Neko Fondateur
Messages : 184 Date d'inscription : 14/07/2013 Age : 25 Localisation : Ici, la plupart du temps.
| Sujet: [vx] Combats vue de côté Dim 21 Juil - 15:50 | |
| Auteur : ClaimhScreen : Instruction(s) : Placez ce script au dessus de ''Main'' . - Code:
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#============================================================================== # ■ VX-RGSS2-6 Side-View Battle System [Formation] [Ver.1.0.0] by Claimh #------------------------------------------------------------------------------ # English Translation By: Elemental Crisis [http://www.rpgcrisis.net] #------------------------------------------------------------------------------ # Actor location [Formation] # The same amount of damage will be given regardless of formation setup. #==============================================================================
module Battle_Formation #------------------------------------------------------------------------------ # [Formation Setup] # $game_system.battle_formation = Formation ID # It’s possible to change the formation (Even an event script is possible). FORM = { # Formation ID => [[Member 1 x、y], [Member2 x, y], # [Member 3 x, y], [Member 4 x, y]] 0 => [[380,150], [400, 230], [460, 170], [480, 250]] } #------------------------------------------------------------------------------ end
#============================================================================== # ■ Game_System #============================================================================== class Game_System attr_accessor :battle_formation # Formation ID #-------------------------------------------------------------------------- # ● Object initialization #-------------------------------------------------------------------------- alias init_game_system initialize def initialize init_game_system @battle_formation = 0 # Initial formation end end
#============================================================================== # ■ Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● Are sprites used? [Redefinition] #-------------------------------------------------------------------------- def use_sprite? return true end #-------------------------------------------------------------------------- # ● Battle screen Acquiring X Coordinate #-------------------------------------------------------------------------- def screen_x return Battle_Formation::FORM[$game_system.battle_formation][self.index][0] end #-------------------------------------------------------------------------- # ● Battle screen Acquiring Y Coordinate #-------------------------------------------------------------------------- def screen_y return Battle_Formation::FORM[$game_system.battle_formation][self.index][1] end #-------------------------------------------------------------------------- # ● Battle screen Acquiring Z Coordinate #-------------------------------------------------------------------------- def screen_z bitmap = Cache.character(self.character_name) # Height +Y Coordinates return screen_y + bitmap.height / 4 end end
#============================================================================== # ■ Game_Enemy #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● Battle screen Acquiring Z Coordinate [Redefinition] #-------------------------------------------------------------------------- def screen_z bitmap = Cache.battler(self.battler_name, self.battler_hue) # Height +Y Coordinates return screen_y + bitmap.height end end
#============================================================================== # ■ VX-RGSS2-6 Side-View Battle System [MotionCtrl] [Ver.1.0.0] by Claimh #------------------------------------------------------------------------------ # English Translation By: Elemental Crisis [http://www.rpgcrisis.net] #------------------------------------------------------------------------------ # This script carries out the movement controls of the actors. #==============================================================================
