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Kolejny Battle System
Autor Wiadomość
Czeliosss 



Ranga RM:
1 gra

Pomógł: 49 razy
Dołączył: 02 Lis 2009
Posty: 661
Skąd: Wa-wa
  Wysłany: Pon 15 Mar, 2010 22:24
Kolejny Battle System
Kolejny skrypt na system walki.
Potrzeba:
Battlery (najlepiej przerobione chary skierowane w prawo nie ruchome)
Skrypt:
Spoiler:

#==============================================================================
# ++ ?????—???(?????????) ver. 1.14 ++
# Script by ???
# http://para.j-mx.com/
#------------------------------------------------------------------------------
# ?????—??????????????????
#==============================================================================

module SDVA

X_LINE = 500 # ???????—????
Y_LINE = 200 # ???????—????
X_SPACE = 15 # ???????—?????
Y_SPACE = 40 # ???????—?????
X_POSITION = 25 # ??[??·??·??]????
Y_POSITION = 0 # ??[??·??·??]????

ATTACK_MOVE = true # ???????????( true / false )
SKILL_MOVE = true # ??????????????( true / false )
ITEM_MOVE = false # ???????????????( true / false )
MOVE_STEP = 1 # ????
MOVE_PIXEL = 10 # ???????????

PARTY_POS = 1 # ?????—???( 0:? / 1:? / 2:? / 3:? )

WINDOWPOS_CHANGE = true # ?????????????—????????( true / false )

end

#==============================================================================
# ¦ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ? ????? X ?????
#--------------------------------------------------------------------------
def screen_x
if self.index != nil
# ?????
pos = $data_classes[self.class_id].position
x_pos = pos * SDVA::X_POSITION
scr_x = self.index * SDVA::X_SPACE + SDVA::X_LINE + x_pos
# ??????????
if self.current_action.move_action == true
# ????
scr_x += @shift_x
end
return scr_x
else
return 0
end
end
#--------------------------------------------------------------------------
# ? ????? Y ?????
#--------------------------------------------------------------------------
def screen_y
if self.index != nil
# ?????
pos = $data_classes[self.class_id].position
y_pos = pos * SDVA::Y_POSITION
scr_y = self.index * SDVA::Y_SPACE + SDVA::Y_LINE + y_pos
# ??????????
if self.current_action.move_action == true
# ????
scr_y += @shift_y
end
return scr_y
else
return 0
end
end
#--------------------------------------------------------------------------
# ? ????? Z ?????
#--------------------------------------------------------------------------
def screen_z
if self.index != nil
return self.index
else
return 0
end
end
end

#==============================================================================
# ¦ Game_Battler (???? 1)
#==============================================================================

class Game_Battler
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader :pattern # ????—?
attr_reader :trans_x # X???????
attr_reader :moving # ??????
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_sdva initialize
def initialize
initialize_sdva
move_reset
end
#--------------------------------------------------------------------------
# 0 ??????
#--------------------------------------------------------------------------
def move
@moving = 1
if @step < SDVA::MOVE_STEP
# ??????????
@pattern = (@pattern + 1) % 4
@step += 1
move_step
else
# ????
@pattern = 1
@moving = 2
end
end
#--------------------------------------------------------------------------
# 0 ????
#--------------------------------------------------------------------------
def move_step
# ?—?????????????????
case SDVA::PARTY_POS
when 0
@shift_y = @step * SDVA::MOVE_PIXEL
when 1
@shift_x = -(@step * SDVA::MOVE_PIXEL)
when 2
@shift_x = @step * SDVA::MOVE_PIXEL
when 3
@shift_y = -(@step * SDVA::MOVE_PIXEL)
end
end
#--------------------------------------------------------------------------
# 0 ???????
#--------------------------------------------------------------------------
def move_reset
@moving = 0
@pattern = 0
@step = 0
@shift_x = 0
@shift_y = 0
end
end

#==============================================================================
# ¦ Game_BattleAction
#==============================================================================

class Game_BattleAction
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :move_action # ??????????
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
alias clear_sdva clear
def clear
clear_sdva
@move_action = false
end
end

