- NaasmarMembre
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Date d'inscription : 15/03/2008
[résolu][VX] Combat de face ...
Sam 14 Juin 2008 - 10:41
Voila je cherche un script de combat, qui permet de faire un combat la où les héros sont de dos ...
Donc en fait c'est un combat sue le côté mais vue de dos ...
Donc en fait c'est un combat sue le côté mais vue de dos ...
- NaasmarMembre
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Re: [résolu][VX] Combat de face ...
Mar 24 Juin 2008 - 17:12
Up !
Aaaaarrrggg ! personne !
Aaaaarrrggg ! personne !
Re: [résolu][VX] Combat de face ...
Mar 24 Juin 2008 - 17:27
C'est juste que c'est pas très clair ton histoire, tu peux détailler ?
- robinmoiMembre
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Re: [résolu][VX] Combat de face ...
Mar 24 Juin 2008 - 18:22
Je pense qu'il veut que l'on voie le dos des battler de tes héros pour faire qu'ils soient face aux monstres, mais il a qu'a changé le battler
- NaasmarMembre
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Re: [résolu][VX] Combat de face ...
Ven 27 Juin 2008 - 9:40
Ah mince, j'ai oublié de précisé que c'était pour VX !
En fait ce que je veux c'est un sidewiew pas de côté ! De dos on voit le chara de dos !
Comme ça c'est plus joli et ont n'a plus l'impression que les monstres regarde à gauche alors que dans le sidewiew de nekaru le héros et les monstres regardent a gauche donc ça fait bizarre !
En fait ce que je veux c'est un sidewiew pas de côté ! De dos on voit le chara de dos !
Comme ça c'est plus joli et ont n'a plus l'impression que les monstres regarde à gauche alors que dans le sidewiew de nekaru le héros et les monstres regardent a gauche donc ça fait bizarre !
Re: [résolu][VX] Combat de face ...
Mar 1 Juil 2008 - 2:55
J'ai trouvé çà, c'est une copie conforme des combats de XP pour VX.
Il n'est pas traduit, mais c'est bien expliqué et compréhensible.
Actor Battler Graphics de DerVVulfman
Screen
Il n'est pas traduit, mais c'est bien expliqué et compréhensible.
Actor Battler Graphics de DerVVulfman
Screen
- Spoiler:
- Spoiler:
- Code:
#==============================================================================
# ** Actor Battler Graphics
#------------------------------------------------------------------------------
# by DerVVulfman
# version 1.0
# 03-01-2008
# RGSS2
#------------------------------------------------------------------------------
#
# INTRODUCTION:
#
# This system permits you to include 'Actor Battler' graphics that were not
# included in the RPGMaker VX system. This script mimics many of the lost
# features, and includes a new one: Actor Battler Centering.
#
#------------------------------------------------------------------------------
#
# USAGE:
#
# --Positioning--
# A nice feature to this system is the ability to adjust the left/right &
# up/down position of your battlers.
#
# Actually, the vertical up/down position can be adjusted by changing the
# value of the SCREEN_Y variable. The left/right positioning is a little
# different.
#
# The CENTER_X value is a true/false value that sets whether the battlers
# line up from the left and space themselves out in the manner of the de-
# fault RPGMaker XP or whether the system calculates and centers them ac-
# ross the screen.
#
# The DEFAULT_X value establishes how many actors are typically shown in
# the battlefield. While this is the default value, the maximum value used
# can be changed with a script call.
#
# Finally, the TRANSPARENT value is another true/false value that you can
# use to make the battlers lightly transparent until they're about to per-
# form an attack. Another feature from RPGMaker XP.
#
# . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
#
# --The Actor List--
# This system DOES require you to edit the configuration system to list all
# of the 'actor' battlers that you are using. It is assumed that these
# battlers will be in the 'Graphics\Battlers' folder with the rest of the
# enemy battlers.
#
# Each value in the ACTOR array holds two values: filename and hue. This
# not only allows you to add battle graphics for your heroes, but adjusts
# the character's hue as well. If you do not include the hue setting, it
# goes to the default setting of '0'.
#
#------------------------------------------------------------------------------
#
# SCRIPT CALLS:
#
# There's only two script calls that you need to know.
#
# --Changing Battlers--
# Given that this system allows you to use 'Actor' battlers, you may find a
# need to 'change' the battler in-game. Unfortunately, this cannot be done
# with a pre-rendered map event, so I had to make a script call:
#
# $game_actors[ID].set_battler("filename", hue)
#
# By using this call, you can change the graphic and hue of a battler while
# the game is running.
#
# As an example: $game_actors[1].set_battler("Ylva")
#
# ...would set actor #1's battler to use "Ylva.png" as the graphic desired.
# You may note that the 'hue' was not included in this call. The default
# value of '0' was used.
#
# NOTE: Just calling $game_actors[2].set_battler() would erase the battler
# from actor #2, rendering it invisible on the battlefield.
#
# . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
#
# --Changing Position Value--
# This script allows you to have the battlers centered in the battlefield
# and spaced out evenly. Under most circumstances, you have four members
# in your party. But what if you want to increase the number of members
# to 5 or 6?
#
# Now, this system does not increase the number of members in your party,
# but it is already set up to adjust the spacing of your members in the
# battlefield. With a simple script call:
#
# $game_system.actorbattler_max = 7
#
# You can make the system space the battlers on the field with the under-
# standing that up to 7 members are in the party.
#
#------------------------------------------------------------------------------
#
# EDITS AND MODIFICATIONS:
#
# This system Aliases the following methods:
# * initialize (RPG::Actor)
# * initialize (Game_Temp)
# * initialize (Game_System)
# * initialize (Game_Actor)
# * update (Sprite_Battler)
# * start (Scene_Battle)
# * start_party_command_selection (Scene_Battle)
# * process_victory (Scene_Battle)
# * execute_action (Scene_Battle)
#
# This system redefines the following methods:
# * use_sprite? (Game_Actor)
# * create_actors (Spriteset_Battle)
# * update_actors (Spriteset_Battle)
#
#
#------------------------------------------------------------------------------
#
# TERMS AND CONDITIONS:
#
# Free to use, even in commercial projects. Just note that I need some form
# of due credit... even a mere mention in some end titles.
#
#==============================================================================
#==============================================================================
# ** Actor_Battler Module
#------------------------------------------------------------------------------
# A module containing configurable data for the Actor Battler Graphic system.
#==============================================================================
module Actor_Battler
# Actor battler array
ACTOR = Array.new # Do not touch -_^
#========================================================================
# ** C O N F I G U R A T I O N S Y S T E M ** #
#========================================================================
# --Positioning--
# Actor Battler positioning system
#
CENTER_X = true # If true, centers actors rather than default lineup.
DEFAULT_X = 5 # Default party Max
SCREEN_Y = 400 # Vertical height of battlers
TRANSPARENT = true # If true, makes lightly transparent until attacking.
# --Actor List--
# Add your actor battlers here
#
# Actor# Filename, Hue (optional)
ACTOR[1] = ["Kurea"]
ACTOR[2] = ["Safi"]
ACTOR[3] = ["Rain", 0]
ACTOR[4] = ["Ylva", 0]
ACTOR[5] = ["Lawrence", 0]
ACTOR[6] = ["Oscar", 0]
ACTOR[7] = ["Vera", 0]
ACTOR[8] = ["Elmer", 0]
#========================================================================
# ** E N D O F C O N F I G U R A T I O N ** #
#========================================================================
end
#==============================================================================
# ** RPG Module
#------------------------------------------------------------------------------
# A module containing RPGVX Data Structures.
#==============================================================================
module RPG
#============================================================================
# ** Actor
#----------------------------------------------------------------------------
# Data class for actors
#============================================================================
class Actor
#------------------------------------------------------------------------
# * Alias Listings
#------------------------------------------------------------------------
alias actorbattler_init initialize
#------------------------------------------------------------------------
# * Object Initialization
#------------------------------------------------------------------------
def initialize
# Perform the original call
actorbattler_init
@battler_name = ""
@battler_hue = 0
end
end
end
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# The instance of this class is referenced by $game_temp.
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :battle_main_phase # battle flag: main phase
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias actorbattler_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Perform the original call
actorbattler_initialize
# Set the main phase flag to false
@battle_main_phase = false
end
end
Re: [résolu][VX] Combat de face ...
Mar 1 Juil 2008 - 2:56
La suiite directe:
- Spoiler:
- Code:
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles system-related data. Also manages vehicles and BGM, etc.
# The instance of this class is referenced by $game_system.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :actorbattler_max # Max. size for centered battlers
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias actorbattler_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Perform the original call
actorbattler_initialize
# Set 'Centered' battler max to 4 (default)
@actorbattler_max = Actor_Battler::DEFAULT_X
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :screen_x # battle screen X coordinate
attr_accessor :screen_y # battle screen Y coordinate
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias actorbattler_init initialize
#--------------------------------------------------------------------------
# * Object Initialization
# actor_id : actor ID
#--------------------------------------------------------------------------
def initialize(actor_id)
# Perform the original call
actorbattler_init(actor_id)
# Apply battler graphic
@battler_name = Actor_Battler::ACTOR[actor_id][0]
# Apply battler hue if exists, else default of '0'
if Actor_Battler::ACTOR[actor_id][1] != nil
@battler_hue = Actor_Battler::ACTOR[actor_id][1]
else
@battler_hue = 0
end
end
#--------------------------------------------------------------------------
# * Change Battler
# battler_name : new battler graphic filename
# battler_hue : new battler hue setting (default = 0)
#--------------------------------------------------------------------------
def set_battler(battler_name = "", battler_hue = 0)