#============================================================================== # ■ Scene_Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ● Battle Start Process #-------------------------------------------------------------------------- alias process_battle_start_sideview process_battle_start def process_battle_start for battler in $game_party.members + $game_troop.members battler.move_mode = SideView::M_MODE_WAIT end process_battle_start_sideview end #-------------------------------------------------------------------------- # ● Victory Process #-------------------------------------------------------------------------- alias process_victory_sideview process_victory def process_victory for actor in $game_party.members actor.move_mode = SideView::M_MODE_WIN end process_victory_sideview end #-------------------------------------------------------------------------- # ● Wait Until Motion Control Is Finished #-------------------------------------------------------------------------- def wait_for_motion while @active_battler.motion_stop update_basic end end #-------------------------------------------------------------------------- # ● Execute Combat Operations: Attack [Redefinition] #-------------------------------------------------------------------------- def execute_action_attack text = sprintf(Vocab::DoAttack, @active_battler.name) @message_window.add_instant_text(text) targets = @active_battler.action.make_targets #---Enemy attack sound reproduced. if @active_battler.is_a?(Game_Enemy) Sound.play_enemy_attack wait(15, true) end #--- Proximity (Going) SideView.set_target_point(@active_battler, targets[0]) @active_battler.move_mode = SideView::M_MODE_ATK1 @active_battler.motion_stop = true wait_for_motion #--- Attack wait(5) @active_battler.move_mode = SideView::M_MODE_ATK2 #--- display_attack_animation(targets) wait(20) for target in targets target.attack_effect(@active_battler) display_action_effects(target) end #--- Proximity (Return) @active_battler.move_mode = SideView::M_MODE_ATK3 @active_battler.motion_stop = true wait_for_motion #---Wait for target in targets target.move_mode = SideView::M_MODE_WAIT end @active_battler.move_mode = SideView::M_MODE_WAIT #--- end #-------------------------------------------------------------------------- # ● Execute Combat Operations: Skill [Redefinition] #-------------------------------------------------------------------------- def execute_action_skill skill = @active_battler.action.skill text = @active_battler.name + skill.message1 @message_window.add_instant_text(text) unless skill.message2.empty? wait(10) @message_window.add_instant_text(skill.message2) end #--- Enemy attack sound reproduced. if @active_battler.is_a?(Game_Enemy) Sound.play_enemy_attack wait(15, true) end #--- Long distance attack @active_battler.move_mode = SideView::M_MODE_MAGI #--- targets = @active_battler.action.make_targets display_animation(targets, skill.animation_id) @active_battler.mp -= @active_battler.calc_mp_cost(skill) $game_temp.common_event_id = skill.common_event_id for target in targets target.skill_effect(@active_battler, skill) display_action_effects(target, skill) end #---Wait for target in targets target.move_mode = SideView::M_MODE_WAIT end @active_battler.move_mode = SideView::M_MODE_WAIT #--- end #-------------------------------------------------------------------------- # ● Execute Combat Operations: Item [Redefinition] #-------------------------------------------------------------------------- def execute_action_item item = @active_battler.action.item text = sprintf(Vocab::UseItem, @active_battler.name, item.name) @message_window.add_instant_text(text) #--- Enemy attack sound reproduced. if @active_battler.is_a?(Game_Enemy) Sound.play_enemy_attack wait(15, true) end #--- Long distance attack @active_battler.move_mode = SideView::M_MODE_MAGI #--- targets = @active_battler.action.make_targets display_animation(targets, item.animation_id) $game_party.consume_item(item) $game_temp.common_event_id = item.common_event_id for target in targets target.item_effect(@active_battler, item) display_action_effects(target, item) end #---Wait for target in targets target.move_mode = SideView::M_MODE_WAIT end @active_battler.move_mode = SideView::M_MODE_WAIT #--- end #-------------------------------------------------------------------------- # ● Attack Animation Display [Redefinition] # Targets : Object's Arrangement #-------------------------------------------------------------------------- # 【Changed part】 # Enemy sound effect is changed so it can be used in each phase of operation. # However, it changes so that the attack animation of an enemy can be displayed. #-------------------------------------------------------------------------- def display_attack_animation(targets) display_normal_animation(targets, @active_battler.atk_animation_id, false) display_normal_animation(targets, @active_battler.atk_animation_id2, true) wait_for_animation end #-------------------------------------------------------------------------- # ● HP Damage display [Redefinition] # target : Candidate # obj : Skill or item #-------------------------------------------------------------------------- def display_hp_damage(target, obj = nil) if target.hp_damage == 0 # No damage return if obj != nil and obj.damage_to_mp return if obj != nil and obj.base_damage == 0 fmt = target.actor? ? Vocab::ActorNoDamage : Vocab::EnemyNoDamage text = sprintf(fmt, target.name) elsif target.absorbed # Absorption fmt = target.