Per 2016, RMID pindah ke RMID Discord (Invite link dihapus untuk mencegah spambot -Theo @ 2019). Posting sudah tidak bisa dilakukan lagi.
Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.
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| Minkoff Animated Battlers | |
| 2010-04-18, 14:58 | Minkoff Animated Battlers |
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TroyZ Novice
Posts : 193 Thanked : 5 Engine : RMVX Ace Skill : Intermediate Type : Scripter
| semoga gak salah thread lagi... kalo salah thread tolong dipindahin ya tolong donk kasih tau dimana tempat buat download Minkoff Animated Battlers (spritenya), soalnya sudah cari2 di website yang diberikan sama RPGMakerVX.com n RPGRevolution.com hanya satu yang benar, sisanya error tolong banget ya |
| | | 2010-04-18, 15:07 | Re: Minkoff Animated Battlers |
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NewJessy Novice
Posts : 223 Thanked : 4 Engine : RMXP Skill : Beginner Type : Artist
| Kalau mao pake ini: ini minkoff juga - Spoiler:
- Code:
-
#============================================================================== # ■ Sprite_Battler #------------------------------------------------------------------------------ # Minkoff's Custom Battle System // Thanks, Prexus #==============================================================================
class Sprite_Battler < RPG::Sprite #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias cbs_initialize initialize def initialize(viewport, battler = nil) @frame = 0 @pose = 0 @default = 0 @speed = 6 @frames = 4 @poses = 10 @last_time = 0 @last_move_time = 0 @stationary_enemies = false @stationary_actors = false @phasing = true cbs_initialize(viewport, battler) viewport.z = 99 end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- alias cbs_update update def update return unless @battler # Regular Update cbs_update # Start Routine unless @started @width = @width / @frames @height = @height / @poses @battler.display_x = @battler.screen_x @battler.display_y = @battler.screen_y end # Setup Sprite self.src_rect.set(@width * @frame, @height * @pose, @width, @height) self.mirror = @battler.is_a?(Game_Enemy) unless @started # Position Sprite self.x = @battler.display_x self.y = @battler.display_y self.z = @battler.display_y self.ox = @width / 2 self.oy = @height # Setup Animation time = Graphics.frame_count / (Graphics.frame_rate / @speed) if @last_time < time @frame = (@frame + 1) % @frames if @frame == 0 if @freeze @frame = (@frame - 1) % @frames return end @pose = @default end end @last_time = time # Set Default Pose if @battler.default @default = @battler.default @pose = @battler.default unless @battler.pose @battler.default = nil end # Set Pose if @battler.pose @pose = @battler.pose @freeze = @battler.freeze @battler.pose = nil @battler.freeze = nil @frame = 0 end
# Finish Up @started = true move if @battler.moving end #-------------------------------------------------------------------------- # ● Move #-------------------------------------------------------------------------- def move
# Stationary Battlers if (@battler.is_a?(Game_Enemy) and @stationary_enemies) or (@battler.is_a?(Game_Actor) and @stationary_actors) battler.moving = true return end
time = Graphics.frame_count / (Graphics.frame_rate.to_f / (@speed * 5)) if @last_move_time < time # Pause to Attack return if @pose.between?(6, 7) # Set Running Pose @pose = @attacked ? 5 : 4 # Phasing d1 = (@battler.display_x - @battler.original_x).abs d2 = (@battler.display_y - @battler.original_y).abs d3 = (@battler.display_x - @battler.destination_x).abs d4 = (@battler.display_y - @battler.destination_y).abs self.opacity = [255 - ([(d1 + d2) / 2, (d3 + d4) / 2].min * 5).to_i, 0].max if @phasing
# Calculate Difference difference_x = (@battler.display_x - @battler.destination_x).abs difference_y = (@battler.display_y - @battler.destination_y).abs # Move Back if [difference_x, difference_y].max.between?(0, 5) and !@attacked @battler.destination_x = @battler.original_x @battler.destination_y = @battler.original_y @battler.original_x = @battler.display_x @battler.original_y = @battler.display_y @battler.moving = false @attacked = true @pose = @default return end
# Done? Reset, Stop if [difference_x, difference_y].max.between?(0, 5) @battler.moving = false @attacked = false @pose = @default return end # Movement Patterns if difference_x > difference_y increment_x = 1 increment_y = difference_y <= 2 ? difference_y / 8 : 1 / (difference_x / difference_y) + 0.5 elsif difference_y > difference_x increment_y = 1 increment_x = difference_x <= 2 ? difference_x / 8 : 1 / (difference_y / difference_x) + 0.5 else increment_x = 1 increment_y = 1 end incriment_x = (increment_x * 8).to_i incriment_y = (increment_y * 8).to_i @battler.display_x += incriment_x * (@battler.destination_x - @battler.display_x > 0 ? 1 : -1) @battler.display_y += incriment_y * (@battler.destination_y - @battler.display_y > 0 ? 1 : -1) end @last_move_time = time end def collapse @default = 2 end end
#============================================================================== # ■ Game_Battler #==============================================================================
class Game_Battler #-------------------------------------------------------------------------- # ● Animation Variables #-------------------------------------------------------------------------- attr_accessor :moving # Moving? attr_accessor :display_x # Current X attr_accessor :display_y # Current Y attr_accessor :original_x # Original X attr_accessor :original_y # Orginal Y attr_accessor :destination_x # Destination X attr_accessor :destination_y # Destination Y attr_accessor :pose # Sprite Pose attr_accessor :freeze # Freeze Sprite? attr_accessor :default # Default Pose attr_accessor :moved # Moved? attr_accessor :cast # Cast? #-------------------------------------------------------------------------- # ● Set Movement #-------------------------------------------------------------------------- def setmove(original_x, original_y, destination_x, destination_y) @original_x = original_x @original_y = original_y @destination_x = destination_x + (self.is_a?(Game_Actor) ? 40 : -40) @destination_y = destination_y @moving = true end #-------------------------------------------------------------------------- # ● Set Pose #-------------------------------------------------------------------------- def setpose(pose, freeze = false) @pose = pose @freeze = freeze end #-------------------------------------------------------------------------- # ● Set Default Pose #-------------------------------------------------------------------------- def setdefault(default) @default = default end end
