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 CBS v2.5 ( combat de côté )

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3 participants
AuteurMessage
deadcell
Trouvère Follet
Trouvère Follet
deadcell


Masculin
Nombre de messages : 625
Age : 35
Niveau Rpg Maker : Excellent Niveau
Jeux Préférés : Final Fantasy, Resident evil...
Date d'inscription : 21/03/2007

CBS v2.5 ( combat de côté ) Empty
MessageSujet: CBS v2.5 ( combat de côté )   CBS v2.5 ( combat de côté ) EmptyVen 06 Juil 2007, 22:47

Tout est dans le titre, les combat de côté !!! Cette version est meilleur que la V2.3 !!!

- Auteur : Cybersam

- Screen :

CBS v2.5 ( combat de côté ) Cbsv2310


- Installation :

Créez un nouveau script au-dessus de Main et nommez-le "Animated_Sprite" puis collez ce code:

Code:
#==============================================================================
# * Animated_Sprite Scripted by: RPG
# Edited by: cybersam
#
# i just removed the stuff that i dont need for my script...
# everything else is RPG's script... (here)
#
#------------------------------------------------------------------------------
# A class for animated sprites.
#==============================================================================

class Animated_Sprite < RPG::Sprite
#--------------------------------------------------------------------------
# - Accessible instance variables.
#--------------------------------------------------------------------------
attr_accessor :frames # Number of animation frames
attr_accessor :delay # Delay time between frames (speed)
attr_accessor :frame_width # Width of each frame
attr_accessor :frame_height # Height of each frame
attr_accessor :offset_x # X coordinate of the 1st frame
attr_accessor :offset_y # Y coordinate of all frames
attr_accessor :current_frame # Current animation frame
attr_accessor :moving # Is the sprite moving?

#--------------------------------------------------------------------------
# - Initialize an animated sprite
# viewport : Sprite viewport
#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
@frame_width, @frame_height = 0, 0
change # A basic change to set initial variables
@old = Graphics.frame_count # For the delay method
@goingup = true # Increasing animation? (if @rm2k_mode is true)
@once = false # Is the animation only played once?
@animated = true # Used to stop animation when @once is true
end

#--------------------------------------------------------------------------
# Comment by RPG
# - Change the source rect (change the animation)
# frames : Number of animation frames
# delay : Frame delay, controls animation speed
# offx : X coordinate of the 1st frame
# offy : Y coordinate of all frames
# startf : Starting frame for animation
# once : Is the animation only played once?
# rm2k_mode : Animation pattern: 1-2-3-2 if true, 1-2-3-1 if false
#
# Comment by cybersam
#
# the rm2k_mode isnt pressent anymore...
# if you want that feature then use rm2k or use RPG's script...
#--------------------------------------------------------------------------
def change(frames = 0, delay = 0, offx = 0, offy = 0,
startf = 0, once = false)
@frames = frames
@delay = delay
@offset_x, @offset_y = offx, offy
@current_frame = startf
@once = once
x = @current_frame * @frame_width + @offset_x
self.src_rect = Rect.new(x, @offset_y, @frame_width, @frame_height)
@goingup = true
@animated = true
end

#--------------------------------------------------------------------------
# - Update animation and movement
#--------------------------------------------------------------------------
def update
super
if self.bitmap != nil and delay(@delay) and @animated
x = @current_frame * @frame_width + @offset_x
self.src_rect = Rect.new(x, @offset_y, @frame_width, @frame_height)
@current_frame = (@current_frame + 1) unless @frames == 0
@animated = false if @current_frame == @frames and @once
@current_frame %= @frames
end
end

#--------------------------------------------------------------------------
# - Move the sprite
# x : X coordinate of the destination point
# y : Y coordinate of the destination point
# speed : Speed of movement (0 = delayed, 1+ = faster)
# delay : Movement delay if speed is at 0
#--------------------------------------------------------------------------
def move(x, y, speed = 1, delay = 0)
@destx = x
@desty = y
@move_speed = speed
@move_delay = delay
@move_old = Graphics.frame_count
@moving = true
end

