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Ace Animated Battlers
5 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Ace Animated Battlers
Aquí les traigo un aportazo:
PERDON POR EL SIGUIENTE COPYPASTE Y TRADUCCIÓN [Tienes que estar registrado y conectado para ver esa imagen]:
Características
- Battlers animados
- Notebox impulsado
- Las opciones por defecto
- Altamente personalizable
- Altamente compatible
- Se puede apagar con un interruptor
- Y mucho más ...
Screenshots
[Tienes que estar registrado y conectado para ver esa imagen]
Script/Demo
Texto: [Tienes que estar registrado y conectado para ver este vínculo]
Demo: [Tienes que estar registrado y conectado para ver este vínculo]
CREDITOS A: Jet (creador del script).
Y el sistema ATB:
[Tienes que estar registrado y conectado para ver esa imagen]
CREDITOS A: Formar0153
PERDON POR EL SIGUIENTE COPYPASTE Y TRADUCCIÓN [Tienes que estar registrado y conectado para ver esa imagen]:
Características
- Battlers animados
- Notebox impulsado
- Las opciones por defecto
- Altamente personalizable
- Altamente compatible
- Se puede apagar con un interruptor
- Y mucho más ...
Screenshots
[Tienes que estar registrado y conectado para ver esa imagen]
Script/Demo
Texto: [Tienes que estar registrado y conectado para ver este vínculo]
Demo: [Tienes que estar registrado y conectado para ver este vínculo]
CREDITOS A: Jet (creador del script).
Y el sistema ATB:
[Tienes que estar registrado y conectado para ver esa imagen]
- Código:
=begin
Customisable ATB/Stamina Based Battle System Script
by Fomar0153
Version 1.0
----------------------
Notes
----------------------
No requirements
Customises the battle system to be similar to
ATB or Stamina based battle systems.
----------------------
Instructions
----------------------
Edit variables in CBS to suit your needs.
The guard status should be set to 2~2 turns.
----------------------
Known bugs
----------------------
None
=end
module CBS
MAX_STAMINA = 1000
RESET_STAMINA = true
SAMINA_GAUGE_NAME = "ATB"
ESCAPE_COST = 500
# If reset stamina is set to true then all characters
# will start with a random amount of stamina capped at
# the percentage you set.
# If reset stamina is set to false then this just
# affects enemies.
STAMINA_START_PERCENT = 20
# Default skill cost
# If you want to customise skill costs do it like this
# SKILL_COST[skill_id] = cost
SKILL_COST = []
SKILL_COST[0] = 1000
# Attack
SKILL_COST[1] = 1000
# Guard
SKILL_COST[2] = 500
ITEM_COST = 1000
#--------------------------------------------------------------------------
# ● New Method stamina_gain
#--------------------------------------------------------------------------
def self.stamina_gain(battler)
return 2 + [0, battler.agi / 10].max
end
#--------------------------------------------------------------------------
# ● New Method stamina_start
#--------------------------------------------------------------------------
def self.stamina_start(battler)
battler.stamina = rand(MAX_STAMINA * STAMINA_START_PERCENT / 100)
end
end
class Game_BattlerBase
#--------------------------------------------------------------------------
# ● New attr_accessor
#--------------------------------------------------------------------------
attr_accessor :stamina
#--------------------------------------------------------------------------
# ● Aliases initialize
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize
cbs_initialize
@stamina = 0
end
#--------------------------------------------------------------------------
# ● New Method stamina_rate
#--------------------------------------------------------------------------
def stamina_rate
@stamina.to_f / CBS::MAX_STAMINA
end
#--------------------------------------------------------------------------
# ● New Method stamina_rate
#--------------------------------------------------------------------------
def stamina_gain
return if not movable?
@stamina = [CBS::MAX_STAMINA, @stamina + CBS.stamina_gain(self)].min
end
end
#--------------------------------------------------------------------------
# ● New Class Window_PartyHorzCommand
#--------------------------------------------------------------------------
class Window_PartyHorzCommand < Window_HorzCommand
#--------------------------------------------------------------------------
# ● New Method initialize
#--------------------------------------------------------------------------
def initialize
super(0, 0)
self.openness = 0
deactivate
end
#--------------------------------------------------------------------------
# ● New Method window_width
#--------------------------------------------------------------------------
def window_width
return Graphics.width
end
#--------------------------------------------------------------------------
# ● New Method visible_line_number
#--------------------------------------------------------------------------
def visible_line_number
return 1
end
#--------------------------------------------------------------------------
# ● New Method make_command_list
#--------------------------------------------------------------------------
def make_command_list
add_command(Vocab::fight, :fight)
add_command(Vocab::escape, :escape, BattleManager.can_escape?)
