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Kastor
Kastor
Membre

Nombre de messages : 20
Age : 24
Localisation : Dans le forum
Distinction : aucune
Date d'inscription : 14/08/2008

problème combats coupés Empty problème combats coupés

le Ven 22 Aoû 2008 - 19:33
Bonjour,
J'ai un gros problème
Après plusieurs essais de scripts, j'ai des soucis en combats qui sont arrivés
Certains combats sont "passés"
C'est à dire qu'ils se terminent avant même d'avoir commencé et je gagne l'expérience et l'or prévu
Comment faire pour régler ce problème sans avoir à retirer mon script ?
Rominus59
Rominus59
Membre

Nombre de messages : 63
Age : 26
Localisation : dans le 59 près de dunkerque la ville reine du carnaval^^
Distinction : Ne reconnaît pas forcément l'explicite
[Coco' Smile]
Date d'inscription : 19/08/2008

problème combats coupés Empty Re: problème combats coupés

le Ven 22 Aoû 2008 - 19:45
Je ne sait pas si c'est quand tu test le combat ou si c'est durant le jeu.

Si c'est durant le jeu sa vien peu être pas du script!
-Regarde les monstres que tu peut rencontré ( surtout si tu n'a pas mi un groupe sans le sélectionné ce qui te donne un combat vide donc il passe et tu gagne)
-re-vérifie les groupes et regarde si tu n'a pas des monstres invisible ( Même résultat )
sinon je ne sait pas.

Pour info quel est ton script de combat ???
Kastor
Kastor
Membre

Nombre de messages : 20
Age : 24
Localisation : Dans le forum
Distinction : aucune
Date d'inscription : 14/08/2008

problème combats coupés Empty Re: problème combats coupés

le Ven 22 Aoû 2008 - 22:32
Spoiler:
problème combats coupés Paslaplacewt2
Spoiler:
http://www.[j'aime faire de la pub].com/scripts/changer-la-difficulte


