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Integrare uno script al Bs laterale


MasterSion
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Vorrei integrare questa parte di script ( che permette di visualizzare l'arma equipaggiata durante la battaglia )

 

 

 

if $USING_VISIBLE_WEAPONS and weapon != nil

weapon_poses = []

weapon_name = weapon.name.sub(" ", "_")

for string in @pose_names

weapon_poses.push("_" + weapon_name + string)

end

end

 

else # the battler is an enemy. Much simpler.

if !@battler.animated

return

end

@pose_names = ["_ready", "_guard", "_hit", "_miss", "_skill", "_attack",

"_lowhp", "_moveto", "_movefrom"]

end

 

bitmaps = []

height = width = 0

@frame_height = 0

@frames = []

weapon_bitmaps = []

dummy_image = Bitmap.new(1, 1)

 

for i in 0...@pose_names.size

begin

RPG::Cache.battler(@battler.battler_name + @pose_names, @battler.battler_hue)

bitmaps = RPG::Cache.battler(@battler.battler_name + @pose_names, @battler.battler_hue)

height += bitmaps.height

width = [width, bitmaps.width].max

@frames = bitmaps.width / bitmaps.height

@frame_height = bitmaps.height

if $USING_VISIBLE_WEAPONS and @game_actor

begin

weapon_bitmaps = RPG::Cache.battler(@battler.battler_name + weapon_poses, @battler.battler_hue)

rescue

weapon_bitmaps = dummy_image

end

end

if @pose_names.include?("attack")

@battler.attack_frames = @frames

end

rescue

bitmaps = nil

height += @frame_height

@frames = 0

end

end

 

@sprite_sheet = Bitmap.new(width, height)

mark = 0

for i in 0..bitmaps.size

if bitmaps != nil

if $USING_VISIBLE_WEAPONS and @game_actor

@sprite_sheet.blt(0, mark, bitmaps, bitmaps.rect)

@sprite_sheet.blt(0, mark, weapon_bitmaps, weapon_bitmaps.rect)

else

@sprite_sheet.blt(0, mark, bitmaps, bitmaps.rect)

end

end

mark += @frame_height

end

end

end

 

con questo script ( appartengono alla stessa classe ma usano variabili diverse )

 

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

========

# ** Animated Battlers - Enhanced ver. 10.7 (06-17-2008)

#

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

# * (2) Sprite System: The Sprite Battler Class

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

 

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

# ** 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

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

# * Public Instance Variables

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

attr_accessor :battler_offset # Degree of action forcing

attr_accessor :skill_used # Degree of action forcing

attr_accessor :item_used # Degree of action forcing

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

# * Object Initialization

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

alias mnk_init initialize

def initialize(viewport, battler = nil)

# --Initialize poses

@frame, @pose, @last_time, @last_move_time = 0, 0, 0, 0

# --Initialize Battler placement and pose types

@battler_offset, @skill_used, @item_used = 0, 0, 0

# --Initialize Boolean values

@statusd = false

@dying = true

@s_pose = false

$game_system.victory = false

$game_system.defeat = false

@winning = true

# ORIGINAL Initialize call

mnk_init(viewport, battler)

# EVENT VALUE CALLS

# --Obtain the Sideview switch

$game_system.sv_angle = $sideview_mirror

$game_system.sv_angle = 0 if $sideview_mirror == nil

# -- Obtain the max party size

$game_system.max_member = $formation_max_member

$game_system.max_member = 3 if $formation_max_member == nil

# --Obtain the highest position for the formation

$game_system.form_top = $formation_max_height

$game_system.form_top = 220 if $formation_max_height == nil

# --Obtain the formation's width

$game_system.form_wd = $formation_max_width

$game_system.form_wd = 128 if $formation_max_width == nil

# --Obtain the height of the Battlestatus Window

$game_system.bstat_ht = $battlestatus_height

$game_system.bstat_ht = 160 if $battlestatus_height == nil

end

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

# * Update

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

alias mnk_update update

def update

 

# Only perform sprite edit for valid battlers

return unless @battler

if @battler.battler_name != @battler_name

@started = false

end

 

# Regular Update

mnk_update

 

# Set Translucency

if @battler.is_a?(Game_Enemy)

battler_translucency(@battler, MNK_TRANSLUCENT_ENEMY)

else

battler_translucency(@battler, MNK_TRANSLUCENT_ACTOR)

end

# Reset hash for Advanced Pose/Frames

pose_temp = {}

 