end
#--------------------------------------------------------------------------
# ● New Method setup
#--------------------------------------------------------------------------
def setup
clear_command_list
make_command_list
refresh
select(0)
activate
open
end
end
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Rewrote update
#--------------------------------------------------------------------------
def update
super
if BattleManager.in_turn? and !inputting?
process_stamina
process_event
process_action
end
BattleManager.judge_win_loss
end
#--------------------------------------------------------------------------
# ● New Method inputting?
#--------------------------------------------------------------------------
def inputting?
return @actor_command_window.active || @skill_window.active ||
@item_window.active || @actor_window.active || @enemy_window.active
end
#--------------------------------------------------------------------------
# ● New Method process_stamina
#--------------------------------------------------------------------------
def process_stamina
@actor_command_window.close
return if @subject
all_battle_members.each do |battler|
battler.stamina_gain
end
@status_window.refresh
if BattleManager.escaping?
$game_party.battle_members.each do |battler|
if battler.stamina < CBS::MAX_STAMINA
$game_troop.members.each do |enemy|
if enemy.stamina == CBS::MAX_STAMINA
enemy.make_actions
@subject = enemy
end
end
return
end
end
unless BattleManager.process_escape
$game_party.battle_members.each do |actor|
actor.stamina -= CBS::ESCAPE_COST
end
end
end
all_battle_members.each do |battler|
if battler.stamina == CBS::MAX_STAMINA
battler.make_actions
@subject = battler
if @subject.inputable? and battler.is_a?(Game_Actor)
@actor_command_window.setup(@subject)
BattleManager.set_actor(battler)
end
return
end
end
end
#--------------------------------------------------------------------------
# ● Rewrote create_info_viewport
#--------------------------------------------------------------------------
def create_info_viewport
@info_viewport = Viewport.new
@info_viewport.rect.y = Graphics.height - @status_window.height - 48
@info_viewport.rect.height = @status_window.height + 48
@info_viewport.z = 100
@info_viewport.ox = 0
@status_window.viewport = @info_viewport
end
#--------------------------------------------------------------------------
# ● Rewrote create_party_command_window
#--------------------------------------------------------------------------
def create_party_command_window
@party_command_window = Window_PartyHorzCommand.new
@party_command_window.viewport = @info_viewport
@party_command_window.set_handler(:fight, method(:command_fight))
@party_command_window.set_handler(:escape, method(:command_escape))
@party_command_window.unselect
end
#--------------------------------------------------------------------------
# ● Rewrote create_status_window
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_BattleStatus.new
end
#--------------------------------------------------------------------------
# ● Rewrote create_actor_command_window
#--------------------------------------------------------------------------
def create_actor_command_window
@actor_command_window = Window_ActorCommand.new
@actor_command_window.viewport = @info_viewport
@actor_command_window.set_handler(:attack, method(:command_attack))
@actor_command_window.set_handler(:skill, method(:command_skill))
@actor_command_window.set_handler(:guard, method(:command_guard))
@actor_command_window.set_handler(:item, method(:command_item))
@actor_command_window.set_handler(:cancel, method(:prior_command))
@actor_command_window.x = Graphics.width - 128
@actor_command_window.y = 48
end
#--------------------------------------------------------------------------
# ● Destroyed update_info_viewport
#--------------------------------------------------------------------------
def update_info_viewport
# no thank you
end
#--------------------------------------------------------------------------
# ● Rewrote start_party_command_selection
#--------------------------------------------------------------------------
def start_party_command_selection
unless scene_changing?
refresh_status
@status_window.unselect
@status_window.open
if BattleManager.input_start
@actor_command_window.close
@party_command_window.setup
else
@party_command_window.deactivate
turn_start
end
end
end
#--------------------------------------------------------------------------
# ● Rewrote start_actor_command_selection
#--------------------------------------------------------------------------
def start_actor_command_selection
@party_command_window.close
BattleManager.set_escaping(false)
turn_start
end
#--------------------------------------------------------------------------
# ● Rewrote prior_command
#--------------------------------------------------------------------------
def prior_command
start_party_command_selection
end
#--------------------------------------------------------------------------
# ● Rewrote process_action
#--------------------------------------------------------------------------
def process_action
return if scene_changing?
if !@subject || !@subject.current_action
@subject = BattleManager.next_subject
end
if Input.trigger?(:B) and (@subject == nil)
start_party_command_selection
end
return unless @subject
if @subject.current_action
@subject.current_action.prepare
if @subject.current_action.valid?