Mon script de combat est le suivant:
Spoiler:
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
$game_temp.in_battle = true
@spriteset = Spriteset_Battle.new
@message_window = Window_BattleMessage.new
@action_battlers = []
create_info_viewport
end
#--------------------------------------------------------------------------
# * Post-Start Processing
#--------------------------------------------------------------------------
def post_start
super
process_battle_start
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_info_viewport
@message_window.dispose
@spriteset.dispose
unless $scene.is_a?(Scene_Gameover)
$scene = nil if $BTEST
end
end
#--------------------------------------------------------------------------
# * Basic Update Processing
# main : Call from main update method
#--------------------------------------------------------------------------
def update_basic(main = false)
Graphics.update unless main # Update game screen
Input.update unless main # Update input information
$game_system.update # Update timer
$game_troop.update # Update enemy group
@spriteset.update # Update sprite set
@message_window.update # Update message window
end
#--------------------------------------------------------------------------
# * Wait a set amount of time
# duration : Wait time (number of frames)
# no_fast : Fast forward disabled
# A method for inserting a wait during scene class update processing.
# As a rule, update is called once for each frame, but during battle it
# can be difficult to grasp the processing flow, so this method is used#
# as an exception.
#--------------------------------------------------------------------------
def wait(duration, no_fast = false)
for i in 0...duration
update_basic
break if not no_fast and i >= duration / 2 and show_fast?
end
end
#--------------------------------------------------------------------------
# * Wait Until Message Display has Finished
#--------------------------------------------------------------------------
def wait_for_message
@message_window.update
while $game_message.visible
update_basic
end
end
#--------------------------------------------------------------------------
# * Wait Until Animation Display has Finished
#--------------------------------------------------------------------------
def wait_for_animation
while @spriteset.animation?
update_basic
end
end
#--------------------------------------------------------------------------
# * Determine Fast Forward
#--------------------------------------------------------------------------
def show_fast?
return (Input.press?(Input::A) or Input.press?(Input::C))
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_basic(true)
update_info_viewport # Update information viewport
if $game_message.visible
@info_viewport.visible = false
@message_window.visible = true
end
unless $game_message.visible # Unless displaying a message
return if judge_win_loss # Determine win/loss results
update_scene_change
if @target_enemy_window != nil
update_target_enemy_selection # Select target enemy
elsif @target_actor_window != nil
update_target_actor_selection # Select target actor
elsif @skill_window != nil
update_skill_selection # Select skill
elsif @item_window != nil
update_item_selection # Select item
elsif @party_command_window.active
update_party_command_selection # Select party command
elsif @actor_command_window.active
update_actor_command_selection # Select actor command
else
process_battle_event # Battle event processing
process_action # Battle action
process_battle_event # Battle event processing
end
end
end
#--------------------------------------------------------------------------
# * Create Information Display Viewport
#--------------------------------------------------------------------------
def create_info_viewport
@info_viewport = Viewport.new(0, 288, 544, 128)
@info_viewport.z = 100
@status_window = Window_BattleStatus.new
@party_command_window = Window_PartyCommand.new
@actor_command_window = Window_ActorCommand.new
@status_window.viewport = @info_viewport
@party_command_window.viewport = @info_viewport
@actor_command_window.viewport = @info_viewport
@status_window.x = 128
@actor_command_window.x = 544
@info_viewport.visible = false
end
#--------------------------------------------------------------------------
# * Dispose of Information Display Viewport
#--------------------------------------------------------------------------
def dispose_info_viewport
@status_window.dispose
@party_command_window.dispose
@actor_command_window.dispose
@info_viewport.dispose
end
#--------------------------------------------------------------------------
# * Update Information Display Viewport
#--------------------------------------------------------------------------
def update_info_viewport
@party_command_window.update
@actor_command_window.update
@status_window.update
if @party_command_window.active and @info_viewport.ox > 0
@info_viewport.ox -= 16
elsif @actor_command_window.active and @info_viewport.ox < 128
@info_viewport.ox += 16
end
end
#--------------------------------------------------------------------------
# * Battle Event Processing
#--------------------------------------------------------------------------
def process_battle_event
loop do
return if judge_win_loss
return if $game_temp.next_scene != nil
$game_troop.interpreter.update
$game_troop.setup_battle_event
wait_for_message
process_action if $game_troop.forcing_battler != nil
return unless $game_troop.interpreter.running?
update_basic
end
end
#--------------------------------------------------------------------------
# * Determine Win/Loss Results
#--------------------------------------------------------------------------
def judge_win_loss
if $game_temp.in_battle
if $game_party.all_dead?
process_defeat
return true
elsif $game_troop.all_dead?
process_victory
return true
else
return false
end
else
return true
end
end
#--------------------------------------------------------------------------
# * End Battle
# result : Results (0: win, 1: escape, 2:lose)
#--------------------------------------------------------------------------
def battle_end(result)
if result == 2 and not $game_troop.can_lose
call_gameover
else
$game_party.clear_actions
$game_party.remove_states_battle
$game_troop.clear
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
unless $BTEST
$game_temp.map_bgm.play
$game_temp.map_bgs.play
end
$scene = Scene_Map.new
@message_window.clear
Graphics.fadeout(30)
end
$game_temp.in_battle = false
end
#--------------------------------------------------------------------------
# * Go to Command Input for Next Actor
#--------------------------------------------------------------------------
def next_actor
loop do
if @actor_index == $game_party.members.size-1
start_main
return
end
@status_window.index = @actor_index += 1
@active_battler = $game_party.members[@actor_index]
if @active_battler.auto_battle
@active_battler.make_action
next
end
break if @active_battler.inputable?
end
start_actor_command_selection
end
#--------------------------------------------------------------------------
# * Go to Command Input of Previous Actor
#--------------------------------------------------------------------------
def prior_actor
loop do
if @actor_index == 0
start_party_command_selection
return
end
@status_window.index = @actor_index -= 1
@active_battler = $game_party.members[@actor_index]
next if @active_battler.auto_battle
break if @active_battler.inputable?
end
start_actor_command_selection
end

Désolé je n'ai pas le choix
Double post !
Kastor
Kastor
Membre

Nombre de messages : 20
Age : 24
Localisation : Dans le forum
Distinction : aucune
Date d'inscription : 14/08/2008