# Start Routine (Performed at startup for each battler)

unless @started

# Set the pose based on battler's state

@pose = state

# Turn off Casting pose

@battler.casted = false

@battler.casting = false

# Configure Enemy Spritesheet

if @battler.is_a?(Game_Enemy)

# Use spritesheet unless specified

unless DEFAULT_ENEMY or DEFAULT_ENEMY_ID.include?(@battler.id)

@width = @width / cell_divider(MNK_FRAMES_ENEMY, MNK_FRAMES)

@height = @height / cell_divider(MNK_POSES_ENEMY, MNK_POSES)

end

# Or Configure Actor Spritesheet

else

# Use spritesheet unless specified

unless DEFAULT_ACTOR or DEFAULT_ACTOR_ID.include?(@battler.id)

@width = @width / cell_divider(MNK_FRAMES_ACTOR, MNK_FRAMES)

@height = @height / cell_divider(MNK_POSES_ACTOR, MNK_POSES)

end

end

# Distance the battlers

@battler_offset = @width * 0.75

# Obtain battler position (simulating 3-Dness)

@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

# Opacity fadein feature

self.opacity = 0 if MNK_FADE_IN

# Make invisible if dead at battle start

self.visible = false if @battler.dead?

# Set the started flag

@started = true

# End of Start Routine (for each battler)

end

 

# Again, ensure a pose is set

@pose = state if @pose == nil

 

# Obtain animation cell/frame from Enemy

if @battler.is_a?(Game_Enemy)

# Use spritesheet cell unless specified

unless DEFAULT_ENEMY or DEFAULT_ENEMY_ID.include?(@battler.id)

cell_obtain

else

self.src_rect.set(0, 0, @width, @height)

end

# Or get it from an actor

else

# Use spritesheet cell unless specified

unless DEFAULT_ACTOR or DEFAULT_ACTOR_ID.include?(@battler.id)

cell_obtain

else

self.src_rect.set(0, 0, @width, @height)

end

end

 

# Position Sprite

self.x = @display_x

self.y = @display_y

self.z = @display_z

self.ox = @width / 2

self.oy = @height

 

# Party Turned Around

# $game_temp.advantage_set == 6

 

# Adjust sprite direction if facing the other way...

if $game_system.sv_angle == 1

if @battler.is_a?(Game_Actor)

mirror_pose_unless(6)

else

if MNK_MIRROR_ENEMIES

mirror_pose_if(5)

else

mirror_pose_unless(5)

end

end

else

if @battler.is_a?(Game_Actor)

mirror_pose_if(6)

else

if MNK_MIRROR_ENEMIES

mirror_pose_unless(5)

else

mirror_pose_if(5)

end

end

end

 

# Setup Frames per Pose

poseframe = MNK_FRAMES_STANDARD

if @battler.is_a?(Game_Actor)

poseframe = cell_divider(MNK_FRAMES_ACTOR, MNK_FRAMES_STANDARD) if cell_divider(MNK_FRAMES_ACTOR, MNK_FRAMES_STANDARD) != nil

else

poseframe = cell_divider(MNK_FRAMES_ENEMY, MNK_FRAMES_STANDARD) if cell_divider(MNK_FRAMES_ENEMY, MNK_FRAMES_STANDARD) != nil

end

pose_chk = 0

pose_chk = @pose+1 if @pose != nil

poseframe = MNK_FRAMES_PER_POSE[pose_chk] if MNK_FRAMES_PER_POSE.include?(pose_chk)

# Set Advanced Poses for Actors

if @battler.is_a?(Game_Actor)

pose_temp = MNK_POSES_FR_ACTOR[@battler.id] if MNK_POSES_FR_ACTOR.include?(@battler.id)

poseframe = pose_temp[pose_chk] if pose_temp.include?(pose_chk)

end

# Set Advanced Poses for Enemies

if @battler.is_a?(Game_Enemy)

pose_temp = MNK_POSES_FR_ENEMY[@battler.id] if MNK_POSES_FR_ENEMY.include?(@battler.id)

poseframe = pose_temp[pose_chk] if pose_temp.include?(pose_chk)

end

 

# Make visible if returned to life

unless @battler.dead?

self.visible = true if @pose == pose_obtain(MNK_POSE1, MNK_APOSE1, MNK_EPOSE1)

@freeze = false unless $game_system.victory

end

 

