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 A- Rpgv2 non ABS simplifié avec tutorial...

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3 participants
AuteurMessage
Sansonic
Auguste Polichinelle
Auguste Polichinelle
Sansonic


Masculin
Nombre de messages : 1116
Age : 31
Projet(s) en cours : ...
Niveau Rpg Maker : jugez !...
Date d'inscription : 28/07/2007

A- Rpgv2 non ABS simplifié avec tutorial... Empty
MessageSujet: A- Rpgv2 non ABS simplifié avec tutorial...   A- Rpgv2 non ABS simplifié avec tutorial... EmptyLun 17 Sep 2007, 21:59

Auteur: Near Fantastica

Fonction: Ceci n'est pas le meme script que celui déja présent, il est simplifié....

Screen:
A- Rpgv2 non ABS simplifié avec tutorial... Scriptarpgzw4

Tutorial:ici

Utilisation: Alors apres l'avoir installé il suffit de créer un Event et de lui donné le nom d'un monstre de la base de donné: exemple fantome = Event nom fantome.

C'est tout. Ensuite les touches:
Q attaque
W defense

Le reste est noté dans le début du script...

EDIT By deadcell: Les script ont été rajoutés. Vous n'avez plus quà les prendre.


Dernière édition par le Lun 17 Sep 2007, 22:32, édité 2 fois
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http://callgame.bbactif.com/portal.htm
Patchwork
Auguste Polichinelle
Auguste Polichinelle
Patchwork


Masculin
Nombre de messages : 1382
Age : 43
Niveau Rpg Maker : se débrouille.
Jeux Préférés : FF, Suikoden, Mario kart, ...
Date d'inscription : 07/06/2007

A- Rpgv2 non ABS simplifié avec tutorial... Empty
MessageSujet: Re: A- Rpgv2 non ABS simplifié avec tutorial...   A- Rpgv2 non ABS simplifié avec tutorial... EmptyLun 17 Sep 2007, 22:05

C'est normal de ne pas avoir de scripts ?!
Revenir en haut Aller en bas
http://patchworkrmxp.canalblog.com/
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

A- Rpgv2 non ABS simplifié avec tutorial... Empty
MessageSujet: Re: A- Rpgv2 non ABS simplifié avec tutorial...   A- Rpgv2 non ABS simplifié avec tutorial... EmptyMar 18 Sep 2007, 12:43

Script N°1

Code:
#====================================================
# Action Battle System 1
#------------------------------------------------------------------------------
# Script téléchargé sur RPG-création - www.rpg-creation.com
#
# By: Near Fantastica
# Date: 07/2/05
# Version 2
#
# A key – X input – Skill Hot Key 1
# S key – Y input – Skill Hot Key 2
# D key – Z input – Skill Hot Key 3
# Q key – L input – Attacking
# W key –R input – Defending
#
# The Skill Hot Keys can be changed in the Skill Menu by cursering over to the
# skill you want and pressing the hot key you want to set that skill too ~!
#
# Thanks to Harosata, Akura, Hazarim, Deke, Arcaine and
# Thanks to everyone for testing and for your input
#
#====================================================

