Últimos temas
» Script de menupor maxi Jue 04 Dic 2014, 1:44 pm
» Ayuda intro animado!!!
por maxi Miér 03 Dic 2014, 9:41 pm
» ayuda con este engin
por maxi Miér 03 Dic 2014, 8:42 am
» Hud de Vida 100% Personalizable - Engine Sencillo! Sin Scripts :)
por davidaikago Jue 20 Nov 2014, 10:58 am
» Ultimate parallax control by:GDS [ace]
por arellano Miér 08 Oct 2014, 8:28 pm
» Script Touhou (animated) Map name (v1.4)
por davidaikago Miér 08 Oct 2014, 2:09 pm
» tutorial puerta nueva
por davidaikago Miér 08 Oct 2014, 9:08 am
» cámara de fotos
por davidaikago Miér 08 Oct 2014, 9:05 am
» Imperial Action System II Demo
por davidaikago Miér 08 Oct 2014, 8:47 am
» VE Batalla animada [ACE]
por FhierusIV Jue 18 Sep 2014, 10:57 am
» Nuevo Reglamento del Foro [Vigente desde Septiembre 2014]
por maxi Miér 17 Sep 2014, 8:37 am
» MOG|Animated Title
por Souta21 Mar 09 Sep 2014, 7:24 pm
» Tutorial Engine - Cambiar Character al Equipar Objeto
por maxi Lun 21 Jul 2014, 10:19 am
» Script de climas
por gambasoxd Sáb 19 Jul 2014, 8:58 am
» Script de contraseña(codigo) para abrir un cofre
por rpgame Jue 03 Jul 2014, 6:03 pm
¿Quién está en línea?
En total hay 1 usuario en línea: 0 Registrados, 0 Ocultos y 1 Invitado Ninguno
El record de usuarios en línea fue de 117 durante el Mar 09 Ago 2011, 3:39 pm
VE| Sprite in windows
RPG maker VX :: Scripts ::
Página 1 de 1.
VE| Sprite in windows
Script de Victor saint, los creditos para el
Se necesitan estos 3 scripts para q funcione
1. VE|Basic module
[Tienes que estar registrado y conectado para ver este vínculo]
2. VE|Animated Battle
[Tienes que estar registrado y conectado para ver este vínculo]
3. VE| Sprite in Windows (no puedo subir mas archivos a pastebin por hoy)
Para hacerlo funcionar si no tienen ningun script de menu puesto,es decir q estan con el menu base del rpgmaker deben hacer esto:
vamos a la lista de scripts a los q vienen por defecto en el Rpgmaker, particlarmente al Window_MenuStatus en la linea 52
Sustituimos el q dice Draw_actor_face(.........................)
por
draw_animated_actor(actor, rect.x + 10, rect.y + 20, 'left', fade = true)
En este post esta la explicacion de como ponerle los sprites a cada personaje, enemigos y usarlos en batalla
[Tienes que estar registrado y conectado para ver este vínculo]
Muestra del script:
[Tienes que estar registrado y conectado para ver esa imagen]
Se necesitan estos 3 scripts para q funcione
1. VE|Basic module
[Tienes que estar registrado y conectado para ver este vínculo]
2. VE|Animated Battle
[Tienes que estar registrado y conectado para ver este vínculo]
3. VE| Sprite in Windows (no puedo subir mas archivos a pastebin por hoy)
- Código:
#==============================================================================
# ** Victor Engine - Sprite in Windows
#------------------------------------------------------------------------------
# Author : Victor Sant
#
# Version History:
# v 1.00 - 2012.03.22 > First relase
#------------------------------------------------------------------------------
# This script is an add on for the 'VE - Animated Battle', it's a tool for
# scripters that allows to add a animated sprite of the battler in windows.
# This script alone don't do anything, it needs the scripter to manually
# set the method that adds the animated sprite.
#------------------------------------------------------------------------------
# Compatibility
# Requires the script 'Victor Engine - Basic Module' and
# 'Victor Engine - Animated Battle'
#
# * Alias methods (Default)
# class Window_Base < Window
# def initialize(x, y, width, height)
# def update
# def dispose
#
# class Window_MenuActor < Window_MenuStatus
# def initialize
#
#------------------------------------------------------------------------------
# Instructions:
# To instal the script, open you script editor and paste this script on
# a new section on bellow the Materials section. This script must also
# be bellow all the required scripts.
#
#------------------------------------------------------------------------------
# Additional instructions:
#
# To add the animated sprite, you must add the following method on the window
# script, this isn't recomended for people without any script knowlegde.
# draw_animated_actor(battler, x, y, dir, fade)
# battler : the object with the battler information, it must be a valid
# Game_Actor or Game_Enemy object.
# x : position x of the sprite on the window
# y : position y of the sprite on the window
# dir : string battler face direction: 'left', 'right', 'down' or 'up'
# can be omited or nil, in that case the battler will face left.
# fade : fade effect when the battlers are shown, can be omited
# if true there will be an fade effect when showing the battlers.
#
#==============================================================================
#==============================================================================
# ** Victor Engine
#------------------------------------------------------------------------------
# Setting module for the Victor Engine
#==============================================================================
module Victor_Engine
#--------------------------------------------------------------------------
# * required
# This method checks for the existance of the basic module and other
# VE scripts required for this script to work, don't edit this
#--------------------------------------------------------------------------
def self.required(name, req, version, type = nil)
if !$imported[:ve_basic_module]
msg = "The script '%s' requires the script\n"
msg += "'VE - Basic Module' v%s or higher above it to work properly\n"
msg += "Go to http://victorscripts.wordpress.com/ to download this script."