# Setup Animation

time = Graphics.frame_count / (Graphics.frame_rate / MNK_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

# Otherwise, all non-dead actions...

else

# Setup/Ready for Battle (Let's get ready to RUMBLE!)

if @s_pose == false

tmp_pose = pose_obtain(MNK_POSES_SETUP, MNK_POSES_SETUP_A, MNK_POSES_SETUP_E)

if tmp_pose != nil

@pose = tmp_pose

@s_pose = true

end

end

# If Victory pose (Who's your daddy?)

if @battler.is_a?(Game_Actor)

if $game_system.victory == true

if @winning == true

@pose = state

@winning = false

end

end

end

end

 

# Move It

move if moving

end

 

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

# * Current State

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

def state

# Reset Statusd Flag

@statusd = false

 

# Set Translucency if not dead

unless @battler.dead?

if @battler.is_a?(Game_Actor)

battler_translucency(@battler, MNK_TRANSLUCENT_ACTOR)

else

battler_translucency(@battler, MNK_TRANSLUCENT_ENEMY)

end

end

 

# Damage State

if [nil,{}].include?(@battler.damage)

# Battler Fine

state = pose_obtain(MNK_POSE1, MNK_APOSE1, MNK_EPOSE1)

# Battler Wounded

temp_woozy = MNK_LOW_HP_PERCENTAGE

if @battler.is_a?(Game_Actor)

temp_woozy = MNK_LOW_HP_ACTOR[@battler.id] if MNK_LOW_HP_ACTOR[@battler.id] != nil

end

if @battler.is_a?(Game_Enemy)

temp_woozy = MNK_LOW_HP_ENEMY[@battler.id] if MNK_LOW_HP_ENEMY[@battler.id] != nil

end

# If Set to Flat Rate

if MNK_LOW_HP_FLAT

if @battler.hp < temp_woozy

state = pose_obtain(MNK_POSE3, MNK_APOSE3, MNK_EPOSE3)

@statusd = true

end

# Otherwise, use percentage of battler's health

else

if @battler.hp < @battler.maxhp * temp_woozy

state = pose_obtain(MNK_POSE3, MNK_APOSE3, MNK_EPOSE3)

@statusd = true

end

end

# Battler Status-Effect

for i in @battler.states

tmp_pose2 = pose_array_obtain(MNK_POSES_STATUS, MNK_POSES_STAT_A, MNK_POSES_STAT_E, i)

state = tmp_pose2 if tmp_pose2 != nil

@statusd = true if tmp_pose2 != nil

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

# Dying Animation pose

if @dying == true

tmp_pose = pose_obtain(MNK_POSES_DYING, MNK_POSES_DYING_a, MNK_POSES_DYING_E)

if tmp_pose != nil

state = tmp_pose

else

state = dying_pose

end

else

state = dying_pose

end

 

# Fix Opacity

if @battler.is_a?(Game_Enemy)

if MNK_TRANSLUCENT_ENEMY.include?(@battler.id)

set_translucency(@battler, MNK_TRANSLUCENCY)

else

set_translucency(@battler, 255)

end

else

if MNK_TRANSLUCENT_ACTOR.include?(@battler.id)

set_translucency(@battler, MNK_TRANSLUCENCY)

else

set_translucency(@battler, 255)

end

end

end

end

end

 

# Casting State

if @battler.casted

state = casting_pose if $game_system.mnk_det_para_spell and @battler.spelling?

state = casting_pose if $game_system.mnk_det_sd_casting and @battler.sd_casting

state = casting_pose if $game_system.mnk_det_rtab_systm and @battler.rtp != 0

end

 

# Victory State

if @battler.is_a?(Game_Actor)

if $game_system.victory

if not @battler.dead?

if @winning == true

# A Pre-Winning Pose display

if MNK_POSES_WINNING != nil

tmp_pose = pose_obtain(MNK_POSES_WINNING, MNK_POSES_WINNING_A, MNK_POSES_WINNING_E)

state = tmp_pose if tmp_pose != nil

end

else

# Final Pose

state = victory_pose

end

else

# Final Pose

state = victory_pose

end

end

# Perform check for Enemies

else

if $game_system.defeat

if not @battler.dead?

if @winning == true

if MNK_POSES_WINNING != nil

tmp_pose = pose_obtain(MNK_POSES_WINNING, MNK_POSES_WINNING_A, MNK_POSES_WINNING_E)

state = tmp_pose if tmp_pose != nil

end

else

# Final Pose

state = victory_pose

end

else

# Final Pose

state = victory_pose

end

end

end

 