@status_window.open
execute_action
end
@subject.remove_current_action
refresh_status
@log_window.display_auto_affected_status(@subject)
@log_window.wait_and_clear
end
process_action_end unless @subject.current_action
end
#--------------------------------------------------------------------------
# ● Aliases use_item
#--------------------------------------------------------------------------
alias cbs_use_item use_item
def use_item
cbs_use_item
@subject.on_turn_end
end
#--------------------------------------------------------------------------
# ● Rewrote turn_end
#--------------------------------------------------------------------------
def turn_end
all_battle_members.each do |battler|
battler.on_turn_end
refresh_status
@log_window.display_auto_affected_status(battler)
@log_window.wait_and_clear
end
BattleManager.turn_end
process_event
start_party_command_selection
end
#--------------------------------------------------------------------------
# ● Rewrote command_fight
#--------------------------------------------------------------------------
def command_fight
BattleManager.next_command
start_actor_command_selection
end
#--------------------------------------------------------------------------
# ● Rewrote command_escape
#--------------------------------------------------------------------------
def command_escape
@party_command_window.close
BattleManager.set_escaping(true)
turn_start
end
#--------------------------------------------------------------------------
# ● Destroyed next_command
#--------------------------------------------------------------------------
def next_command
# no thank you
end
end
class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● Rewrote initialize
#--------------------------------------------------------------------------
def initialize
super(0, 48, Graphics.width, window_height)
refresh
self.openness = 0
end
#--------------------------------------------------------------------------
# ● Rewrote window_width
#--------------------------------------------------------------------------
def window_width
Graphics.width - 128
end
#--------------------------------------------------------------------------
# ● Rewrote refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_all_items
end
#--------------------------------------------------------------------------
# ● Rewrote draw_item
#--------------------------------------------------------------------------
def draw_item(index)
actor = $game_party.battle_members[index]
draw_basic_area(basic_area_rect(index), actor)
draw_gauge_area(gauge_area_rect(index), actor)
end
#--------------------------------------------------------------------------
# ● Rewrote basic_area_rect
#--------------------------------------------------------------------------
def basic_area_rect(index)
rect = item_rect_for_text(index)
rect.width -= gauge_area_width + 10
rect
end
#--------------------------------------------------------------------------
# ● Rewrote gauge_area_rect
#--------------------------------------------------------------------------
def gauge_area_rect(index)
rect = item_rect_for_text(index)
rect.x += rect.width - gauge_area_width #- 128 ####
rect.width = gauge_area_width
rect
end
#--------------------------------------------------------------------------
# ● Rewrote gauge_area_width
#--------------------------------------------------------------------------
def gauge_area_width
return 220 + 128
end
#--------------------------------------------------------------------------
# ● Rewrote draw_gauge_area_with_tp
#--------------------------------------------------------------------------
def draw_gauge_area_with_tp(rect, actor)
draw_actor_hp(actor, rect.x + 0, rect.y, 72)
draw_actor_mp(actor, rect.x + 82, rect.y, 64)
draw_actor_tp(actor, rect.x + 156, rect.y, 64)
draw_actor_stamina(actor, rect.x + 240, rect.y, 108)
end
#--------------------------------------------------------------------------
# ● Rewrote draw_gauge_area_without_tp
#--------------------------------------------------------------------------
def draw_gauge_area_without_tp(rect, actor)
draw_actor_hp(actor, rect.x + 0, rect.y, 134)
draw_actor_mp(actor, rect.x + 144, rect.y, 76)
#
draw_actor_stamina(actor, rect.x + 240, rect.y, 108)
end
#--------------------------------------------------------------------------
# ● New Method draw_actor_stamina
#--------------------------------------------------------------------------
def draw_actor_stamina(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.stamina_rate, stamina_gauge_color2,
stamina_gauge_color)
change_color(system_color)
draw_text(x, y, 30, line_height, CBS::SAMINA_GAUGE_NAME)
end
#--------------------------------------------------------------------------
# ● New Colour Definitions
#--------------------------------------------------------------------------
def stamina_gauge_color; text_color(31); end;
def stamina_gauge_color2; text_color(32); end;
end
class Window_BattleSkill < Window_SkillList
#--------------------------------------------------------------------------
# ● Rewrote initialize
#--------------------------------------------------------------------------
def initialize(help_window, info_viewport)
y = help_window.height
super(0, y, Graphics.width, info_viewport.rect.y - y + 48)
self.visible = false
@help_window = help_window
@info_viewport = info_viewport
end
end
class Window_BattleActor < Window_BattleStatus
#--------------------------------------------------------------------------
# ● Rewrote initialize
#--------------------------------------------------------------------------
def initialize(info_viewport)
super()
self.y = info_viewport.rect.y + 48
self.visible = false
self.openness = 255
@info_viewport = info_viewport
end
end
class Window_BattleEnemy < Window_Selectable
# ● Rewrote initialize
#--------------------------------------------------------------------------
def initialize(info_viewport)
super(0, info_viewport.rect.y + 48, window_width, fitting_height(4))
refresh
self.visible = false
@info_viewport = info_viewport
end
end
class Window_BattleItem < Window_ItemList
#--------------------------------------------------------------------------
# ● Rewrote initialize
#--------------------------------------------------------------------------
def initialize(help_window, info_viewport)
y = help_window.height
super(0, y, Graphics.width, info_viewport.rect.y - y + 48)
self.visible = false
@help_window = help_window
@info_viewport = info_viewport
end
end
module BattleManager
#--------------------------------------------------------------------------
# ● Rewrote setup
#--------------------------------------------------------------------------
def self.setup(troop_id, can_escape = true, can_lose = false)
init_members
$game_troop.setup(troop_id)
@can_escape = can_escape
@can_lose = can_lose
make_escape_ratio
@escaping = false
($game_party.members + $game_troop.members).each do |battler|
if battler.is_a?(Game_Enemy) or CBS::RESET_STAMINA
CBS.stamina_start(battler)
end
end
end
#--------------------------------------------------------------------------
# ● New Method set_escaping
#--------------------------------------------------------------------------
def self.set_escaping(escaping)