class Action_Battle_System
#--------------------------------------------------------------------------
# Open instance variable
#--------------------------------------------------------------------------
attr_accessor :active_actor
attr_accessor :display
attr_accessor :player_defending
attr_accessor :skill_hot_key
attr_accessor :dash_level
#--------------------------------------------------------------------------
# Initialization
#--------------------------------------------------------------------------
def initialize
@event_counter = 0
@display = Sprite.new
@display.bitmap = Bitmap.new(88, 48)
@clear_counter = 0
@active_actor = 0
@player_defending = false
@restore = false
@reduce= false
@timer = 0
@dash_level = 5
@sec = 0
@skill_hot_key = {}
@skill_hot_key[1] = 0
@skill_hot_key[2] = 0
@skill_hot_key[3] = 0
@enemy_id = {}
@enemy_name = {}
@enemy_hp = {}
@enemy_sp = {}
@enemy_str = {}
@enemy_dex = {}
@enemy_agi = {}
@enemy_int = {}
@enemy_atk = {}
@enemy_pdef = {}
@enemy_mdef = {}
@enemy_eva = {}
@enemy_animation1_id = {}
@enemy_animation2_id = {}
@enemy_exp = {}
@enemy_gold = {}
@enemy_item_id = {}
@enemy_weapon_id = {}
@enemy_armor_id = {}
@enemy_treasure_prob = {}
@enemy_engagement = {}
@enemy_movment = {}
@enemy_frequency = {}
@enemy_speed = {}
@enemy_defending = {}
@enemy_dex_loop = {}
end
#--------------------------------------------------------------------------
# Enemy Setup
#--------------------------------------------------------------------------
def enemy_setup
# Setup Event Max
@event_counter = 0
for i in 1..999
if $game_map.map.events[i].id > @event_counter
@event_counter = $game_map.map.events[i].id
end
end
# Setup Event
for i in 1..@event_counter #$game_map.map.events.size
# Set the event to nill setting
@enemy_id[i] = 0
for x in 1..$data_enemies.size - 1
if $game_map.map.events[i] == nil
next i
end
if $game_map.map.events[i].name == $data_enemies[x].name
# Event is an Enemy Setup Emeny
@enemy_id[i] = $data_enemies[x].id
@enemy_name[i] = $data_enemies[x].name
@enemy_hp[i] = $data_enemies[x].maxhp
@enemy_sp[i] = $data_enemies[x].maxsp
@enemy_str[i] = $data_enemies[x].str
@enemy_dex[i] = $data_enemies[x].dex
@enemy_agi [i] = $data_enemies[x].agi
@enemy_int[i] = $data_enemies[x].int
@enemy_atk[i] = $data_enemies[x].atk
@enemy_pdef[i] = $data_enemies[x].pdef
@enemy_mdef[i] = $data_enemies[x].mdef
@enemy_eva[i] = $data_enemies[x].eva
@enemy_animation1_id[i] = $data_enemies[x].animation1_id
@enemy_animation2_id[i] = $data_enemies[x].animation2_id
@enemy_exp[i] = $data_enemies[x].exp
@enemy_gold[i] = $data_enemies[x].gold
@enemy_item_id[i] = $data_enemies[x].item_id
@enemy_weapon_id[i] = $data_enemies[x].weapon_id
@enemy_armor_id[i] = $data_enemies[x].armor_id
@enemy_treasure_prob[i] = $data_enemies[x].treasure_prob
@enemy_states = []
@enemy_engagement[i] = false
@enemy_movment[i] = 0
@enemy_frequency[i] = 0
@enemy_speed[i] = 0
@enemy_defending[i] = false
@enemy_dex_loop[i] = 0
end
end
end
end
#--------------------------------------------------------------------------
# Update Dash
#--------------------------------------------------------------------------
def update_dash
# check if sheild is active
if @player_defending == true
$game_player.move_speed = 3
return
end
# check is Dash Mode Active
if Input.press?(Input::A)
if $game_player.moving?
# If A Key press enter dash mode
# reduce dash level
$game_player.move_speed=5
@restore = false
if @reduce == false
@timer = 50 # Initial time off set
@reduce = true
else
@timer-= 1
end
@sec = (@timer / Graphics.frame_rate)%60
if @sec == 0
if @dash_level != 0
@dash_level -= 1
@timer = 50 # Timer Count
end
end
if @dash_level == 0
$game_player.move_speed=4
end
end
else
# restore dash level
$game_player.move_speed=4
@reduce = false
if @restore == false
@timer = 80 # Initial time off set
@restore = true
else
@timer-= 1
end
@sec = (@timer / Graphics.frame_rate)%60
if @sec == 0
if @dash_level != 5
@dash_level+= 1
@timer = 60 # Timer Count
end
end
end
end
#--------------------------------------------------------------------------
# Clear Display
#--------------------------------------------------------------------------
def clear_display
@clear_counter += 1
if @clear_counter == 50
@clear_counter = 0
@display.bitmap.clear
end
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
update_dash
clear_display
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id[i] == 0
next
else
# Enemy Engaged
if @enemy_engagement[i] == true
# Check Range
if in_range(i,5)
# Update Battle
if in_range(i,1)
event_melee_attack(i)
else
event_skill_attack(i)
end
next
else
@enemy_engagement[i] = false
# Change Movement
$game_map.events[i].move_type = @enemy_movment[i]
$game_map.events[i].move_frequency = @enemy_frequency[i]
$game_map.events[i].move_speed = @enemy_speed[i]
next
end
end
# Check Range
if in_range(i,5)
# Check Event Direction
if facing_player(i)
# Set Enemy Engaged
@enemy_engagement[i] = true
# Change Movement
@enemy_movment[i] = $game_map.events[i].move_type
$game_map.events[i].move_type = 2
@enemy_frequency[i] = $game_map.events[i].move_frequency
