)* x_spacer) + (-x_spacer * self.index)
end
else
if self.index < ($max_member/2)
return self.index + 442 + (x_spacer * self.index)
else
return self.index + 430 + (x_spacer * self.index)
end
end
when 4 # Column Pattern 1
if $sv_mirror == 1
if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * (self.index-1))
else
return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * self.index)
end
else
if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * (self.index-1))
else
return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * self.index)
end
end
when 5 # Column Pattern 2
if $sv_mirror == 1
if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * (self.index-1))
else
return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * self.index)
end
else
if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * (self.index-1))
else
return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * self.index)
end
end
when 6 # Wave Formation 1
if $sv_mirror == 1
if self.index < ($max_member/2)
return 170
else
return 90
end
else
if self.index < ($max_member/2)
return 470
else
return 550
end
end
else # Wave Formation 2
if $sv_mirror == 1
if self.index < ($max_member/2)
return 170
else
return 90
end
else
if self.index < ($max_member/2)
return 470
else
return 550
end
end
end
else
return 0
end
end
#--------------------------------------------------------------------------
# * Actor Y Coordinate
#--------------------------------------------------------------------------
def screen_y
# Determine minimum vertical space between battlers
y_spacer = (480 - $battlestat_height - $formation_top) / $max_member
if self.index != nil
case $formation
when 0
return self.index * (y_spacer*1.25) + $formation_top
when 1
return self.index * (y_spacer*1.25) + $formation_top
when 2
if self.index < ($max_member/2)
return $formation_top + ((y_spacer*2.5) * self.index)
else
return ($formation_top - (y_spacer*($max_member+1))) + ((y_spacer*2.5) * self.index) #was 60
end
when 3
if self.index < ($max_member/2)
return $formation_top + ((y_spacer*2.5) * self.index)
else
return ($formation_top - (y_spacer*($max_member+1))) + ((y_spacer*2.5) * self.index) # was 60
end
when 4
if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
return $formation_top + ($battlestat_height/2)
else
return $formation_top + ($battlestat_height/6)
end
when 5
if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
return $formation_top + ($battlestat_height/6)
else
return $formation_top + ($battlestat_height /2)
end
when 6
if self.index < ($max_member/2)
return $formation_top + (y_spacer * 2.5 * self.index)
else
return $formation_top + (y_spacer * 2.5 * ((self.index) - ($max_member/2)))
end
else
if self.index < ($max_member/2)
return $formation_top + (y_spacer*2.5*(($max_member/2)-1))+ (y_spacer * 2.5 * -self.index)
else
return $formation_top + (y_spacer*2.5*(($max_member/2)-1)) + (y_spacer * 2.5 * -((self.index) - ($max_member/2)))
end
end
end
end
#--------------------------------------------------------------------------
# * Actor Z Coordinate
#--------------------------------------------------------------------------
def screen_z
return screen_y
end
end
#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
# This class handles enemies. It's used within the Game_Troop class
# ($game_troop).
#==============================================================================
class Game_Enemy < Game_Battler
def screen_x
if self.index != nil
if $sv_mirror == 1
return 640 - $data_troops[@troop_id].members[@member_index].x
else
return $data_troops[@troop_id].members[@member_index].x
end
end
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Make Skill Action Results (alias used to determine skill used)
#--------------------------------------------------------------------------
alias make_skill_action_result_anim make_skill_action_result
def make_skill_action_result(battler = @active_battler, plus_id = 0)
@rtab = !@target_battlers
if $RTAB_Connected_Attacking
make_skill_action_result_anim(battler, plus_id)
else
@rtab ? make_skill_action_result_anim(battler) : make_skill_action_result_anim
end
@skill_used = @skill.id
end
#--------------------------------------------------------------------------
# * Make Item Action Results (alias used to determine item used)
#--------------------------------------------------------------------------
alias make_item_action_result_anim make_item_action_result
def make_item_action_result(battler = @active_battler)
@rtab = !@target_battlers
@rtab ? make_item_action_result_anim(battler) : make_item_action_result_anim
@item_used = @item.id
@item_usage = @item.scope
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 1 : action preparation) (Casting Routine)
#--------------------------------------------------------------------------
alias update_phase4_step1_anim update_phase4_step1
def update_phase4_step1(battler = @active_battler)
@rtab = !@target_battlers
if $rtab_detected == true
update_phase4_step1_anim(battler)
if battler.current_action.kind == 1 and
(not battler.current_action.forcing or @force != 2)
if battler.rtp != 0
$casted = true
end
end
else
update_phase4_step1_anim
end
end
#--------------------------------------------------------------------------
# * 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]
# If enemy is a default battler
if battler.is_a?(Game_Enemy)
if $default_enemy
if @rtab then battler.white_flash = true end
if @rtab then battler.wait = 10 end
end
if $default_enemy_id != nil
if $default_enemy_id.include?(@battler.id)
if @rtab then battler.white_flash = true end
if @rtab then battler.wait = 10 end
end
end
end
# If actor is a default battler
if battler.is_a?(Game_Actor)
if $default_actor
if @rtab then battler.white_flash = true end
if @rtab then battler.wait = 10 end
end
if $default_actor_id != nil
if $default_actor_id.include?(@battler.id)
if @rtab then battler.white_flash = true end
if @rtab then battler.wait = 10 end
end
end
end
# Set values and poses based on Action
case battler.current_action.kind
when 0 # Attack
rush_type = $rush_attack
full_moving = true; if rush_type; full_moving = false; end
if $move2center_atk.include?(battler.weapon_id); center_move=true; end
if $stationary_enemyid.include?(battler.id) and battler.is_a?(Game_Enemy)
full_moving = false
center_move = false
rush_type = false
end
if battler.current_action.basic == 2
# If escaping, disable all movement
full_moving = false
center_move = false
rush_type = false
end
base_pose = $p7
base_pose = $poses_weapons[battler.weapon_id] if $poses_weapons.include?(battler.weapon_id)
if battler.current_action.basic == 2
base_pose = $poses_escaping if $poses_escaping != nil
end
when 1 # Skill
rush_type = $rush_skill
if $moving_skill_atk.include?(@skill_used); full_moving = true; end
if $move2center_skill.include?(@skill_used); center_move = true; end
base_pose = $p9
base_pose = $poses_skills[@skill_used] if $poses_skills.include?(@skill_used)
when 2 # Item
rush_type = $rush_item
if $moving_item_atk.include?(@item_used) or @item_scope == 1..2; full_moving = true; end
if $move2center_item.include?(@item_used); center_move = true; end
base_pose = $p8
base_pose = $poses_items[@item_used] if $poses_items.include?(@item_used)
end
# Control Movement and use current pose
@moved = {} unless @moved
return if @spriteset.battler(battler).moving
if not (@moved[battler] or battler.guarding?)