@escaping = escaping
end
#--------------------------------------------------------------------------
# ● New Method escaping?
#--------------------------------------------------------------------------
def self.escaping?
return @escaping
end
#--------------------------------------------------------------------------
# ● Rewrote turn_start
#--------------------------------------------------------------------------
def self.turn_start
@phase = :turn
clear_actor
$game_troop.increase_turn
end
#--------------------------------------------------------------------------
# ● New Method set_actor
#--------------------------------------------------------------------------
def self.set_actor(actor)
@actor_index = actor.index
end
end
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# ● Rewrote on_turn_end
#--------------------------------------------------------------------------
def on_turn_end
@result.clear
regenerate_all
update_state_turns
update_buff_turns
remove_states_auto(2)
if self.actor?
@stamina -= input.stamina_cost
else
@stamina -= @actions[0].stamina_cost
end
end
end
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● Rewrote input
#--------------------------------------------------------------------------
def input
if @actions[@action_input_index] == nil
@actions[@action_input_index] = Game_Action.new(self)
end
return @actions[@action_input_index]
end
end
class Game_Action
#--------------------------------------------------------------------------
# ● New Method stamina_cost
#--------------------------------------------------------------------------
def stamina_cost
if @item.is_skill?
return CBS::SKILL_COST[item.id] if CBS::SKILL_COST[item.id]
return CBS::SKILL_COST[0]
end
return CBS::ITEM_COST if @item.is_item?
return CBS::MAX_STAMINA
end
end
CREDITOS A: Formar0153
blah24- 300
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25
475
1203
64
Extras
Sobre mí:: Tengo 15 años, el maldito perfil no me deja cambiar la edad :okay :(:
Re: Ace Animated Battlers
No podrias explicar que ace este script? por que yo al menos no puedo ver la screenshot debido a mi internet y me gustaria saber que es lo que hace exáctamente
Gracias
Gracias
trecor- 50
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Sobre mí::
Re: Ace Animated Battlers
Pues yo ya conocia el script xD pero no me gusta, aunque no tenia el de ATB jejeje
Pués su función es bastante similár al CMB creo que así se llama, osea de las batallas laterales que usan como 30 sprites para cada acción jeje.
pero doy +1 por el ATB
Pués su función es bastante similár al CMB creo que así se llama, osea de las batallas laterales que usan como 30 sprites para cada acción jeje.
pero doy +1 por el ATB
maxi- Moderador
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28
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Sobre mí:: ¿Necesitas Una Mano en el Maker VX o VX ACE? ¡Ponte en Contacto Conmigo! :)
Re: Ace Animated Battlers
Para los usuarios laggosos (gracias RoHiSakk ), es un script que permite jugar con sprites, osea una batalla lateral animada... con ATB
blah24- 300
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25
475
1203
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Extras
Sobre mí:: Tengo 15 años, el maldito perfil no me deja cambiar la edad :okay :(:
Re: Ace Animated Battlers
jaja que bueno blah!, muy buen aporte ya estaba buscando algun sistema de batalla para Ace ^^
Suerte!! y un merecido +1!
P.D:
[Tienes que estar registrado y conectado para ver esa imagen]
Los Aibatts jajaja
Slyfer.
Suerte!! y un merecido +1!
P.D:
[Tienes que estar registrado y conectado para ver esa imagen]
Los Aibatts jajaja
Slyfer.
Slyfer- 500
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Sobre mí:: Soy un gran fan de Animes!!!! y me encanta RPG Maker VX y mas ayudar a otros ^^ ademas soy un Enginer en progreso, se algo sobre mapeo, y tengo alma de Writter xD!!!
Re: Ace Animated Battlers
Muy bueno el script y se ve k no es tan complicado editarlo y personalizarlo genial buen aporte!
Vanjoss- 300
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Sobre mí::
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