#--------------------------------------------------------------------------
# - Move sprite to destx and desty
#--------------------------------------------------------------------------
def update_move
return unless @moving
movinc = @move_speed == 0 ? 1 : @move_speed
if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0
self.x += movinc if self.x < @destx
self.x -= movinc if self.x > @destx
self.y += movinc if self.y < @desty
self.y -= movinc if self.y > @desty
@move_old = Graphics.frame_count
end
if @move_speed > 1 # Check if sprite can't reach that point
self.x = @destx if (@destx - self.x).abs % @move_speed != 0 and
(@destx - self.x).abs <= @move_speed
self.y = @desty if (@desty - self.y).abs % @move_speed != 0 and
(@desty - self.y).abs <= @move_speed
end
if self.x == @destx and self.y == @desty
@moving = false
end
end

#--------------------------------------------------------------------------
# - Pause animation, but still updates movement
# frames : Number of frames
#--------------------------------------------------------------------------
def delay(frames)
update_move
if (Graphics.frame_count - @old >= frames)
@old = Graphics.frame_count
return true
end
return false
end
end

Créé un nouveau script au-dessus de Main et nommé le "Battle_animation" puis collé se code:

Code:
#===============================================================================
#
# Full Animated Side View Battle System (CBS) (v2.5) by cybersam
#
#===============================================================================
#
# here we go...
# this makes the script very easy to implement
# just add a new script above the "Main" script
# and insert this whole thing in there
#
# as you can see the sprite changing code is from the japanese script
# so the credits for the sprite changin goes to them....
# i edit it a little so it can show more sprites and sprite animations
# and added some other stuff... the next things are player movement...
#
#
#
# i got the battler changing script in this script...
# the credits for this goes to the guy who made this...
#
# ▼▲▼ XRXS11. 戦闘・バトラーモーション ver.0 ▼▲▼
#
# since this isnt used anymore... it isnt need for credit anymore...
# but i'll let it here since it helped me a lot...
#
#
# as for the ideas... missy provided me with realy good ideas
# that helped me alot when i didnt find a way to some of these features...
#
# here one more Credit to place...
# its RPG's script...
# not the whole thing here...
# but some snipplet you'll know witch one when read the comments
#
#
# if you want some more explaines about this script...
# the most stuff are commented... but if you still have questions or
# sugestions then you can contact me
#
#-------------------------------------------------------------------------------
#
# how or where you can contact me...
# at the http://www.rmxp.net forum via pm, email: cybersam@club-anime.de
# or via AIM: cych4n or ICQ: 73130840
#
# remember this is still in testing phase...
# and i'm trying to work on some other additions... like character movements...
# but that wont be added now... couse i need to figure it out first...
#
#
#
# oh hehe.... before i forget...
# sorry for the bad english... ^-^''''
#
#
#-------------------------------------------------------------------------------
#
# ok... here... since i'm using RPG's movement script...
# there are a lot of changes...
#
# when you look at the script you'll find line with "pose(n)" or "enemy_pose(n)"
# since i want my sprites have different sprites... i added one more option
# to these...
# so now if you add a number after the n (the n stands for witch sprite is used)
# fo example 8... ("pose(4, 8)") this will tell the script that the 4th animation
# have 8 frames...
# pose is used for the player... and enemy_pose for the enemy...
# there is nothing more to this...
# i used my old sprite numbers... (this time in only one sprite...)
#
# explains about the animation sprites... (the digits)
#
#
# 0 = move (during battle)
# 1 = standby
# 2 = defend
# 3 = hit (being attacked)
# 4 = attack
# 5 = skill use
# 6 = dead
# 7 = winning pose... this idea is from RPG....
#
#
# of course this is just the begining of the code...
# so more animations can be implemented...
# but for now this should be enough...
#
# alot has changed here... and now it looks like it is done...
# of course the fine edit needs to be done so it looks and works great with your
# game too...
#
#
#
# 1st character movement... done
# 2rd character apears at the enemy while attacking... done / replaced with movement animation
# 3nd character movement during attack... done
#
# 4th enemies movement... done
# 5th enemy apears at the enemy while attacking... done / replaced with movement animation
# 6th enemy movement during attack... done
#
# 7th each weapon has its own animation... done
# 8th each skill has its own animation... done
# 9th different poses for sickness or low hp done
#
# 10th automaticly select the sprite... done
# 11th Fullbackground implemented (done)
#
#
# bugfixes and code cleaning/improvements.... ----
#
#
#
# for some customfixes look in the rmxp.net forum...
#===============================================================================