offset = offset_value(battler)
if rush_type # Steps forward
@spriteset.battler(battler).setmove(battler.screen_x - offset, battler.screen_y + 1, battler.screen_z)
end
if full_moving # Runs to target
@spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y - 1, target.screen_z + 10)
end
if center_move # Runs to center
@spriteset.battler(battler).setmove(320+(offset/4), battler.screen_y-1, battler.screen_z)
end
@moved[battler] = true
return
@spriteset.battler(battler).pose = base_pose
elsif not battler.guarding?
@spriteset.battler(battler).pose = base_pose
@spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y, battler.screen_z)
end
# Finish Up Skill and Item Use
case battler.current_action.kind
when 1
# Flag system that skill was used
$casted = false
$casting = false
@spriteset.battler(battler).skill_used = 0
when 2
# Flag system that item was used
@spriteset.battler(battler).item_used = 0
end
# Battle_Charge value for BattleCry script
$battle_charge = true
# Done
@moved[battler] = false
@rtab ? cbs_update_phase4_step3(battler) : cbs_update_phase4_step3
end
#--------------------------------------------------------------------------
# * Offset Calculation
#--------------------------------------------------------------------------
def offset_value(battler = @active_battler)
offst = @spriteset.battler(battler).battler_offset
offst += $rush_offset
if $sv_mirror == 1
offset = (battler.is_a?(Game_Actor) ? -(offst) : offst)
else
offset = (battler.is_a?(Game_Actor) ? offst : -(offst))
end
return offset
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)
critical = (@rtab ? target.critical[battler] : target.critical)
if damage.is_a?(Numeric) and damage > 0
@spriteset.battler(target).pose = $p2
if critical == true
@spriteset.battler(target).pose = $poses_critical if $poses_critical != nil
end
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?
$victory = true
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
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within
# the Scene_Battle class.
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Change Enemy Viewport
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize
cbs_initialize
if @real_zoom != nil
$rtab_detected = true
end
@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
end
end
#==============================================================================
# ** Arrow_Base
#------------------------------------------------------------------------------
# This sprite is used as an arrow cursor for the battle screen. This class
# is used as a superclass for the Arrow_Enemy and Arrow_Actor classes.
#==============================================================================
class Arrow_Base < Sprite
#--------------------------------------------------------------------------
# * Reposition Arrows
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize(viewport)
cbs_initialize(viewport)
self.ox = 14
self.oy = 10
end
end
Se non esiste,potreste crearla?
Grazie a tutti ^^
P.S. Uno script è in allegato e uno scritto nel post perchè entrambi erano troppo lunghi da scrivere.
Il 70% dei ragazzi pensa che GTA sia il miglior gioco del mondo. Il restante 30% pensa che Kingdom Hearts sia il gioco pi� bello. Se fai parte di questo 30% copia e incolla questa frase nella tua firma/blog.
TALES OF MAGIC Entra nella scuola di magia e diventa il mago pi� grande del mondo!
Tales of Magic � completamente gratuito e senza alcun obbligo! Il manuale ti fornir� informazioni sulle modalit� di funzionamento del gioco. LINK DEL GIOCO
Epitaffi: 1)E' diventato carne secca... 2)Giocava a buttarsi gi� dal castello... 3)Stava abbracciando una bomba a mano... 4)Gli piaceva bere nitroglicerina... 5)Ha ingoiato un candelotto di dinamite... 6)Ha effettuato il salto in lungo nel cratere di un vulcano... 7)Quando i suoi compagni di classe giocavano a calcio lui era la palla...
________________________________________________________________________________ A prescindere dal colore della pelle e dalla religione siamo tutti uguali e tutti abbiamo ugal diritto di vivere. Credi la scuola sia una seccatura? Un'imposizione dei genitori? Sai quanto darebbero questi bambini per avere un'istruzione? Invece loro ed i loro genitori vengono sfruttati nelle industrie delle pi� note multinazionali americane ed europee: Nike, Nestl�, Kraft... Se sei anche tu contro il razzismo e contro lo sfruttamento inserisci questa frase nella tua firma. ________________________________________________________________________________ Now Playing: PS3 : Soul Calibur 4 PS2 : Kingdom Hearts Re Chain of Memories DS : Final Fantasy IV / Final Fantasy XII : Revenant Wings / Spore Creatures / Dinosaur King PSP : Ratchet and Clank : Size Matters / Secret Agent Clank / Naruto Ultimate Ninja Heroes 2 / GuitarWay To Heaven 4 Amplified PC : Frets on Fire con la chitarra!!! O_O
Question
Dark Sora
Esiste una fusione tra questi due BS per RPG Maker XP?
