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 ACE / Combats vues de dos

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AuteurMessage
Neko
Fondateur
Fondateur
avatar

Messages : 184
Date d'inscription : 14/07/2013
Age : 18
Localisation : Ici, la plupart du temps.

MessageSujet: ACE / Combats vues de dos   Mar 16 Juil - 18:51

Ce script permet d'avoir une vue de dérrière dans un combat sous RPG Maker VX Ace.

Auteur : Jet

Screen :



Code:


 
module Jet
module Sideview
 
#===========================================================================
# ENEMY OPTIONS
#===========================================================================
 
# These are the attack animations for enemies when they use a regular attack.
# It follows this format: enemy_id => animation_id
ENEMY_ATK_ANIMS = {
 
 
}
 
# This is the default enemy attack animation, used when they do not have a
# specific attack animation above.
ENEMY_ATK_ANIMS.default = 1
 
# This is a list of enemies whose portraits should be flipped in battle.
FLIPPED_ENEMIES = [2, 3, 4, 5, 8, 10, 12, 13, 14, 16, 17, 18, 19]
 
#===========================================================================
# ACTOR OPTIONS
#===========================================================================
 
# Should the player sprite have a shadow beneath them?
PLAYER_SHADOW = false
 
# These are sprite changes depending on state infliction.
# It follows this format: state_id => "sprite_appention"
# This means if the state is inflicted, the sprite will look for a graphic
# that is the same name as the character's sprite, plus the appended option.
# EX: Ralph's sprite's name is $ralph. Ralph gets knocked-out. This means
# state 1 was inflicted, and my below config for 1 was: 1 => "_dead"
# Now, his shown sprite will be $ralph_dead. If the sprite does not exist,
# no change will be made.
# The sprite index will be the same as the actor's.
STATE_SPRITES = {
 
1 => "_dead",
2 => "_poison",
3 => "_blind"
 
}
 
#===========================================================================
# GENERAL_OPTIONS
#===========================================================================
 
# This is the animation displayed when a skill is about to be used.
SKILL_ANIMATION = 43
 
# This is the animation displayed when an item is about to be used.
ITEM_ANIMATION = 43
 
# These are the animations played when a state is inflicted.
# It follows this format: state_id => animation_id
STATE_ANIMATIONS = {
 
1 => 56,
2 => 50,
3 => 51
 
}
 
#===========================================================================
# FIELD OPTIONS
#===========================================================================
 
# This is where the line-up begins. [x, y]. The higher the x, the further
# right and the higher the y the further down.
FIELD_POS = [200, 295]
 
# This is how far down, and to the right each player is from the previous
# actor. [x, y]. Same rules as above.
FIELD_SPACING = [75, 0]
 
end
end
 
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
 
($imported ||= {})[:jet] ||= {}
$imported[:jet][:Sideview] = true
 
class Game_Character
 
attr_accessor :step_anime
 
%w[screen_x screen_y].each {|a|
aStr = %Q{
alias jet6372_#{a} #{a}
def #{a}(*args, &block)
$BTEST ? 0 : jet6372_#{a}(*args, &block)
end
}
module_eval(aStr)
}
end
 
class Game_Actor
 
def animation_id=(t)
self.battle_sprite.start_animation($data_animations[t]) rescue nil
end
end
 
class Game_Battler
 
def battle_sprite
return nil unless SceneManager.scene_is?(Scene_Battle)
SceneManager.scene.spriteset.battler_sprites.each {|a|
return a if a.battler == self
}
return nil
end
end
 
class Spriteset_Battle
 
alias jet2847_create_enemies create_enemies
def create_enemies(*args, &block)
jet2847_create_enemies(*args, &block)
@enemy_sprites.each {|a|
a.mirror = Jet::Sideview::FLIPPED_ENEMIES.include?(a.battler.enemy.id)
}
end
 
