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Batalla lateral ACE
RPG maker VX :: Scripts ::
Página 1 de 1.
Batalla lateral ACE
Hola, bueno aquí dejo dos script totalmente compatibles para hacer una batalla lateral en el ACE, son muy simples pero se les puede sacar partido
El primero es para que se vea lateral
Créditos:
Jet o Jet10985
Ya lo traduje, espero que os guste
El primero es para que se vea lateral
- Código:
#===============================================================================
# Side-View Battle System
# By Jet10985 (Jet)
#===============================================================================
# This script will allow you to have battle where all the actor's sprites are
# display on the right side of the screen.
# This script has: 10 customization options.
#===============================================================================
# Overwritten Methods:
# Scene_Battle: show_attack_animation
# Spriteset_Battle: update_actors
#-------------------------------------------------------------------------------
# Aliased methods:
# Spriteset_Battle: create_actors, create_enemies
# Sprite_Character: initialize, update, dispose, start_new_effect
# Scene_Battle: use_item, next_command, prior_command
# Game_Character: screen_x, screen_y
#===============================================================================
module Jet
module Sideview
#===========================================================================
# ENEMY OPTIONS
#===========================================================================
# These are the attack animations for enemies when they use a regular attack.
# It follows this format: enemy_id => animation_id
ENEMY_ATK_ANIMS = {
1 => 4,
6 => 2,
5 => 27
}
# This is the default enemy attack animation, used when they do not have a
# specific attack animation above.
ENEMY_ATK_ANIMS.default = 1
# This is a list of enemies whose portraits should be flipped in battle.
FLIPPED_ENEMIES = [2, 3, 4, 5, 8, 10, 12, 13, 14, 16, 17, 18, 19]
#===========================================================================
# ACTOR OPTIONS
#===========================================================================
# Should the player sprite have a shadow beneath them?
PLAYER_SHADOW = true
# These are sprite changes depending on state infliction.
# It follows this format: state_id => "sprite_appention"
# This means if the state is inflicted, the sprite will look for a graphic
# that is the same name as the character's sprite, plus the appended option.
# EX: Ralph's sprite's name is $ralph. Ralph gets knocked-out. This means
# state 1 was inflicted, and my below config for 1 was: 1 => "_dead"
# Now, his shown sprite will be $ralph_dead. If the sprite does not exist,
# no change will be made.
# The sprite index will be the same as the actor's.
STATE_SPRITES = {
1 => "_dead",
2 => "_poison",
3 => "_blind"
}
#===========================================================================
# GENERAL_OPTIONS
#===========================================================================
# This is the animation displayed when a skill is about to be used.
SKILL_ANIMATION = 43
# This is the animation displayed when an item is about to be used.
ITEM_ANIMATION = 43
# These are the animations played when a state is inflicted.
# It follows this format: state_id => animation_id
STATE_ANIMATIONS = {
1 => 56,
2 => 50,
3 => 51
}
#===========================================================================
# FIELD OPTIONS
#===========================================================================
# This is where the line-up begins. [x, y]. The higher the x, the further
# right and the higher the y the further down.
FIELD_POS = [400, 80]