 

class Game_Actor < Game_Battler

# you dont have to change your game actor to let the characters schows
# from the side...
# this will do it for you... ^-^

def screen_x
if self.index != nil
return self.index * 40 + 460
else
return 0
end
end

def screen_y
return self.index * 20 + 220
end

def screen_z
if self.index != nil
return self.index
else
return 0
end
end
end

class Spriteset_Battle
#RPG's stuff...
attr_accessor :actor_sprites
attr_accessor :enemy_sprites
# ends here... ^-^

def initialize
@viewport0 = Viewport.new(0, 0, 640, 480)
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 101
@viewport3.z = 200
@viewport4.z = 5000

@battleback_sprite = Sprite.new(@viewport0)
# fix for reversed enemies... so it wont attack the wrong enemy...
# this one was fixed long time ago but i added this comment
# so you guys know about it... ^-^''
@enemy_sprites = []
for enemy in $game_troop.enemies#.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end

@actor_sprites = []
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))

@weather = RPG::Weather.new(@viewport0)
@picture_sprites = []
for i in 51..100
@picture_sprites.push(Sprite_Picture.new(@viewport3,
$game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new
update
end
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deadcell
Trouvère Follet
Trouvère Follet
deadcell


Masculin
Nombre de messages : 625
Age : 35
Niveau Rpg Maker : Excellent Niveau
Jeux Préférés : Final Fantasy, Resident evil...
Date d'inscription : 21/03/2007

CBS v2.5 ( combat de côté ) Empty
MessageSujet: Re: CBS v2.5 ( combat de côté )   CBS v2.5 ( combat de côté ) EmptyVen 06 Juil 2007, 22:47

Suite du code :

Code:
def dispose
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
@battleback_sprite.dispose
for sprite in @enemy_sprites + @actor_sprites
sprite.dispose
end
@weather.dispose
for sprite in @picture_sprites
sprite.dispose
end
@timer_sprite.dispose
@viewport0.dispose
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
@viewport4.dispose
end

def update
# this fix let the active character be on top... (by Missy)
@viewport1.z = 50 and @viewport2.z = 51 if $actor_on_top == true
@viewport1.z = 51 and @viewport2.z = 50 if $actor_on_top == false

@actor_sprites[0].battler = $game_party.actors[0]
@actor_sprites[1].battler = $game_party.actors[1]
@actor_sprites[2].battler = $game_party.actors[2]
@actor_sprites[3].battler = $game_party.actors[3]

if @battleback_name != $game_temp.battleback_name
@battleback_name = $game_temp.battleback_name
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
@battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
@battleback_sprite.src_rect.set(0, 0, 640, 480)
if @battleback_sprite.bitmap.height == 320
@battleback_sprite.zoom_x = 1.5
@battleback_sprite.zoom_y = 1.5
@battleback_sprite.x = 320
@battleback_sprite.y = 480
@battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
@battleback_sprite.oy = @battleback_sprite.bitmap.height
else
@battleback_sprite.x = 0
@battleback_sprite.y = 0
@battleback_sprite.ox = 0
@battleback_sprite.oy = 0
@battleback_sprite.zoom_x = 1
@battleback_sprite.zoom_y = 1
end
end

for sprite in @enemy_sprites + @actor_sprites
sprite.update
end

@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.update

for sprite in @picture_sprites
sprite.update
end

@timer_sprite.update

@viewport0.tone = $game_screen.tone
@viewport0.ox = $game_screen.shake

@viewport4.color = $game_screen.flash_color

@viewport0.update
@viewport1.update
@viewport2.update
@viewport4.update
end
end

#==============================================================================
# Sprite Battler for the Costum Battle System
#==============================================================================
# here we are making some animations and stuff...
# i know its not the best way...
# but this is the first working way that i found....
# this needs propper understanding how the animation works...
# if you want to change some stuff...
# in this i'll not explain much couse its realy easy if you know what you do
# otherwise it will take you time to understand it, but i think the one who
# is trying to edit this will know what he/she do... ^-^
#
#
#
# here i'll completely replace the "Sprite_Battler" class...
# so if you've changed something in there you need to change it here as well
# (i think... i didnt tested it... so its up to you)
# i'll mark the stuff i added just with --> #
# something that need to be explained have a comment...
# but its not all commented...
# so if you dont know what it means or you just want to know why it is there and
# what it does then you need to contact me or anyone who understand this... ^-^
# how you can contact me see above... at the top of this script...