problème combats coupés Empty Re: problème combats coupés

le Ven 22 Aoû 2008 - 22:35
Spoiler:
#--------------------------------------------------------------------------
# * Start party command selection
#--------------------------------------------------------------------------
def start_party_command_selection
if $game_temp.in_battle
@status_window.refresh
@status_window.index = @actor_index = -1
@active_battler = nil
@info_viewport.visible = true
@message_window.visible = false
@party_command_window.active = true
@party_command_window.index = 0
@actor_command_window.active = false
$game_party.clear_actions
if $game_troop.surprise or not $game_party.inputable?
start_main
end
end
end
#--------------------------------------------------------------------------
# * Update Party Command Selection
#--------------------------------------------------------------------------
def update_party_command_selection
if Input.trigger?(Input::C)
case @party_command_window.index
when 0 # Fight
Sound.play_decision
@status_window.index = @actor_index = -1
next_actor
when 1 # Escape
if $game_troop.can_escape == false
Sound.play_buzzer
return
end
Sound.play_decision
process_escape
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Command Selection
#--------------------------------------------------------------------------
def start_actor_command_selection
@party_command_window.active = false
@actor_command_window.setup(@active_battler)
@actor_command_window.active = true
@actor_command_window.index = 0
end
#--------------------------------------------------------------------------
# * Update Actor Command Selection
#--------------------------------------------------------------------------
def update_actor_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
prior_actor
elsif Input.trigger?(Input::C)
case @actor_command_window.index
when 0 # Attack
Sound.play_decision
@active_battler.action.set_attack
start_target_enemy_selection
when 1 # Skill
Sound.play_decision
start_skill_selection
when 2 # Guard
Sound.play_decision
@active_battler.action.set_guard
next_actor
when 3 # Item
Sound.play_decision
start_item_selection
end
end
end
#--------------------------------------------------------------------------
# * Start Target Enemy Selection
#--------------------------------------------------------------------------
def start_target_enemy_selection
@target_enemy_window = Window_TargetEnemy.new
@target_enemy_window.y = @info_viewport.rect.y
@info_viewport.rect.x += @target_enemy_window.width
@info_viewport.ox += @target_enemy_window.width
@actor_command_window.active = false
end
#--------------------------------------------------------------------------
# * End Target Enemy Selection
#--------------------------------------------------------------------------
def end_target_enemy_selection
@info_viewport.rect.x -= @target_enemy_window.width
@info_viewport.ox -= @target_enemy_window.width
@target_enemy_window.dispose
@target_enemy_window = nil
if @actor_command_window.index == 0
@actor_command_window.active = true
end
end
#--------------------------------------------------------------------------
# * Update Target Enemy Selection
#--------------------------------------------------------------------------
def update_target_enemy_selection
@target_enemy_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
end_target_enemy_selection
elsif Input.trigger?(Input::C)
Sound.play_decision
@active_battler.action.target_index = @target_enemy_window.enemy.index
end_target_enemy_selection
end_skill_selection
end_item_selection
next_actor
end
end
#--------------------------------------------------------------------------
# * Start Target Actor Selection
#--------------------------------------------------------------------------
def start_target_actor_selection
@target_actor_window = Window_BattleStatus.new
@target_actor_window.index = 0
@target_actor_window.active = true
@target_actor_window.y = @info_viewport.rect.y
@info_viewport.rect.x += @target_actor_window.width
@info_viewport.ox += @target_actor_window.width
@actor_command_window.active = false
end
#--------------------------------------------------------------------------
# * End Target Actor Selection
#--------------------------------------------------------------------------
def end_target_actor_selection
@info_viewport.rect.x -= @target_actor_window.width
@info_viewport.ox -= @target_actor_window.width
@target_actor_window.dispose
@target_actor_window = nil
end
#--------------------------------------------------------------------------
# * Update Target Actor Selection
#--------------------------------------------------------------------------
def update_target_actor_selection
@target_actor_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
end_target_actor_selection
elsif Input.trigger?(Input::C)
Sound.play_decision
@active_battler.action.target_index = @target_actor_window.index
end_target_actor_selection
end_skill_selection
end_item_selection
next_actor
end
end
#--------------------------------------------------------------------------
# * Start Skill Selection
#--------------------------------------------------------------------------
def start_skill_selection
@help_window = Window_Help.new
@skill_window = Window_Skill.new(0, 56, 544, 232, @active_battler)
@skill_window.help_window = @help_window
@actor_command_window.active = false
end
#--------------------------------------------------------------------------
# * End Skill Selection
#--------------------------------------------------------------------------
def end_skill_selection
if @skill_window != nil
@skill_window.dispose
@skill_window = nil
@help_window.dispose
@help_window = nil
end
@actor_command_window.active = true
end