#==============================================================================
# ¦ Sprite_Battler
#==============================================================================

class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ? ??—???
#--------------------------------------------------------------------------
alias update_sdva update
def update
# ???—????—???????
if @battler.is_a?(Game_Actor)
# ????????????????????
# ??????
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue or
@battler.current_action.basic == 0 or
@battler.current_action.kind != 3
# ????????????
@character_name = @battler.character_name
@character_hue = @battler.character_hue
# ???????????
self.bitmap = RPG::Cache.character(@character_name, @character_hue)
cw = self.bitmap.width / 4
ch = self.bitmap.height / 4
@width = cw
@height = ch
if @battler.current_action.move_action == true
# ????
@battler.move
else
@battler.move_reset
end
# ?????????
sx = @battler.pattern * cw
sy = SDVA::PARTY_POS * ch
self.src_rect.set(sx, sy, cw, ch)
self.ox = @width / 2
self.oy = @height
# ??????????? 0 ???
if @battler.hidden
self.opacity = 0
end
end
end
update_sdva
end
end

#==============================================================================
# ¦ Scene_Battle
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# ? ???—????????????????
#--------------------------------------------------------------------------
alias phase3_setup_command_window_sdva phase3_setup_command_window
def phase3_setup_command_window
phase3_setup_command_window_sdva
if SDVA::WINDOWPOS_CHANGE
# ???—???????????????
case SDVA::PARTY_POS
when 0
x_pos = @active_battler.screen_x - (@actor_command_window.width/2)
y_pos = @active_battler.screen_y
when 1
x_pos = @active_battler.screen_x - @actor_command_window.width - 16
y_pos = @active_battler.screen_y - @actor_command_window.height
when 2
x_pos = @active_battler.screen_x + 16
y_pos = @active_battler.screen_y - @actor_command_window.height
when 3
x_pos = @active_battler.screen_x - (@actor_command_window.width/2)
y_pos = @active_battler.screen_y - @actor_command_window.height - 48
end
@actor_command_window.x = x_pos >= 0 ? x_pos : 0
@actor_command_window.x = x_pos+@actor_command_window.width <= 640 ? x_pos : 640-@actor_command_window.width
@actor_command_window.y = y_pos >= 0 ? y_pos : 0
@actor_command_window.y = y_pos+@actor_command_window.height <= 480 ? y_pos : 480-@actor_command_window.height
# ??—???????????????
@actor_command_window.z = 9999
end
end
#--------------------------------------------------------------------------
# ? ??—??? (?????—? ???? 3 : ??????—???)
#--------------------------------------------------------------------------
alias update_phase4_step3_sdva update_phase4_step3
def update_phase4_step3
if SDVA::ATTACK_MOVE
if @active_battler.current_action.basic == 0
@active_battler.current_action.move_action = true
end
end
if SDVA::SKILL_MOVE
if @active_battler.current_action.kind == 1
@active_battler.current_action.move_action = true
end
end
if SDVA::ITEM_MOVE
if @active_battler.current_action.kind == 2
@active_battler.current_action.move_action = true
end
end
# ???—????—?????????????
if @active_battler.is_a?(Game_Actor) and
@active_battler.current_action.move_action
# ?????
if @active_battler.moving == 2
update_phase4_step3_sdva
end
elsif @active_battler.moving == 0
update_phase4_step3_sdva
end
end
#--------------------------------------------------------------------------
# ? ??—??? (?????—? ???? 6 : ??????)
#--------------------------------------------------------------------------
alias update_phase4_step6_sdva update_phase4_step6
def update_phase4_step6
@active_battler.current_action.move_action = false
@active_battler.move_reset
update_phase4_step6_sdva
end
end

#==============================================================================
# ¦ Spriteset_Battle
#==============================================================================

class Spriteset_Battle
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_sdva initialize
def initialize
initialize_sdva
@viewport2.z = 1
end
end

#==============================================================================
# ¦ Arrow_Actor
#==============================================================================

class Arrow_Actor < Arrow_Base
#--------------------------------------------------------------------------
# ? ??—???
#--------------------------------------------------------------------------
alias update_sdva update
def update
update_sdva
# ?—???
if Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
@index += 1
@index %= $game_party.actors.size
end
# ?—???
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
@index += $game_party.actors.size - 1
@index %= $game_party.actors.size
end
end
end

#==============================================================================
# ¦ Arrow_Enemy
#==============================================================================

class Arrow_Enemy < Arrow_Base
#--------------------------------------------------------------------------
# ? ??—???
#--------------------------------------------------------------------------
alias update_sdva update
def update
update_sdva
# ?—???
if Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
# ?—???
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += $game_troop.enemies.size - 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
end
end



SS:
Spoiler:


Wrzuciłbym paczkę z battlerkami, ale nie mogę znaleźć linku do ściągnięcia i wstawienia na forum na mediafire.
________________________
...Amelanduil & FireBlade words will be remembered...
...Amelanduil & FireBlade acts will be remembered...
...Amelanduil & FireBlade never gonna die...