# This is how far down, and to the right each player is from the previous
# actor. [x, y]. Same rules as above.
FIELD_SPACING = [12, 50]
end
end
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
($imported ||= {})[:jet] ||= {}
$imported[:jet][:Sideview] = true
class Game_Character
attr_accessor :step_anime
%w[screen_x screen_y].each {|a|
aStr = %Q{
alias jet6372_#{a} #{a}
def #{a}(*args, &block)
$BTEST ? 0 : jet6372_#{a}(*args, &block)
end
}
module_eval(aStr)
}
end
class Game_Actor
def animation_id=(t)
self.battle_sprite.start_animation($data_animations[t]) rescue nil
end
end
class Game_Battler
def battle_sprite
return nil unless SceneManager.scene_is?(Scene_Battle)
SceneManager.scene.spriteset.battler_sprites.each {|a|
return a if a.battler == self
}
return nil
end
end
class Spriteset_Battle
alias jet2847_create_enemies create_enemies
def create_enemies(*args, &block)
jet2847_create_enemies(*args, &block)
@enemy_sprites.each {|a|
a.mirror = Jet::Sideview::FLIPPED_ENEMIES.include?(a.battler.enemy.id)
}
end
alias jet3835_create_actors create_actors
def create_actors(*args, &block)
jet3835_create_actors(*args, &block)
@jet_party = $game_party.members
@actor_sprites.each {|a|
a.dispose
}
@actor_sprites = []
$game_party.members.each {|a|
f = Game_Character.new
f.set_graphic(a.character_name, a.character_index)
f.step_anime = true
f.set_direction(4)
n = Sprite_Character.new(@viewport1, f)
n.jet_x = Jet::Sideview::FIELD_POS[0] + a.index * Jet::Sideview::FIELD_SPACING[0]
n.jet_y = Jet::Sideview::FIELD_POS[1] + a.index * Jet::Sideview::FIELD_SPACING[1]
n.battler = a
n.battle_sprite = true
if Jet::Sideview::PLAYER_SHADOW
v = Sprite.new(nil)
v.bitmap = Cache.system("Shadow")
n.shadow_sprite = v
end
@actor_sprites.push(n)
}
end
def update_actors
if @jet_party != $game_party.members
@actor_sprites.each {|a|
a.dispose
}
@actor_sprites = []
create_actors
end
@actor_sprites.each {|a| a.update }
end
end
class Sprite_Character
attr_accessor :battle_sprite, :jet_x, :jet_y, :shadow_sprite, :battler
alias jet4646_initialize initialize
def initialize(*args, &block)
@battle_sprite = false
jet4646_initialize(*args, &block)
end
alias jet3645_update update
def update(*args, &block)
jet3645_update(*args, &block)
if @battle_sprite
@character.step_anime = !@battler.dead?
@character.update
self.x = @jet_x
self.y = @jet_y
if !@battler.nil?
f = @battler.states.dup
f.sort! {|a, b|
a.priority <=> b.priority
}.reverse!
for i in 0...f.size
a = Jet::Sideview::STATE_SPRITES[f[i].id]
next if a.nil?
b = (Cache.character(@character.character_name + a) rescue false)
next unless b
index = @character.character_index
@character.set_graphic(@character.character_name + a, index)
break
end
end
if !@shadow_sprite.nil?
@shadow_sprite.x = self.x - @shadow_sprite.width / 2
@shadow_sprite.y = self.y - 28
@shadow_sprite.visible = self.visible
@shadow_sprite.viewport = self.viewport
@shadow_sprite.z = self.z - 1
end
end
end
alias jet5484_dispose dispose
def dispose(*args, &block)
@shadow_sprite.dispose if !@shadow_sprite.nil?
jet5484_dispose(*args, &block)
end
def move_x(times, amount)
i = 0
until i == times
self.jet_x += amount
i += 1
[Graphics, SceneManager.scene.spriteset].each {|a| a.update }
end
end
def effect?
false
end
end
class Game_Enemy
def atk_animation_id1
return Jet::Sideview::ENEMY_ATK_ANIMS[@enemy_id]
end
def atk_animation_id2
return 0
end
end
class Scene_Battle
attr_reader :spriteset
alias jet2711_use_item use_item
def use_item(*args, &block)
if @subject.is_a?(Game_Actor)
if !@subject.current_action.guard?
@subject.battle_sprite.move_x(11, -6)
end
end
if !@subject.current_action.guard? && !@subject.current_action.attack?
if @subject.current_action.item.is_a?(RPG::Item)
n = $data_animations[Jet::Sideview::ITEM_ANIMATION]
else
n = $data_animations[Jet::Sideview::SKILL_ANIMATION]
end
@subject.battle_sprite.start_animation(n)
wait_for_animation
end
jet2711_use_item(*args, &block)
if @subject.is_a?(Game_Actor)
if !@subject.current_action.guard?
@subject.battle_sprite.move_x(11, 6)
end
end
end
def show_attack_animation(targets)
aid1 = @subject.atk_animation_id1
aid2 = @subject.atk_animation_id2
show_normal_animation(targets, aid1, false)
show_normal_animation(targets, aid2, true)
end
%w[next prior].each {|a|
aStr = %Q{
alias jet3734_#{a}_command #{a}_command
def #{a}_command(*args, &block)
f = BattleManager.actor
f.battle_sprite.move_x(6, 6) if f.is_a?(Game_Actor)
jet3734_#{a}_command(*args, &block)
f = BattleManager.actor
f.battle_sprite.move_x(6, -6) if f.is_a?(Game_Actor)
end
}
module_eval(aStr)
}
end
class Game_Action
def guard?
item == $data_skills[subject.guard_skill_id]
end
end
if $imported[:jet][:BattlePopUps]
class Sprite_Character
attr_accessor :popups
alias jet4758_initialize initialize
def initialize(*args, &block)
@popups = []
@updating_sprites = []
@popup_wait = 0
jet4758_initialize(*args, &block)
end
alias jet7467_update update
def update(*args, &block)
jet7467_update(*args, &block)
if @popup_wait == 0
if !@popups.empty?