Intendo che ci siano gli characters in movimento sia di nemici che di eroi. E poi quando gli eroi attaccano deve vedersi l'icona dell'arma che si usa. Provateli entrambi per capire meglio cosa intendo :happy:
#============================================================================== # ** Animated Battlers - Enhanced ver. 5.0 (12-23-2006) #------------------------------------------------------------------------------ # Animated Battlers by Minkoff # Enhancements by DerVVulfman # Low percentage and Status Poses # Concept & Base coding by Twin Matrix # Stationary Enemies requested by jens009 # Continuous Victory Looping for actors requested by Skyla Doragono # Actors readying themselves before battle requested by Clive # Default Battlers for Enemies requested for by WithViolence # Mixed Default and Spritesheet Battlers requested for by SteveE22 # Hero & Enemy z.depth concept by Min-Chan and Caldaron ( totally redone ) # Stationary Poses suggested by Twin Matrix # Critical Hit animation requested by Mimi-Chan # Both Enemy and Actor's individual Frames per Pose requested by creiz # Expandable Battle Parties beyond 4 requested by Leknaat # Additional value call added for compatability with Battle Cry script # Removed dependancy on $game_system for the Sideview Mirror system # Fixed the 'Blocking during Victory State' bug discovered by Kaze950 # Collapse stack-error found by JirbyTaylor(fixed) / Code by SephirothSpawn # #============================================================================== # # ADDITIONAL CALLS AVAILABLE PRIOR TO COMBAT: # #------------------------------------------------------------------------------ # SIDEVIEW MIRROR: This value switches the positions of both enemies and # heroes to opposite ends of the screen. # # Script : $sideview_mirror = [number] # number : a value indicating whether the hero & enemy positions are switched # 0 = Default: Enemies on the left, Heroes on the right # 1 = Switched: Heroes on the left, Enemies on the right # #------------------------------------------------------------------------------ # BATTLER FORMATIONS: This value changes the way your heroes line up when the # battle starts. # # Script : $formation_style = [number] # number : a value indicating the type of formation your heroes will use # 0 = Diagonal (Default) 4 = Column Pattern 1 # 1 = Diagonal Pattern 2 5 = Column Pattern 2 # 2 = Slanted Pattern 1 6 = Wave Formation 1 # 3 = Slanted Pattern 2 7 = Wave Formation 2 # # 8 = Randomized (system will choose from 0 to 7) # #------------------------------------------------------------------------------ # FORMATION OPTIONS: These values may expand your system to go beyond the # default four player system. # # Script : $formation_max_member = [number] # number : A value indicating the maximum number of members in your party. # (default = 4) # # Script : $formation_max_height = [number] # number : A value indicating (in pixels) the top height of your party shown # in the Battle Screen. The higher the number, the lower the party # on the screen. (default = 220) # # Script : $formation_max_width = [number] # number : The left/right width of the party's formation. (default = 128) # # Script : $battlestatus_height = [number] # number : The actual height of your battlestatus window. (default = 160) # # NOTE: The combined $formation_max_height and $battlestatus_height determines # the vertical distance between battlers in their formation. # #============================================================================== # Things added since original version by Minkoff: # Can reverse the battler positions # Editable spritesheet layout in script # Able to define total/max frames per pose # Can define individual # of frames per each pose # Can use 'red-out' RTP death or 'battler death' pose # Can show battler falling before death. # 'Casting' pose now available for RTAB/Skill Timing users # Can show battler celebrating before victory pose # Can tag battlers who's victory pose loops indefinitely # Can show actor battlers get ready before battle starts. # Separate poses for 'skills', 'items' or 'weapons' based on their id # Can allow the battlers to step forward before using items & skills (FFVII+) # Attacking battlers rush towards their targets while item & skill users don't # Certain weapons can force the battler NOT to move # Certain items & skills can force battlers to 'rush' the enemy # Certain skills or items can force movement to the center of the screen # Stationary enemies. In case enemies do NOT move when they attack. # Adjustable 'low health' checker. Set your low health to 25%... 30%... 10%... # Poses now available for status ailments # Dead revert to 'victory' pose bug fixed. # Default battlers now available for actors and/or enemies # Default battlers now usable by ID number (had to rewrite red-out for that) # Escaping Enemies bug found by SteveE22. Fixed just as fast. # Hero Formations (total of 8 hardwired -& 1 random- ... add at your own risk) # Z-Depth for attack overlapping purposes # Corrected attack overlap offset routine. Overlap now based on battler size # Certain skills and items can now prevent movement # Can allow battlers to take step forward before performing 'attack' pose.