Pomógł: 16 razy Dołączył: 05 Lis 2009 Posty: 359 Skąd: spytaj innych
Wysłany: Pią 02 Lip, 2010 07:21
Skrypty znalezione/zrobione przez PaKiTosa
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1.Liczba obrażeń wyświetlana obok wroga
Opis: Gdy wróg dozna obrażeń, będzie można łatwo zobaczyć, ile dostał.
Poziom trudności: łatwy
Typ skryptu: walka
Spoiler:
Kod:
#==============================================================================
# <<\/>> Vixotic_Damage_Pop up
#------------------------------------------------------------------------------
# Version 1.1
# by Vixotic [vixotic@live.com]
# Exclusive Script for http://rpgmakervx.net/
#
# Place this script above Main
#==============================================================================
module VIX
#--------------------------
# Damage Text Position
#------------------------
Damage_X_Plus = 0
# Move Damage Position in vertical direction ((-)up <= 0 => down(+))
Damage_Y_Plus = -20
# Move Damage Position in horizontal direction ((-)left <= 0 => right(+))
#--------------------------
# Damage Text Font/Size
#------------------------
Damage_Text_Font = "Comic Sans MS"
Damage_Text_Size = 30
end
class Sprite_Base < Sprite
alias vix_sprbase_ini initialize
alias vix_sprbase_upd update
def initialize(viewport = nil)
vix_sprbase_ini(viewport)
@_damage_duration = 0
end
def update
vix_sprbase_upd
if @_damage_duration > 0
@_damage_duration -= 1
case @_damage_duration
when 38..39
@_damage_sprite.y -= 4
when 36..37
@_damage_sprite.y -= 2
when 34..35
@_damage_sprite.y += 2
when 28..33
@_damage_sprite.y += 4
end
@_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32
if @_damage_duration == 0
dispose_damage
end
end
end
def dispose_damage
if @_damage_sprite != nil
@_damage_sprite.bitmap.dispose
@_damage_sprite.dispose
@_damage_sprite = nil
@_damage_duration = 0
end
end
end
class Game_Battler
attr_accessor :damage
alias vix_gamebat_clr clear_sprite_effects
def clear_sprite_effects
@damage = 0
vix_gamebat_clr
end
end
class Sprite_Battler < Sprite_Base
DAMAGE = 7
alias vix_sprbat_set setup_new_effect
def setup_new_effect
vix_sprbat_set
if @battler.damage != 0
damage(@battler.damage)
@effect_type = DAMAGE
@battler.damage = 0
end
end
end
class Scene_Battle < Scene_Base
def display_action_effects(target, obj = nil)
unless target.skipped
line_number = @message_window.line_number
wait(5)
target.damage = target.hp_damage if target.is_a?(Game_Enemy)
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
end
2.Kursor przy przeciwniku
Opis: Łatwiej zobaczyć wroga, którego atakujesz.
Trudność: łatwy
Typ: walka
Spoiler:
Kod:
#-----------------------------------------------------------------------------
# Battle Cursor v. 1.0
# January 4, 2009
# By: Jens009
# Requested by: Fade
# Instructions:
# 1. Copy And Paste
# 2. Import Cursor Image. Name it based on the CONFIG SECTION
# 3. Set OFFSET for different Enemies (Instructions below)
# Note:
# Methods were aliased. Should work for most sytems unless they do not
# use start_target_enemy_selection and end_target_enemy_selection.
# Contact:
# Jens009's Profile
# http://www.rpgrevolution.com/forums/index.php?showuser=713
#-----------------------------------------------------------------------------
# CONFIG SECTION
#-----------------------------------------------------------------------------
module JCONFIG
# Cursor File Name
BATTLE_CURSOR_FILE_NAME = "Pointer" # nazwa kursora, który jest w prawo
# Default OffSET
OFFSET_X = 50
OFFSET_Y = 50
# Special Battler Offset
# Set up:
# hash = { battler_id => [x_offset, y_offset],
# battler_id => [x_offset, y_offset],
# ...
# battler_id => [x_offset, y_offset] }
# Don't put a comma at the end of the last entry.
SPECIAL_OFFSET_BY_ENEMY_ID ={ 1 => [20,30],
2 => [25,160],
5 => [30,20] }
end
class Scene_Battle
#-----------------------------------------------------------------------------
# Alias Methods
# Methods Aliased:
# start
# update_target_enemy_selection
# start_target_enemy_selection
# end_target_enemy_selection
#-----------------------------------------------------------------------------
alias jens009_start_battle_cursor_start start
alias jens009_target_enemy_selection_bc update_target_enemy_selection
alias jens009_start_target_enemy_selection_bc start_target_enemy_selection
alias jens009_end_target_enemy_selection_bc end_target_enemy_selection
#-----------------------------------------------------------------------------
# Start Processing
#-----------------------------------------------------------------------------
def start
# Initialize Values
@battle_cursor_show = false
@enemy_coordinate = JCONFIG::SPECIAL_OFFSET_BY_ENEMY_ID
# Restore Old Methods
jens009_start_battle_cursor_start
end
#-----------------------------------------------------------------------------
# Start Enemy Selection
#-----------------------------------------------------------------------------
def start_target_enemy_selection
# Create Sprite
@battle_cursor = Sprite.new
@battle_cursor.bitmap = Cache.picture(JCONFIG::BATTLE_CURSOR_FILE_NAME)
@battle_cursor_show = true
# Restore Old Methods
jens009_start_target_enemy_selection_bc
# Update battle_cursor x and y
update_battle_cursor
end
#-----------------------------------------------------------------------------
# End Enemy Selection
#-----------------------------------------------------------------------------
def end_target_enemy_selection
# Remove Sprite
@battle_cursor_show = false
@battle_cursor.dispose
# Restore Old Methods
jens009_end_target_enemy_selection_bc
end
#-----------------------------------------------------------------------------
# Update Enemy Target Selection
#-----------------------------------------------------------------------------
def update_target_enemy_selection
# Update battle_cursor x and y
update_battle_cursor if @battle_cursor_show
# Restore Old Methods
jens009_target_enemy_selection_bc
end
#-----------------------------------------------------------------------------
# Update Battle Cursor
#-----------------------------------------------------------------------------
def update_battle_cursor
# Get Current Enemy
@current_enemy = @target_enemy_window.enemy
# Set cursor_x and cursor_y
cursor_x = @current_enemy.screen_x - @battle_cursor.width
cursor_y = @current_enemy.screen_y - @battle_cursor.height
# Check Special OFFSETS
if @enemy_coordinate.has_key?(@current_enemy.enemy_id)
# Set New OFFSET
@new_enemy_coord = @enemy_coordinate.fetch(@current_enemy.enemy_id)
cursor_x -= @new_enemy_coord[0]
cursor_y -= @new_enemy_coord[1]
else
# Set Default OFFSET
cursor_x -= JCONFIG::OFFSET_X
cursor_y -= JCONFIG::OFFSET_Y
end
# Update battle cursor
@battle_cursor.x = cursor_x
@battle_cursor.y = cursor_y
end
end
więcej? no to potem.
________________________ 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
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