Nie pisać, bo nie odpiszę.
 
 
xamieno 




Preferowany:
RPG Maker XP

Dołączył: 07 Mar 2010
Posty: 47
Wysłany: Nie 04 Kwi, 2010 20:06
Skrypt jest bardzo fajny. :-)
Ale bardzo proszę o skrypt w którym
walka będzie toczyła się na mapce...
Czyli że np.
-space to atak,
-alt obrona itp... :elf:

[ Dodano: Nie 04 Kwi, 2010 20:08 ]
P.S.
Odp prosze na adam.dziedzic586@wp.pl albo na gg=6624082 :papa:
________________________


C.S.
To DNO !!!

WarRock to jedyna:

-Fajna
-Logiczna
-Moralna

Strzelanina online...
 
 
Czeliosss 



Ranga RM:
1 gra

Pomógł: 49 razy
Dołączył: 02 Lis 2009
Posty: 661
Skąd: Wa-wa
Wysłany: Nie 04 Kwi, 2010 21:11
Czyli chodzi ci o ABS'a. Wpisz na google to znajdziesz.
________________________
...Amelanduil & FireBlade words will be remembered...
...Amelanduil & FireBlade acts will be remembered...
...Amelanduil & FireBlade never gonna die...

Nie pisać, bo nie odpiszę.
 
 
xamieno 




Preferowany:
RPG Maker XP

Dołączył: 07 Mar 2010
Posty: 47
Wysłany: Wto 06 Kwi, 2010 13:08
Dzięki... szukam szukam ale się nie doszukam. ;-)

Jak można to proszę o link ;-)
________________________


C.S.
To DNO !!!

WarRock to jedyna:

-Fajna
-Logiczna
-Moralna

Strzelanina online...
 
 
Czeliosss 



Ranga RM:
1 gra

Pomógł: 49 razy
Dołączył: 02 Lis 2009
Posty: 661
Skąd: Wa-wa
Wysłany: Wto 06 Kwi, 2010 13:11
Trzymaj to jeden z najlepszych ABS'ów. http://www.mediafire.com/?dghqk4wou9i
________________________
...Amelanduil & FireBlade words will be remembered...
...Amelanduil & FireBlade acts will be remembered...
...Amelanduil & FireBlade never gonna die...

Nie pisać, bo nie odpiszę.
 
 
xamieno 




Preferowany:
RPG Maker XP

Dołączył: 07 Mar 2010
Posty: 47
Wysłany: Wto 06 Kwi, 2010 13:15
http://www.zamthir.net/fo....php?f=67&t=283

Tu jest wiele ale nie wiem który będzie najlepszy :-/

[ Dodano: Wto 06 Kwi, 2010 13:16 ]
OK dzięki :mrgreen:

[ Dodano: Wto 06 Kwi, 2010 13:27 ]
A jak to zainstalować??? xD prosiłbym o instrukcje krok po kroku xD :shock:

[ Dodano: Wto 06 Kwi, 2010 16:18 ]
Odpowiec mi pliska... :-|

PS w tym abs co mi wyslales tylko leja sie dwa stwory a ja swoim nie rusze
a instrukcja jak zaczepic skrypt jest trudna :-(
________________________


C.S.
To DNO !!!

WarRock to jedyna:

-Fajna
-Logiczna
-Moralna

Strzelanina online...
 
 
Valdali 




Preferowany:
RPG Maker VXAce

Ranga RM:
1 gra

Pomógł: 20 razy
Dołączył: 19 Mar 2010
Posty: 421
Skąd: Reykjavik
Wysłany: Sro 21 Kwi, 2010 11:57
a dało by się tak zrobić żeby łucznik (bohater ma łuk), to char nie podchodził to samego potworka. tylko to połowy?
________________________
Moje anime w RPG Makerze. Zapraszam!
ZOBACZ :!: :!: :!:
Spoiler:

Moimi Mistrzami i Wielkimi Nauczycielami są: Melvin i Angius!

Dziennik Krejzolów:
Ayene
Angius
Melvin
Yoroiookami
CrasheR
Finwe

Moi ziomale :D

 
 
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Sro 21 Kwi, 2010 14:57
Tak można tak zrobić...
Gdy ustawisz np. MOVE_STEP = 10
to gracz z bronią zasięgową będzie podchodził na pół dystansu.