(FF) # Certain weapons can move battlers to center screen instead of a full move. # Escaping Enemies can now have a pose before disappearing (was a rush pose) # Redesigned Scene_Battle's movement routine # Added pose for Critical Hits # Added the enemy's hash for frame number based on poses # Added the actor's hash for frame number based on poses # Re-Tooled the formations to go beyond the default four party system # Minor value added for compatability with Delissa's Battle Cry script # Default Collapse Stack-Error fixed(code by SephirothSpawn) found JirbyTaylor # Removed dependancy on $game_system for the Sideview Mirror system # Fixed the 'Blocking during Victory State' bug discovered by Kaze950 # Includes an Adaptation Switch for use with RTAB's Connected Attacking script # # 40 counted. #============================================================================== # ** Sprite_Battler #------------------------------------------------------------------------------ # This sprite is used to display the battler.It observes the Game_Character # class and automatically changes sprite conditions. #============================================================================== class Sprite_Battler < RPG::Sprite attr_accessor :battler_offset # Degree of action forcing attr_accessor :skill_used # Degree of action forcing attr_accessor :item_used # Degree of action forcing #-------------------------------------------------------------------------- # * Initialize #-------------------------------------------------------------------------- alias cbs_initialize initialize def initialize(viewport, battler = nil) # * Configuration System * # * Default Battler Style Switches #-------------------------------------------------------------------------- $default_enemy = false # If true, these switches allows the use $default_actor = false # of default battlers for actors/enemies $default_enemy_id = [] # Ids of enemies using default battlers $default_actor_id = [] # Ids of actors using default battlers @default_collapse_actor = false # If true, restores the old 'red fade' @default_collapse_enemy = true # collapse effect (using spritesheets) # * Animation Frames and Animation Speed #-------------------------------------------------------------------------- @speed = 5 # Framerate speed of the battlers @poses = 4 # Maximum # of poses (stances) in the template @frames = 4 # Maximum # of frames in each pose @frames_standard = 4 # Standard # of frames played in each pose. @low_hp_percentage = 0.25 # Determines health% of battler for WOOZY pose. # * Poses Control #-------------------------------------------------------------------------- # Editable Template (Some people wanted to change their template design) $p1 = 1 # Sets the 'Ready Pose' ($p1) to be pose #1 in your template $p2 = 1 # Sets the 'Struck Pose' ($p2) to be pose #2 in your template $p3 = 1 # Sets the 'Woozy Pose' ($p3) to be pose #3 in your template $p4 = 1 # Sets the 'Block Pose' ($p4) to be pose #4 in your template $p5 = 1 # Sets the 'Charge Pose' ($p5) to be pose #5 in your template $p6 = 2 # Sets the 'Retreat Pose'($p6) to be pose #6 in your template $p7 = 1 # Sets the 'Attack Pose' ($p7) to be pose #7 in your template $p8 = 1 # Sets the 'Item Pose' ($p8) to be pose #8 in your template $p9 = 1 # Sets the 'Skill Pose' ($p9) to be pose #9 in your template $p10 = 0 # Sets the 'Victory Pose'($p10)to be pose #10 in your template $p11 = 3 # Sets the 'Defeat Pose' ($p11)to be pose #11 in your template # Non-Default Poses (can expand beyond the default 11 poses here) @poses_setup = nil # Choose animation pose for 'preparation' @poses_casting = nil # Set casting pose to 'Block' for example $poses_escaping = nil # Set 'coward' pose for fleeing monsters) $poses_critical = nil # Set 'critical' hit pose for BIG hits. @poses_dying = nil # Choose animation pose for dying throws. @poses_winning = nil # Set winning dance to 'block' for examp. @poses_winning_loops = [] # Set victory non-freezing actor as #7 # Non-Default Pose Hashes (poses dependant on .id values) @poses_status = {} # Didn't set any $poses_skills = {} # Didn't set any $poses_items = {} # Didn't set any $poses_weapons = {} # Didn't set any weapons to any poses # * Frames Control #-------------------------------------------------------------------------- @frames_per_pose = {0 => 1, 3 => 1} # Set #of frames to pose(by index) # 1 frame set for 0(Victory) and # set for 3 (Defeat). All other # poses are animated. # Advanced Individual Pose/Frame Hashes # Advanced Individual Poses uses # hashes within hashes. $poses_actor = {} # $poses_enemy = {} # # # Individual Battler Settings @mirror_enemies = true # Enemy battlers use reversed image @stationary_enemies = false # If the enemies don't move while attacking @stationary_actors = false # If the actors don't move while attacking @calculate_speed = false # System calculates a mean/average speed @phasing = false # Characters fade in/out while attacking # * Movement Settings (Step-Forward / Final Fantasy-Style) #-------------------------------------------------------------------------- $rush_offset = 0 # How much additional space between battlers $rush_attack = false # If true, battler steps forward to attack $rush_skill = true # If true, battler steps forward to use skill $rush_item = true # If true, battler steps forward to use item # * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement) #-------------------------------------------------------------------------- $moving_item_atk = [1] # Examples are items that need to be applied. $moving_skill_atk = [57,61] # Examples are martial-arts and sneak attacks $move2center_atk = [] # Moves battler to center based on weapon id! $move2center_item = [5] # Moves battler to center for a big item atk! $move2center_skill = [7] # Moves battler to center for a big skill atk! # * Stationary Arrays (Arrays for skill/weapon/item IDs that halt movement) #-------------------------------------------------------------------------- # Array that holds the id # of skills, items or weapons that affect movement $stationary_enemyid = [] # Enemies that don't RUN during melee attacks @stationary_weapons = [17,18,19,20,21,22,23,24] # (examples are bows & guns) @stationary_skills = [] # (examples are bows & guns) @stationary_items = [] # (examples are bows & guns) # Adaptation Switches $RTAB_Connected_Attacking = false # Needed to be on if RTAB and Con. Attk. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING @frame, @pose = 0, 0 @last_time = 0 @last_move_time = 0 @battler_offset = 0 @skill_used = 0 @item_used = 0 $casted = false $casting = false @dying = true @s_pose = false $victory = false @winning = true cbs_initialize(viewport, battler) viewport.z = 99 $formation = $formation_style # Setting values called from EVENT scripts $sv_mirror = $sideview_mirror $sv_mirror = 0 if $sideview_mirror == nil $max_member = $formation_max_member $max_member = 4 if $formation_max_member == nil $formation_top = $formation_max_height $formation_top = 220 if $formation_max_height == nil $formation_width = $formation_max_width $formation_width = 128 if $formation_max_width == nil $battlestat_height = $battlestatus_height $battlestat_height = 160 if $battlestatus_height == nil $formation = $formation_style $formation = 0 if $formation_style == nil # if Formation is random if $formation == 8 then $formation = rand(8).to_i end end #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- alias cbs_update update def update return unless @battler # Regular Update cbs_update # Reset hash for Advanced Pose/Frames pose_temp = {} # Start Routine unless @started @pose = state if @battler.is_a?(Game_Enemy) if not $default_enemy if $default_enemy_id == nil # Set up Spritesheet Standards @width = @width / @frames @height = @height / @poses else if not $default_enemy_id.include?(@battler.id) @width = @width / @frames @height = @height / @poses end end end end if @battler.is_a?(Game_Actor) if not $default_actor if $default_actor_id == nil # Set up Spritesheet Standards @width = @width / @frames @height = @height / @poses else if not $default_actor_id.include?(@battler.id) @width = @width / @frames @height = @height / @poses end end end end @battler_offset = @width * 0.75 @display_x = @battler.screen_x @display_y = @battler.screen_y @display_z = @battler.screen_z @destination_x = @display_x @destination_y = @display_y @destination_z = @display_z self.opacity = 0 @started = true end # Cut Out Frame # Enemy Battler Routine if @battler.is_a?(Game_Enemy) if $default_enemy self.src_rect.set(@width * 0, @height * 0, @width, @height) else if $default_enemy_id !=nil if $default_enemy_id.include?(@battler.id) self.src_rect.set(@width * 0, @height * 0, @width, @height) else self.src_rect.set(@width * @frame, @height * @pose, @width, @height) end else self.src_rect.set(@width * @frame, @height * @pose, @width, @height) end end end # Actor Battler Routine if @battler.is_a?(Game_Actor) if $default_actor self.src_rect.set(@width * 0, @height * 0, @width, @height) else if $default_actor_id !=nil if $default_actor_id.include?(@battler.id) self.src_rect.set(@width * 0, @height * 0, @width, @height) else self.src_rect.set(@width * @frame, @height * @pose, @width, @height) end else self.src_rect.set(@width * @frame, @height * @pose, @width, @height) end end end # Position Sprite self.x = @display_x self.y = @display_y self.z = @display_z self.ox = @width / 2 self.oy = @height # Adjust sprite direction if facing the other way... if $sv_mirror == 1 if @battler.is_a?(Game_Actor) self.mirror = !!battler else if not @mirror_enemies self.mirror = !!battler end end else if @battler.is_a?(Game_Enemy) if @mirror_enemies self.mirror = !!battler end end end # Setup Frames per Pose poseframe = @frames_standard poseframe = @frames_per_pose[@pose] if @frames_per_pose.include?(@pose) # Set Advanced Poses for Actors if @battler.is_a?(Game_Actor) pose_temp = $poses_actor[@battler.id] if $poses_actor.include?(@battler.id) poseframe = pose_temp[@pose] if pose_temp.include?(@pose) end # Set Advanced Poses for Enemies if @battler.is_a?(Game_Enemy) pose_temp = $poses_enemy[@battler.id] if $poses_enemy.include?(@battler.id) poseframe = pose_temp[@pose] if pose_temp.include?(@pose) end # Setup Animation time = Graphics.frame_count / (Graphics.frame_rate / @speed) if @last_time < time @frame = (@frame + 1) % poseframe if @frame == 0 if @freeze @frame = poseframe - 1 return end @pose = state end end @last_time = time # Setup Dying Animation if @battler.dead? if @dying == true @pose = state @dying = false end else if @battler.is_a?(Game_Actor) if @poses_setup != nil if @s_pose == false @pose = @poses_setup @s_pose = true end end if $victory == true if @winning == true @pose = state @winning = false end end end end # Move It move if moving end #-------------------------------------------------------------------------- # * Current State #-------------------------------------------------------------------------- def state # Damage State if [nil,{}].include?(@battler.damage) # Battler Fine @state = $p1 # Battler Wounded @state = $p3 if @battler.hp < @battler.maxhp * @low_hp_percentage # Battler Status-Effect for i in @battler.states @state = @poses_status[i] if @poses_status.include?(i) end # If Battler Dead if @battler.dead? # If using default battlers or default collapse if (@default_collapse_actor and @battler.is_a?(Game_Actor)) or (@default_collapse_enemy and @battler.is_a?(Game_Enemy)) or ($default_actor and @battler.is_a?(Game_Actor)) or ($default_enemy and @battler.is_a?(Game_Enemy)) or ($default_enemy_id.include?(@battler.id) and @battler.is_a?(Game_Enemy)) or ($default_actor_id.include?(@battler.id) and @battler.is_a?(Game_Actor)) # Do absolutely nothing else # Use Poses system if @poses_dying != nil if @dying == true @state = @poses_dying else @state = $p11 end else @state = $p11 end # Fix Opacity self.opacity = 255 end end end # Casting State if $casted if @battler.rtp != 0 if @poses_casting != nil @state = @poses_casting end end end # Victory State if @battler.is_a?(Game_Actor) if $victory if @poses_winning != nil if @winning == true if not @battler.dead? @state = @poses_winning end else if not @battler.dead? @state = $p10 if not @poses_winning_loops.include?(@battler.id) @freeze = true end end end else if not @battler.dead? @state = $p10 if not @poses_winning_loops.include?(@battler.id) @freeze = true end end end end end # Guarding State (not if dead OR in victory) if not @battler.dead? if not $victory @state = $p4 if @battler.guarding? end end # Moving State if moving # Adjust sprite direction if facing the other way... if $sv_mirror == 1 # If enemy battler moving if @battler.is_a?(Game_Enemy) # Battler Moving Left @state = $p5 if moving.eql?(0) # Battler Moving Right @state = $p6 if moving.eql?(1) # Else actor battler moving else # Battler Moving Left @state = $p6 if moving.eql?(0) # Battler Moving Right @state = $p5 if moving.eql?(1) end else # If enemy battler moving if @battler.is_a?(Game_Enemy) # Battler Moving Left @state = $p6 if moving.eql?(0) # Battler Moving Right @state = $p5 if moving.eql?