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Zamknięty przez: Ayene
Pon 06 Wrz, 2010 07:54
Skrypty, Błędy, Pytania i Prośby
Autor Wiadomość
Czeliosss 



Ranga RM:
1 gra

Pomógł: 49 razy
Dołączył: 02 Lis 2009
Posty: 661
Skąd: Wa-wa
  Wysłany: Wto 13 Lip, 2010 13:56
Skrypty, Błędy, Pytania i Prośby
1. Skrypty
a)Tankentai wstawiony przez LostSoul
- gdzie się ustawia skille
- jak ustawić skille
b)Ring w Walce
- jak jest tura przeciwnika to face'y wchodzą na ring
c)Bestariusz
- czy można go przerobić aby pokazywało jedną klatkę postaci albo obrazek z nazwą identyczną co przeciwnik
2. Błędy
- chciałem zrobić zdarzenie co wymaga kilku tych samych przedmiotów za pomocą zmiennych wywala coś takiego:
undenfindet method '[]' for nil:NilClass 750 linijka Game_Interpreter
- chciałem zrobić questa co wymaga danego poziomu też za pomocą zmiennej nic nie robi
- to co powyżej ale ze statami
3. Pytania
- Chcę zrobić w Titlu wyzwania, ale nie wiem jak w skrypcie ustawić teleport na daną mapę i danych współrzędnych
- Próbowałem napisać skrypt, ale nie umiem robić okien i wyboru, jak je zrobić
4. Prośby
Ma ktoś skrypty na plecak, ekwipunek i skille.
________________________
...Amelanduil & FireBlade words will be remembered...
...Amelanduil & FireBlade acts will be remembered...
...Amelanduil & FireBlade never gonna die...

Nie pisać, bo nie odpiszę.
 
 
CreeperCrisis 



Preferowany:
RPG Maker VXAce

Pomógł: 32 razy
Dołączył: 01 Maj 2010
Posty: 395
Wysłany: Sro 14 Lip, 2010 10:03
SIDEVIEW:
Spoiler:

Kod:
 #--------------------------------------------------------------------------
 # ● Skill ID Sequence Assignments
 #--------------------------------------------------------------------------
  # Assign a Skill ID from the Database to execute a defined ACTION sequence.
  # Only ACTION sequence keys can be assigned.  ANIME keys cannot
  # be directly assigned here.
  def base_action
    case @id
    when 84 # Skill ID
      return "THROW_WEAPON" # ACTION Sequence
    when 85
      return "MULTI_ATTACK"
    when 86
      return "RAPID_MULTI_ATTACK" 
    when 87
      return "MULTI_SHOCK" 
    when 88
      return "SHOCK_WAVE"
    when 89
      return "MULTI_ATTACK_RAND" 
    when 90
      return "SKILL_90_SEQUENCE" 
    when 91
      return "SKILL_91_SEQUENCE" 
    when 92
      return "NORMAL_ATTACK" 
    when 93
      return "CUT_IN" 
    when 94
      return "STOMP"
    when 95
      return "ALL_ATTACK_1"
    when 96
      return "SKILL_ALL"
    when 97
      return "TRANSFORM_CAT"
    when 98
      return "2-MAN_UNION_RALPH"
    when 99
      return "2-MAN_UNION_ULRIKA"
    when 100
      return "4-MAN_UNION_RALPH"
    when 101
      return "4-MAN_UNION_ULRIKA"
    when 102
      return "4-MAN_UNION_BENNETT"
    when 103
      return "4-MAN_UNION_YLVA"
    when 104
      return "THROW_FRIEND"
    end
    # Default ACTION sequence for unassigned Skill IDs.
    return "SKILL_USE"
  end



Liczba obok when to "ID umiejętności"

[ Dodano: Sro 14 Lip, 2010 10:09 ]
Ustawianie:
Spoiler:

Kod:
#==============================================================================
# ■ ACTION Sequences
#------------------------------------------------------------------------------
# ACTION sequences are made of the ANIME keys defined above.
#==============================================================================
  # ACTION Sequences defined here can be used for Actor/Enemy actions below
  # this section.  ACTION sequences consist of ANIME keys which are defined
  # in the section above.
  # ACTION sequences are processed from left to right in order.
  ACTION = {
#------------------------------- Basic Actions --------------------------------

  "BATTLE_START"          => ["START_POSITION","COORD_RESET"],
                         
  "WAIT"              => ["WAIT"],
                         
  "WAIT-CRITICAL" => ["WAIT_CRITICAL"],
                         
  "WAIT-NORMAL"      => ["NO_MOVE","WAIT(FIXED)","STATUS-NORMAL","22"],
                         
  "WAIT-SLEEP"          => ["NO_MOVE","WAIT(FIXED)","STATUS-SLEEP","22"],
                         
  "WAIT-FLOAT"          => ["WAIT(FIXED)","6","FLOAT_","4",
                          "FLOAT_2","4","FLOAT_3","4",
                          "FLOAT_4","4"],
                         
  "DEAD"              => ["DEATH_POSE"],
                         
  "DAMAGE"          => ["DEAL_DAMAGE","COORD_RESET"],
                         
  "FLEE"              => ["FLEE_SUCCESS"],
                         
  "ENEMY_FLEE"      => ["FLEE_SUCCESS","COORD_RESET"],
                         
  "FLEE_FAIL"          => ["FLEE_FAIL","WAIT(FIXED)","8","COORD_RESET"],
                         
  "COMMAND_INPUT"      => ["BEFORE_MOVE"],
                         
  "COMMAND_SELECT"    => ["COORD_RESET"],
                         
  "GUARD_ATTACK"              => ["WAIT(FIXED)","4","FLOAT_STATE","FLOAT_",
                          "2","FLOAT_2","2","FLOAT_3","2",
                          "FLOAT_4","2"],
                         
  "EVADE_ATTACK"              => ["JUMP_BACK","15","JUMP_RESET"],
                         
  "ENEMY_EVADE_ATTACK"      => ["JUMP_BACK","15","JUMP_RESET"],
                         
  "VICTORY" => ["VICTORY_JUMP", "Don't Wait","CAT_STATE",
            "START_MAGIC_ANIM","TRANSFORM_CANCEL","WAIT(FIXED)","Don't Wait"],
                         
  "RESET_POSITION"          => ["COORD_RESET"],
                         
#------------------------- "Forced Action" Sequences -----------------------------
                         
  "ULRIKA_ATTACK_1" => ["2","MOVING_TARGET_LEFT","WAIT(FIXED)",
                          "START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
                          "48","RIGHT_DASH_ATTACK","64","FLEE_RESET"],
                         
  "4_MAN_ATTACK_1"     => ["2","4_MAN_ATTACK_2","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","90",
                          "LEFT_DASH_ATTACK","96","FLEE_RESET"],
                         
  "4_MAN_ATTACK_2"     => ["2","4_MAN_ATTACK_3","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","60","RIGHT_DASH_ATTACK2","RIGHT_TURN",
                          "OBJ_ANIM","128","FLEE_RESET"],
                         
  "4_MAN_ATTACK_3"     => ["2","4_MAN_ATTACK_4","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","34","LEFT_DASH_ATTACK2","RIGHT_TURN",
                          "OBJ_ANIM","144","FLEE_RESET"],
                         
  "THROW"    => ["CLOCKWISE_TURN","4","MOVING_TARGET_FAST","JUMP_AWAY","4",
                          "WAIT(FIXED)","JUMP_AWAY","WAIT(FIXED)","32"],
                         
#---------------------- Basic Action Oriented ------------------------------
 
  "NORMAL_ATTACK"          => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT",
                          "12","WPN_SWING_VL","OBJ_ANIM_L","One Wpn Only","16",
                          "Can Collapse","FLEE_RESET"],
                         