$game_map.events[i].move_frequency = 5
@enemy_speed[i] = $game_map.events[i].move_speed
$game_map.events[i].move_speed = 4
# Update Battle
if in_range(i,1)
event_melee_attack(i)
else
event_skill_attack(i)
end
end
end
end
end
end
#--------------------------------------------------------------------------
# Check If Event Is In Range
#--------------------------------------------------------------------------
def in_range(event_index, range)
playerx = $game_player.x
playery = $game_player.y
eventx = $game_map.events[event_index].x
eventy = $game_map.events[event_index].y
# Determine x and y of circle
x = (playerx - eventx) * (playerx - eventx)
y = (playery - eventy) * (playery - eventy)
# Determine raduis
r = x +y
if r <= (range * range)
return true
else
return false
end
end
#--------------------------------------------------------------------------
# Check If Event Is Facing Player
#--------------------------------------------------------------------------
def facing_player(event_index)
playerx = $game_player.x
playery = $game_player.y
eventx = $game_map.events[event_index].x
eventy = $game_map.events[event_index].y
event_direction = $game_map.events[event_index].direction
# Check down
if event_direction == 2
if playery >= eventy
return true
end
end
# Check Left
if event_direction == 4
if playerx <= eventx
return true
end
end
# Check Right
if event_direction == 6
if playerx >= eventx
return true
end
end
# Check Up
if event_direction == 8
if playery <= eventy
return true
end
end
return false
end
#--------------------------------------------------------------------------
# Check Event Attack Condisions
# NOTE : there is no turns in the ABS therfore there is no turn percondition
#--------------------------------------------------------------------------
def event_melee_preconditions(event_index)
if @enemy_dex_loop[event_index] >= @enemy_dex[event_index] * 20
@enemy_dex_loop[event_index] = 0
for i in 0..$data_enemies[@enemy_id[event_index]].actions.size - 1
if $data_enemies[@enemy_id[event_index]].actions[i].kind == 0
actions = $data_enemies[@enemy_id[event_index]].actions[i]
# Check Hp Level condition
if @enemy_hp[event_index] * 100.0 / $data_enemies[@enemy_id[event_index]].maxhp > actions.condition_hp
next
end
# Check Max Level condition
if $game_party.max_level < actions.condition_level
next
end
# Check switch condition
switch_id = actions.condition_switch_id
if actions.condition_switch_id > 0 and $game_switches[switch_id] == false
next
end
# Check Rank to see if it is larger then the dice roll
n = rand(10)
if actions.rating < n
next
end
# Return Action
case actions.basic
when 0
return 0
when 1
return 1
when 2
return 2
when 3
return 3
end
end
end
# No action taken
return 3
else
# add to the dex loop
@enemy_dex_loop[event_index] += @enemy_dex[event_index]
return 3
end
end
#--------------------------------------------------------------------------
# Check Event Attack Condisions
# NOTE : there is no turns in the ABS therfore there is no turn percondition
#--------------------------------------------------------------------------
def event_skill_preconditions(event_index)
if @enemy_dex_loop[event_index] >= @enemy_dex[event_index] * 100
@enemy_dex_loop[event_index] = 0
for i in 0..$data_enemies[@enemy_id[event_index]].actions.size - 1
if $data_enemies[@enemy_id[event_index]].actions[i].kind == 1
actions = $data_enemies[@enemy_id[event_index]].actions[i]
# Check Hp Level condition
if @enemy_hp[event_index] * 100.0 / $data_enemies[@enemy_id[event_index]].maxhp > actions.condition_hp
return 0
end
# Check Max Level condition
if $game_party.max_level < actions.condition_level
return 0
end
# Check switch condition
switch_id = actions.condition_switch_id
if actions.condition_switch_id > 0 and $game_switches[switch_id] == false
return 0
end
return actions.skill_id
end
end
return 0
else
# add to the dex loop
@enemy_dex_loop[event_index] += @enemy_dex[event_index]
return 0
end
end
#--------------------------------------------------------------------------
# Calculation of attribute correction
# element_set : Attribute
#--------------------------------------------------------------------------
def player_elements_correct(element_set)
# In case of non attribute
if element_set == []
# return 100
return 100
end
# The weakest one is returned in the attribute which is given * method element_rate
# is defined in Game_Actor and the Game_Enemy class which are succeeded from this class
weakest = -100
for i in element_set
weakest = [weakest, $game_party.actors[@active_actor].element_rate(i)].max
end
return weakest
end
#--------------------------------------------------------------------------
# Event Melee Attack
#--------------------------------------------------------------------------
def event_melee_attack(event_index)
kind = event_melee_preconditions(event_index)
case kind
when 0 # Enemy Attacking
@enemy_defending[event_index] = false
# First on-target hit decision
hit_rate = 100
for i in @enemy_states
hit_rate *= $data_states[i].hit_rate / 100.0
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