#--------------------------------------------------------------------------
# * Update Skill Selection
#--------------------------------------------------------------------------
def update_skill_selection
@skill_window.active = true
@skill_window.update
@help_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
end_skill_selection
elsif Input.trigger?(Input::C)
@skill = @skill_window.skill
if @skill != nil
@active_battler.last_skill_id = @skill.id
end
if @active_battler.skill_can_use?(@skill)
Sound.play_decision
determine_skill
else
Sound.play_buzzer
end
end
end
#--------------------------------------------------------------------------
# * Confirm Skill
#--------------------------------------------------------------------------
def determine_skill
@active_battler.action.set_skill(@skill.id)
@skill_window.active = false
if @skill.need_selection?
if @skill.for_opponent?
start_target_enemy_selection
else
start_target_actor_selection
end
else
end_skill_selection
next_actor
end
end
#--------------------------------------------------------------------------
# * Start Item Selection
#--------------------------------------------------------------------------
def start_item_selection
@help_window = Window_Help.new
@item_window = Window_Item.new(0, 56, 544, 232)
@item_window.help_window = @help_window
@actor_command_window.active = false
end
#--------------------------------------------------------------------------
# * End Item Selection
#--------------------------------------------------------------------------
def end_item_selection
if @item_window != nil
@item_window.dispose
@item_window = nil
@help_window.dispose
@help_window = nil
end
@actor_command_window.active = true
end
#--------------------------------------------------------------------------
# * Update Item Selection
#--------------------------------------------------------------------------
def update_item_selection
@item_window.active = true
@item_window.update
@help_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
end_item_selection
elsif Input.trigger?(Input::C)
@item = @item_window.item
if @item != nil
$game_party.last_item_id = @item.id
end
if $game_party.item_can_use?(@item)
Sound.play_decision
determine_item
else
Sound.play_buzzer
end
end
end
#--------------------------------------------------------------------------
# * Confirm Item
#--------------------------------------------------------------------------
def determine_item
@active_battler.action.set_item(@item.id)
@item_window.active = false
if @item.need_selection?
if @item.for_opponent?
start_target_enemy_selection
else
start_target_actor_selection
end
else
end_item_selection
next_actor
end
end
#--------------------------------------------------------------------------
# * Battle Start Processing
#--------------------------------------------------------------------------
def process_battle_start
@message_window.clear
wait(10)
for name in $game_troop.enemy_names
text = sprintf(Vocab::Emerge, name)
$game_message.texts.push(text)
end
if $game_troop.preemptive
text = sprintf(Vocab::Preemptive, $game_party.name)
$game_message.texts.push(text)
elsif $game_troop.surprise
text = sprintf(Vocab::Surprise, $game_party.name)
$game_message.texts.push(text)
end
wait_for_message
@message_window.clear
make_escape_ratio
process_battle_event
start_party_command_selection
end
#--------------------------------------------------------------------------
# * Create Escape Ratio
#--------------------------------------------------------------------------
def make_escape_ratio
actors_agi = $game_party.average_agi
enemies_agi = $game_troop.average_agi
@escape_ratio = 150 - 100 * enemies_agi / actors_agi
end
#--------------------------------------------------------------------------
# * Escape Processing
#--------------------------------------------------------------------------
def process_escape
@info_viewport.visible = false
@message_window.visible = true
text = sprintf(Vocab::EscapeStart, $game_party.name)
$game_message.texts.push(text)
if $game_troop.preemptive
success = true
else
success = (rand(100) < @escape_ratio)
end
Sound.play_escape
if success
wait_for_message
battle_end(1)
else
@escape_ratio += 10
$game_message.texts.push('\.' + Vocab::EscapeFailure)
wait_for_message
$game_party.clear_actions
start_main
end
end
#--------------------------------------------------------------------------
# * Victory Processing
#--------------------------------------------------------------------------
def process_victory
@info_viewport.visible = false
@message_window.visible = true
RPG::BGM.stop
$game_system.battle_end_me.play
unless $BTEST
$game_temp.map_bgm.play
$game_temp.map_bgs.play
end
display_exp_and_gold
display_drop_items
display_level_up
battle_end(0)
end
#--------------------------------------------------------------------------
# * Display Gained Experience and Gold
#--------------------------------------------------------------------------
def display_exp_and_gold
exp = $game_troop.exp_total
gold = $game_troop.gold_total
$game_party.gain_gold(gold)
text = sprintf(Vocab::Victory, $game_party.name)
$game_message.texts.push('\|' + text)
if exp > 0
text = sprintf(Vocab::ObtainExp, exp)
$game_message.texts.push('\.' + text)
end
if gold > 0
text = sprintf(Vocab::ObtainGold, gold, Vocab::gold)
$game_message.texts.push('\.' + text)
end
wait_for_message
end
#--------------------------------------------------------------------------
# * Display Gained Drop Items
#--------------------------------------------------------------------------
def display_drop_items
drop_items = $game_troop.make_drop_items
for item in drop_items
$game_party.gain_item(item, 1)
text = sprintf(Vocab::ObtainItem, item.name)
$game_message.texts.push(text)
end
wait_for_message
end