# Guarding State (not if dead OR in victory)

if not @battler.dead?

if not $game_system.victory

if @statusd == false

state = pose_obtain(MNK_POSE4, MNK_APOSE4, MNK_EPOSE4) if @battler.guarding?

end

end

end

# Moving State

if moving

# Adjust sprite direction if facing the other way...

if $game_system.sv_angle == 1

# If enemy battler moving

if @battler.is_a?(Game_Enemy)

# Battler Moving Left

state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(0)

# Battler Moving Right

state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(1)

# Else actor battler moving

else

# Battler Moving Left

state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(0)

# Battler Moving Right

state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(1)

end

else

# If enemy battler moving

if @battler.is_a?(Game_Enemy)

# Battler Moving Left

state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(0)

# Battler Moving Right

state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(1)

# Else actor battler moving

else

# Battler Moving Left

state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(0)

# Battler Moving Right

state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(1)

end

end

end

# Return State

return state

end

 

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

# * Move

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

def move

time = Graphics.frame_count / (Graphics.frame_rate.to_f / (MNK_SPEED * 5))

 

if @last_move_time < time

# Pause for Animation

return if @pose != state

# The standard 'full' opacity

opa = 255

if @battler.is_a?(Game_Enemy) and MNK_TRANSLUCENT_ENEMY.include?(@battler.id)

opa = MNK_TRANSLUCENCY

end

if @battler.is_a?(Game_Actor) and MNK_TRANSLUCENT_ACTOR.include?(@battler.id)

opa = MNK_TRANSLUCENCY

end

 

# Phasing

self.opacity = phasing(opa) if MNK_PHASING

if @battler.is_a?(Game_Actor)

self.opacity = phasing(opa) if MNK_PHASING_ACTOR.include?(@battler.id)

else

self.opacity = phasing(opa) if MNK_PHASING_ENEMY.include?(@battler.id)

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 MNK_CALC_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 = MNK_RUSH_SPEED * (@destination_x - @display_x > 0 ? 8 : -8)

multiplier_y = MNK_RUSH_SPEED * (@destination_y - @display_y > 0 ? 8 : -8)

multiplier_z = MNK_RUSH_SPEED * (@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 MNK_STATIONARY_ENEMIES) or

(@battler.is_a?(Game_Actor) and MNK_STATIONARY_ACTORS)

unless MNK_STATIONARY_WEAPONS.include?(@battler.weapon_id) or

MNK_STATIONARY_SKILLS.include?(@skill_used) or

MNK_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 mnk_collapse collapse

def collapse

if @battler.is_a?(Game_Actor)

mnk_collapse if DEFAULT_ACTOR

mnk_collapse if DEFAULT_COLLAPSE_ACTOR

if DEFAULT_ACTOR_ID != nil

mnk_collapse if DEFAULT_ACTOR_ID.include?(@battler.id)

end

else

mnk_collapse if DEFAULT_ENEMY

mnk_collapse if DEFAULT_COLLAPSE_ENEMY

if DEFAULT_ENEMY_ID != nil

mnk_collapse if DEFAULT_ENEMY_ID.include?(@battler.id)

end

end

end

end

 

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

# * Phasing / Vanishing

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

def phasing(opa)

d1 = (@display_x - @original_x).abs

d2 = (@display_y - @original_y).abs

d3 = (@display_x - @destination_x).abs

d4 = (@display_y - @destination_y).abs

return [opa - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max

end

 

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

# * Mirror Pose If...

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

def mirror_pose_if(adv_value)

if $game_temp.advantage_set == adv_value

self.mirror = true

else

self.mirror = false

end

end

 

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

# * Mirror Pose Unless...

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

def mirror_pose_unless(adv_value)

unless $game_temp.advantage_set == adv_value

self.mirror = true

else

self.mirror = false

end

end

 

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

# * Casting Pose

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

def casting_pose

tmp_pose = pose_obtain(MNK_POSES_CASTPREP, MNK_POSES_CASTPREP_A, MNK_POSES_CASTPREP_E)

tmp_pose2 = pose_array_obtain(MNK_POSES_CASTED, MNK_POSES_CASTED_A, MNK_POSES_CASTED_E, @battler.skill_casted)

tmp_pose = tmp_pose2 if tmp_pose2 != nil

state = tmp_pose if tmp_pose != nil

return state

end

 