alias jet3835_create_actors create_actors
def create_actors(*args, &block)
jet3835_create_actors(*args, &block)
@jet_party = $game_party.members
@actor_sprites.each {|a|
a.dispose
}
@actor_sprites = []
$game_party.members.each {|a|
f = Game_Character.new
f.set_graphic(a.character_name, a.character_index)
f.step_anime = true
f.set_direction(8)
n = Sprite_Character.new(@viewport1, f)
n.jet_x = Jet::Sideview::FIELD_POS[0] + a.index * Jet::Sideview::FIELD_SPACING[0]
n.jet_y = Jet::Sideview::FIELD_POS[1] + a.index * Jet::Sideview::FIELD_SPACING[1]
n.battler = a
n.battle_sprite = true
if Jet::Sideview::PLAYER_SHADOW
v = Sprite.new(nil)
v.bitmap = Cache.system("Shadow")
n.shadow_sprite = v
end
@actor_sprites.push(n)
}
end
 
def update_actors
if @jet_party != $game_party.members
@actor_sprites.each {|a|
a.dispose
}
@actor_sprites = []
create_actors
end
@actor_sprites.each {|a| a.update }
end
end
 
class Sprite_Character
 
attr_accessor :battle_sprite, :jet_x, :jet_y, :shadow_sprite, :battler
 
alias jet4646_initialize initialize
def initialize(*args, &block)
@battle_sprite = false
jet4646_initialize(*args, &block)
end
 
alias jet3645_update update
def update(*args, &block)
jet3645_update(*args, &block)
if @battle_sprite
@character.step_anime = !@battler.dead?
@character.update
self.x = @jet_x
self.y = @jet_y
if !@battler.nil?
f = @battler.states.dup
f.sort! {|a, b|
a.priority <=> b.priority
}.reverse!
for i in 0...f.size
a = Jet::Sideview::STATE_SPRITES[f[i].id]
next if a.nil?
b = (Cache.character(@character.character_name + a) rescue false)
next unless b
index = @character.character_index
@character.set_graphic(@character.character_name + a, index)
break
end
end
if !@shadow_sprite.nil?
@shadow_sprite.x = self.x - @shadow_sprite.width / 2
@shadow_sprite.y = self.y - 28
@shadow_sprite.visible = self.visible
@shadow_sprite.viewport = self.viewport
@shadow_sprite.z = self.z - 1
end
end
end
 
alias jet5484_dispose dispose
def dispose(*args, &block)
@shadow_sprite.dispose if !@shadow_sprite.nil?
jet5484_dispose(*args, &block)
end
 
def move_x(times, amount)
i = 0
until i == times
self.jet_y += amount
i += 1
[Graphics, SceneManager.scene.spriteset].each {|a| a.update }
end
end
 
def effect?
false
end
end
 
class Game_Enemy
 
def atk_animation_id1
return Jet::Sideview::ENEMY_ATK_ANIMS[@enemy_id]
end
 
def atk_animation_id2
return 0
end
end
 
class Scene_Battle
 
attr_reader :spriteset
 
alias jet2711_use_item use_item
def use_item(*args, &block)
if @subject.is_a?(Game_Actor)
if !@subject.current_action.guard?
@subject.battle_sprite.move_x(11, -4)
end
end
if !@subject.current_action.guard? && !@subject.current_action.attack?
if @subject.current_action.item.is_a?(RPG::Item)
n = $data_animations[Jet::Sideview::ITEM_ANIMATION]
else
n = $data_animations[Jet::Sideview::SKILL_ANIMATION]
end
@subject.battle_sprite.start_animation(n)
wait_for_animation
end
jet2711_use_item(*args, &block)
if @subject.is_a?(Game_Actor)
if !@subject.current_action.guard?
@subject.battle_sprite.move_x(11, 4)
end
end
end
 
def show_attack_animation(targets)
aid1 = @subject.atk_animation_id1
aid2 = @subject.atk_animation_id2
show_normal_animation(targets, aid1, false)
show_normal_animation(targets, aid2, true)
end
 
