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me podrian ayudar con la batalla lateral?

 :: RPG Maker :: Ayuda RPG

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me podrian ayudar con la batalla lateral?

Mensaje por the_joze el 2013-06-12, 18:41

ultimamente es estado haciendo mi proyecto pero me gustaria hacer las batallas laterales e buscado y encontrado sprips pero lo que me gustaria que me pudiesen ayudar es a como poner los scrips y que mas devo de hacer ya sea con un tutorial o donde me pueda ayudar yo de antemano gracias por su atencion

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Re: me podrian ayudar con la batalla lateral?

Mensaje por Poka el 2013-06-12, 19:59

Buenas ^^

Veamos... en los RPG makers que permiten scripts (osea; el XP, VX, ACE) tienen un apartado en "herramientas" que se llama "editor de scripts". 



Una vez lo abras, verás una gran lista de scripts ( o partes) ya definidos por el RPG Maker, por defecto. Solo tienes que ir y copiar y pegar encima de main (para hacerlo, haz click secundario en main y luego, haz click en "insertar").

 

Espero que te haya servido de ayuda ^^

Poka
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Re: me podrian ayudar con la batalla lateral?

Mensaje por the_joze el 2013-06-13, 02:57

muchas gracias lo intentare

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Re: me podrian ayudar con la batalla lateral?

Mensaje por carlos55 el 2013-06-13, 03:23

Una consejo cuando intentes ponerle un script por ejemplo un sistema de batalla intenta empezar desde la demo del proyecto para no generar errores por falta de archivos

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Re: me podrian ayudar con la batalla lateral?

Mensaje por the_joze el 2013-06-14, 02:42

por cierto por ejemplo es scrip que aye es este 



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, 230]
   
    # 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




 lo unico que tengo ke hacer es copiar y pegar o copiar e insertar arriba del main?
agradeceria mas de su ayuda

the_joze
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Re: me podrian ayudar con la batalla lateral?

Mensaje por Contenido patrocinado Hoy a las 06:08


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