(1) # Else actor battler moving else # Battler Moving Left @state = $p5 if moving.eql?(0) # Battler Moving Right @state = $p6 if moving.eql?(1) end end 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 difference_z = (@display_z - @destination_z).abs # Done? Reset, Stop if [difference_x, difference_y].max.between?(0, 8) @display_x = @destination_x @display_y = @destination_y @display_z = @destination_z @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 increment_z = increment_y # 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 increment_z *= speed end # Multiply and Move multiplier_x = (@destination_x - @display_x > 0 ? 8 : -8) multiplier_y = (@destination_y - @display_y > 0 ? 8 : -8) multiplier_z = (@destination_z - @display_z > 0 ? 8 : -8) @display_x += (increment_x * multiplier_x).to_i @display_y += (increment_y * multiplier_y).to_i @display_z += (increment_z * multiplier_z).to_i end @last_move_time = time end #-------------------------------------------------------------------------- # * Set Movement #-------------------------------------------------------------------------- def setmove(destination_x, destination_y, destination_z) unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or (@battler.is_a?(Game_Actor) and @stationary_actors) unless @stationary_weapons.include?(@battler.weapon_id) or @stationary_skills.include?(@skill_used) or @stationary_items.include?(@item_used) @original_x = @display_x @original_y = @display_y @original_z = @display_z @destination_x = destination_x @destination_y = destination_y @destination_z = destination_z end end end #-------------------------------------------------------------------------- # * Movement Check #-------------------------------------------------------------------------- def moving if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?) 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 #-------------------------------------------------------------------------- # * Fallen Pose #-------------------------------------------------------------------------- if @derv_anim_bat_stack.nil? @derv_anim_bat_stack = true alias cbs_collapse collapse def collapse if @default_collapse_enemy cbs_collapse if @battler.is_a?(Game_Enemy) end if @default_collapse_actor cbs_collapse if @battler.is_a?(Game_Actor) end if $default_enemy cbs_collapse if @battler.is_a?(Game_Enemy) end if $default_actor cbs_collapse if @battler.is_a?(Game_Actor) end if $default_enemy_id != nil if $default_enemy_id.include?(@battler.id) cbs_collapse if @battler.is_a?(Game_Enemy) end end if $defend_actor.id != nil if $default_actor_id.include?(@battler.id) cbs_collapse if @battler.is_a?(Game_Actor) end end end end end #============================================================================== # ** Game_System #------------------------------------------------------------------------------ # This class handles data surrounding the system. Backround music, etc. # is managed here as well. Refer to "$game_system" for the instance of # this class. #============================================================================== class Game_System #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :sideview_mirror #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias initialize_cbs_customize initialize def initialize # Call original initialization process initialize_cbs_customize @sideview_mirror = 0 end end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles the actor. It's used within the Game_Actors class # ($game_actors) and refers to the Game_Party class ($game_party). #============================================================================== class Game_Actor #-------------------------------------------------------------------------- # * Actor X Coordinate #-------------------------------------------------------------------------- def screen_x # Determine minimum horizontal space between battlers x_spacer = $formation_width / $max_member if self.index != nil case $formation when 0 # DIAGONAL PATTERN 1 if $sv_mirror == 1 return self.index * -x_spacer + (($max_member+1)*x_spacer) #202 else return self.index * x_spacer + (640-(($max_member+1)*x_spacer))#450 end when 1 # DIAGONAL PATTERN 2 if $sv_mirror == 1 return self.index * x_spacer + x_spacer #64 else return self.index * -x_spacer + (640-x_spacer*2) #576 end when 2 # 2-ROW SLANT if $sv_mirror == 1 if self.index < ($max_member/2) return self.index + (($max_member+1)*x_spacer) + (x_spacer * self.index) else return self.index + (x_spacer * self.index) - x_spacer * 0.5 end else if self.index < ($max_member/2) return self.index + (640-(($max_member+1)* x_spacer)) + (-x_spacer * self.index) else return self.index + (640-((x_spacer*0.5)-x_spacer)) + (-x_spacer * self.index) end end when 3 # 2 ROW - SLANT if $sv_mirror == 1 if self.index < ($max_member/2) return self.index + (x_spacer/2)+(($max_member+1)* x_spacer) + (-x_spacer * self.index) else return self.index + (($max_member+1)* x_spacer) + (-x_spacer * self.index) end else if self.index < ($max_member/2) return self.index + 442 + (x_spacer * self.index) else return self.index + 430 + (x_spacer * self.index) end end when 4 # Column Pattern 1 if $sv_mirror == 1 if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 ) return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * (self.index-1)) else return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * self.index) end else if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 ) return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * (self.index-1)) else return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * self.index) end end when 5 # Column Pattern 2 if $sv_mirror == 1 if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 ) return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * (self.index-1)) else return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * self.index) end else if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 ) return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * (self.index-1)) else return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * self.index) end