%w[next prior].each {|a|
aStr = %Q{
alias jet3734_#{a}_command #{a}_command
def #{a}_command(*args, &block)
f = BattleManager.actor
f.battle_sprite.move_x(6, 4) if f.is_a?(Game_Actor)
jet3734_#{a}_command(*args, &block)
f = BattleManager.actor
f.battle_sprite.move_x(6, -4) if f.is_a?(Game_Actor)
end
}
module_eval(aStr)
}
end
 
class Game_Action
 
def guard?
item == $data_skills[subject.guard_skill_id]
end
end
 
if $imported[:jet][:BattlePopUps]
class Sprite_Character
 
attr_accessor :popups
 
alias jet4758_initialize initialize
def initialize(*args, &block)
@popups = []
@updating_sprites = []
@popup_wait = 0
jet4758_initialize(*args, &block)
end
 
alias jet7467_update update
def update(*args, &block)
jet7467_update(*args, &block)
if @popup_wait == 0
if !@popups.empty?
@updating_sprites.push(@popups.pop)
@popup_wait = 30
end
else
@popup_wait -= 1
end
@updating_sprites.each {|a|
a.visible = true if !a.visible
a.update
@updating_sprites.delete(a) if a.disposed?
}
end
 
alias jet5483_dispose dispose
def dispose(*args, &block)
(@updating_sprites + @popups).each {|a| a.dispose }
jet5483_dispose(*args, &block)
end
 
alias jet3745_setup_new_effect setup_new_effect
def setup_new_effect(*args, &block)
jet3745_setup_new_effect(*args, &block)
do_sprite_popups
end
 
def make_popup(text, color)
@popups.unshift(Sprite_JetPopup.new(text.to_s, color, self))
end
 
def do_sprite_popups
return if @battler.nil?
if @battler_struct.nil?
@battler_struct = Struct.new(:hp, :mp, :tp).new(0, 0, 0)
@battler_struct.hp = @battler.hp
@battler_struct.mp = @battler.mp
@battler_struct.tp = @battler.tp
end
check_success_popup
check_hp_popup
check_mp_popup
check_tp_popup
end
 
def check_success_popup
if @battler.result.success
if @battler.result.critical
make_popup(Jet::BattlePopUps::CRITICAL_TEXT, Jet::BattlePopUps::CRITICAL_COLOR)
elsif @battler.result.missed
make_popup(Jet::BattlePopUps::MISSED_TEXT, Jet::BattlePopUps::MISS_COLOR)
elsif @battler.result.evaded
make_popup(Jet::BattlePopUps::EVADED_TEXT, Jet::BattlePopUps::EVADE_COLOR)
end
@battler.result.clear_hit_flags
end
end
 
def check_hp_popup
if @battler_struct.hp != @battler.hp
f = @battler_struct.hp - @battler.hp
if f > 0
make_popup(Jet::BattlePopUps::HURT_TEXT + f.to_s, Jet::BattlePopUps::HURT_COLOR)
elsif f < 0
make_popup(Jet::BattlePopUps::HEAL_TEXT + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR)
end
@battler_struct.hp = @battler.hp
end
end
 
def check_mp_popup
if @battler_struct.mp != @battler.mp
f = @battler_struct.mp - @battler.mp
if f > 0
make_popup(Jet::BattlePopUps::HURT_TEXT_MP + f.to_s, Jet::BattlePopUps::HURT_COLOR_MP)
elsif f < 0
make_popup(Jet::BattlePopUps::HEAL_TEXT_MP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_MP)
end
@battler_struct.mp = @battler.mp
end
end
 
def check_tp_popup
if @battler_struct.tp != @battler.tp
f = (@battler_struct.tp - @battler.tp).round
if f > 0
make_popup(Jet::BattlePopUps::HURT_TEXT_TP + f.to_s, Jet::BattlePopUps::HURT_COLOR_TP)
elsif f < 0
make_popup(Jet::BattlePopUps::HEAL_TEXT_TP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_TP)
end
@battler_struct.tp = @battler.tp
end
end
end
end
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