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标题: 如何在横版RPG(VX)中也让敌人实现普通攻击的动画? [打印本页]

作者: ypkkjt    时间: 2011-1-19 00:12
标题: 如何在横版RPG(VX)中也让敌人实现普通攻击的动画?
在横版VX战斗中让敌人 在普通攻击中做出动作(动画)要怎么做啊?或者需要改什么脚本才可以?请高人指教下:dizzy:
作者: domencasio    时间: 2011-1-20 12:04
首先确定你的敌人角色有行走图
然后设置横板中的敌人动作就行
如果只有行走图的话效果还是感觉简陋的话
那只能你自己画敌人的战斗动作了

参考

作者: cangyu2004    时间: 2011-1-20 16:11
#==============================================================================
# ■ Enemy Animated Battlers for RPG Tankentai Sideview Battle System
#     1.17.09
#------------------------------------------------------------------------------
#  Script by Kylock
#  Updated by Mr. Bubble
#  Visual Guide at:
#  http://www.rpgrevolution.com/for ... ndpost&p=212499
#==============================================================================
#   Easy to implement interface to specify animated battlers for enemies.  Note
# enemy batters must be formatted THE SAME as your character battlers.  Also,
# you must have 2 copies of your enemy battler:

#   <game folder>\Graphics\Battlers\$<enemy name>.png
#   <game folder>\Graphics\Characters\$<enemy name>.png
#
#   If you are using this script with the Kaduki's Battlers setup, enemies must
# have "_1", "_2" and "_3" files in the Characters folder similar to the
# Kaduki actors.  See inside Kaduki demo's Characters folder for an example.
#
#   If used with IAB, enemies must have a 4x11 "_1" file in the Characters
# folder. See inside IAB demo's Characters folder for an example.
#  
#   When you set up your "troops" for the encounter, you may need to tweak the
# positioning of the enemy as the sprites look funny and the actual placement
# may be slightly off.  A few battle tests should be sufficient.
#   Enemy shadows may also look odd.  You may adjust or change the shadow using
# the respective settings within this script.
#
#  All settings in this add-on can also be done within the Configuration script.
#==============================================================================

module K_ENEMY_BATTLERS
  ENEMY_ID = [1,2,3] # list of enemies with batter sprites(ex. [1,24])
end

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ● Enemy Screen Positioning Adjustment
  #--------------------------------------------------------------------------
  # Postive Y-values move the battler down. Negatives move the shadow up.
  # If the battler is offscreen, it is suggested to use this to function.
  #
  # return [ 0, 0]  <- [X-coordinate、Y-coordinate]
  alias bubs_eab_position_plus position_plus
  def position_plus
    case @enemy_id
    when 1 # Enemy ID
      return [0, 128] # Coordinates
   
    when 2 # Enemy ID
      return [0, 128] # Coordinates
    end
    bubs_eab_position_plus
  end
  #--------------------------------------------------------------------------
  # ● Enemy Shadow
  #--------------------------------------------------------------------------
  # Define a separate shadow image file for an enemy battler.
  #
  # return "shadow01" <- Image file name in .Graphics/Characters
  # return "" <- No shadow used.
  alias bubs_eab_shadow shadow
  def shadow
    case @enemy_id
    when 1 # Enemy ID
      return "shadow00"
    when 2 # Enemy ID
      return "shadow00"
    end
    bubs_eab_shadow
  end
  #--------------------------------------------------------------------------
  # ● Enemy Shadow Adjustment
  #--------------------------------------------------------------------------
  # Postive Y-values move the shadow down. Negatives move the shadow up.
  #
  # return [ X-Coordinate, Y-Coordinate]
  alias bubs_eab_shadow_plus shadow_plus
  def shadow_plus
    case @enemy_id
    when 1 # Enemy ID
      return [ 0, 4]
    when 2 # Enemy ID
      return [ 0, 4]
    end
    bubs_eab_shadow_plus
  end
  #--------------------------------------------------------------------------
  # ● Enemy Animated Battler Settings
  #--------------------------------------------------------------------------
  alias keb_anime_on anime_on
  def anime_on
    for x in K_ENEMY_BATTLERS::ENEMY_ID
      return true if @enemy_id == x
    end
    keb_anime_on
  end
  #--------------------------------------------------------------------------
  # ● Enemy Invert Settings
  #--------------------------------------------------------------------------
  alias keb_action_mirror action_mirror
  def action_mirror
    for x in K_ENEMY_BATTLERS::ENEMY_ID
      return true if @enemy_id == x
    end
    keb_action_mirror
  end
end


配合SBS
作者: ypkkjt    时间: 2011-1-20 18:18
cangyu2004 发表于 2011-1-20 16:11
#==============================================================================
# ■ Enemy Animated  ...

:handshake谢谢啊 不知道 能不能成功
作者: cangyu2004    时间: 2011-1-21 19:10


一般来说,是没有问题的。


cangyu2004于2011-1-21 23:13补充以下内容:
- - 还差很远啊。。。




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