Wystarczy, że zamienisz skrypt na poniższy:
Spoiler:

Kod:
#==============================================================================
# ++ ?????&#8212;???(?????????) ver. 1.14 ++
# Script by ???
# http://para.j-mx.com/
#------------------------------------------------------------------------------
# ?????&#8212;??????????????????
#==============================================================================

module SDVA

X_LINE = 500 # ???????&#8212;????
Y_LINE = 200 # ???????&#8212;????
X_SPACE = 15 # ???????&#8212;?????
Y_SPACE = 40 # ???????&#8212;?????
X_POSITION = 25 # ??[??&#183;??&#183;??]????
Y_POSITION = 0 # ??[??&#183;??&#183;??]????

ATTACK_MOVE = true # ???????????( true / false )
SKILL_MOVE = true # ??????????????( true / false )
ITEM_MOVE = false # ???????????????( true / false )
MOVE_STEP = 10 # ????
MOVE_PIXEL = 10 # ???????????

PARTY_POS = 1 # ?????&#8212;???( 0:? / 1:? / 2:? / 3:? )

WINDOWPOS_CHANGE = true # ?????????????&#8212;????????( true / false )

# by Ayene
ID_BRONI_ZASIEGOWYCH = [17,18,19,20,21,22,23,24]

end

#==============================================================================
# &#166; Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ? ????? X ?????
#--------------------------------------------------------------------------
def screen_x
if self.index != nil
# ?????
pos = $data_classes[self.class_id].position
x_pos = pos * SDVA::X_POSITION
scr_x = self.index * SDVA::X_SPACE + SDVA::X_LINE + x_pos
# ??????????
if self.current_action.move_action == true
# ????
scr_x += @shift_x
end
return scr_x
else
return 0
end
end
#--------------------------------------------------------------------------
# ? ????? Y ?????
#--------------------------------------------------------------------------
def screen_y
if self.index != nil
# ?????
pos = $data_classes[self.class_id].position
y_pos = pos * SDVA::Y_POSITION
scr_y = self.index * SDVA::Y_SPACE + SDVA::Y_LINE + y_pos
# ??????????
if self.current_action.move_action == true
# ????
scr_y += @shift_y
end
return scr_y
else
return 0
end
end
#--------------------------------------------------------------------------
# ? ????? Z ?????
#--------------------------------------------------------------------------
def screen_z
if self.index != nil
return self.index
else
return 0
end
end
end

#==============================================================================
# &#166; Game_Battler (???? 1)
#==============================================================================

class Game_Battler
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader :pattern # ????&#8212;?
attr_reader :trans_x # X???????
attr_reader :moving # ??????
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_sdva initialize
def initialize
initialize_sdva
move_reset
end
#--------------------------------------------------------------------------
# 0 ??????
#--------------------------------------------------------------------------
def move
  @moving = 1
  if @step < SDVA::MOVE_STEP
    @pattern = (@pattern + 1) % 4     
    @step += 1
    move_step
  else
    @pattern = 1
    @moving = 2
  end 
end

# by Ayene
def move_special
  @moving = 1
  if @step < (SDVA::MOVE_STEP / 2)
    @pattern = (@pattern + 1) % 4     
    @step += 1
    move_step
  else
    @pattern = 1
    @moving = 2
  end 
end
#--------------------------------------------------------------------------
# 0 ????
#--------------------------------------------------------------------------
def move_step
# ?&#8212;?????????????????
case SDVA::PARTY_POS
when 0
@shift_y = @step * SDVA::MOVE_PIXEL
when 1
@shift_x = -(@step * SDVA::MOVE_PIXEL)
when 2
@shift_x = @step * SDVA::MOVE_PIXEL
when 3
@shift_y = -(@step * SDVA::MOVE_PIXEL)
end
end
#--------------------------------------------------------------------------
# 0 ???????
#--------------------------------------------------------------------------
def move_reset
@moving = 0
@pattern = 0
@step = 0
@shift_x = 0
@shift_y = 0
end
end

#==============================================================================
# &#166; Game_BattleAction
#==============================================================================

class Game_BattleAction
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :move_action # ??????????
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
alias clear_sdva clear
def clear
clear_sdva
@move_action = false
end
end