A- Rpgv2 non ABS simplifié avec tutorial... Empty
MessageSujet: Re: A- Rpgv2 non ABS simplifié avec tutorial...   A- Rpgv2 non ABS simplifié avec tutorial... EmptyMar 18 Sep 2007, 12:44

Script N°1 suite:

Code:
hit_result = (rand(100) < hit_rate)
# In case of on-target hit
if hit_result == true
# Calculating the basic damage
atk = [@enemy_atk[event_index] - $game_party.actors[@active_actor].pdef / 2, 0].max
damage = atk * (20 + @enemy_str[event_index] ) / 20
# Attribute correction
damage *= player_elements_correct([])
damage /= 100
# When the mark of the damage is correct
if damage > 0
# Critical correction
if rand(100) < 4 * @enemy_dex[event_index] / $game_party.actors[@active_actor].agi
damage *= 2
end
# Defense correction
if @player_defending == true
damage /= 2
end
end
# Dispersion
if damage.abs > 0
amp = [damage.abs * 15 / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * $game_party.actors[@active_actor].agi / @enemy_dex[event_index] + $game_party.actors[@active_actor].eva
hit = damage < 0 ? 100 : 100 - eva
# Check evade
cant_evade = false
for i in $game_party.actors[@active_actor].states
if $data_states[i].cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
end
# In case of on-target hit
if hit_result == true
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# From HP damage subtraction
damage = damage.abs
$game_party.actors[@active_actor].hp -= damage
hit_player(damage, @enemy_animation2_id[event_index])
if $game_party.actors[@active_actor].hp <= 0
player_dead
end
# State change
# Note : I still can not get the states effects to work correctly
# states_plus(@enemy_states)
# states_minus(@enemy_states)
end
when 1 # Enemy Defening
if @enemy_defending[event_index] != true
@enemy_defending[event_index] = true
$game_map.events[event_index].move_speed = $game_map.events[event_index].move_speed - 1
end
when 2 # Enemy Escaping
# Note : Could Add a Teleport Event to make the Event jump far away from player
when 3 # No Action Taken
end
end
#--------------------------------------------------------------------------
# Event Skill Attack
#--------------------------------------------------------------------------
def event_skill_attack(event_index)
# Check Percondisions of the Enemy
skill_id = event_skill_preconditions(event_index)
# If Condisions not meet
if skill_id == 0
return
end
skill = $data_skills[skill_id]
# Check Sp Cost
if skill.sp_cost > @enemy_sp[event_index]
return
end
@enemy_sp[event_index] -= skill.sp_cost
# When the effective range of skill with friend of HP 1 or more, your own HP 0,
# or the effective range of skill with the friend of HP 0, your own HP are 1 or more,
if ((skill.scope == 3 or skill.scope == 4) and @enemy_hp == 0) or
((skill.scope == 5 or skill.scope == 6) and @enemy_hp >= 1)
# メソッド終了
return
end
# Clearing the effective flag
effective = false
# When common event ID is effective, setting the effective flag
effective |= skill.common_event_id > 0
# First on-target hit decision
skill_hit = 100
for i in @enemy_states
skill_hit *= $data_states[i].hit_rate / 100.0
end
user_hit = 100
for i in @enemy_states
user_hit *= $data_states[i].hit_rate / 100.0
end
hit = skill_hit
if skill.atk_f > 0
hit *= user_hit / 100
end
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
# In case of on-target hit
if hit_result == true
# Calculating power
power = skill.power + @enemy_atk[event_index] * skill.atk_f / 100
if power > 0
power -= $game_party.actors[@active_actor].pdef * skill.pdef_f / 200
power -= $game_party.actors[@active_actor].mdef * skill.mdef_f / 200
power = [power, 0].max
end
# Calculating magnification ratio
rate = 20
rate += (@enemy_str[event_index] * skill.str_f / 100)
rate += (@enemy_dex[event_index] * skill.dex_f / 100)
rate += (@enemy_agi[event_index] * skill.agi_f / 100)
rate += (@enemy_int[event_index] * skill.int_f / 100)
# Calculating the basic damage
damage = power * rate / 20
# Attribute correction
damage *= player_elements_correct(skill.element_set)
damage /= 100
# When the mark of the damage is correct,
if damage > 0
# Defense correction
if @player_defending == true
damage /= 2
end
end
# Dispersion
if skill.variance > 0 and damage.abs > 0
amp = [damage.abs * skill.variance / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * $game_party.actors[@active_actor].agi / @enemy_dex[event_index] + $game_party.actors[@active_actor].eva
hit = damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
cant_evade = false
for i in $game_party.actors[@active_actor].states
if $data_states[i].cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
end
# In case of on-target hit
if hit_result == true
# In case of physical attack other than power 0
if skill.power != 0 and skill.atk_f > 0
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# Setting the effective flag
effective = true
end
# From HP damage subtraction
last_hp = $game_party.actors[@active_actor].hp
$game_party.actors[@active_actor].hp -= damage
effective |= $game_party.actors[@active_actor].hp != last_hp
# State change
# Note : I still can not get the states effects to work correctly
# effective |= states_plus(skill.plus_state_set)
# effective |= states_minus(skill.minus_state_set)
if skill.power == 0 # When power is 0
# Set Damage to Zero
damage = 0
end
hit_player(damage, skill.animation2_id)
if $game_party.actors[@active_actor].hp <= 0
player_dead
end
end
end
#--------------------------------------------------------------------------
# Display Hit Animation
#--------------------------------------------------------------------------
def player_dead
if $game_party.all_dead?
$game_temp.gameover = true
end
$scene = Scene_Menu.new
end
#--------------------------------------------------------------------------
# Display Hit Animation
#--------------------------------------------------------------------------
def hit_player(damage, animation_id)
if damage != 0
$game_player.jump(0, 0)
$game_player.animation_id = animation_id
@display.bitmap.clear
@clear_counter = 0
@display.bitmap.font.name = $defaultfonttype # Unknown At This Time
@display.bitmap.font.size = 32
@display.x = ($game_player.real_x - $game_map.display_x) / 4
@display.y = ($game_player.real_y - $game_map.display_y) / 4
@display.z = 500
@display.bitmap.font.color.set(255, 0, 0)
@display.bitmap.draw_text(@display.bitmap.rect, damage.to_s, 1)
end
end
#--------------------------------------------------------------------------
# Calculation of attribute correction
# element_set : Attribute
#--------------------------------------------------------------------------
def event_elements_correct(element_set, event_index)
# In case of non attribute
if element_set == []
# return 100
return 100
end
# The weakest one is returned in the attribute which is given * method element_rate
# is defined in Game_Actor and the Game_Enemy class which are succeeded from this class
weakest = -100
for i in element_set
# Note: I still can not get the states effects to work correctly
weakest = [weakest, $data_enemies[@enemy_id[event_index]].element_rate(i)].max
end
return weakest
end
#--------------------------------------------------------------------------
# Player Melee Attack Preconditions
#--------------------------------------------------------------------------
def player_melee_preconditions
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id[i] == 0
next
end
if in_range(i,1)
player_melee_attack(i)
next
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

A- Rpgv2 non ABS simplifié avec tutorial... Empty
MessageSujet: Re: A- Rpgv2 non ABS simplifié avec tutorial...   A- Rpgv2 non ABS simplifié avec tutorial... EmptyMar 18 Sep 2007, 12:45

Script N°1 suite:

Code:
#--------------------------------------------------------------------------
# Event Melee Attack
#--------------------------------------------------------------------------
def player_melee_attack(event_index)
# First on-target hit decision
hit_rate = 100
for i in $game_party.actors[@active_actor].states
hit_rate *= $data_states[i].hit_rate / 100.0
end
hit_result = (rand(100) < hit_rate)
# In case of on-target hit
if hit_result == true
# Calculating the basic damage
atk = [$game_party.actors[@active_actor].atk - @enemy_pdef[event_index] / 2, 0].max
damage = atk * (20 + $game_party.actors[@active_actor].str) / 20
# Attribute correction
damage *= 100 #event_elements_correct($game_party.actors[@active_actor].element_set, event_index)
damage /= 100
# When the mark of the damage is correct
if damage > 0
# Critical correction
if rand(100) < 4 * $game_party.actors[@active_actor].dex / @enemy_agi[event_index]
damage *= 2
end
# Defense correction
if @enemy_defending== true
damage /= 2
end
end
# Dispersion
if damage.abs > 0
amp = [damage.abs * 15 / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * @enemy_agi[event_index] / $game_party.actors[@active_actor].dex + @enemy_eva[event_index]
hit = damage < 0 ? 100 : 100 - eva
# Check evade
cant_evade = false
for i in @enemy_states
if $data_states[i].cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
end
# In case of on-target hit
if hit_result == true
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# From HP damage subtraction
damage = damage.abs
@enemy_hp[event_index] -= damage
# State change
# Note : I still can not get the states effects to work correctly
# states_plus($game_party.actors[@active_actor].states)
# states_minus($game_party.actors[@active_actor].states)
hit_event(event_index,damage, $game_party.actors[@active_actor].animation2_id)
if @enemy_hp[event_index] <= 0
battle_spoils(event_index)
end
end
end
#--------------------------------------------------------------------------
# Player Skill Attack Preconditions
#--------------------------------------------------------------------------
def player_skill_preconditions(index)
if$game_party.actors[@active_actor].skill_learn?(@skill_hot_key[index])
# Set Skill
skill = $data_skills[@skill_hot_key[index]]
# Check Sp Cost
if skill.sp_cost > $game_party.actors[@active_actor].sp
return
end
# Set Sp
$game_party.actors[@active_actor].sp -= skill.sp_cost
# Check Skills Scope
case skill.scope
when 1 # One Enemy
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id[i] == 0
next
else
case $data_classes[$game_party.actors[@active_actor].class_id].position
when 0
if in_range(i,1)
player_skill_attack(skill, i)
return
end
when 1
if in_range(i,2)
player_skill_attack(skill, i)
return
end
when 2
if in_range(i,5)
player_skill_attack(skill, i)
return
end
end
end
end
when 2 # All Emenies
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id[i] == 0
next
else
case $data_classes[$game_party.actors[@active_actor].class_id].position
when 0
if in_range(i,1)
player_skill_attack(skill, i)
return
end
when 1
if in_range(i,2)
player_skill_attack(skill, i)
return
end
when 2
if in_range(i,5)
player_skill_attack(skill, i)
return
end
end
end
end
when 3 # One Ally
# Note : I still can not get the states effects to work correctly and therefore
# can not scrîpt this but these skill can skill be actived from the Main Menu
when 4 # All Allies
# Note : I still can not get the states effects to work correctly and therefore
# can not scrîpt this but these skill can skill be actived from the Main Menu
end
else
return
end
end
#--------------------------------------------------------------------------
# Player Skill Attack
#--------------------------------------------------------------------------
def player_skill_attack(skill, event_index)
# When the effective range of skill with friend of HP 1 or more, your own HP 0,
# or the effective range of skill with the friend of HP 0, your own HP are 1 or more,
if ((skill.scope == 3 or skill.scope == 4) and @enemy_hp == 0) or
((skill.scope == 5 or skill.scope == 6) and @enemy_hp >= 1)
return
end
# Clearing the effective flag
effective = false
# When common event ID is effective, setting the effective flag
effective |= skill.common_event_id > 0
# First on-target hit decision
skill_hit = 100
for i in $game_party.actors[@active_actor].states
skill_hit *= $data_states[i].hit_rate / 100.0
end
user_hit = 100
for i in $game_party.actors[@active_actor].states
user_hit *= $data_states[i].hit_rate / 100.0
end
hit = skill_hit
if skill.atk_f > 0
hit *= user_hit / 100
end
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
# In case of on-target hit
if hit_result == true
# Calculating power
power = skill.power + $game_party.actors[@active_actor].atk * skill.atk_f / 100
if power > 0
power -= @enemy_pdef[event_index] * skill.pdef_f / 200
power -= @enemy_mdef[event_index] * skill.mdef_f / 200
power = [power, 0].max
end
# Calculating magnification ratio
rate = 20
rate += ($game_party.actors[@active_actor].str * skill.str_f / 100)
rate += ($game_party.actors[@active_actor].dex * skill.dex_f / 100)
rate += ($game_party.actors[@active_actor].agi * skill.agi_f / 100)
rate += ($game_party.actors[@active_actor].int * skill.int_f / 100)
# Calculating the basic damage
damage = power * rate / 20
# Attribute correction
damage *= 100 #event_elements_correct(skill.element_set, event_index)
damage /= 100
# When the mark of the damage is correct,
if damage > 0
# Defense correction
if @enemy_defending == true
damage /= 2
end
end
# Dispersion
if skill.variance > 0 and damage.abs > 0
amp = [damage.abs * skill.variance / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * @enemy_agi[event_index] / $game_party.actors[@active_actor].dex + @enemy_eva[event_index]
hit = damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
cant_evade = false
for i in @enemy_states
if $data_states[i].cant_evade
cant_evade = true
end
end
hit = damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
end
# In case of on-target hit
if hit_result == true
# In case of physical attack other than power 0
if skill.power != 0 and skill.atk_f > 0
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# Setting the effective flag
effective = true
end
# From HP damage subtraction
last_hp = @enemy_hp[event_index]
@enemy_hp[event_index] -= damage
effective |= @enemy_hp[event_index] != last_hp
# State change
# Note : I still can not get the states effects to work correctly
# effective |= states_plus(skill.plus_state_set)
# effective |= states_minus(skill.minus_state_set)
if skill.power == 0 # When power is 0
# Set Damage to Zero
damage = 0
end
hit_event(event_index, damage, skill.animation2_id)
if @enemy_hp[event_index] <= 0
battle_spoils(event_index)
end
return
end
end
#--------------------------------------------------------------------------
# Display Hit Animation
#--------------------------------------------------------------------------
def hit_event(event_index, damage, animation_id)
if damage != 0
$game_map.events[event_index].jump(0, 0)
$game_map.events[event_index].animation_id = animation_id
@display.bitmap.clear
@clear_counter = 0
@display.bitmap.font.name = $defaultfonttype # Unknown At This Time
@display.bitmap.font.size = 32
@display.x = ($game_map.events[event_index].real_x - $game_map.display_x) / 4
@display.y = ($game_map.events[event_index].real_y - $game_map.display_y) / 4
@display.z = 500
@display.bitmap.font.color.set(255, 0, 0)
@display.bitmap.draw_text(@display.bitmap.rect, damage.to_s, 1)
end
end
#--------------------------------------------------------------------------
# Spoils of Battle
#--------------------------------------------------------------------------
def battle_spoils(event_index)
$game_map.map.events[event_index].name = "Dead"
@enemy_id[event_index] = 0
$game_map.events[event_index].erase
treasures = []
if rand(100) < @enemy_treasure_prob[event_index]
if @enemy_item_id[event_index] > 0
treasures.push($data_items[@enemy_item_id[event_index]])
end
if @enemy_weapon_id[event_index]> 0
treasures.push($data_weapons[@enemy_weapon_id[event_index]])
end
if @enemy_armor_id[event_index] > 0
treasures.push($data_armors[@enemy_armor_id[event_index]])
end
end
# ---------------
treasures = treasures[0..5]
# ---------------
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += @enemy_exp[event_index]
end
end
# ---------------
$game_party.gain_gold(@enemy_gold[event_index] )
# ---------------
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
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

