赞 | 0 |
VIP | 1 |
好人卡 | 0 |
积分 | 1 |
经验 | 3179 |
最后登录 | 2013-10-25 |
在线时间 | 140 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 66
- 在线时间
- 140 小时
- 注册时间
- 2012-2-6
- 帖子
- 384
|
9楼
楼主 |
发表于 2012-2-23 10:35:16
|
只看该作者
全动画战斗+菜鸟横版仿Tankentai(Sideview)+半即时
本帖最后由 无双sxa 于 2012-2-24 14:23 编辑
作者 Victor sant
源地址http://victorscripts.wordpress.com
恩,很难用很难用很难用。
不过作为一个地球人,我还是要把这个东西转载过来
我昨天弄了一天才明白怎么用,哎,太难了
不过效果非常好
总之比RBS好
不兼容YCTB,CATB,YEABattleEngine
http://115.com/file/anjobiva
@无双sxa
不必要盲目加分,你要注意
恩,我收回我的言论,
修改一下:
6R中75%的人都不可能会用这个
所以。。。。。。。。。。。。。
我发个自己使用的方法吧
加入这段附加脚本module Victor_Engine VE_DEFAULT_SPRITE = { # Basic Settings # name: value, frames: 3, # Number of frames rows: 4, # Number of rows mirror: true, # Mirror battler when facing right invert: false, # Invert the battler graphic mode: :charset, # Graphic style (:sprite or :chasert) action: :charset, # Action settings # Main Poses # name: row, idle: 1, # Idle pose guard: 2, # Guard pose evade: 2, # Evade pose danger: 3, # Low HP pose hurt: 4, # Damage pose attack: 5, # Physical attack pose use: 6, # No type use pose item: 6, # Item use pose skill: 7, # Skill use pose magic: 8, # Magic use pose advance: 9, # Advance pose retreat: 10, # Retreat pose escape: 10, # Escape pose victory: 11, # Victory pose intro: 12, # Battle start pose dead: 13, # Incapacited pose # Advanced poses, # name: row, revive: nil, # Revive Pose ready: nil, # Pose after selecting a action without type item_cast: nil, # Pose after selecting a item action magic_cast: nil, # Pose after selecting a magical skill action skill_cast: nil, # Pose after selecting a physical skill action critical: nil, # Pose when reciving critical damage } # Don't remove VE_SPRITE_SETTINGS = { # 'Sample 1' => {frames: 4, rows: 14, mirror: true, mode: :sprite, # action: nil}, # 'Sample 2' => {mirror: true, invert: false, mode: :charset, # action: :charset}, # 'Sample 3' => {frames: 3, rows: 4, mirror: true, invert: false, # mode: :charset, action: :kaduki, magic_cast: 1}, # 'Scorpion' => {frames: 4, rows: 14, mirror: true, mode: :sprite, # action: :default}, # 'Hero_m' => {frames: 4, rows: 14, mirror: true, mode: :sprite, # action: :default}, # 'Delf_f' => {frames: 3, rows: 4, mirror: true, invert: false, # mode: :charset, action: :kaduki, magic_cast: 1}, # 'Thief_m' => {frames: 3, rows: 4, mirror: true, invert: false, # mode: :charset, action: :kaduki, magic_cast: 1}, } # Don't remove end class Game_Enemy < Game_Battler def sprite_settings if VE_SPRITE_SETTINGS[@battler_name].nil? return {frames: 4, rows: 14, mirror: true, mode: :sprite, action: :default} else if VE_SPRITE_SETTINGS[@battler_name]=="DEFAULT" return VE_DEFAULT_SPRITE else return VE_SPRITE_SETTINGS[@battler_name] end end end end class Game_Actor < Game_Battler def sprite_settings if VE_SPRITE_SETTINGS[@battler_name].nil? return VE_DEFAULT_SPRITE else return VE_SPRITE_SETTINGS[@battler_name] end end end
module Victor_Engine
VE_DEFAULT_SPRITE = {
# Basic Settings
# name: value,
frames: 3, # Number of frames
rows: 4, # Number of rows
mirror: true, # Mirror battler when facing right