#==============================================================================
# &#166; Sprite_Battler
#==============================================================================

class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ? ??&#8212;???
#--------------------------------------------------------------------------
alias update_sdva update
def update
# ???&#8212;????&#8212;???????
if @battler.is_a?(Game_Actor)
# ????????????????????
# ??????
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue or
@battler.current_action.basic == 0 or
@battler.current_action.kind != 3
# ????????????
@character_name = @battler.character_name
@character_hue = @battler.character_hue
# ???????????
self.bitmap = RPG::Cache.character(@character_name, @character_hue)
cw = self.bitmap.width / 4
ch = self.bitmap.height / 4
@width = cw
@height = ch
if @battler.current_action.move_action == true
  # by Ayene
  if SDVA::ID_BRONI_ZASIEGOWYCH.include?(@battler.weapon_id)
    @battler.move_special
  else 
    @battler.move
  end
else
@battler.move_reset
end
# ?????????
sx = @battler.pattern * cw
sy = SDVA::PARTY_POS * ch
self.src_rect.set(sx, sy, cw, ch)
self.ox = @width / 2
self.oy = @height
# ??????????? 0 ???
if @battler.hidden
self.opacity = 0
end
end
end
update_sdva
end
end

#==============================================================================
# &#166; Scene_Battle
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# ? ???&#8212;????????????????
#--------------------------------------------------------------------------
alias phase3_setup_command_window_sdva phase3_setup_command_window
def phase3_setup_command_window
phase3_setup_command_window_sdva
if SDVA::WINDOWPOS_CHANGE
# ???&#8212;???????????????
case SDVA::PARTY_POS
when 0
x_pos = @active_battler.screen_x - (@actor_command_window.width/2)
y_pos = @active_battler.screen_y
when 1
x_pos = @active_battler.screen_x - @actor_command_window.width - 16
y_pos = @active_battler.screen_y - @actor_command_window.height
when 2
x_pos = @active_battler.screen_x + 16
y_pos = @active_battler.screen_y - @actor_command_window.height
when 3
x_pos = @active_battler.screen_x - (@actor_command_window.width/2)
y_pos = @active_battler.screen_y - @actor_command_window.height - 48
end
@actor_command_window.x = x_pos >= 0 ? x_pos : 0
@actor_command_window.x = x_pos+@actor_command_window.width <= 640 ? x_pos : 640-@actor_command_window.width
@actor_command_window.y = y_pos >= 0 ? y_pos : 0
@actor_command_window.y = y_pos+@actor_command_window.height <= 480 ? y_pos : 480-@actor_command_window.height
# ??&#8212;???????????????
@actor_command_window.z = 9999
end
end
#--------------------------------------------------------------------------
# ? ??&#8212;??? (?????&#8212;? ???? 3 : ??????&#8212;???)
#--------------------------------------------------------------------------
alias update_phase4_step3_sdva update_phase4_step3
def update_phase4_step3
if SDVA::ATTACK_MOVE
if @active_battler.current_action.basic == 0
@active_battler.current_action.move_action = true
end
end
if SDVA::SKILL_MOVE
if @active_battler.current_action.kind == 1
@active_battler.current_action.move_action = true
end
end
if SDVA::ITEM_MOVE
if @active_battler.current_action.kind == 2
@active_battler.current_action.move_action = true
end
end
# ???&#8212;????&#8212;?????????????
if @active_battler.is_a?(Game_Actor) and
@active_battler.current_action.move_action
# ?????
if @active_battler.moving == 2
update_phase4_step3_sdva
end
elsif @active_battler.moving == 0
update_phase4_step3_sdva
end
end
#--------------------------------------------------------------------------
# ? ??&#8212;??? (?????&#8212;? ???? 6 : ??????)
#--------------------------------------------------------------------------
alias update_phase4_step6_sdva update_phase4_step6
def update_phase4_step6
@active_battler.current_action.move_action = false
@active_battler.move_reset
update_phase4_step6_sdva
end
end

#==============================================================================
# &#166; Spriteset_Battle
#==============================================================================

class Spriteset_Battle
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_sdva initialize
def initialize
initialize_sdva
@viewport2.z = 1
end
end

#==============================================================================
# &#166; Arrow_Actor
#==============================================================================

class Arrow_Actor < Arrow_Base
#--------------------------------------------------------------------------
# ? ??&#8212;???
#--------------------------------------------------------------------------
alias update_sdva update
def update
update_sdva
# ?&#8212;???
if Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
@index += 1
@index %= $game_party.actors.size
end
# ?&#8212;???
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
@index += $game_party.actors.size - 1
@index %= $game_party.actors.size
end
end
end

