Neko Fondateur
Messages : 184 Date d'inscription : 14/07/2013 Age : 25 Localisation : Ici, la plupart du temps.
| Sujet: ACE / Combats vues de dos Mar 16 Juil - 18:51 | |
| Ce script permet d'avoir une vue de dérrière dans un combat sous RPG Maker VX Ace. Auteur : JetScreen : - Code:
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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 = { } # 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 = false # 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 $ralph_dead. If the sprite does not exist, # no change will be made. # The sprite index will be the same as the actor's. STATE_SPRITES = { 1 => "_dead", 2 => "_poison", 3 => "_blind" } #=========================================================================== # GENERAL_OPTIONS #=========================================================================== # This is the animation displayed when a skill is about to be used. SKILL_ANIMATION = 43 # This is the animation displayed when an item is about to be used. ITEM_ANIMATION = 43 # These are the animations played when a state is inflicted. # It follows this format: state_id => animation_id STATE_ANIMATIONS = { 1 => 56, 2 => 50, 3 => 51 } #=========================================================================== # FIELD OPTIONS #=========================================================================== # This is where the line-up begins. [x, y]. The higher the x, the further # right and the higher the y the further down. FIELD_POS = [200, 295] # This is how far down, and to the right each player is from the previous # actor. [x, y]. Same rules as above. FIELD_SPACING = [75, 0] end end #=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== ($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(8) 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_y += 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, -4) 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, 4) 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, 4) if f.is_a?(Game_Actor) jet3734_#{a}_command(*args, &block) f = BattleManager.actor f.battle_sprite.move_x(6, -4) 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
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