A- Rpgv2 non ABS simplifié avec tutorial... Empty
MessageSujet: Re: A- Rpgv2 non ABS simplifié avec tutorial...   A- Rpgv2 non ABS simplifié avec tutorial... EmptyMar 18 Sep 2007, 12:46

Script N°2:

Code:
#====================================================
# Action Battle System 2
#------------------------------------------------------------------------------
#  It is the class which processes the title picture
#
# Script téléchargé sur RPG-création - www.rpg-creation.com
#====================================================

class Scene_Map
#--------------------------------------------------------------------------
# â—? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias scene_map_main main
alias scene_map_update update
#--------------------------------------------------------------------------
# â—? Refers to Main
#--------------------------------------------------------------------------
def main
@on_map_diplay = Window_Mapstats.new
$ABS.display = Sprite.new
$ABS.display.bitmap = Bitmap.new(88, 48)
scene_map_main
$ABS.display.dispose
@on_map_diplay.dispose
end
#--------------------------------------------------------------------------
# â—? Refers to Update
#--------------------------------------------------------------------------
def update
@on_map_diplay.update
$ABS.update
if Input.trigger?(Input::L)
# Player Attack
if $ABS.player_defending == false
$ABS.player_melee_preconditions
end
end
if Input.press?(Input::R)
# Player Shield Active
$ABS.player_defending= true
else
# Player Sheild Disactive
$ABS.player_defending = false
end
if Input.trigger?(Input::X)
# Player Skill Hot Key 1
$ABS.player_skill_preconditions(1)
end
if Input.trigger?(Input::Y)
# Player Skill Hot Key 2
$ABS.player_skill_preconditions(2)
end
if Input.trigger?(Input::Z)
# Player Skill Hot Key 3
$ABS.player_skill_preconditions(3)
end
scene_map_update
end
end


#====================================================
# Window_Base
#------------------------------------------------------------------------------
# Adds Draw line function, Draw Hp, Draw Sp, Draw Exp,
# Adds Draw Actors Battler, Refines Draw Text Actors Level
#====================================================

class Window_Base < Window
#--------------------------------------------------------------------------
# â—? The drawing of HP
# actor : actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y-coordinate
# width : Width ahead drawing
#--------------------------------------------------------------------------
def draw_actor_hp_text(actor, x, y, width = 144)
# Character string "HP" It draws
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# Calculates is a space which draws MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# Drawing HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 40, 32, actor.hp.to_s, 2)
# Drawing MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 40, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 52, y, 48, 32, actor.maxhp.to_s)
end
end
#--------------------------------------------------------------------------
# â—? The drawing of SP
# actor : actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y-coordinate
# width : Width ahead drawing
#--------------------------------------------------------------------------
def draw_actor_sp_text(actor, x, y, width = 144)
# Character string "sP" It draws
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
# Calculates is a space which draws MaxSP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Drawing HP
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 40, 32, actor.sp.to_s, 2)
# Drawing MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 40, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 52, y, 48, 32, actor.maxsp.to_s)
end
end
#--------------------------------------------------------------------------
# â—? Draws Actors Hp meter
#--------------------------------------------------------------------------
def draw_actor_hp_bar(actor, x, y, width = 100, height = 10, bar_color = Color.new(255, 0, 0, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.hp / actor.maxhp
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# â—? Draws Actors Sp meter
#--------------------------------------------------------------------------
def draw_actor_sp_bar(actor, x, y, width = 100, height = 10, bar_color = Color.new(0, 0, 255, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.sp / actor.maxsp
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# â—? Draws Actors Exp meter
#--------------------------------------------------------------------------
def draw_actor_exp_bar(actor, x, y, width = 100, height = 10, bar_color = Color.new(255, 255, 0, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
if actor.level == 99
w = 0
else
w = width * actor.exp / actor.next_exp_s.to_f
end
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# â—? Draws Actors Str meter
#--------------------------------------------------------------------------
def draw_actor_str_bar(actor, i, x, y, width = 100, height = 10, bar_color = Color.new(255, 0, 0, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.str / 999
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# â—? Draws Actors Dex meter
#--------------------------------------------------------------------------
def draw_actor_dex_bar(actor, i, x, y, width = 100, height = 10, bar_color = Color.new(0, 255, 0, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.dex / 999
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# â—? Draws Actors Agi meter
#--------------------------------------------------------------------------
def draw_actor_agi_bar(actor, i, x, y, width = 100, height = 10, bar_color = Color.new(0, 0, 255, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.agi / 999
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# â—? Draws Actors Int meter
#--------------------------------------------------------------------------
def draw_actor_int_bar(actor, i, x, y, width = 100, height = 10, bar_color = Color.new(180, 100, 200, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.int / 999
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# â—? Draws Dash Power bar
#--------------------------------------------------------------------------
def draw_dash_bar(x, y, width = 50, height = 10)
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
case $ABS.dash_level
when 0 .. 1
bar_color = Color.new(255, 0, 0, 255)
when 2 .. 3
bar_color = Color.new(255, 255, 0, 255)
else
bar_color = Color.new(0, 255, 0, 255)
end
w = width * $ABS.dash_level / 5
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# â—? Draws Actors Battler
#--------------------------------------------------------------------------
def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.character_name, actor.character_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
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