end when 6 # Wave Formation 1 if $sv_mirror == 1 if self.index < ($max_member/2) return 170 else return 90 end else if self.index < ($max_member/2) return 470 else return 550 end end else # Wave Formation 2 if $sv_mirror == 1 if self.index < ($max_member/2) return 170 else return 90 end else if self.index < ($max_member/2) return 470 else return 550 end end end else return 0 end end #-------------------------------------------------------------------------- # * Actor Y Coordinate #-------------------------------------------------------------------------- def screen_y # Determine minimum vertical space between battlers y_spacer = (480 - $battlestat_height - $formation_top) / $max_member if self.index != nil case $formation when 0 return self.index * (y_spacer*1.25) + $formation_top when 1 return self.index * (y_spacer*1.25) + $formation_top when 2 if self.index < ($max_member/2) return $formation_top + ((y_spacer*2.5) * self.index) else return ($formation_top - (y_spacer*($max_member+1))) + ((y_spacer*2.5) * self.index) #was 60 end when 3 if self.index < ($max_member/2) return $formation_top + ((y_spacer*2.5) * self.index) else return ($formation_top - (y_spacer*($max_member+1))) + ((y_spacer*2.5) * self.index) # was 60 end when 4 if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 ) return $formation_top + ($battlestat_height/2) else return $formation_top + ($battlestat_height/6) end when 5 if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 ) return $formation_top + ($battlestat_height/6) else return $formation_top + ($battlestat_height /2) end when 6 if self.index < ($max_member/2) return $formation_top + (y_spacer * 2.5 * self.index) else return $formation_top + (y_spacer * 2.5 * ((self.index) - ($max_member/2))) end else if self.index < ($max_member/2) return $formation_top + (y_spacer*2.5*(($max_member/2)-1))+ (y_spacer * 2.5 * -self.index) else return $formation_top + (y_spacer*2.5*(($max_member/2)-1)) + (y_spacer * 2.5 * -((self.index) - ($max_member/2))) end end end end #-------------------------------------------------------------------------- # * Actor Z Coordinate #-------------------------------------------------------------------------- def screen_z return screen_y end end #============================================================================== # ** Game_Enemy #------------------------------------------------------------------------------ # This class handles enemies. It's used within the Game_Troop class # ($game_troop). #============================================================================== class Game_Enemy < Game_Battler def screen_x if self.index != nil if $sv_mirror == 1 return 640 - $data_troops[@troop_id].members[@member_index].x else return $data_troops[@troop_id].members[@member_index].x end end end end #============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Make Skill Action Results (alias used to determine skill used) #-------------------------------------------------------------------------- alias make_skill_action_result_anim make_skill_action_result def make_skill_action_result(battler = @active_battler, plus_id = 0) @rtab = !@target_battlers if $RTAB_Connected_Attacking make_skill_action_result_anim(battler, plus_id) else @rtab ? make_skill_action_result_anim(battler) : make_skill_action_result_anim end @skill_used = @skill.id end #-------------------------------------------------------------------------- # * Make Item Action Results (alias used to determine item used) #-------------------------------------------------------------------------- alias make_item_action_result_anim make_item_action_result def make_item_action_result(battler = @active_battler) @rtab = !@target_battlers @rtab ? make_item_action_result_anim(battler) : make_item_action_result_anim @item_used = @item.id @item_usage = @item.scope end #-------------------------------------------------------------------------- # * Frame Update (main phase step 1 : action preparation) (Casting Routine) #-------------------------------------------------------------------------- alias update_phase4_step1_anim update_phase4_step1 def update_phase4_step1(battler = @active_battler) @rtab = !@target_battlers if $rtab_detected == true update_phase4_step1_anim(battler) if battler.current_action.kind == 1 and (not battler.current_action.forcing or @force != 2) if battler.rtp != 0 $casted = true end end else update_phase4_step1_anim end end #-------------------------------------------------------------------------- # * 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] # If enemy is a default battler if battler.is_a?(Game_Enemy) if $default_enemy if @rtab then battler.white_flash = true end if @rtab then battler.wait = 10 end end if $default_enemy_id != nil if $default_enemy_id.include?(@battler.id) if @rtab then battler.white_flash = true end if @rtab then battler.wait = 10 end end end end # If actor is a default battler if battler.is_a?(Game_Actor) if $default_actor if @rtab then battler.white_flash = true end if @rtab then battler.wait = 10 end end if $default_actor_id != nil if $default_actor_id.include?(@battler.id) if @rtab then battler.white_flash = true end if @rtab then battler.wait = 10 end end end end # Set values and poses based on Action case battler.current_action.kind when 0 # Attack rush_type = $rush_attack full_moving = true; if rush_type; full_moving = false; end if $move2center_atk.include?(battler.weapon_id); center_move=true; end if $stationary_enemyid.include?(battler.id) and battler.is_a?(Game_Enemy) full_moving = false center_move = false rush_type = false end if battler.current_action.basic == 2 # If escaping, disable all movement full_moving = false center_move = false rush_type = false end base_pose = $p7 base_pose = $poses_weapons[battler.weapon_id] if $poses_weapons.include?(battler.weapon_id) if battler.current_action.basic == 2 base_pose = $poses_escaping if $poses_escaping != nil end when 1 # Skill rush_type = $rush_skill if $moving_skill_atk.include?(@skill_used); full_moving = true; end if $move2center_skill.include?