@updating_sprites.push(@popups.pop)
@popup_wait = 30
end
else
@popup_wait -= 1
end
@updating_sprites.each {|a|
a.visible = true if !a.visible
a.update
@updating_sprites.delete(a) if a.disposed?
}
end
alias jet5483_dispose dispose
def dispose(*args, &block)
(@updating_sprites + @popups).each {|a| a.dispose }
jet5483_dispose(*args, &block)
end
alias jet3745_setup_new_effect setup_new_effect
def setup_new_effect(*args, &block)
jet3745_setup_new_effect(*args, &block)
do_sprite_popups
end
def make_popup(text, color)
@popups.unshift(Sprite_JetPopup.new(text.to_s, color, self))
end
def do_sprite_popups
return if @battler.nil?
if @battler_struct.nil?
@battler_struct = Struct.new(:hp, :mp, :tp).new(0, 0, 0)
@battler_struct.hp = @battler.hp
@battler_struct.mp = @battler.mp
@battler_struct.tp = @battler.tp
end
check_success_popup
check_hp_popup
check_mp_popup
check_tp_popup
end
def check_success_popup
if @battler.result.success
if @battler.result.critical
make_popup(Jet::BattlePopUps::CRITICAL_TEXT, Jet::BattlePopUps::CRITICAL_COLOR)
elsif @battler.result.missed
make_popup(Jet::BattlePopUps::MISSED_TEXT, Jet::BattlePopUps::MISS_COLOR)
elsif @battler.result.evaded
make_popup(Jet::BattlePopUps::EVADED_TEXT, Jet::BattlePopUps::EVADE_COLOR)
end
@battler.result.clear_hit_flags
end
end
def check_hp_popup
if @battler_struct.hp != @battler.hp
f = @battler_struct.hp - @battler.hp
if f > 0
make_popup(Jet::BattlePopUps::HURT_TEXT + f.to_s, Jet::BattlePopUps::HURT_COLOR)
elsif f < 0
make_popup(Jet::BattlePopUps::HEAL_TEXT + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR)
end
@battler_struct.hp = @battler.hp
end
end
def check_mp_popup
if @battler_struct.mp != @battler.mp
f = @battler_struct.mp - @battler.mp
if f > 0
make_popup(Jet::BattlePopUps::HURT_TEXT_MP + f.to_s, Jet::BattlePopUps::HURT_COLOR_MP)
elsif f < 0
make_popup(Jet::BattlePopUps::HEAL_TEXT_MP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_MP)
end
@battler_struct.mp = @battler.mp
end
end
def check_tp_popup
if @battler_struct.tp != @battler.tp
f = (@battler_struct.tp - @battler.tp).round
if f > 0
make_popup(Jet::BattlePopUps::HURT_TEXT_TP + f.to_s, Jet::BattlePopUps::HURT_COLOR_TP)
elsif f < 0
make_popup(Jet::BattlePopUps::HEAL_TEXT_TP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_TP)
end
@battler_struct.tp = @battler.tp
end
end
end
end
- Código:
#===============================================================================
# Battle Pop-Ups
# By Jet10985 (Jet)
#===============================================================================
# This script will create and show pop-ups for multiple battle events such as
# hp/mp/tp loss and being inflicted with states.
# This script has: 25 customization options.
#===============================================================================
# Overwritten Methods:
# None
#-------------------------------------------------------------------------------
# Aliased methods:
# Game_Actor: level_up, gain_exp
# Game_Battler: add_state
# Sprite_Battler: initialize, update, dispose, start_new_effect
#===============================================================================
module Jet
module BattlePopUps
# This is the name of the font you want to use for pop-ups.
POPUP_FONT = "Verdana"