A- Rpgv2 non ABS simplifié avec tutorial... Empty
MessageSujet: Re: A- Rpgv2 non ABS simplifié avec tutorial...   A- Rpgv2 non ABS simplifié avec tutorial... EmptyMar 18 Sep 2007, 12:47

Script N°2 suite:

Code:
#====================================================
# â– On Map Display
#------------------------------------------------------------------------------
# Displayes curent player stats to the window
#====================================================

class Window_Mapstats < Window_Base
#--------------------------------------------------------------------------
# â—? Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 400, 640, 80)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name= "Arial"
self.contents.font.size = 20
self.back_opacity = 125
# self.opacity = 0
update
end
#--------------------------------------------------------------------------
# â—? Update
#--------------------------------------------------------------------------
def refresh
self.contents.clear
actor = $game_party.actors[$ABS.active_actor]
draw_actor_graphic(actor, 10, 45) # draws the actor graphic
draw_actor_name(actor, 30, -5) #draws the actors name
draw_actor_level(actor, 30, 15) #draws the actor level
draw_actor_hp_text(actor, 110, -5) #draws the actors hp
draw_actor_hp_bar(actor, 260, 5) #draws the actors hp bar
draw_actor_sp_text(actor,110, 15) #draws the actors sp
draw_actor_sp_bar(actor, 260, 27) #draws the actors sp bar
draw_dash_bar(375, 27) #draws the dash level bar
self.contents.draw_text(377, -5, 120, 32, "Dash")
end
#--------------------------------------------------------------------------
# â—? Update
#--------------------------------------------------------------------------
def update
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end

#====================================================
# â– Scene_Title
#------------------------------------------------------------------------------
#  It is the class which processes the title picture
#====================================================

class Scene_Title
#--------------------------------------------------------------------------
# â—? Refer setup to Scene Title
#--------------------------------------------------------------------------
alias scene_title_update update
#--------------------------------------------------------------------------
# â—? Loads Event names
#--------------------------------------------------------------------------
def update
$ABS = Action_Battle_System.new
scene_title_update
end
end

#====================================================
# â– Game_Map
#------------------------------------------------------------------------------
#  Add defenision of the names to Game Map Class
#====================================================

class Game_Map
#--------------------------------------------------------------------------
# â—? Refer setup to Game Map
#--------------------------------------------------------------------------
attr_accessor :map
alias game_map_setup setup
#--------------------------------------------------------------------------
# â—? Refers the Map Setup
#--------------------------------------------------------------------------
def setup(map_id)
game_map_setup(map_id)
$ABS.enemy_setup
end
end

#====================================================
# â– Game_Character
#------------------------------------------------------------------------------
#  Add move_type to the accessor adderse
#====================================================

class Game_Character
#--------------------------------------------------------------------------
# â—? Open instance variable
#--------------------------------------------------------------------------
attr_accessor :move_type
attr_accessor :move_speed
attr_accessor :move_frequency
attr_accessor :character_name
end

#====================================================
# â– Scene_Skill
#------------------------------------------------------------------------------
#  It is the class which processes the skill picture.
#====================================================

class Scene_Skill
#--------------------------------------------------------------------------
# â—? Object initialization
# actor_index : Actor index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# â—? Main processing
#--------------------------------------------------------------------------
def main
# Acquiring the actor
@actor = $game_party.actors[@actor_index]
# Drawing up the help window, the status window and the skill window
@help_window = Window_Help.new
@status_window = Window_SkillStatus.new(@actor)
@skill_window = Window_Skill.new(@actor)
# Help window association
@skill_window.help_window = @help_window
# Target window compilation (invisibility non actively setting)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# Skill Hot Key Window
@shk_window = Window_Command.new(250, ["Skill Assigned to Hot Key"])
@shk_window.visible = false
@shk_window.active = false
@shk_window.x = 200
@shk_window.y = 250
@shk_window.z = 1500
# Transition execution
Graphics.transition
# Main loop
loop do
# Renewing the game picture
Graphics.update
# Updating the information of input
Input.update
# Frame renewal
update
# When the picture changes, discontinuing the loop
if $scene != self
break
end
end
# Transition preparation
Graphics.freeze
# Releasing the window
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
@shk_window.dispose
end
#--------------------------------------------------------------------------
# â—? Frame renewal
#--------------------------------------------------------------------------
def update
# Renewing the windows
@help_window.update
@status_window.update
@skill_window.update
@target_window.update
@shk_window.update
# When the skill window is active: Update_skill is called
if @skill_window.active
update_skill
return
end
# When the target window is active: Update_target is called
if @target_window.active
update_target
return
end
# When the skill_hot_key window is active: Update_shk is called
if @shk_window.active
update_shk
return
end
end
#--------------------------------------------------------------------------
# â—? When frame renewal (the skill window is active)
#--------------------------------------------------------------------------
def update_skill
# The B when button is pushed,
if Input.trigger?(Input::B)
# Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
# Change to menu screen
$scene = Scene_Menu.new(1)
return
end
# When C button is pushed,
if Input.trigger?(Input::C)
# Acquiring the data which presently is selected in the skill window
@skill = @skill_window.skill
# When you cannot use,
if @skill == nil or not @actor.skill_can_use?(@skill.id)
# Performing buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# When the effective range takes part,
if @skill.scope >= 3
# Active conversion target window
@skill_window.active = false
@target_window.x = (@skill_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
# Setting cursor position the effective range (the single unit/the whole) according to
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
# When the effective range is other than taking part,
else
# When common event ID is effective,
if @skill.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @skill.common_event_id
# When using the skill performing SE
$game_system.se_play(@skill.menu_se)
#SP consumption
@actor.sp -= @skill.sp_cost
# Rewriting the contents of each window
@status_window.refresh
@skill_window.refresh
@target_window.refresh
# Change to map picture
$scene = Scene_Map.new
return
end
end
return
end
# When X button is pushed,
if Input.trigger?(Input::X)
# Performing decision SE
$game_system.se_play($data_system.decision_se)
@skill_window.active = false
@shk_window.active = true
@shk_window.visible = true
$ABS.skill_hot_key[1] = @skill_window.skill.id
end
#The Y when button is pushed,
if Input.trigger?(Input::Y)
# Performing decision SE
$game_system.se_play($data_system.decision_se)
@skill_window.active = false
@shk_window.active = true
@shk_window.visible = true
$ABS.skill_hot_key[2] = @skill_window.skill.id
end
# The Z when button is pushed,
if Input.trigger?(Input::Z)
# Performing decision SE
$game_system.se_play($data_system.decision_se)
@skill_window.active = false
@shk_window.active = true
@shk_window.visible = true
$ABS.skill_hot_key[3] = @skill_window.skill.id
end
# The R when button is pushed,
if Input.trigger?(Input::R)
# Performing cursor SE
$game_system.se_play($data_system.cursor_se)
# To the following actor
@actor_index += 1
@actor_index %= $game_party.actors.size
# Change to another skill picture
$scene = Scene_Skill.new(@actor_index)
return
end
#The L when button is pushed,
if Input.trigger?(Input::L)
# Performing cursor SE
$game_system.se_play($data_system.cursor_se)
# To actor before
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# Change to another skill picture
$scene = Scene_Skill.new(@actor_index)
return
end
end
#--------------------------------------------------------------------------
# â—? When frame renewal (the shk window is active)
#--------------------------------------------------------------------------
def update_shk
# The C when button is pushed,
if Input.trigger?(Input::C)
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Reset Skill hot key window
@shk_window.active = false
@shk_window.visible = false
@skill_window.active = true
#Change to menu screen
$scene = Scene_Skill.new(@actor_index)
return
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