(@skill_used); center_move = true; end base_pose = $p9 base_pose = $poses_skills[@skill_used] if $poses_skills.include?(@skill_used) when 2 # Item rush_type = $rush_item if $moving_item_atk.include?(@item_used) or @item_scope == 1..2; full_moving = true; end if $move2center_item.include?(@item_used); center_move = true; end base_pose = $p8 base_pose = $poses_items[@item_used] if $poses_items.include?(@item_used) end # Control Movement and use current pose @moved = {} unless @moved return if @spriteset.battler(battler).moving if not (@moved[battler] or battler.guarding?) offset = offset_value(battler) if rush_type # Steps forward @spriteset.battler(battler).setmove(battler.screen_x - offset, battler.screen_y + 1, battler.screen_z) end if full_moving # Runs to target @spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y - 1, target.screen_z + 10) end if center_move # Runs to center @spriteset.battler(battler).setmove(320+(offset/4), battler.screen_y-1, battler.screen_z) end @moved[battler] = true return @spriteset.battler(battler).pose = base_pose elsif not battler.guarding? @spriteset.battler(battler).pose = base_pose @spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y, battler.screen_z) end # Finish Up Skill and Item Use case battler.current_action.kind when 1 # Flag system that skill was used $casted = false $casting = false @spriteset.battler(battler).skill_used = 0 when 2 # Flag system that item was used @spriteset.battler(battler).item_used = 0 end # Battle_Charge value for BattleCry script $battle_charge = true # Done @moved[battler] = false @rtab ? cbs_update_phase4_step3(battler) : cbs_update_phase4_step3 end #-------------------------------------------------------------------------- # * Offset Calculation #-------------------------------------------------------------------------- def offset_value(battler = @active_battler) offst = @spriteset.battler(battler).battler_offset offst += $rush_offset if $sv_mirror == 1 offset = (battler.is_a?(Game_Actor) ? -(offst) : offst) else offset = (battler.is_a?(Game_Actor) ? offst : -(offst)) end return offset 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) critical = (@rtab ? target.critical[battler] : target.critical) if damage.is_a?(Numeric) and damage > 0 @spriteset.battler(target).pose = $p2 if critical == true @spriteset.battler(target).pose = $poses_critical if $poses_critical != nil end 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? $victory = true 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 #------------------------------------------------------------------------------ # This class brings together battle screen sprites. It's used within # the Scene_Battle class. #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # * Change Enemy Viewport #-------------------------------------------------------------------------- alias cbs_initialize initialize def initialize cbs_initialize if @real_zoom != nil $rtab_detected = true end @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 end end #============================================================================== # ** Arrow_Base #------------------------------------------------------------------------------ # This sprite is used as an arrow cursor for the battle screen. This class # is used as a superclass for the Arrow_Enemy and Arrow_Actor classes. #============================================================================== class Arrow_Base < Sprite #-------------------------------------------------------------------------- # * Reposition Arrows #-------------------------------------------------------------------------- alias cbs_initialize initialize def initialize(viewport) cbs_initialize(viewport) self.ox = 14 self.oy = 10 end endSe non esiste,potreste crearla?
Grazie a tutti ^^
P.S. Uno script è in allegato e uno scritto nel post perchè entrambi erano troppo lunghi da scrivere.
Side_View_Battle.txt
Edited by Dark SoraI miei tutorial
BS in tempo reale ad eventi
Tecnica Ruba
Pesca ad eventi
Evocare
Lancio del masso
Minigioco del Negozio
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Forum:The legend of making
26373462 I love you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Mai Dire Speciale Cinema
L'Uomo che Usciva Tutti
Botte e Risposte / Rapine a mano a mano
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Mobbasta veramente per�
Mani in Alto
Per un pelo
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LegendRpgMania
Il 70% dei ragazzi pensa che GTA sia il miglior gioco del mondo. Il restante 30% pensa che Kingdom Hearts sia il gioco pi� bello. Se fai parte di questo 30% copia e incolla questa frase nella tua firma/blog.
MITICO OBSIDIAN LORD!!!
The March of The Swordmaster
Holy Thunderforce
Bard's Song
TALES OF MAGIC
Entra nella scuola di magia e diventa il mago pi� grande del mondo!
Tales of Magic � completamente gratuito e senza alcun obbligo! Il manuale ti fornir� informazioni sulle modalit� di funzionamento del gioco.
LINK DEL GIOCO
Bunnies Area
Bunnies Can't Phone
Bunnies Can't play 360
Bunnies Can't play Rugby
Bunnies Can't win races
Bunnies Can't Cook Eggs
Bunnies Can't cook turkey
Bunnies Can't Date
Bunnies Can't Park
Bunnies Can't play with Fireworks
Mi conoscete???
Se s� cliccate qui
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A prescindere dal colore della pelle e dalla religione siamo tutti uguali e tutti abbiamo ugal diritto di vivere. Credi la scuola sia una seccatura? Un'imposizione dei genitori? Sai quanto darebbero questi bambini per avere un'istruzione? Invece loro ed i loro genitori vengono sfruttati nelle industrie delle pi� note multinazionali americane ed europee: Nike, Nestl�, Kraft...
Se sei anche tu contro il razzismo e contro lo sfruttamento inserisci questa frase nella tua firma.
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Now Playing:
PS3 : Soul Calibur 4
PS2 : Kingdom Hearts Re Chain of Memories
DS : Final Fantasy IV / Final Fantasy XII : Revenant Wings / Spore Creatures / Dinosaur King
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Rpg Maker Xp
I miei progetti:
Per ora nulla...
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