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

# * Final Victory Pose

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

def victory_pose

tmp_pose = MNK_POSE10-1

tmp_pose = MNK_APOSE10[@battler.id]-1 if MNK_APOSE10[@battler.id] != nil

if not MNK_LOOPS_WINNING.include?(@battler.id)

@freeze = true

end

return tmp_pose

end

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

# * Final Victory Pose

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

def dying_pose

state = pose_obtain(MNK_POSE11, MNK_APOSE11, MNK_EPOSE11)

if @battler.is_a?(Game_Actor)

@freeze = true if not MNK_LOOPS_DEFEATED_ACTOR.include?(@battler.id)

else

@freeze = true if not MNK_LOOPS_DEFEATED_ENEMY.include?(@battler.id)

end

return state

end

 

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

# * Battler Translucency

# battler : actor or enemy battler

# battler_trans : translucency array for battler

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

def battler_translucency(battler, battler_trans)

tcheck = {}

tcheck = battler_trans

set_translucency(battler, MNK_TRANSLUCENCY) if tcheck.include?(battler.id)

end

 

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

# * Set Translucency

# battler : actor or enemy battler

# trans_level : translucency level

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

def set_translucency(battler, trans_level)

if battler.hidden

self.opacity = 0

else

self.opacity = MNK_TRANSLUCENCY

end

end

 

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

# * Cell Divider

# divider_check : array to divide cells by custom actor or enemy

# divider_standard : standard number to divide by

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

def cell_divider(divider_check, divider_standard)

dcheck = {}

divided_cell = divider_standard

dcheck = divider_check

if dcheck != nil

if dcheck.include?(@battler.id)

divided_cell = dcheck[@battler.id] if dcheck[@battler.id] != nil

end

end

return divided_cell

end

 

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

# * Obtain Individual Cell

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

def cell_obtain

# Only permit for valid poses & frames

if @pose != nil

if @frame != nil

self.src_rect.set(@width * @frame, @height * @pose, @width, @height)

end

end

end

 

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

# * Obtain Pose

# pose_base : default pose to return

# pose_actor : list of poses for actors

# pose_enemy : list of poses for enemies

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

def pose_obtain(pose_base, pose_actor, pose_enemy)

# create Arrays

pos_a = {}

pos_e = {}

# fill created Arrays & Set pose

pos_a = pose_actor

pos_e = pose_enemy

pose_now = pose_base

# Obtain pose if not a standard pose

if @battler.is_a?(Game_Actor)

pose_now = pos_a[@battler.id] if pos_a[@battler.id] != nil

else

pose_now = pos_e[@battler.id] if pos_e[@battler.id] != nil

end

# Return the final pose (minus 1 for neceties)

pose_now -= 1 if pose_now != nil

return pose_now

end

 

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

# * Obtain Pose from hashes

# hash_base : hash with default poses

# hash_actor : advanced list of poses for actors

# hash_enemy : advanced list of poses for enemies

# condition : value determining where to get the final pose

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

def pose_array_obtain(hash_base, hash_actor, hash_enemy, condition)

# create Arrays

hash_b = {}

hash_a = {}

hash_e = {}

pose_temp = {}

# fill created Arrays & Set pose

hash_b = hash_base

hash_a = hash_actor

hash_e = hash_enemy

# Setup the temp Array

if @battler.is_a?(Game_Actor)

pose_temp = hash_a[@battler.id] if hash_a.include?(@battler.id)

else

pose_temp = hash_e[@battler.id] if hash_e.include?(@battler.id)

end

# Obtain the base pose based on condition (or nil)

pose_now = hash_b[condition] if hash_b.include?(condition)

# Obtain the optional actor/enemy pose based on condition (unless nil)

pose_now = pose_temp[condition] if pose_temp.include?(condition)

# Return the final pose (minus 1 for neceties)

pose_now -= 1 if pose_now != nil

return pose_now

end

end

 

 

qualcuno mi può dare una mano ??? ( almeno questa volta , va bene che non chiedo cose semplici , ma quando chiedo qualcosa sembra che nessuno mi può mai aiutare =( ... )

http://img256.imageshack.us/img256/7639/ihateyou.gif

Un uomo senza religione è come un pesce senza bicicletta.

http://img18.imageshack.us/img18/3668/decasoft1.png

http://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif

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