Nooon !
Ch'ui obligé d'en mettre un 3eme pale
Kastor
Kastor
Membre

Nombre de messages : 20
Age : 24
Localisation : Dans le forum
Distinction : aucune
Date d'inscription : 14/08/2008

problème combats coupés Empty Re: problème combats coupés

le Ven 22 Aoû 2008 - 22:37
Spoiler:
#--------------------------------------------------------------------------
# * Display Level Up
#--------------------------------------------------------------------------
def display_level_up
exp = $game_troop.exp_total
for actor in $game_party.existing_members
last_level = actor.level
last_skills = actor.skills
actor.gain_exp(exp, true)
end
wait_for_message
end
#--------------------------------------------------------------------------
# * Defeat Processing
#--------------------------------------------------------------------------
def process_defeat
@info_viewport.visible = false
@message_window.visible = true
text = sprintf(Vocab::Defeat, $game_party.name)
$game_message.texts.push(text)
wait_for_message
battle_end(2)
end
#--------------------------------------------------------------------------
# * Execute Screen Switch
#--------------------------------------------------------------------------
def update_scene_change
case $game_temp.next_scene
when "map"
call_map
when "gameover"
call_gameover
when "title"
call_title
else
$game_temp.next_scene = nil
end
end
#--------------------------------------------------------------------------
# * Switch to Map Screen
#--------------------------------------------------------------------------
def call_map
$game_temp.next_scene = nil
battle_end(1)
end
#--------------------------------------------------------------------------
# * Switch to Game Over Screen
#--------------------------------------------------------------------------
def call_gameover
$game_temp.next_scene = nil
$scene = Scene_Gameover.new
@message_window.clear
end
#--------------------------------------------------------------------------
# * Switch to Title Screen
#--------------------------------------------------------------------------
def call_title
$game_temp.next_scene = nil
$scene = Scene_Title.new
@message_window.clear
Graphics.fadeout(60)
end
#--------------------------------------------------------------------------
# * Start Execution of Battle Processing
#--------------------------------------------------------------------------
def start_main
$game_troop.increase_turn
@info_viewport.visible = false
@info_viewport.ox = 0
@message_window.visible = true
@party_command_window.active = false
@actor_command_window.active = false
@status_window.index = @actor_index = -1
@active_battler = nil
@message_window.clear
$game_troop.make_actions
make_action_orders
wait(20)
end
#--------------------------------------------------------------------------
# * Create Action Orders
#--------------------------------------------------------------------------
def make_action_orders
@action_battlers = []
unless $game_troop.surprise
@action_battlers += $game_party.members
end
unless $game_troop.preemptive
@action_battlers += $game_troop.members
end
for battler in @action_battlers
battler.action.make_speed
end
@action_battlers.sort! do |a,b|
b.action.speed - a.action.speed
end
end
#--------------------------------------------------------------------------
# * Battle Action Processing
#--------------------------------------------------------------------------
def process_action
return if judge_win_loss
return if $game_temp.next_scene != nil
set_next_active_battler
if @active_battler == nil
turn_end
return
end
@message_window.clear
wait(5)
@active_battler.white_flash = true
unless @active_battler.action.forcing
@active_battler.action.prepare
end
if @active_battler.action.valid?
execute_action
end
unless @active_battler.action.forcing
@message_window.clear
remove_states_auto
display_current_state
end
@active_battler.white_flash = false
@message_window.clear
end
#--------------------------------------------------------------------------
# * Execute Battle Actions
#--------------------------------------------------------------------------
def execute_action
case @active_battler.action.kind
when 0 # Basic
case @active_battler.action.basic
when 0 # Attack
execute_action_attack
when 1 # Guard
execute_action_guard
when 2 # Escape
execute_action_escape
when 3 # Wait
execute_action_wait
end
when 1 # Skill
execute_action_skill
when 2 # Item
execute_action_item
end
end
#--------------------------------------------------------------------------
# * End Turn
#--------------------------------------------------------------------------
def turn_end
$game_troop.turn_ending = true
$game_party.slip_damage_effect
$game_troop.slip_damage_effect
$game_party.do_auto_recovery
$game_troop.preemptive = false
$game_troop.surprise = false
process_battle_event
$game_troop.turn_ending = false
start_party_command_selection
end
#--------------------------------------------------------------------------
# * Set Next Battler to Act
# When the [Force Battle Action] event command is being performed, set
# that battler and remove him from the list. Otherwise, get from top of
# list. If an actor that is not currently in the party is obtained (may
# occur if the index is nil, just after leaving via a battle event, etc.)
# it is skipped.
#--------------------------------------------------------------------------
def set_next_active_battler
loop do
if $game_troop.forcing_battler != nil
@active_battler = $game_troop.forcing_battler
@action_battlers.delete(@active_battler)
$game_troop.forcing_battler = nil
else
@active_battler = @action_battlers.shift
end
return if @active_battler == nil
return if @active_battler.index != nil
end
end
#--------------------------------------------------------------------------
# * Natural Removal of States
#--------------------------------------------------------------------------
def remove_states_auto
last_st = @active_battler.states
@active_battler.remove_states_auto
if @active_battler.states != last_st
wait(5)
display_state_changes(@active_battler)
wait(30)
@message_window.clear
end
end
#--------------------------------------------------------------------------
# * Show Current State
#--------------------------------------------------------------------------
def display_current_state
state_text = @active_battler.most_important_state_text
unless state_text.empty?
wait(5)
text = @active_battler.name + state_text