msgbox(sprintf(msg, self.script_name(name), version))
exit
else
self.required_script(name, req, version, type)
end
end
#--------------------------------------------------------------------------
# * script_name
# Get the script name base on the imported value
#--------------------------------------------------------------------------
def self.script_name(name, ext = "VE")
name = name.to_s.gsub("_", " ").upcase.split
name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }
name.join(" ")
end
end
$imported ||= {}
$imported[:ve_sprite_in_window] = 1.00
Victor_Engine.required(:ve_sprite_in_window, :ve_basic_module, 1.00, :above)
Victor_Engine.required(:ve_sprite_in_window, :ve_animated_battle, 1.00, :above)
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This is a superclass of all windows in the game.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Alias method: initialize
#--------------------------------------------------------------------------
alias :initialize_ve_sprite_in_window :initialize
def initialize(x, y, width, height)
initialize_ve_sprite_in_window(x, y, width, height)
@animate_battlers = {}
end
#--------------------------------------------------------------------------
# * Alias method: update
#--------------------------------------------------------------------------
alias :update_ve_sprite_in_window :update
def update
update_ve_sprite_in_window
@animate_battlers.values.each {|sprite| update_sprite(sprite) if sprite }
end
#--------------------------------------------------------------------------
# * Alias method: dispose
#--------------------------------------------------------------------------
alias :dispose_ve_sprite_in_window :dispose
def dispose
dispose_ve_sprite_in_window
@animate_battlers.values.each {|sprite| sprite.dispose if sprite }
end
#--------------------------------------------------------------------------
# * New method: draw_animated_actor
#--------------------------------------------------------------------------
def draw_animated_actor(battler, x, y, dir = 'left', fade = false)
sprite = @animate_battlers[[battler.id, battler.actor?]]
sprite.dispose if sprite && !shared_bimap(sprite)
if !sprite || sprite.bitmap.disposed?
viewport = Viewport.new(0, 0, width - 32, height - 32)
viewport.z = self.z
sprite = Sprite_Animated_Battler.new(viewport, battler, dir, fade)
@animate_battlers[[battler.id, battler.actor?]] = sprite
end
sprite.setup_position(x, y)
update_sprite(sprite)
end
#--------------------------------------------------------------------------
# * New method: update_sprite
#--------------------------------------------------------------------------
def update_sprite(sprite)
sprite.update
sprite.sprite_position(self.ox, self.oy)
sprite.visible = self.visible
sprite.viewport.rect.x = self.x + 16
sprite.viewport.rect.y = self.y + 16
end
#--------------------------------------------------------------------------
# * New method: shared_bimap
#--------------------------------------------------------------------------
def shared_bimap(battler)
list = @animate_battlers.values - [battler]
list.any? {|sprite| battler.bitmap == sprite.bitmap }
end
end
#==============================================================================
# ** Window_MenuActor
#------------------------------------------------------------------------------
# This window is for selecting actors that will be the target of item or
# skill use.
#==============================================================================
class Window_MenuActor < Window_MenuStatus
#--------------------------------------------------------------------------
# * Alias method: initialize
#--------------------------------------------------------------------------
alias :initialize_ve_sprite_in_window_menuactor :initialize
def initialize
initialize_ve_sprite_in_window_menuactor
refresh
end
end
#==============================================================================
# ** Sprite_Animated_Battler
#------------------------------------------------------------------------------
# This sprite is used to display battlers on windows
#==============================================================================
class Sprite_Animated_Battler < Sprite_Battler
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport, battler, dir, fade)
@fade = fade
super(viewport, battler)
@battler.direction = setup_direction(dir)
update
end
#--------------------------------------------------------------------------
# * init_variables
#--------------------------------------------------------------------------
def init_variables
@frame = 0
@sufix = ""
@pose_sufix = ""
@anim_sufix = VE_SPRITE_SUFIX
@pose_count = 0
@frame_width = 0
@frame_height = 0
@pose_value = {}
@icon_list = {}
@throw_list = []
if @fade
start_effect(:appear)
else
self.opacity = 255
@battler_visible = true
end
@battler.clear_poses
setup_positions
end
#--------------------------------------------------------------------------
# * setup_position
#--------------------------------------------------------------------------
def setup_position(x, y)
@x = x + 32
@y = y + 64
end
#--------------------------------------------------------------------------
# * sprite_position
#--------------------------------------------------------------------------
def sprite_position(ox, oy)
self.x = @x + adjust_x - ox
self.y = @y + adjust_y - oy
end
#--------------------------------------------------------------------------
# * update_position
#--------------------------------------------------------------------------
def setup_direction(dir)
case dir.downcase
when 'down' then 2
when 'left' then 4
when 'right' then 6
when 'up' then 8
else 4
end
end
end
Para hacerlo funcionar si no tienen ningun script de menu puesto,es decir q estan con el menu base del rpgmaker deben hacer esto:
vamos a la lista de scripts a los q vienen por defecto en el Rpgmaker, particlarmente al Window_MenuStatus en la linea 52
Sustituimos el q dice Draw_actor_face(.........................)
por
draw_animated_actor(actor, rect.x + 10, rect.y + 20, 'left', fade = true)
En este post esta la explicacion de como ponerle los sprites a cada personaje, enemigos y usarlos en batalla
[Tienes que estar registrado y conectado para ver este vínculo]
Muestra del script:
[Tienes que estar registrado y conectado para ver esa imagen]
pigu_6- 300
-
32
397
714
95
Extras
Sobre mí::
RPG maker VX :: Scripts ::
Página 1 de 1.
Permisos de este foro:
No puedes responder a temas en este foro.