class Sprite_Battler < Animated_Sprite

attr_accessor :battler
attr_reader :index
attr_accessor :target_index
attr_accessor :frame_width


def initialize(viewport, battler = nil)
super(viewport)
@battler = battler
@pattern_b = 0 #
@counter_b = 0 #
@index = 0 #

# this is for the state animation...
# dont change unless you know what this do...
# you can find further infomation on the rmxp.net forum
$noanimation = false

@frame_width, @frame_height = 64, 64
# start sprite
@battler.is_a?(Game_Enemy) ? enemy_pose(1) : pose(1)

@battler_visible = false
if $target_index == nil
$target_index = 0
end
end

def index=(index) #
@index = index #
update #
end #

def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end

def enemy #
$target_index += $game_troop.enemies.size
$target_index %= $game_troop.enemies.size
return $game_troop.enemies[$target_index] #
end #

def actor #
$target_index += $game_party.actors.size
$target_index %= $game_party.actors.size
return $game_party.actors[$target_index] #
end

#==============================================================================
# here is a snipplet from RPG's script...
# i changed only to lines from this...
#
# here you can add more sprite poses... if you have more... ^-^
#==============================================================================
def pose(number, frames = 4)
case number
when 0 # run
change(frames, 5, 0, 0, 0)
when 1 # standby
change(frames, 5, 0, @frame_height)
when 2 # defend
change(frames, 5, 0, @frame_height * 2)
when 3 # Hurt, loops
change(frames, 5, 0, @frame_height * 3)
when 4 # attack no loop
change(frames, 5, 0, @frame_height * 4, 0, true)
when 5 # skill
change(frames, 5, 0, @frame_height * 5)
when 6 # death
change(frames, 5, 0, @frame_height * 6)
when 7 # no sprite
change(frames, 5, 0, @frame_height * 7)
#when 8
# change(frames, 5, 0, @frame_height * 9)
# ...etc.
else
change(frames, 5, 0, 0, 0)
end
end

#--------------------------------------------------------------------------
# - Change the battle pose for an enemy
# number : pose' number
#--------------------------------------------------------------------------
def enemy_pose(number ,enemy_frames = 4)
case number
when 0 # run
change(enemy_frames, 5, 0, 0, 0)
when 1 # standby
change(enemy_frames, 5, 0, @frame_height)
when 2 # defend
change(enemy_frames, 5, 0, @frame_height * 2)
when 3 # Hurt, loops
change(enemy_frames, 5, 0, @frame_height * 3)
when 4 # attack
change(enemy_frames, 5, 0, @frame_height * 4, 0, true)
when 5 # skill
change(enemy_frames, 5, 0, @frame_height * 5)
when 6 # death
change(enemy_frames, 5, 0, @frame_height * 6)
when 7 # no sprite
change(enemy_frames, 5, 0, @frame_height * 7)
# ...etc.
else
change(enemy_frames, 5, 0, 0, 0)
end
end

def default_pose
pose(1)

# here we change the default pose when the character
# dont have over 75 % percent of the max hp

# if HP is too low (- 25%)
if (@battler.hp * 100) /@battler.maxhp < 25
pose(9)
# if HP is too low (- 50%)
elsif (@battler.hp * 100) /@battler.maxhp < 50
pose(9)
# if HP is too low (- 75%)
elsif (@battler.hp * 100) /@battler.maxhp < 75
pose(9)
end


# and here we change the pose if the character is inflicted with
# poison or other stuff like sleep, paralyzed, confused or other stuff...
# i only added the poison and sleep for test...
if @battler.state?(3) # poison
# change pose to sleep pose...
# (i dont have so much sprites... so im the defend pose)
# you can set more status effects so each effect has its own sprite...
pose(2)
elsif @battler.state?(7) #sleep
# change pose to poisoned
pose(6)
end
end
#==============================================================================
# sniplet end...
#==============================================================================


def update
super

if @battler == nil
self.bitmap = nil
loop_animation(nil)
return
end

if @battler.name != @battler_name
@battler.battler_hue != @battler_hue

@battler_hue = @battler.battler_hue
@battler_name = @battler.name
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @frame_width / 2
self.oy = @frame_height

if @battler.dead? or @battler.hidden
self.opacity = 0
end
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
end

if $noanimation == false
if @battler.damage == nil and
@battler.state_animation_id != @state_animation_id
@state_animation_id = @battler.state_animation_id
loop_animation($data_animations[@state_animation_id])
end
else
dispose_loop_animation
end