  "ENEMY_UNARMED_ATK"    => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT",
                          "Can Collapse","FLEE_RESET"],
                         

  "SKILL_USE"    => ["BEFORE_MOVE","SKILL_POSE","24","START_MAGIC_ANIM",
                      "OBJ_ANIM_WEIGHT","Can Collapse","24","COORD_RESET"],
                     
  "SKILL_ALL"=> ["BEFORE_MOVE","START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
                          "Process Skill","WPN_SWING_V","OBJ_ANIM","24",
                          "Process Skill End","Can Collapse","COORD_RESET"],
                         
  "ITEM_USE"      => ["PREV_MOVING_TARGET","WAIT(FIXED)","24","OBJ_ANIM_WEIGHT",
                  "Can Collapse","COORD_RESET"],
                         
#------------------------------ Skill Sequences -------------------------------
 
  "MULTI_ATTACK"          => ["Afterimage ON","PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
                          "WAIT(FIXED)","16","OBJ_ANIM_WEAPON","WPN_SWING_UNDER",
                          "WPN_SWING_OVER","4","JUMP_FIELD_ATTACK","WPN_SWING_VL",
                          "OBJ_ANIM_WEAPON","WAIT(FIXED)","16","OBJ_ANIM_WEAPON",
                          "Invert","WPN_SWING_V","WPN_SWING_VL","12","Invert",
                          "JUMP_FIELD_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
                          "JUMP_AWAY","JUMP_AWAY","WAIT(FIXED)",
                          "OBJ_ANIM_WEAPON","DASH_ATTACK","WPN_SWING_VL","Can Collapse",
                          "Afterimage OFF","16","FLEE_RESET"],
                         
  "MULTI_ATTACK_RAND"=> ["PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
                          "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
                          "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
                          "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],
                         
  "RAPID_MULTI_ATTACK"      => ["PREV_MOVING_TARGET","WPN_SWING_V","LIGHT_BLOWBACK","OBJ_ANIM_WEAPON",
                    "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
                    "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
                    "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
                    "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
                    "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
                    "Can Collapse","12","COORD_RESET"],
                                                   
  "THROW_WEAPON"          => ["BEFORE_MOVE","WPN_SWING_V","absorb1","WAIT(FIXED)",
                          "START_WEAPON_THROW","12","OBJ_ANIM_WEAPON","Can Collapse",
                          "END_WEAPON_THROW","COORD_RESET"],
                         
  "MULTI_SHOCK"=> ["JUMP_TO","JUMP_STOP","Process Skill",
                          "REAL_TARGET","WPN_SWING_V","IMPACT_1","8",
                          "OBJ_ANIM_WEAPON","Process Skill End","Can Collapse",
                          "JUMP_LAND","COORD_RESET"],
                         
  "SHOCK_WAVE"    => ["REAL_TARGET","WPN_SWING_V","IMPACT_1","20",
                          "OBJ_ANIM_WEIGHT","Can Collapse"],
                         
  "SKILL_90_SEQUENCE"   => ["PREV_MOVING_TARGET","OBJ_ANIM","WPN_SWING_V",
                          "16","Can Collapse","LINK_SKILL_91","COORD_RESET"],
                         
  "SKILL_91_SEQUENCE"   => ["FLEE_FAIL","START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
                          "8","OBJ_ANIM","Can Collapse","LINK_SKILL_92","COORD_RESET"],
                         
  "CUT_IN"        => ["WAIT(FIXED)","START_MAGIC_ANIM","CUT_IN_START",
                          "75","CUT_IN_END","8","PREV_MOVING_TARGET",
                          "WPN_SWING_V","OBJ_ANIM_WEIGHT","Can Collapse",
                          "Clear image","FLEE_RESET"],
                         
  "STOMP"          => ["JUMP_TO_TARGET","HIT_ANIM","DROP_DOWN","JUMP_AWAY",
                          "TRAMPLE","HIT_ANIM","DROP_DOWN","JUMP_AWAY",
                          "TRAMPLE","OBJ_ANIM","DROP_DOWN","JUMP_AWAY",
                          "JUMP_AWAY","Can Collapse","WAIT(FIXED)","8","FLEE_RESET"],
                         