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain text = sprintf(fmt, target.name, Vocab::hp, target.hp_damage) elsif target.hp_damage > 0 # Damage if target.actor? text = sprintf(Vocab::ActorDamage, target.name, target.hp_damage) Sound.play_actor_damage $game_troop.screen.start_shake(5, 5, 10) target.blink = true # Only adds here else text = sprintf(Vocab::EnemyDamage, target.name, target.hp_damage) Sound.play_enemy_damage target.blink = true end else # Recovery fmt = target.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery text = sprintf(fmt, target.name, Vocab::hp, -target.hp_damage) Sound.play_recovery end @message_window.add_instant_text(text) wait(30) end end
#============================================================================== # ■ VX-RGSS2-6 Side-View Battle System[MotionExe] [Ver.1.0.0] by Claimh #------------------------------------------------------------------------------ # English Translation By: Elemental Crisis [http://www.rpgcrisis.net] #------------------------------------------------------------------------------ # This script executes movement controls of the actors. #==============================================================================
module SideView #---------------------------------------------------------------------------- #-----[Operation Setup]----- # Operation Speed MOTION_SPEED = 20
#-----[Animation Setup]----- # Usual enemy attack animation setup. E_ANIME = { # EnemyID => [Usually atttack and additional attack animations.] 1 => [1, 0] } #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- # Motion Control Mode M_MODE_WAIT = 0 # Standby M_MODE_MAGI = 1 # Attack M_MODE_DAMG = 2 # Non-Damage Attack M_MODE_WIN = 3 # Victory M_MODE_ATK1 = 4 # Direct Attack (Approaching) M_MODE_ATK2 = 5 # Direct Attack (Attacking) M_MODE_ATK3 = 6 # Direct Attack (Returning)
module_function #-------------------------------------------------------------------------- # ● Movement-Zone Calculation #-------------------------------------------------------------------------- def set_target_point(attacker, target) case target when Game_Actor bits = Cache.character(target.character_name) attacker.target_x = target.screen_x + (bits.width / 8) attacker.target_y = target.screen_y when Game_Enemy bits = Cache.battler(target.battler_name, target.battler_hue) attacker.target_x = target.screen_x + (bits.width / 2) attacker.target_y = target.screen_y end end end
class Game_Battler attr_accessor :move_mode # Operation Mode # 0:Standby 1:Attack 2: Un-useless 3:Victory attr_accessor :motion_stop # Operation Stop Flag (Under Movement Flag) attr_accessor :target_x # Move Position(x) attr_accessor :target_y # Move Position(y) #-------------------------------------------------------------------------- # ● Object Initialization #-------------------------------------------------------------------------- alias initialize_sdva_corpse initialize def initialize initialize_sdva_corpse @move_mode = 0 @motion_stop = false @target_x = 0 @target_y = 0 end end
#============================================================================== # ■ Game_Enemy #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● Attack Animation ID Acquisition #-------------------------------------------------------------------------- def atk_animation_id return 0 if SideView::E_ANIME[@enemy_id].nil? return SideView::E_ANIME[@enemy_id][0] end #-------------------------------------------------------------------------- # ● Attack Animation ID Acquisition (2 Sword Style:2 Weapons ) #-------------------------------------------------------------------------- def atk_animation_id2 return 0 if SideView::E_ANIME[@enemy_id].nil? return SideView::E_ANIME[@enemy_id][1] end end