@message_window.add_instant_text(text)
wait(45)
@message_window.clear
end
end
#--------------------------------------------------------------------------
# * Execute Battle Action: Attack
#--------------------------------------------------------------------------
def execute_action_attack
text = sprintf(Vocab::DoAttack, @active_battler.name)
@message_window.add_instant_text(text)
targets = @active_battler.action.make_targets
display_attack_animation(targets)
wait(20)
for target in targets
target.attack_effect(@active_battler)
display_action_effects(target)
end
end
#--------------------------------------------------------------------------
# * Execute Battle Action: Guard
#--------------------------------------------------------------------------
def execute_action_guard
text = sprintf(Vocab::DoGuard, @active_battler.name)
@message_window.add_instant_text(text)
wait(45)
end
#--------------------------------------------------------------------------
# * Execute Battle Action: Escape
#--------------------------------------------------------------------------
def execute_action_escape
text = sprintf(Vocab::DoEscape, @active_battler.name)
@message_window.add_instant_text(text)
@active_battler.escape
Sound.play_escape
wait(45)
end
#--------------------------------------------------------------------------
# * Execute Battle Action: Wait
#--------------------------------------------------------------------------
def execute_action_wait
text = sprintf(Vocab::DoWait, @active_battler.name)
@message_window.add_instant_text(text)
wait(45)
end
#--------------------------------------------------------------------------
# * Execute Battle Action: Skill
#--------------------------------------------------------------------------
def execute_action_skill
skill = @active_battler.action.skill
text = @active_battler.name + skill.message1
@message_window.add_instant_text(text)
unless skill.message2.empty?
wait(10)
@message_window.add_instant_text(skill.message2)
end
targets = @active_battler.action.make_targets
display_animation(targets, skill.animation_id)
@active_battler.mp -= @active_battler.calc_mp_cost(skill)
$game_temp.common_event_id = skill.common_event_id
for target in targets
target.skill_effect(@active_battler, skill)
display_action_effects(target, skill)
end
end
#--------------------------------------------------------------------------
# * Execute Battle Action: Item
#--------------------------------------------------------------------------
def execute_action_item
item = @active_battler.action.item
text = sprintf(Vocab::UseItem, @active_battler.name, item.name)
@message_window.add_instant_text(text)
targets = @active_battler.action.make_targets
display_animation(targets, item.animation_id)
$game_party.consume_item(item)
$game_temp.common_event_id = item.common_event_id
for target in targets
target.item_effect(@active_battler, item)
display_action_effects(target, item)
end
end
#--------------------------------------------------------------------------
# * Show Animation
# targets : Target array
# animation_id : Animation ID (-1: same as normal attack)
#--------------------------------------------------------------------------
def display_animation(targets, animation_id)
if animation_id < 0
display_attack_animation(targets)
else
display_normal_animation(targets, animation_id)
end
wait(20)
wait_for_animation
end
#--------------------------------------------------------------------------
# * Show Attack Animation
# targets : Target array
# If enemy, play the [Enemy normal attack] sound effect and wait
# a moment. If actor, take dual wielding into account (display left hand
# weapon reversed)
#--------------------------------------------------------------------------
def display_attack_animation(targets)
if @active_battler.is_a?(Game_Enemy)
Sound.play_enemy_attack
wait(15, true)
else
aid1 = @active_battler.atk_animation_id
aid2 = @active_battler.atk_animation_id2
display_normal_animation(targets, aid1, false)
display_normal_animation(targets, aid2, true)
end
wait_for_animation
end
#--------------------------------------------------------------------------
# * Show Normal Animation
# targets : Target array
# animation_id : Animation ID
# mirror : Flip horizontal
#--------------------------------------------------------------------------
def display_normal_animation(targets, animation_id, mirror = false)
animation = $data_animations[animation_id]
if animation != nil
to_screen = (animation.position == 3) # Is the positon "screen"?
for target in targets.uniq
target.animation_id = animation_id
target.animation_mirror = mirror
wait(20, true) unless to_screen # If for one, wait
end
wait(20, true) if to_screen # If for all, wait
end
end
#--------------------------------------------------------------------------
# * Show Action Results
# target : Target
# obj : Skill or item
#--------------------------------------------------------------------------
def display_action_effects(target, obj = nil)
unless target.skipped
line_number = @message_window.line_number
wait(5)
display_critical(target, obj)
display_damage(target, obj)
display_state_changes(target, obj)
if line_number == @message_window.line_number
display_failure(target, obj) unless target.states_active?
end
if line_number != @message_window.line_number
wait(30)
end
@message_window.back_to(line_number)
end
end
#--------------------------------------------------------------------------
# * Show Critical Hit
# target : Target
# obj : Skill or item
#--------------------------------------------------------------------------
def display_critical(target, obj = nil)
if target.critical
if target.actor?
text = Vocab::CriticalToActor
else
text = Vocab::CriticalToEnemy
end
@message_window.add_instant_text(text)
wait(20)
end
end
#--------------------------------------------------------------------------
# * Show Damage
# target : Target
# obj : Skill or item
#--------------------------------------------------------------------------
def display_damage(target, obj = nil)
if target.missed
display_miss(target, obj)
elsif target.evaded
display_evasion(target, obj)
else
display_hp_damage(target, obj)
display_mp_damage(target, obj)
end
end
J'en ai marre de couper et coller pour ne pas avoir message trop long ....
Kastor
Kastor
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Nombre de messages : 20
Age : 24
Localisation : Dans le forum
Distinction : aucune
Date d'inscription : 14/08/2008