if @battler.is_a?(Game_Actor) and @battler_visible
if $game_temp.battle_main_phase
self.opacity += 3 if self.opacity < 255
else
self.opacity -= 3 if self.opacity > 207
end
end

if @battler.blink
blink_on
else
blink_off
end

unless @battler_visible
if not @battler.hidden and not @battler.dead? and
(@battler.damage == nil or @battler.damage_pop)
appear
@battler_visible = true
end
if not @battler.hidden and
(@battler.damage == nil or @battler.damage_pop) and
@battler.is_a?(Game_Actor)
appear
@battler_visible = true
end
end
if @battler_visible
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@battler_visible = false
end
if @battler.white_flash
whiten
@battler.white_flash = false
end
if @battler.animation_id != 0
animation = $data_animations[@battler.animation_id]
animation(animation, @battler.animation_hit)
@battler.animation_id = 0
end
if @battler.damage_pop
damage(@battler.damage, @battler.critical)
@battler.damage = nil
@battler.critical = false
@battler.damage_pop = false
end
if @battler.damage == nil and @battler.dead?
if @battler.is_a?(Game_Enemy)
$game_system.se_play($data_system.enemy_collapse_se)
collapse
@battler_visible = false
else
$game_system.se_play($data_system.actor_collapse_se) unless @dead
@dead = true
pose(6)
end
else
@dead = false
end
end #
end
end
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deadcell
Trouvère Follet
Trouvère Follet
deadcell


Masculin
Nombre de messages : 625
Age : 35
Niveau Rpg Maker : Excellent Niveau
Jeux Préférés : Final Fantasy, Resident evil...
Date d'inscription : 21/03/2007

CBS v2.5 ( combat de côté ) Empty
MessageSujet: Re: CBS v2.5 ( combat de côté )   CBS v2.5 ( combat de côté ) EmptyVen 06 Juil 2007, 22:53

Suite du code :

Code:
#==============================================================================
# Scene_Battle Costum Battle System
#==============================================================================

class Scene_Battle


def update_phase4
case @phase4_step
when 1
update_phase4_step1
when 2
update_phase4_step2
when 3
update_phase4_step3
when 4
update_phase4_step4
when 5
update_phase4_step5
when 6
update_phase4_step6
when 7
update_phase4_step7
end
end


def update_phase4_step1

# Change actor poses to default
#if @active_battler.is_a?(Game_Actor)
# @spriteset.actor_sprites[@active_battler.index].default_pose
#end
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
@spriteset.actor_sprites[i].default_pose unless actor.dead?
end

@help_window.visible = false
if judge
return
end
if $game_temp.forcing_battler == nil
setup_battle_event
if $game_system.battle_interpreter.running?
return
end
end
if $game_temp.forcing_battler != nil
@action_battlers.delete($game_temp.forcing_battler)
@action_battlers.unshift($game_temp.forcing_battler)
end
if @action_battlers.size == 0
start_phase2
return
end
@animation1_id = 0
@animation2_id = 0
@common_event_id = 0
@active_battler = @action_battlers.shift
if @active_battler.index == nil
return
end
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
@active_battler.remove_states_auto
@status_window.refresh
@phase4_step = 2
end


def make_basic_action_result

if @active_battler.is_a?(Game_Actor)
$actor_on_top = true
elsif @active_battler.is_a?(Game_Enemy)
$actor_on_top = false
end

if @active_battler.current_action.basic == 0
#============================================================================
# WEAPONS START...
#============================================================================
#
#================================= Different Weapons with different animations
#
# this is quite simple as you can see...
# if you want to add a weapon to the animation list then look at the script below...
# and i hope you'll find out how this works...
#
#
# if not...
# here is the way...
# first thing...
# just copy and paste "elseif @active_battler_enemy.weapon_id == ID..."
# just after the last @weapon_sprite....
#
# here the ID is you need to look in you game databse the number that stands before
# your weapon name is the ID you need to input here...
#
# same thing goes for the monster party... ^-^
# monster normaly dont need more sprites for weapons....
#
# if you want to use more... then replace the "@weapon_sprite_enemy = 4"
# with these lines... (but you need to edit them)
#
# if @active_battler.weapon_id == 1 # <-- weapon ID number
# @weapon_sprite_enemy = 4 # <-- battle animation
# elsif @active_battler.weapon_id == 5 # <-- weapon ID number
# @weapon_sprite_enemy = 2 # <-- battle animation
# elsif @active_battler.weapon_id == 9 # <-- weapon ID number
# @weapon_sprite_enemy = 0 # <-- battle animation
# elsif @active_battler.weapon_id == 13 # <-- weapon ID number
# @weapon_sprite_enemy = 6 # <-- battle animation
# else
# @weapon_sprite_enemy = 4
# end
#
#================================= END