A- Rpgv2 non ABS simplifié avec tutorial... Empty
MessageSujet: Re: A- Rpgv2 non ABS simplifié avec tutorial...   A- Rpgv2 non ABS simplifié avec tutorial... EmptyMar 18 Sep 2007, 12:49

Script N°3: (il faut remplacer Scene_menu par celui-ci)

Code:
#================================
# Scene_Menu
#------------------------------------------------------------------------------
#
# Script téléchargé sur RPG-création - www.rpg-creation.com
#
#================================

class Scene_Menu
#--------------------------------------------------------------------------
# menu_index :
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def main
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "État"
s5 = "Sauvegarder"
s6 = "Quitter"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
#
if $game_party.actors.size == 0
#
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
#
if $game_system.save_disabled
#
@command_window.disable_item(4)
end
#
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
#
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
#
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
#
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
#
Graphics.transition
#
loop do
#
Graphics.update
#
Input.update
#
update
#
if $scene != self
break
end
end
#
Graphics.freeze
#
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def update
#
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
#
if @command_window.active
update_command
return
end
#
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def update_command
#
if Input.trigger?(Input::B)
#
$game_system.se_play($data_system.cancel_se)
#
$scene = Scene_Map.new
return
end
#
if Input.trigger?(Input::C)
#
if $game_party.actors.size == 0 and @command_window.index < 4
#
$game_system.se_play($data_system.buzzer_se)
return
end
#
case @command_window.index
when 0
#
$game_system.se_play($data_system.decision_se)
#
$scene = Scene_Item.new
when 1
#
$game_system.se_play($data_system.decision_se)
#
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
#
$game_system.se_play($data_system.decision_se)
#
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3
#
$game_system.se_play($data_system.decision_se)
#
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4
#
if $game_system.save_disabled
#
$game_system.se_play($data_system.buzzer_se)
return
end
#
$game_system.se_play($data_system.decision_se)
#
$scene = Scene_Save.new
when 5
#
$game_system.se_play($data_system.decision_se)
#
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def update_status
# B
if Input.trigger?(Input::B)
#
$game_system.se_play($data_system.cancel_se)
#
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# C
if Input.trigger?(Input::C)
#
case @command_window.index
when 1
#
if $game_party.actors[@status_window.index].restriction >= 2
#
$game_system.se_play($data_system.buzzer_se)
return
end
#
$game_system.se_play($data_system.decision_se)
#
$scene = Scene_Skill.new(@status_window.index)
when 2
#
$game_system.se_play($data_system.decision_se)
#
$scene = Scene_Equip.new(@status_window.index)
when 3
#
$game_system.se_play($data_system.decision_se)
#
$scene = Scene_Status.new(@status_window.index)
end
return
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

A- Rpgv2 non ABS simplifié avec tutorial... Empty
MessageSujet: Re: A- Rpgv2 non ABS simplifié avec tutorial...   A- Rpgv2 non ABS simplifié avec tutorial... EmptyMar 18 Sep 2007, 12:57

Merci pour ton script simplifié Sansonic. Pour les script, si il y avait une erreur, c'est que tu le mettais en entier, et donc par conséquent, il y avait trop de ligne et tout ne rentrait pas. C'est rectifié.

Même si ta présentation était un peu délaissée je t'ajoute 1PA pour cet apport et pour le tuto. Merci à toi Wink
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A- Rpgv2 non ABS simplifié avec tutorial... Empty
MessageSujet: Re: A- Rpgv2 non ABS simplifié avec tutorial...   A- Rpgv2 non ABS simplifié avec tutorial... Empty

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