problème combats coupés Empty Re: problème combats coupés

le Ven 22 Aoû 2008 - 22:38
Spoiler:
#--------------------------------------------------------------------------
# * Show Miss
# target : Target
# obj : Skill or item
#--------------------------------------------------------------------------
def display_miss(target, obj = nil)
if obj == nil or obj.physical_attack
if target.actor?
text = sprintf(Vocab::ActorNoHit, target.name)
else
text = sprintf(Vocab::EnemyNoHit, target.name)
end
Sound.play_miss
else
text = sprintf(Vocab::ActionFailure, target.name)
end
@message_window.add_instant_text(text)
wait(30)
end
#--------------------------------------------------------------------------
# * Show Escape
# target : Target
# obj : Skill or item
#--------------------------------------------------------------------------
def display_evasion(target, obj = nil)
if target.actor?
text = sprintf(Vocab::ActorEvasion, target.name)
else
text = sprintf(Vocab::EnemyEvasion, target.name)
end
Sound.play_evasion
@message_window.add_instant_text(text)
wait(30)
end
#--------------------------------------------------------------------------
# * Show HP Damage
# target : Target
# obj : Skill or item
#--------------------------------------------------------------------------
def display_hp_damage(target, obj = nil)
if target.hp_damage == 0 # No damage
return if obj != nil and obj.damage_to_mp
return if obj != nil and obj.base_damage == 0
fmt = target.actor? ? Vocab::ActorNoDamage : Vocab::EnemyNoDamage
text = sprintf(fmt, target.name)
elsif target.absorbed # Absorb
fmt = target.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain
text = sprintf(fmt, target.name, Vocab::hp, target.hp_damage)
elsif target.hp_damage > 0 # Damage
if target.actor?
text = sprintf(Vocab::ActorDamage, target.name, target.hp_damage)
Sound.play_actor_damage
$game_troop.screen.start_shake(5, 5, 10)
else
text = sprintf(Vocab::EnemyDamage, target.name, target.hp_damage)
Sound.play_enemy_damage
target.blink = true
end
else # Recovery
fmt = target.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery
text = sprintf(fmt, target.name, Vocab::hp, -target.hp_damage)
Sound.play_recovery
end
@message_window.add_instant_text(text)
wait(30)
end
#--------------------------------------------------------------------------
# * Show MP Damage
# target : Target
# obj : Skill or item
#--------------------------------------------------------------------------
def display_mp_damage(target, obj = nil)
return if target.dead?
return if target.mp_damage == 0
if target.absorbed # Absorb
fmt = target.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain
text = sprintf(fmt, target.name, Vocab::mp, target.mp_damage)
elsif target.mp_damage > 0 # Damage
fmt = target.actor? ? Vocab::ActorLoss : Vocab::EnemyLoss
text = sprintf(fmt, target.name, Vocab::mp, target.mp_damage)
else # Recovery
fmt = target.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery
text = sprintf(fmt, target.name, Vocab::mp, -target.mp_damage)
Sound.play_recovery
end
@message_window.add_instant_text(text)
wait(30)
end
#--------------------------------------------------------------------------
# * Show State Change
# target : Target
# obj : Skill or item
#--------------------------------------------------------------------------
def display_state_changes(target, obj = nil)
return if target.missed or target.evaded
return unless target.states_active?
if @message_window.line_number < 4
@message_window.add_instant_text("")
end
display_added_states(target, obj)
display_removed_states(target, obj)
display_remained_states(target, obj)
if @message_window.last_instant_text.empty?
@message_window.back_one
else
wait(10)
end
end
#--------------------------------------------------------------------------
# * Show Added State
# target : Target
# obj : Skill or item
#--------------------------------------------------------------------------
def display_added_states(target, obj = nil)
for state in target.added_states
if target.actor?
next if state.message1.empty?
text = target.name + state.message1
else
next if state.message2.empty?
text = target.name + state.message2
end
if state.id == 1 # Incapacitated
target.perform_collapse
end
@message_window.replace_instant_text(text)
wait(20)
end
end
#--------------------------------------------------------------------------
# * Show Removed State
# target : Target
# obj : Skill or item
#--------------------------------------------------------------------------
def display_removed_states(target, obj = nil)
for state in target.removed_states
next if state.message4.empty?
text = target.name + state.message4
@message_window.replace_instant_text(text)
wait(20)
end
end
#--------------------------------------------------------------------------
# * Show Unchanged State
# target : Target
# obj : Skill or item
# Used when trying to put someone to sleep who is already asleep, etc.
#--------------------------------------------------------------------------
def display_remained_states(target, obj = nil)
for state in target.remained_states

next if state.message3.empty?
text = target.name + state.message3
@message_window.replace_instant_text(text)
wait(20)
end
end
#--------------------------------------------------------------------------
# * Show Failure
# target : Target (actor)
# obj : Skill or item
#--------------------------------------------------------------------------
def display_failure(target, obj)
text = sprintf(Vocab::ActionFailure, target.name)
@message_window.add_instant_text(text)
wait(20)
end
end
Vraiment, je suis vraiment désolé...
Le script de combat est vraiment long...
Je crois avoir trouvé la faille !
C'est le script pour rpg xp: pour la difficulté :
Dans Game Ennemy
Quand j'enlève les modifications demandées ça ne bug plus...
avatar
Az'
Membre

Nombre de messages : 3317
Age : 74
Date d'inscription : 22/12/2007

problème combats coupés Empty Re: problème combats coupés

le Dim 24 Aoû 2008 - 17:21
Genre, le script de SunMat pour le niveau des monstre selon l'équipe ?
Ca marche pas pour VX.