#============================================================================== # ■ Game_Actor #==============================================================================
class Game_Actor #-------------------------------------------------------------------------- # ● Actor X Coordinate #-------------------------------------------------------------------------- def screen_x if self.index != nil return self.index * 45 + 450 else return 0 end end #-------------------------------------------------------------------------- # ● Actor Y Coordinate #-------------------------------------------------------------------------- def screen_y return self.index * 40 + 200 end #-------------------------------------------------------------------------- # ● Actor Z Coordinate #-------------------------------------------------------------------------- def screen_z return screen_y end end
#============================================================================== # ■ Scene_Battle #==============================================================================
class Scene_Battle #-------------------------------------------------------------------------- # ● Change Arrow Viewport #-------------------------------------------------------------------------- alias cbs_start_enemy_select start_enemy_select def start_enemy_select cbs_start_enemy_select @enemy_arrow.dispose @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2) end #-------------------------------------------------------------------------- # ● Action Animation, Movement #-------------------------------------------------------------------------- alias cbs_update_phase4_step3 update_phase4_step3 def update_phase4_step3(battler) return if battler.moving battler.setdefault(0) case battler.current_action.kind when 0 # Basic if battler.moved battler.setpose(6 + rand(2)) elsif battler.guarding? battler.setdefault(3) else for target in battler.target battler.setmove(battler.screen_x, battler.screen_y, target.screen_x, target.screen_y) end battler.moved = true return end when 1 # Skill battler.setpose(8) for target in battler.target battler.cast = (battler.is_a?(Game_Actor) == target.is_a?(Game_Enemy)) end when 2 # Item battler.setpose(8) end cbs_update_phase4_step3(battler) end #-------------------------------------------------------------------------- # ● Hit Animation, Reset #-------------------------------------------------------------------------- alias cbs_update_phase4_step4 update_phase4_step4 def update_phase4_step4(battler) for target in battler.target target.setpose(1) if (battler.moved or battler.cast) and target.damage != "Miss" end if battler.moved battler.moving = true end battler.moved = false battler.cast = false cbs_update_phase4_step4(battler) end #-------------------------------------------------------------------------- # ● Victory Animation #-------------------------------------------------------------------------- alias cbs_start_phase5 start_phase5 def start_phase5 for actor in $game_party.actors return if actor.moving end for actor in $game_party.actors actor.setpose(9, true) unless actor.dead? end cbs_start_phase5 end end
#============================================================================== # ■ Spriteset_Battle #==============================================================================
class Spriteset_Battle #-------------------------------------------------------------------------- # ● Change Enemy Viewport #-------------------------------------------------------------------------- alias cbs_initialize initialize def initialize cbs_initialize @enemy_sprites = [] for enemy in $game_troop.enemies.reverse @enemy_sprites.push(Sprite_Battler.new(@viewport2, enemy)) end end end
#============================================================================== # ■ Arrow_Base #==============================================================================
class Arrow_Base < Sprite #-------------------------------------------------------------------------- # ● Reposition Arrows #-------------------------------------------------------------------------- alias cbs_initialize initialize def initialize(viewport) cbs_initialize(viewport) self.ox = 32 self.oy = 40 end end
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| | | 2010-04-18, 15:16 | Re: Minkoff Animated Battlers |
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eve Loli Mecha Mesum Musume
Posts : 1620 Thanked : 30 Engine : Other Skill : Beginner Type : Writer
Awards:
| @^ dia mitnanya sprite.,, bukan script minkoff yg kaduki ntu kan??? sayangnya wa VX user.,, jadi ga bisa bantu banyak.,., knapa ga skalian rip dari Ragnarok aja.,., |
| | | 2010-04-18, 15:19 | Re: Minkoff Animated Battlers |
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NewJessy Novice
Posts : 223 Thanked : 4 Engine : RMXP Skill : Beginner Type : Artist
| aduh aku salah bodoh kalau sprite aku punya banyak minta ma aku ajah Monster NPC sama Player (ragnarok) atau req sama Craive sorry sorry saya matanya jereng maaf banyak maaf banyak sorry sorry tapi itu mungkin membantu |
| | | 2010-07-23, 13:25 | Re: Minkoff Animated Battlers |
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Destiny Newbie
Posts : 8 Thanked : 0 Engine : RM2k3 Skill : Intermediate Type : Event Designer
| klo untuk sprite battle.. mungkin ini akan sedikit membantu : - silahkan:
http://www.hbgames.org/forums/viewtopic.php?t=14202.0
sebelumnya mohon mangap bru liat trit ini.... |
| | | 2010-07-23, 13:45 | Re: Minkoff Animated Battlers |
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TroyZ Novice
Posts : 193 Thanked : 5 Engine : RMVX Ace Skill : Intermediate Type : Scripter
| >destiny : hampir aja loe kena necropost, soalnya nih trit udah mau hampir 3 bulan! tapi gak apalah, walau "hampir" tapi udah bantu TroyZ, thankz ya OOT : kyknya TroyZ gak mau pake Minkoff lagi, banyak masalah kompatibilitas |
| | | | Re: Minkoff Animated Battlers |
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