#============================================================================== # ■ Sprite_Battler #============================================================================== class Sprite_Battler < Sprite_Base #-------------------------------------------------------------------------- # ● Object Initialization # viewport : View Port # battler : Battler (Game_Battler) #-------------------------------------------------------------------------- alias initialize_sideview initialize def initialize(viewport, battler = nil) initialize_sideview(viewport, battler) init_direct_attack end #-------------------------------------------------------------------------- # ● Set Proximity Value For Attack #-------------------------------------------------------------------------- def init_direct_attack @direct_attack_cnt = 0 @direct_attack_phase = 0 @direct_move_cnt = 0 @battler_x_plus = 0 @battler_y_plus = 0 @moving_mode = 0 @pattern = 0 @direction = 0 end #-------------------------------------------------------------------------- # ● Frame Renewal [Redefinition] #-------------------------------------------------------------------------- def update super if @battler == nil self.bitmap = nil else @use_sprite = @battler.use_sprite? if @use_sprite self.x = @battler.screen_x + @battler_x_plus self.y = @battler.screen_y + @battler_y_plus self.z = @battler.screen_z update_battler_bitmap end setup_new_effect update_effect end end #-------------------------------------------------------------------------- # ● Bitmap Transfer Source Renewal #-------------------------------------------------------------------------- alias update_battler_bitmap_sideview update_battler_bitmap def update_battler_bitmap case @battler when Game_Actor if @battler.character_name != @battler_name or @battler.character_index != @battler_hue @battler_name = @battler.character_name @battler_hue = @battler.character_index draw_pre_character draw_character if (@battler.dead? or @battler.hidden) and !@battler.dead_delay self.opacity = 0 end end when Game_Enemy if @battler.battler_name != @battler_name or @battler.battler_hue != @battler_hue @battler_name = @battler.battler_name @battler_hue = @battler.battler_hue draw_battler if (@battler.dead? or @battler.hidden) and !@battler.dead_delay self.opacity = 0 end end end motion_control end #-------------------------------------------------------------------------- # ● Battler Drawing #-------------------------------------------------------------------------- def draw_battler self.bitmap = Cache.battler(@battler_name, @battler_hue) @width = bitmap.width @height = bitmap.height self.ox = @width / 2 self.oy = @height end #-------------------------------------------------------------------------- # ● Pre-Character Drawing [Common] #-------------------------------------------------------------------------- def draw_pre_character self.bitmap = Cache.character(@battler_name) sign = @battler_name[/^[!$]./] if sign != nil and sign.include?('$') @width = bitmap.width / 3 @height = bitmap.height / 4 else @width = bitmap.width / 12 @height = bitmap.height / 8 end self.ox = @width / 2 self.oy = @height end #-------------------------------------------------------------------------- # ● Character Drawing [Common] #-------------------------------------------------------------------------- def draw_character index = @battler_hue pattern = @pattern < 3 ? @pattern : 1 sx = (index % 4 * 3 + pattern) * @width sy = (index / 4 * 4 + (@direction - 2) / 2) * @height self.src_rect.set(sx, sy, @width, @height) end #-------------------------------------------------------------------------- # ● Motion Control #-------------------------------------------------------------------------- def motion_control # Memory Operation Mode @moving_mode = @battler.move_mode # Battler Drawing case @battler when Game_Actor # Actor actor_motion_control when Game_Enemy # Enemy enemy_motion_control end end #-------------------------------------------------------------------------- # ● Motion Control (Actor) #-------------------------------------------------------------------------- def actor_motion_control # Operation Change case @moving_mode when SideView::M_MODE_WAIT # Standby init_direct_attack @battler_x_plus = 0 @direction = 4 @pattern = 1 when SideView::M_MODE_MAGI # Attack @battler_x_plus = -10 @direction = 4 @pattern = 3 when SideView::M_MODE_DAMG # Non-Damage Attack @battler_x_plus = 10 @direction = 4 @pattern = 3 when SideView::M_MODE_WIN # Victory @direction = 2 @pattern = 1 when SideView::M_MODE_ATK1 # Direct Attack (Approaching) exe_moving_attack_start @end_pos_x = @battler_x_plus when SideView::M_MODE_ATK2 # Direct Attack (Attacking) @battler_x_plus = @end_pos_x - 10 when SideView::M_MODE_ATK3 # Direct Attack (Returning) exe_moving_attack_end else p "error:Sprite_Battler>> @moving_mode" end draw_character end #-------------------------------------------------------------------------- # ● Motion Control (Enemy) #-------------------------------------------------------------------------- def