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[已经过期] 战斗时,使用技能

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Lv1.梦旅人

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发表于 2015-5-12 23:21:39 | 只看该作者 |只看大图 回帖奖励 |正序浏览 |阅读模式

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我现在用这样的战斗画面


普通攻击时角色会跑到怪物面前攻击它


但使用技能时角色没有跑到怪物前面,要怎样才会跑到前面???


以下是我的横版战斗脚本,不知道大大需要吗???
#==============================================================================
# ■ VX-RGSS2-6 サイドビュー戦闘[Formation] [Ver.1.0.1] 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]
# $game_system.battle_formation = Formation ID
# It’s possible to change the formation (Even an event script is possible).
FORM = {
# Formation ID => [[Member 1 x、y], [Member2 x, y],
# [Member 3 x, y], [Member 4 x, y]]
0 => [[380,150], [400, 230], [460, 170], [480, 250]]
}
#------------------------------------------------------------------------------
end
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
attr_accessor :battle_formation # Formation ID
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias init_game_system initialize
def initialize
init_game_system
@battle_formation = 0 # Initial formation
end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● Are sprites used? [Redefinition]
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# ● Battle Screen Acquiring X Coordinate
#--------------------------------------------------------------------------
def screen_x
return Battle_Formation::FORM[$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 サイドビュー戦闘[MotionCtrl] [Ver.1.0.1] 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.
# 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
# object : 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 サイドビュー戦闘[MotionExe] [Ver.1.0.1] 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
#-----[アニメーション設定]-----
# 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)
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)
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
# Operation Change
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フェーズ
@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

Lv1.梦旅人

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发表于 2015-6-21 13:22:17 | 只看该作者
keenamaun 发表于 2015-6-20 23:27
也就是说那位大大教的脚本可能无法在我的脚本里操作???

我是这么判断的。不知道对不对。
但是,脚本出现的错误是“语法错误”而不是其他更具体的提示,你一个#号等于把那句脚本注释掉了才不出错……而且通篇英文的脚本里会出现一句中文汉字的动作设置语句吗?这又不是哪位大神汉化过的……
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Lv1.梦旅人

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 楼主| 发表于 2015-6-20 23:27:49 | 只看该作者
duchen5779 发表于 2015-6-19 09:36
2 种类…战斗动作图的分隔纵列。从上开始0到3依次。
首先来说,只要填1,那就是第二行,这不是动态战斗图吗 ...

也就是说那位大大教的脚本可能无法在我的脚本里操作???
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Lv1.梦旅人

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发表于 2015-6-19 09:36:37 | 只看该作者
本帖最后由 duchen5779 于 2015-6-19 09:46 编辑

2 种类…战斗动作图的分隔纵列。从上开始0到3依次。
首先来说,只要填1,那就是第二行,这不是动态战斗图吗?知道是向左就够了吧,剩下的就是向左的三个图片循环播放成为一个踏步的动作了吧。

这都不是关键,关键在于……你在那句脚本前面加了个#,不是代表那句脚本被当成注释掉了吗!!!那你还设置上面这些还有啥用啊?是吧???我没看错吧??

还是那句话,前面给你写的那行动作设定脚本可能根本就不适用于你的这个战斗脚本。在我给你的那个你觉得太华丽的战斗脚本里,这样的设定比比皆是……
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Lv1.梦旅人

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 楼主| 发表于 2015-6-18 23:30:26 | 只看该作者
duchen5779 发表于 2015-6-18 10:18
加#就不出现上面的脚本错误了?你用的行走图是XP的4*4规格的?那你的系统里应该是有一个XP行走图可以用于 ...


是啊!加了个#就没错误了。

我用的是RPGM VX。

性走图用的是3X4的说。


举例我要选红的框框的行走图。

"武器挥动"  => [ 2,  X,   1,   2,   0,  -1,   2, true,"" ],

那我是要在X的格子填1,但是1那行里有3个图。我填1,脚本知道我要那个???

你给的横版连接太华丽了,现在的我还不想用。

谢谢
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发表于 2015-6-18 10:18:20 | 只看该作者
本帖最后由 duchen5779 于 2015-6-18 10:37 编辑
keenamaun 发表于 2015-6-17 22:42
出现错误。

但是我在前面加个#就没出现错误。


加#就不出现上面的脚本错误了?你用的行走图是XP的4*4规格的?那你的系统里应该是有一个XP行走图可以用于VX的脚本的……但从自己可怜的脚本知识出发的个人感觉,出现的脚本错误是因为这句脚本和这个系统根本就不兼容……因为我从你前面贴的脚本里(如果这就是你战斗系统的全部的话)没有找到一个中国字(英文苦手),所以不知道这句 "武器挥动"  => 是不是符合你那个脚本的设置规格,"武器挥动"  => 这个好像是sideview的汉化版的设置里的,而你这个横版,虽然和sideview有联系,但(应该不是吧?希望自己没误导……)

好吧,如果你确定后来没出错的话,那么……

"武器挥动"  => [ 2,  0,   1,   2,   0,  -1,   2, true,"" ],

其中的第二项,现在是0,按照我的理解,0是向下,1是左,2是右,3是上
因为对它的解释是  2 种类…战斗动作图的分隔纵列。从上开始0到3依次。 应该是把战斗图从上往下分成四份……所以中括号中的第二个数字填1就是向左。

其实还是建议楼主换个真正的论坛里有的sideview战斗系统,比如:
https://rpg.blue/forum.php?mod=viewthread&tid=246631


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 楼主| 发表于 2015-6-17 22:42:01 | 只看该作者
duchen5779 发表于 2015-6-17 09:21
不是让你照搬他的吧?不知道你的出错信息是什么,但我感觉最关键的还是素材,你的行走图文件名是什么样的, ...


出现错误。

但是我在前面加个#就没出现错误。

我的行走图的文件名是
Character A

我要尝试楼上的指导,就弄了张行走图。
1左中右都一样举手的行走图,因为不懂怎么样选要的那个。
行走图的文件名是
Character A_1

你指我已经标出了对应关系,也就是我要左1就输入左1???








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发表于 2015-6-17 09:21:22 | 只看该作者
本帖最后由 duchen5779 于 2015-6-17 09:38 编辑

不是让你照搬他的吧?不知道你的出错信息是什么,但我感觉最关键的还是素材,你的行走图文件名是什么样的,是不是后缀有号码等等,第一项如果不行可以用0(即对应行走图试试)……
另外那个选择左中右的,你自己都已经标出了对应关系……

另外,英文版果然苦手……
再编辑一下……忽然发现第一页正太君的话,这不是SIDEVIEW……?
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 楼主| 发表于 2015-6-16 22:25:20 | 只看该作者
本帖最后由 keenamaun 于 2015-6-16 22:28 编辑
上贺茂润 发表于 2015-6-7 11:15
我教你写一个基本的 其他的你自己写
首先打开脚本找到你的横版Sideview 编辑页面 【随便下一个横版脚本都 ...






应该不是这样吧???

这样导致游戏脚本出错了的说。

我从第6项开始以下的全看不懂的说。
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 楼主| 发表于 2015-6-8 21:51:47 | 只看该作者
上贺茂润 发表于 2015-6-7 11:15
我教你写一个基本的 其他的你自己写
首先打开脚本找到你的横版Sideview 编辑页面 【随便下一个横版脚本都 ...

我有空时试试
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