Mais ça, j'l'ai fait ce week-end, j'vais le poster d'ailleurs.
Kastor
Kastor
Membre

Nombre de messages : 20
Age : 24
Localisation : Dans le forum
Distinction : aucune
Date d'inscription : 14/08/2008

problème combats coupés Empty Re: problème combats coupés

le Dim 24 Aoû 2008 - 22:10
Ok !
Merci quand même
De toute manière je l'ai retiré le script pour régler le problème à l'ancienne ...
Peut être qu'un script existera un jour sur RMVX et qu'il fonctionnera ...
Wax
Wax
Staffeux retraité

Nombre de messages : 647
Age : 26
Localisation : Dans tes rêves ma belle...
Distinction : Pandanomalie du cerveau

Waxxoutoudoupoutchet
Panda armé d'une banane, warning!
[Coco' Smile]
Date d'inscription : 20/03/2008
http://dream-soft.c.la

problème combats coupés Empty Re: problème combats coupés

le Dim 24 Aoû 2008 - 22:28
Un méga double post tu aille 5 averto...
Anonymous
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problème combats coupés Empty Re: problème combats coupés

le Dim 24 Aoû 2008 - 22:30
Le problème Wax, c'est que pour poster le script en entier, avec la limitation de lignes, il n'avait pas vraiment le choix. Je vois mal comment il aurait pu faire autrement...
DarkAngelMik
DarkAngelMik
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Nombre de messages : 220
Age : 28
Localisation : Thetford Mines (Québec)
Distinction : aucune
Date d'inscription : 04/03/2008
http://rpgmania-vx.forumperso.com/

problème combats coupés Empty Re: problème combats coupés

le Dim 24 Aoû 2008 - 22:47
La seul façon de le faire en un seul post aurait été de mettre le script en entier dans un fichier word et de faire un lien vers le fichier hébergé ( je conseils skydrive pour héberger vos fichier ), mais quoi qu'il en soit Kastor ne mérite pas d'averto pour avoir voulu ce rendre utile, c'est mon point de vus...donc pour les prochains qui veulent mettre un long script je vous conseil ma méthode.
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problème combats coupés Empty Re: problème combats coupés

le Dim 24 Aoû 2008 - 22:50
Merci pour ta méthode qui sera utile, DarkAngelMik et je vais enlever les avertissements de Wax. Wax, si tu penses que c'est une mauvaise décision, parle-m-en par MP.
DarkAngelMik
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Nombre de messages : 220
Age : 28
Localisation : Thetford Mines (Québec)
Distinction : aucune
Date d'inscription : 04/03/2008
http://rpgmania-vx.forumperso.com/

problème combats coupés Empty Re: problème combats coupés

le Dim 24 Aoû 2008 - 22:55
Ça m'a fait plaisir de pouvoir me rendre utile :P et aussi je voulais savoir si les avertissements disparaissent après un certain tems?
Anonymous
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problème combats coupés Empty Re: problème combats coupés

le Dim 24 Aoû 2008 - 22:59
Je ne crois pas que les avertissements disparaissent au fil du temps, mais j'ai suppose qu'au bout de quelques mois de comportement irréprochable, cela pourrait se discuter. A mon avis, cela doit être du cas par cas.

Enfin, pour éviter tout ennui, il serait bien que Kastor utilise ta méthode pour ensuite supprimer ses posts inutiles.

Edit : J'ai essayé ta méthode, a toi de me dire si cela marche ou pas, si je n'ai rien oublié du script et surtout, si le format Doc. n'est pas altéré (J'utilise Open Office sous Kubuntu, donc, à l'enregistrement du fichier sous format Doc., on m'a dit qu'il pourrait manquer des choses. Lien ici.
Kastor
Kastor
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Nombre de messages : 20
Age : 24
Localisation : Dans le forum
Distinction : aucune
Date d'inscription : 14/08/2008

problème combats coupés Empty Re: problème combats coupés

le Lun 25 Aoû 2008 - 0:33
Aïe Aïe Aïe !
Je ne voulais pas causer autant de problèmes !
Encore une fois désolé pour mes multiples posts...
Géniale ton idée "DarkAngelMik"
Voila mon lien avec trois fichiers
prenez ce que vous voulez
Spoiler:

EDIT: Voila ! Je l'ai déverrouillé ^^


Dernière édition par Kastor le Lun 25 Aoû 2008 - 9:06, édité 1 fois
DarkAngelMik
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Nombre de messages : 220
Age : 28
Localisation : Thetford Mines (Québec)
Distinction : aucune
Date d'inscription : 04/03/2008
http://rpgmania-vx.forumperso.com/

problème combats coupés Empty Re: problème combats coupés

le Lun 25 Aoû 2008 - 0:37
Euh je crois que tu as fait une erreur, car il est impossible d'avoir accès au fichier...tu dois les mettre dans un dossier public pour que ça fonctionne. lol!
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