enemy_motion_control # 動作チェンジ case @moving_mode when SideView::M_MODE_WAIT # Standby init_direct_attack when SideView::M_MODE_MAGI # Attack @battler_x_plus = 10 when SideView::M_MODE_DAMG # Non-Damage Attack @battler_x_plus = -10 @shake_flg = true when SideView::M_MODE_ATK1 # Direct Attack (Approaching) exe_moving_attack_start @end_pos_x = @battler_x_plus when SideView::M_MODE_ATK2 # Direct Attack (Attacking) @battler_x_plus = @end_pos_x + 10 when SideView::M_MODE_ATK3 # Direct Attack (Returning) exe_moving_attack_end else p "error:Sprite_Battler>> @moving_mode", @moving_mode end end #-------------------------------------------------------------------------- # ● Proximity Attack Execution Method #-------------------------------------------------------------------------- def exe_moving_attack_start return unless @battler.motion_stop case @direct_attack_phase when 0 # Start Operation Preparation diratk_start when 1 # Move Operation (Going) diratk_move when 2 # After-Movement Wait diratk_wait end end def exe_moving_attack_end case @direct_attack_phase when 0 # Attack Operation diratk_attack when 1 # Move Operation (Return) diratk_back when 2 # Operation End diratk_end end end #-------------------------------------------------------------------------- # ● Proximity Attack Execution [Start Operation Preparation] #-------------------------------------------------------------------------- def diratk_start # Pose Change @pattern = 1 # The number of frames needed is the distance between current position # and target position. pos_x = @battler.target_x - self.x pos_y = @battler.target_y - self.y # Caculation for ammount of frames needed. @direct_move_cnt = @direct_attack_cnt = (pos_x.abs / SideView::MOTION_SPEED).round # NEXT Phase @direct_attack_phase += 1 end #-------------------------------------------------------------------------- # ● Proximity Attack Execution [Move Operation (Going)] #-------------------------------------------------------------------------- def diratk_move case @battler when Game_Actor x_plus = @width y_plus = -@height / 4 when Game_Enemy x_plus = -@width - 10 y_plus = @height / 4 end # The next movement location is figured out by the distance between # current position and target position. pos_x = @battler.target_x - self.x + x_plus pos_y = @battler.target_y - self.y + y_plus @battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0 @battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0 # End count @direct_attack_cnt -= 1 # Last movement (Insurance: Last correction) if @direct_attack_cnt <= 0 @battler_x_plus = @battler.target_x - @battler.screen_x + x_plus @battler_y_plus = @battler.target_y - @battler.screen_y + y_plus # NEXT Phase @direct_attack_cnt = 5 @direct_attack_phase += 1 end end #-------------------------------------------------------------------------- # ● Proximity Attack Execution [Attack Operation Return] #-------------------------------------------------------------------------- def diratk_wait # End Count @direct_attack_cnt -= 1 # Last Movement if @direct_attack_cnt <= 0 # Pose Change @pattern = 3 # END Phase @direct_attack_phase = 0 @battler.motion_stop = false end end #-------------------------------------------------------------------------- # ● Proximity Attack Execution [Attack Operation Return] #-------------------------------------------------------------------------- def diratk_attack # Pose Change @pattern = 1 # End Wait Count @direct_attack_cnt = @direct_move_cnt # NEXT Phase @direct_attack_phase += 1 end #-------------------------------------------------------------------------- # ● Proximity Attack Execution [Move Operation (Return)] #-------------------------------------------------------------------------- def diratk_back # The next movement location is figured out by the distance between # current position and target position. pos_x = @battler.screen_x - self.x pos_y = @battler.screen_y - self.y @battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0 @battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0 # End Count @direct_attack_cnt -= 1 # Last Movement if @direct_attack_cnt == 0 @battler_x_plus = 0 @battler_y_plus = 0 # NEXT Phase @direct_attack_phase += 1 end end #-------------------------------------------------------------------------- # ● Proximity attack execution [Operation End] #-------------------------------------------------------------------------- def diratk_end init_direct_attack @battler.motion_stop = false # END Phase @direct_attack_phase = 0 end end
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