if @active_battler.is_a?(Game_Actor)
if @active_battler.weapon_id == 1 # <-- weapon ID number
@weapon_sprite = 4 # <-- battle animation
elsif @active_battler.weapon_id == 5 # <-- weapon ID number
@weapon_sprite = 2 # <-- battle animation
elsif @active_battler.weapon_id == 9 # <-- weapon ID number
@weapon_sprite = 0 # <-- battle animation
elsif @active_battler.weapon_id == 13 # <-- weapon ID number
@weapon_sprite = 6 # <-- battle animation
else
@weapon_sprite = 4
end

# monster section is here... ^-^

else# @active_battler.is_a?(Game_Enemy)
@weapon_sprite_enemy = 4
end

#
#=============================================================================
# WEAPONS END....
#=============================================================================


@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
if @active_battler.is_a?(Game_Enemy)
if @active_battler.restriction == 3
target = $game_troop.random_target_enemy
elsif @active_battler.restriction == 2
target = $game_party.random_target_actor
else
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
end
#======== here is the setting for the movement & animation...
x = target.screen_x - 32
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
@spriteset.enemy_sprites[@active_battler.index]\
.move(x, target.screen_y, 10)
#========= here if you look at the RPG's movement settings you'll see
#========= that he takes the number 40 for the speed of the animation...
#========= i thing thats too fast so i settet it down to 10 so looks smoother...
end
if @active_battler.is_a?(Game_Actor)
if @active_battler.restriction == 3
target = $game_party.random_target_actor
elsif @active_battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
#======= the same thing for the player... ^-^
x = target.screen_x + 32
@spriteset.actor_sprites[@active_battler.index].pose(0)
@spriteset.actor_sprites[@active_battler.index]\
.move(x, target.screen_y, 10)
end
@target_battlers = [target]
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end
if @active_battler.current_action.basic == 1
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(2) #defence
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(2) #defence
end
@help_window.set_text($data_system.words.guard, 1)
return
end
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2
@help_window.set_text("Escape", 1)
@active_battler.escape
return
end
if @active_battler.current_action.basic == 3
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end

if @active_battler.current_action.basic == 4
if $game_temp.battle_can_escape == false
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
update_phase2_escape
return
end
end
#--------------------------------------------------------------------------
# skill aktion...
#--------------------------------------------------------------------------
def make_skill_action_result

@skill = $data_skills[@active_battler.current_action.skill_id]
unless @active_battler.current_action.forcing
unless @active_battler.skill_can_use?(@skill.id)
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
end
@active_battler.sp -= @skill.sp_cost
@status_window.refresh
@help_window.set_text(@skill.name, 1)

#=============================================================================
# SKILL SPRITES START
#=============================================================================
# this one is the same as the one for the weapons...
# for the one who have this for the first time
# look at the script i hope it is easy to understand...
#
# the other one that have the earlier versions of this script they dont need explenation
# ... i think....
# the think that changed is the line where the animation ID is given to the sprite...
# the number after the "pose" is the animation ID... it goes for every other animation as well..
# if you have an animation for a skill that have more frames...
# then just insert the number of frames after the first number...
# so it looks like this.... "pose(5, 8)" <-- 5 is the animation...
# 8 is the max frame (that means your animation have 8 frames...) ^-^

if @active_battler.is_a?(Game_Actor)
if @skill.name == "Heal" # <-- first skill name
@spriteset.actor_sprites[@active_battler.index].pose(5) # <-- sprite number
elsif @skill.name == "Cross Cut" # <-- secound skill name
@spriteset.actor_sprites[@active_battler.index].pose(6) # <-- sprite number
elsif @skill.name == "Fire" # <-- third skill name
@spriteset.actor_sprites[@active_battler.index].pose(6) # <-- sprite number
end
else
if @skill.name == "Heal" # <-- first skill name
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(5) # <-- sprite number
elsif @skill.name == "Cross Cut" # <-- secound skill name
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(6) # <-- sprite number
elsif @skill.name == "Fire" # <-- third skill name
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(6) # <-- sprite number
end
end
#=============================================================================
# SKILL SPRITES END
#=============================================================================