#==============================================================================
# &#166; Arrow_Enemy
#==============================================================================

class Arrow_Enemy < Arrow_Base
#--------------------------------------------------------------------------
# ? ??&#8212;???
#--------------------------------------------------------------------------
alias update_sdva update
def update
update_sdva
# ?&#8212;???
if Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
# ?&#8212;???
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += $game_troop.enemies.size - 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
end
end


I ustawisz:
ID_BRONI_ZASIEGOWYCH = [17,18,19,20,21,22,23,24]
zgodnie z tym, jakie bronie zasięgowe masz w swojej bazie danych.
________________________


 
 
 
Dżanek 




Pomógł: 3 razy
Dołączył: 12 Mar 2010
Posty: 51
Wysłany: Nie 02 Maj, 2010 18:57
Nie miałem co robić więc zrobiłem te battlersy :
KLIK !
 
 
Valdali 




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Ranga RM:
1 gra

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Skąd: Reykjavik
Wysłany: Wto 25 Maj, 2010 11:35
właśnie tego mi było trzeba! dzięki za battlery
________________________
Moje anime w RPG Makerze. Zapraszam!
ZOBACZ :!: :!: :!:
Spoiler:

Moimi Mistrzami i Wielkimi Nauczycielami są: Melvin i Angius!

Dziennik Krejzolów:
Ayene
Angius
Melvin
Yoroiookami
CrasheR
Finwe

Moi ziomale :D

 
 
 
 
Amelanduil 




Preferowany:
RPG Maker VXAce

Pomógł: 3 razy
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Wysłany: Sro 26 Maj, 2010 06:52
Chciałbym tylko poinformować, że system walki typu SVBS nie jest noob-friendly.

Co to oznacza - trzeba się znać na obsłudze rpg makera i konfiguracji skryptów, aby umieć go obsługiwać... Skrypt całkiem dobry :D

Pozdrawiam.
________________________
(╯°□°)╯︵ ┻━┻
"A jeśli... Boga nie ma, to co z ciebie za szatan?"
 
 
 
Czeliosss 



Ranga RM:
1 gra

Pomógł: 49 razy
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Posty: 661
Skąd: Wa-wa
Wysłany: Sro 26 Maj, 2010 06:54
Tutaj mała prośba do skrypterów.
Czy mógłby ktoś ustawić w skrypcie, że przy jakiś skillach postać nie podchodzi, a przy reszcie tak i żeby działało z poprawką od Ayene na bronie dystansowe.
Pzdr.
________________________
...Amelanduil & FireBlade words will be remembered...
...Amelanduil & FireBlade acts will be remembered...
...Amelanduil & FireBlade never gonna die...

Nie pisać, bo nie odpiszę.
 
 
PaKiTos 




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Skąd: spytaj innych
Wysłany: Sro 26 Maj, 2010 08:34
Może zmień SKILL_MOVE = true na false.
________________________
po co to kopiujesz? ;d
Spoiler:

Fakty:
1.Widzisz mój podpis
2.Jesteś w internecie
3.Czytasz
4.Siedzisz przy komputerze
5.Jesteś na UltimaForum
6.Twój nick to Gość


kiedys tu bylo fajniej... coz gospoda rma forever
chwala tym ktorzy nadal robia w 2k
 
 
Czeliosss 



Ranga RM:
1 gra

Pomógł: 49 razy
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PaKiTos napisał/a:
Może zmień SKILL_MOVE = true na false.

Mam ustawione na false, ale głupio wygląda jak podcinasz preciwnika, który jest 2 metry przed tobą.
Pzdr.
Ps. Czy dałoby radę dodać battlery bohaterów?
________________________
...Amelanduil & FireBlade words will be remembered...
...Amelanduil & FireBlade acts will be remembered...
...Amelanduil & FireBlade never gonna die...

Nie pisać, bo nie odpiszę.
 
 
duka20 



Preferowany:
RPG Maker XP

Dołączył: 12 Sie 2010
Posty: 10
Wysłany: Sro 18 Sie, 2010 18:49
Mam jedno pytanie.
Czy ktoś mi da z Bohateramy Batlerki?
Dam plusa.
________________________
Jestem, jaki jestem, beznadziejny w RPGXP.
 
 
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