  "ALL_ATTACK_1"         => ["BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM","WPN_SWING_UNDER",
                          "WPN_RAISED","STAND_CAST","WPN_SWING_V","48",
                          "OBJ_ANIM_WEIGHT","Can Collapse","COORD_RESET"],
                         
  "TRANSFORM_CAT"        => ["JUMP_TO","WAIT(FIXED)","START_MAGIC_ANIM","32",
                          "TRANSFORM_CAT","WAIT(FIXED)","CATFORM_GRANT","32","JUMP_AWAY"],                     
                         
  "THROW_FRIEND"      => ["ALLY_TO_THROW","MOVING_TARGET","LIFT_ALLY","4",
                          "absorb1","THROW_TARGET","ALLY_FLING",
                          "THROW_ALLY","WAIT(FIXED)","OBJ_ANIM","COORD_RESET",
                          "WAIT(FIXED)","32"],
                         
#------------------------- Union Skill Sequences (ATB) ------------------------
# There is a difference between how union skill sequences are made with the
# ATB compared to without the ATB.  ATB Union sequences do not require special
# states or "Action Conditions" hashes such as "4_MAN_ATK_COND".  "Forced
# Battler Actions", such as "4_MAN_ATK_1", are also not required.  You must
# also go in your ATB Configurations script and define your union skills
# under "ATB Union Skills Settings".

  "2-MAN_UNION_RALPH"    => ["MOVING_TARGET_RIGHT","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","48","KILL_HIT_ANIM",
                          "LEFT_DASH_ATTACK","64","OBJ_ANIM",
                          "Can Collapse","FLEE_RESET"],
                         
  "2-MAN_UNION_ULRIKA"  => ["MOVING_TARGET_LEFT","WAIT(FIXED)","START_MAGIC_ANIM",
                         "WPN_SWING_UNDER","WPN_RAISED","48",
                         "RIGHT_DASH_ATTACK","64","FLEE_RESET"], 

  "4-MAN_UNION_RALPH"    => ["4_MAN_ATTACK_1","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","90","KILL_HIT_ANIM",
                          "RIGHT_DASH_ATTACK","64","OBJ_ANIM_WEIGHT","20",
                          "Can Collapse","FLEE_RESET"],
                         
  "4-MAN_UNION_ULRIKA"  => ["4_MAN_ATTACK_2","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","90",
                          "LEFT_DASH_ATTACK","96","FLEE_RESET"],
                         
  "4-MAN_UNION_BENNETT"  => ["4_MAN_ATTACK_3","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","60","RIGHT_DASH_ATTACK2","RIGHT_TURN",
                          "OBJ_ANIM","128","FLEE_RESET"],
                         
  "4-MAN_UNION_YLVA"  => ["4_MAN_ATTACK_4","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","34","LEFT_DASH_ATTACK2","RIGHT_TURN",
                          "OBJ_ANIM","144","FLEE_RESET"],

                         


Nie znam się na tym dokładnie, ale wiem, że tutaj to się edytuje.

[ Dodano: Sro 14 Lip, 2010 10:11 ]
Znajdź to w głównym skrypcie
Kod:
#==============================================================================
# ■ Sideview Battle System Configurations [3.3d] (English Translation v2.6)
#------------------------------------------------------------------------------


[ Dodano: Sro 14 Lip, 2010 10:27 ]
Title:
Spoiler:

Kod:


ID_MAPY_STARTOWEJ = 1
POZYCJA_BOHATERÓW = [1, 1]
NAZWA_POLECENIA = "Tutorial"

class Scene_Title < Scene_Base
  def update
    super
    @command_window.update
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0   
        command_new_game
      when 1   
        command_continue
      when 2
        command_tutorial
      when 3
        command_shutdown
      end
    end
  end
 
  def create_command_window
    s1 = Vocab::new_game
    s2 = Vocab::continue
    s3 = NAZWA_POLECENIA
    s4 = Vocab::shutdown
    @command_window = Window_Command.new(172, [s1, s2, s3, s4])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 258
    if @continue_enabled                   
      @command_window.index = 1             
    else                                   
      @command_window.draw_item(1, false)
    end
    @command_window.openness = 0
    @command_window.open
  end
 
  def command_tutorial   
    Sound.play_decision
    $game_party.setup_starting_members           
    $game_map.setup(ID_MAPY_STARTOWEJ)   
    $game_player.moveto(POZYCJA_BOHATERÓW[0], POZYCJA_BOHATERÓW[1])
    $game_player.refresh
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)
    close_command_window
    Graphics.fadeout(60)
    Graphics.wait(40)
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end
end



Tak możesz zrobić wyzwania. :-) Z wielkiego FAQ.
 
 
Czeliosss 



Ranga RM:
1 gra

Pomógł: 49 razy
Dołączył: 02 Lis 2009
Posty: 661
Skąd: Wa-wa
Wysłany: Pią 06 Sie, 2010 09:58
Dzięki. To zostały:
Prośby, Pomoc z Ring, Bestariusz i chyba Błędy.
A i jeszcze Okna w Ruby.
To pomoże ktoś z tym.
________________________
...Amelanduil & FireBlade words will be remembered...
...Amelanduil & FireBlade acts will be remembered...
...Amelanduil & FireBlade never gonna die...

Nie pisać, bo nie odpiszę.
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Nie 22 Sie, 2010 08:49
Czy problem jest nadal aktualny?
________________________


 
 
 
Czeliosss 



Ranga RM:
1 gra

Pomógł: 49 razy
Dołączył: 02 Lis 2009
Posty: 661
Skąd: Wa-wa
Wysłany: Nie 22 Sie, 2010 16:32
Tak, nadal czekam na rozwiązania problemów.
________________________
...Amelanduil & FireBlade words will be remembered...
...Amelanduil & FireBlade acts will be remembered...
...Amelanduil & FireBlade never gonna die...

Nie pisać, bo nie odpiszę.
 
 
cj2 




Preferowany:
RPG Maker VXAce

Ranga RM:
1 gra

Pomógł: 6 razy
Dołączył: 07 Mar 2010
Posty: 261
Skąd: Gliwice
Wysłany: Nie 22 Sie, 2010 19:17
Wyzwania:
Skonfiguruj odpowiednio ten skrypt:
Spoiler:

Kod:
ID_MAPY_STARTOWEJ = 1
POZYCJA_BOHATERÓW = [1, 1]
NAZWA_POLECENIA = "Tutorial"

class Scene_Title < Scene_Base
  def update
    super
    @command_window.update
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0   
        command_new_game
      when 1   
        command_continue
      when 2
        command_tutorial
      when 3
        command_shutdown
      end
    end
  end
 
  def create_command_window
    s1 = Vocab::new_game
    s2 = Vocab::continue
    s3 = NAZWA_POLECENIA
    s4 = Vocab::shutdown
    @command_window = Window_Command.new(172, [s1, s2, s3, s4])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 258
    if @continue_enabled                   
      @command_window.index = 1             
    else                                   
      @command_window.draw_item(1, false) 
    end
    @command_window.openness = 0
    @command_window.open
  end
 
  def command_tutorial   
    Sound.play_decision
    $game_party.setup_starting_members           
    $game_map.setup(ID_MAPY_STARTOWEJ)   
    $game_player.moveto(POZYCJA_BOHATERÓW[0], POZYCJA_BOHATERÓW[1])
    $game_player.refresh
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)
    close_command_window
    Graphics.fadeout(60)
    Graphics.wait(40)
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end
end


a)na mapie zrób autostart z polami wyboru.
b)na mapce zrób np.: kryształy z misjami
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Nie ma śniegu, a zgubiłem normalny avatar :I
 
 
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