@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
@common_event_id = @skill.common_event_id
set_target_battlers(@skill.scope)
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
end
#--------------------------------------------------------------------------
# how here we make the item use aktions
#--------------------------------------------------------------------------
def make_item_action_result

# sorry i didnt work on this...
# couse i dont have a sprite that uses items....
# so i just added the standby sprite here...
# when i get more time for this i'll try what i can do for this one... ^-^
# its the same as the ones above...
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(1)
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
end

@item = $data_items[@active_battler.current_action.item_id]
unless $game_party.item_can_use?(@item.id)
@phase4_step = 1
return
end
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
@help_window.set_text(@item.name, 1)
@animation1_id = @item.animation1_id
@animation2_id = @item.animation2_id
@common_event_id = @item.common_event_id
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
set_target_battlers(@item.scope)
for target in @target_battlers
target.item_effect(@item)
end
end

#==============================================================================
# here again.... snipplet from RPG's script
#==============================================================================

# this one here is for the winning pose...
# if you happen to use my old costum level script then you need to add the
# marked line to you "def start_phase5" in "Scene_Battle 2" and delete this one...
# the -> =*****=
# marks the end where you need to delete...
# and -> {=====}
# marks the line you need to copy and paste in the other one...
# you need to add it at the same position...

def start_phase5
@phase = 5
$game_system.me_play($game_system.battle_end_me)
$game_system.bgm_play($game_temp.map_bgm)
exp = 0
gold = 0
treasures = []
for enemy in $game_troop.enemies
unless enemy.hidden
exp += enemy.exp
gold += enemy.gold
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
treasures = treasures[0..5]
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
$noanimation = true
@spriteset.actor_sprites[i].pose(7) unless actor.dead? # {=====}
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
end
end
end
$game_party.gain_gold(gold)
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
@result_window = Window_BattleResult.new(exp, gold, treasures)
@phase5_wait_count = 100
end
# =*****=

#--------------------------------------------------------------------------
# updating the movement
# since RPG isnt used to comments... i'll comment it again...
#--------------------------------------------------------------------------
def update_phase4_step3
if @active_battler.current_action.kind == 0 and
@active_battler.current_action.basic == 0
# in this one... we have our weapon animations... for player and monster
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(@weapon_sprite)
elsif @active_battler.is_a?(Game_Enemy)
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(@weapon_sprite_enemy)
end
end
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
@phase4_step = 4
end

def update_phase4_step4
# this here is for the hit animation...
for target in @target_battlers
if target.is_a?(Game_Actor) and !@active_battler.is_a?(Game_Actor)
if target.guarding?
@spriteset.actor_sprites[target.index].pose(2)
else
@spriteset.actor_sprites[target.index].pose(3)
end
elsif target.is_a?(Game_Enemy) and !@active_battler.is_a?(Game_Enemy)
if target.guarding?
@spriteset.enemy_sprites[target.index].enemy_pose(2)
else
@spriteset.enemy_sprites[target.index].enemy_pose(3)
end
end
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
@wait_count = 8
@phase4_step = 5
end

def update_phase4_step5
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end

@help_window.visible = false
@status_window.refresh

if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(1)
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
end
for target in @target_battlers
if target.damage != nil
target.damage_pop = true
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(1)
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
end
end
end
@phase4_step = 6
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
#--------------------------------------------------------------------------
def update_phase4_step6

# here we are asking if the player is dead and is a player or an enemy...
# these lines are for the running back and standby animation....
if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
@spriteset.actor_sprites[@active_battler.index]\
.move(@active_battler.screen_x, @active_battler.screen_y, 20)
@spriteset.actor_sprites[@active_battler.index].pose(0)
elsif !@active_battler.dead?
@spriteset.enemy_sprites[@active_battler.index]\
.move(@active_battler.screen_x, @active_battler.screen_y, 20)
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
end
for target in @target_battlers
if target.is_a?(Game_Actor) and !target.dead?
@spriteset.actor_sprites[target.index].pose(1)
elsif !target.dead?
@spriteset.enemy_sprites[target.index].enemy_pose(1)
end
end
$game_temp.forcing_battler = nil
if @common_event_id > 0
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
@phase4_step = 7
end
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deadcell
Trouvère Follet
Trouvère Follet
deadcell