invert: false, # Invert the battler graphic
mode: :charset, # Graphic style (:sprite or :chasert)
action: :charset, # Action settings
# Main Poses
# name: row,
idle: 1, # Idle pose
guard: 2, # Guard pose
evade: 2, # Evade pose
danger: 3, # Low HP pose
hurt: 4, # Damage pose
attack: 5, # Physical attack pose
use: 6, # No type use pose
item: 6, # Item use pose
skill: 7, # Skill use pose
magic: 8, # Magic use pose
advance: 9, # Advance pose
retreat: 10, # Retreat pose
escape: 10, # Escape pose
victory: 11, # Victory pose
intro: 12, # Battle start pose
dead: 13, # Incapacited pose
# Advanced poses,
# name: row,
revive: nil, # Revive Pose
ready: nil, # Pose after selecting a action without type
item_cast: nil, # Pose after selecting a item action
magic_cast: nil, # Pose after selecting a magical skill action
skill_cast: nil, # Pose after selecting a physical skill action
critical: nil, # Pose when reciving critical damage
} # Don't remove
VE_SPRITE_SETTINGS = {
# 'Sample 1' => {frames: 4, rows: 14, mirror: true, mode: :sprite,
# action: nil},
# 'Sample 2' => {mirror: true, invert: false, mode: :charset,
# action: :charset},
# 'Sample 3' => {frames: 3, rows: 4, mirror: true, invert: false,
# mode: :charset, action: :kaduki, magic_cast: 1},
# 'Scorpion' => {frames: 4, rows: 14, mirror: true, mode: :sprite,
# action: :default},
# 'Hero_m' => {frames: 4, rows: 14, mirror: true, mode: :sprite,
# action: :default},
# 'Delf_f' => {frames: 3, rows: 4, mirror: true, invert: false,
# mode: :charset, action: :kaduki, magic_cast: 1},
# 'Thief_m' => {frames: 3, rows: 4, mirror: true, invert: false,
# mode: :charset, action: :kaduki, magic_cast: 1},
} # Don't remove
end
class Game_Enemy < Game_Battler
def sprite_settings
if VE_SPRITE_SETTINGS[@battler_name].nil?
return {frames: 4, rows: 14, mirror: true, mode: :sprite,
action: :default}
else
if VE_SPRITE_SETTINGS[@battler_name]=="DEFAULT"
return VE_DEFAULT_SPRITE
else
return VE_SPRITE_SETTINGS[@battler_name]
end
end
end
end
class Game_Actor < Game_Battler
def sprite_settings
if VE_SPRITE_SETTINGS[@battler_name].nil?
return VE_DEFAULT_SPRITE
else
return VE_SPRITE_SETTINGS[@battler_name]
end
end
end
这样就开启了敌人非行走图模式及玩家行走图模式
如果要敌人行走图模式,自己思考吧。
提醒下,敌人战斗图和行走图都要用$这是开启敌人行走图的第一个条件。
这段脚本似乎是Victor秘密发布的,国外(除了Yami与Victor本人)
都似乎没有察觉到这个问题,
不是即将发布,而是已经发布
恩,其实如果有个人愿意去做Window_BattleStatus的美化工作就更好了。
我是没那个能力了
恩,仿VASQ战棋的界面美化
class Window_BattleStatus < Window_Selectable def draw_basic_area(rect, actor) bitmap2 = Cache.face(actor.face_name) rect2 = Rect.new(actor.face_index % 4 * 96 ,actor.face_index / 4 * 96 + 40, 96, 20) contents.blt(rect.x, rect.y, bitmap2, rect2, 255) bitmap2.dispose draw_actor_icons(actor, rect.x + 104, rect.y, rect.width - 104) end end
class Window_BattleStatus < Window_Selectable
def draw_basic_area(rect, actor)
bitmap2 = Cache.face(actor.face_name)
rect2 = Rect.new(actor.face_index % 4 * 96 ,actor.face_index / 4 * 96 + 40, 96, 20)
contents.blt(rect.x, rect.y, bitmap2, rect2, 255)
bitmap2.dispose
draw_actor_icons(actor, rect.x + 104, rect.y, rect.width - 104)
end
end
[@]Victor Sant[/@]
@Yami
[@]Yanfly[/@]
[@]上海[/@]
好了,停止继续更新
|
评分
-
查看全部评分
|