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Zamknięty przez: Ayene
Pon 06 Wrz, 2010 06:02
X-Y W Skrypcie Walki! Pomocy! Dam po
Autor Wiadomość
duka20 



Preferowany:
RPG Maker XP

Dołączył: 12 Sie 2010
Posty: 10
Wysłany: Sob 21 Sie, 2010 21:29
X-Y W Skrypcie Walki! Pomocy! Dam po
Witam.
Czy ktoś mi może zrobić w tym skrypcie.

Spoiler:

Kod:
#==============================================================================
# ++ ?????—???(?????????) 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

#==============================================================================
# &#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
#--------------------------------------------------------------------------
# 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
# ????
@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

#==============================================================================
# &#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


Tak abym był tam.
http://img689.imageshack....grassland01.jpg

Za pomoc dam pomógł!
    ________________________
    Jestem, jaki jestem, beznadziejny w RPGXP.
     
     
    Ayene 




    Ranga RM:
    4 gry

    Pomogła: 232 razy
    Dołączyła: 18 Wrz 2007
    Posty: 2424
    Wysłany: Nie 22 Sie, 2010 07:44
    A nie możesz narysować tej kropki na obrazku BattleBack?
    ________________________


     
     
     
    duka20 



    Preferowany:
    RPG Maker XP

    Dołączył: 12 Sie 2010
    Posty: 10
    Wysłany: Pon 23 Sie, 2010 16:18
    źle mnie zrozumiałaś.
    Ustawić w skrypcie X i Y Aby tam była moja postać a nie kropka!
    ________________________
    Jestem, jaki jestem, beznadziejny w RPGXP.
     
     
    kamillo112 




    Preferowany:
    RPG Maker XP

    Pomógł: 33 razy
    Dołączył: 15 Mar 2010
    Posty: 262
    Wysłany: Pon 23 Sie, 2010 17:16
    To może użyj tego skryptu
    http://rmxp.pl/index.php?...28&topic=3395.0
    Zmieni ci system walki ale masz ustawioną tam postać gdzie chciałeś ;-)
     
     
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