Masculin
Nombre de messages : 625
Age : 35
Niveau Rpg Maker : Excellent Niveau
Jeux Préférés : Final Fantasy, Resident evil...
Date d'inscription : 21/03/2007

CBS v2.5 ( combat de côté ) Empty
MessageSujet: Re: CBS v2.5 ( combat de côté )   CBS v2.5 ( combat de côté ) EmptyVen 06 Juil 2007, 22:55

Suite et fin du code :

Code:
 def update_phase4_step7

# here we are asking if the player is dead and is a player or an enemy...
# these lines are for the running back and standby animation....
if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
@spriteset.actor_sprites[@active_battler.index].pose(1)
elsif !@active_battler.dead?
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
end

$game_temp.forcing_battler = nil
if @common_event_id > 0
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
@phase4_step = 1
end

# this one is an extra... without this the animation whill not work correctly...

def update
if $game_system.battle_interpreter.running?
$game_system.battle_interpreter.update
if $game_temp.forcing_battler == nil
unless $game_system.battle_interpreter.running?
unless judge
setup_battle_event
end
end
if @phase != 5
@status_window.refresh
end
end
end
$game_system.update
$game_screen.update
if $game_system.timer_working and $game_system.timer == 0
$game_temp.battle_abort = true
end
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
@spriteset.update
if $game_temp.transition_processing
$game_temp.transition_processing = false
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
if $game_temp.message_window_showing
return
end
if @spriteset.effect?
return
end
if $game_temp.gameover
$scene = Scene_Gameover.new
return
end
if $game_temp.to_title
$scene = Scene_Title.new
return
end
if $game_temp.battle_abort
$game_system.bgm_play($game_temp.map_bgm)
battle_end(1)
return
end
if @wait_count > 0
@wait_count -= 1
return
end

# this one holds the battle while the player moves
for actor in @spriteset.actor_sprites
if actor.moving
return
end
end
# and this one is for the enemy...
for enemy in @spriteset.enemy_sprites
if enemy.moving# and $game_system.animated_enemy
return
end
end

if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
case @phase
when 1
update_phase1
when 2
update_phase2
when 3
update_phase3
when 4
update_phase4
when 5
update_phase5
end
end

#==============================================================================
# end of the snipplet
# if you want the comments that where here just look at the scene_battle 4...
# i added some comments since RPG hasnt add any....
#==============================================================================
end
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Don Estebahn
Maître du Savoir
Maître du Savoir
Don Estebahn


Masculin
Nombre de messages : 2145
Age : 33
Jeux Préférés : Soul Reaver, Morrowind, Way of the Samurai
Date d'inscription : 18/02/2007

CBS v2.5 ( combat de côté ) Empty
MessageSujet: Re: CBS v2.5 ( combat de côté )   CBS v2.5 ( combat de côté ) EmptyLun 09 Juil 2007, 14:33

Script vraiment très intéressant, dommage qu'il demande des ressources malheureusement beaucoup trop rares...

En tout cas, apport de qualité à notre section Combat avec ce script bien illustré et présenté.
Je t'ajoute 1 PA, merci à toi [Don hypocrite].
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Fs snake
Acrobate
Acrobate
Fs snake


Masculin
Nombre de messages : 119
Age : 31
Projet(s) en cours : Final Fantasy : Crystal Age ;)
Niveau Rpg Maker : Script 2/10 // Graphisme 5/10 // Mapping 5/10 // Event 8/10
Jeux Préférés : Metal gear solid,Final Fantasy,etc...
Date d'inscription : 09/07/2007

CBS v2.5 ( combat de côté ) Empty
MessageSujet: Re: CBS v2.5 ( combat de côté )   CBS v2.5 ( combat de côté ) EmptyJeu 19 Juil 2007, 15:11

Ressources peut-être rares,mais d'ailleurs je trouve ça mieux ^^
Comme ça,on est obligé de se démér*** pour avoir de beaux battlers,car on doi t ce les personalisés.C'est ce que je fait moi ^^
En bref,voilà un script que je trouve,formidable !
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http://metalgearragemxp.forumhope.com/index.htm
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CBS v2.5 ( combat de côté ) Empty
MessageSujet: Re: CBS v2.5 ( combat de côté )   CBS v2.5 ( combat de côté ) Empty

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CBS v2.5 ( combat de côté )
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