@battler_name = battler_name
@battler_hue = battler_hue
end
#--------------------------------------------------------------------------
# * Use Sprites?
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# * Get Battle Screen X-Coordinate
#--------------------------------------------------------------------------
def screen_x
if self.index != nil
if Actor_Battler::CENTER_X
# Return after calculating x-coords of centered party members
return self.index * (544 / $game_system.actorbattler_max) +
($game_system.actorbattler_max - $game_party.members.size) *
(272 / $game_system.actorbattler_max) +
(272 / $game_system.actorbattler_max)
else
# Return after calculating x-coords of default-aligned party members
return self.index * 136 + 68
end
else
return 0
end
end
#--------------------------------------------------------------------------
# * Get Battle Screen Y-Coordinate
#--------------------------------------------------------------------------
def screen_y
return Actor_Battler::SCREEN_Y
end
#--------------------------------------------------------------------------
# * Get Battle Screen Z-Coordinate
#--------------------------------------------------------------------------
def screen_z
# Return after calculating z-coordinate by order of members in party
if self.index != nil
return $game_party.members.size - self.index
else
return 0
end
end
end
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# This sprite is used to display battlers. It observes a instance of the
# Game_Battler class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias actorbattler_update update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Perform the original call
actorbattler_update
# If the actor battlers are lightly transparent until they act
if Actor_Battler::TRANSPARENT == true
# If the battler is a visible actor battler
if @battler.is_a?(Game_Actor) and @battler_visible
# Bring opacity level down a bit when not in main phase
if $game_temp.battle_main_phase
self.opacity += 3 if self.opacity < 255
else
self.opacity -= 3 if self.opacity > 207
end
end
end
end
end
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within the
# Scene_Battle class.
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Create Actor Sprite
# Removes the 'empty' battler image used by the default system and
# replaces it. It also observes the actual size of the party and
# not a predetermined 4-party limit.
#--------------------------------------------------------------------------
def create_actors
@actor_sprites = []
for actor in $game_party.members.reverse
@actor_sprites.push(Sprite_Battler.new(@viewport2, actor))
end
end
#--------------------------------------------------------------------------
# * Update Actor Sprite
#--------------------------------------------------------------------------
def update_actors
# Reset actor battler sprites if party size increases
if $game_party.members.size > @actor_sprites.size
dispose_actors
create_actors
end
for sprite in @actor_sprites
sprite.update
end
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias actorbattler_s start
alias actorbattler_spcs start_party_command_selection
alias actorbattler_pv process_victory
alias actorbattler_ea execute_action
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
actorbattler_s
$game_temp.battle_main_phase = false
end
#--------------------------------------------------------------------------
# * Start party command selection
#--------------------------------------------------------------------------
def start_party_command_selection
actorbattler_spcs
if $game_temp.in_battle
$game_temp.battle_main_phase = false
end
end
#--------------------------------------------------------------------------
# * Victory Processing
#--------------------------------------------------------------------------
def process_victory
$game_temp.battle_main_phase = false
actorbattler_pv
end
#--------------------------------------------------------------------------
# * Start Execution of Battle Processing
#--------------------------------------------------------------------------
def execute_action
actorbattler_ea
$game_temp.battle_main_phase = true
end
end
- robinmoiMembre
- Nombre de messages : 314
Age : 30
Localisation : Lyon.
Distinction : aucune
Date d'inscription : 08/04/2008
Re: [résolu][VX] Combat de face ...
Jeu 3 Juil 2008 - 22:41
Ah, Parce que c'est de coté les combats dans VX ?
Re: [résolu][VX] Combat de face ...
Mer 9 Juil 2008 - 21:11
Non, les combats sont du point de vu du personnage (comme Xp mais pas de battlers pour les perso)
Re: [résolu][VX] Combat de face ...
Jeu 10 Juil 2008 - 17:29
Rhaaaaa wido t'es le meilleur ! !
C'est LE script de mon projet !
PS: Je sais, je sais, le script n'est pas de toi... Mais tu me l'a trouver !
C'est LE script de mon projet !
:widoismygod:
PS: Je sais, je sais, le script n'est pas de toi... Mais tu me l'a trouver !
- NaasmarMembre
- Nombre de messages : 185
Age : 27
Distinction : aucune
Date d'inscription : 15/03/2008
Re: [résolu][VX] Combat de face ...
Sam 19 Juil 2008 - 21:47
Merci de la rech' wido mais en fait ...
Ce sont des Charas que l'ont voit de dos ...
Ce sont des Charas que l'ont voit de dos ...
Re: [résolu][VX] Combat de face ...
Sam 19 Juil 2008 - 22:04
La ça change tout !
Pour çà il va falloir une bonne modif du SBS, et , comme je l'ai déjà dit, ce script est une usine gaz...
Je vais voir ce que je peux faire, mais étant donné que mon esclave rubiste aka Mr D étant en grève et Berka en vacances, j'éspère que t'es pas pressé....
Pour çà il va falloir une bonne modif du SBS, et , comme je l'ai déjà dit, ce script est une usine gaz...
Je vais voir ce que je peux faire, mais étant donné que mon esclave rubiste aka Mr D étant en grève et Berka en vacances, j'éspère que t'es pas pressé....
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