# The text and color shown when a character is knocked out (dies).
KNOCKOUT_TEXT = "Muerto"
KNOCKOUT_COLOR = Color.new(255, 167, 0)
# The text and color shown when a character takes damage.
# The actual damage is appended to the end.
HURT_TEXT = "Daño +"
HURT_COLOR = Color.new(255, 0, 0)
HURT_TEXT_MP = "Magia -"
HURT_COLOR_MP = Color.new(225, 30, 255)
HURT_TEXT_TP = "TP -"
HURT_COLOR_TP = Color.new(225, 30, 35)
# The text and color shown when a character heals health.
# The actual health is appended to the end.
HEAL_TEXT = "Vida +"
HEAL_COLOR = Color.new(0, 255, 0)
HEAL_TEXT_MP = "Mana +"
HEAL_COLOR_MP = Color.new(35, 200, 255)
HEAL_TEXT_TP = "TP +"
HEAL_COLOR_TP = Color.new(35, 35, 255)
# The text and color shown when a character gains exp.
# The actual exp is appended to the end.
EXP_PLUS_TEXT = "EXP +"
EXP_PLUS_COLOR = Color.new(167, 167, 0)
# The text and color shown when an attack is critical.
CRITICAL_TEXT = "Críticol"
CRITICAL_COLOR = Color.new(255, 106, 43)
# The text and color shown when an attack misses.
MISSED_TEXT = "Falló"
MISS_COLOR = Color.new(45, 78, 99)
# The text and color shown when an attack is evaded.
EVADED_TEXT = "Esquivado"
EVADE_COLOR = Color.new(156, 187, 255)
# The text, color, and animation shown when a character levels up.
# For no animation, use 0.
LEVEL_TEXT = "Subió de nivel"
LEVEL_COLOR = Color.new(167, 255, 52)
# These are the colors used for displaying when a state is added.
# It follows this format: state_id => Color.new(r, g, b)
STATE_ADDED_COLORS = {
2 => Color.new(128, 0, 255),
3 => Color.new(128, 0, 255),
4 => Color.new(128, 0, 255)
}
# This is the default state added color.
STATE_ADDED_COLORS.default = Color.new(128, 0, 255)
end
end
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
($imported ||= {})[:jet] ||= {}
$imported[:jet][:BattlePopUps] = true
class Game_Actor
alias jet4921_level_up level_up
def level_up(*args, &block)
jet4921_level_up(*args, &block)
unless self.exp >= next_level_exp and next_level_exp > 0
make_popup(Jet::BattlePopUps::LEVEL_TEXT, Jet::BattlePopUps::LEVEL_COLOR)
end
end
alias jet1029_gain_exp gain_exp
def gain_exp(exp)
make_popup(Jet::BattlePopUps::EXP_PLUS_TEXT + exp.to_s, Jet::BattlePopUps::EXP_PLUS_COLOR)
jet1029_gain_exp(exp)
end
end
class Game_Battler
alias jet8573_add_state add_state
def add_state(sid)
before = state?(sid)
jet8573_add_state(sid)
return if before == state?(sid)
if sid == death_state_id
make_popup(Jet::BattlePopUps::KNOCKOUT_TEXT, Jet::BattlePopUps::KNOCKOUT_COLOR)
else
make_popup("+#{$data_states[sid].name}", Jet::BattlePopUps::STATE_ADDED_COLORS[sid])
end
end
def make_popup(text, color)
return unless SceneManager.scene_is?(Scene_Battle)
f = self.battle_sprite; return if f.nil?
f.popups.unshift(Sprite_JetPopup.new(text.to_s, color, f)) if !f.nil?
end
def battle_sprite
return nil unless SceneManager.scene_is?(Scene_Battle)
SceneManager.scene.spriteset.battler_sprites.each {|a|
return a if a.battler == self
}
return nil
end
end
class Scene_Battle
attr_reader :spriteset
end
class Sprite_JetPopup < Sprite_Base
def initialize(text, color, obj)
super(nil)
@text = text
@color = color
@character = obj
self.visible = false
@y_prog = 0
form_self
end
def form_self
samp = Bitmap.new(1, 1)
self.bitmap = Bitmap.new(samp.text_size(@text).width, 24)
self.bitmap.font.color = @color
self.bitmap.font.name = Jet::BattlePopUps::POPUP_FONT
self.bitmap.draw_text(0, 0, self.bitmap.width, 24, @text)
self.x = @character.x - (self.bitmap.width / 2)
self.x += (@character.src_rect.width / 2) if @character.battler.actor?
self.y = @character.battler.enemy? ? @character.y : (@character.y + @character.src_rect.height)
self.y += @character.src_rect.height if @character.battler.actor?
samp.dispose
end
def update
super
self.x = @character.x - (self.bitmap.width / 2)
if $imported[:jet][:AnimatedBattlers]
self.x += (@character.src_rect.width / 2) if @character.battler.actor?
end
self.y = @character.y - 16 - @y_prog
if $imported[:jet][:AnimatedBattlers]
self.y += @character.src_rect.height if @character.battler.actor?
end
@y_prog += 1
self.opacity -= 2.125
if self.opacity <= 0
self.dispose
end
end
end
class Sprite_Battler
attr_accessor :popups
alias jet4758_initialize initialize
def initialize(*args, &block)
@popups = []
@updating_sprites = []
@popup_wait = 0
jet4758_initialize(*args, &block)
end
alias jet7467_update update
def update(*args, &block)
jet7467_update(*args, &block)
if @popup_wait == 0
if !@popups.empty?
@updating_sprites.push(@popups.pop)
@popup_wait = 30
end
else
@popup_wait -= 1
end
@updating_sprites.each {|a|
a.visible = true if !a.visible
a.update
@updating_sprites.delete(a) if a.disposed?
}
end
alias jet5483_dispose dispose
def dispose(*args, &block)
(@updating_sprites + @popups).each {|a| a.dispose }
jet5483_dispose(*args, &block)
end
alias jet3745_setup_new_effect setup_new_effect
def setup_new_effect(*args, &block)
jet3745_setup_new_effect(*args, &block)
do_sprite_popups
end
def make_popup(text, color)
@popups.unshift(Sprite_JetPopup.new(text.to_s, color, self))
end
def do_sprite_popups
return if @battler.nil?
if @battler_struct.nil?
@battler_struct = Struct.new(:hp, :mp, :tp).new(0, 0, 0)
@battler_struct.hp = @battler.hp
@battler_struct.mp = @battler.mp
@battler_struct.tp = @battler.tp
end
check_success_popup
check_hp_popup
check_mp_popup
check_tp_popup
end
def check_success_popup
if @battler.result.success
if @battler.result.critical
make_popup(Jet::BattlePopUps::CRITICAL_TEXT, Jet::BattlePopUps::CRITICAL_COLOR)
elsif @battler.result.missed
make_popup(Jet::BattlePopUps::MISSED_TEXT, Jet::BattlePopUps::MISS_COLOR)
elsif @battler.result.evaded
make_popup(Jet::BattlePopUps::EVADED_TEXT, Jet::BattlePopUps::EVADE_COLOR)
end
@battler.result.clear_hit_flags
end
end
def check_hp_popup
if @battler_struct.hp != @battler.hp
f = @battler_struct.hp - @battler.hp
if f > 0
make_popup(Jet::BattlePopUps::HURT_TEXT + f.to_s, Jet::BattlePopUps::HURT_COLOR)
elsif f < 0
make_popup(Jet::BattlePopUps::HEAL_TEXT + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR)
end
@battler_struct.hp = @battler.hp
end
end
def check_mp_popup
if @battler_struct.mp != @battler.mp
f = @battler_struct.mp - @battler.mp
if f > 0
make_popup(Jet::BattlePopUps::HURT_TEXT_MP + f.to_s, Jet::BattlePopUps::HURT_COLOR_MP)
elsif f < 0
make_popup(Jet::BattlePopUps::HEAL_TEXT_MP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_MP)
end
@battler_struct.mp = @battler.mp
end
end
def check_tp_popup
if @battler_struct.tp != @battler.tp
f = (@battler_struct.tp - @battler.tp).round
if f > 0
make_popup(Jet::BattlePopUps::HURT_TEXT_TP + f.to_s, Jet::BattlePopUps::HURT_COLOR_TP)
elsif f < 0
make_popup(Jet::BattlePopUps::HEAL_TEXT_TP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_TP)
end
@battler_struct.tp = @battler.tp
end
end
end
Créditos:
Jet o Jet10985
Ya lo traduje, espero que os guste
26fof- 220
-
104
223
315
48
Extras
Sobre mí:: Nah
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RPG maker VX :: Scripts ::
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