Sori kalau mengganggu
Ane m bertanya soal animated batter kaduki..
kn wktu ane install script kaduki n ane uda lakukan smua prosedur disana
mulai dari ngopy sprite ampe 3 bgian trus d copy di bagian battler am character nya
Ex: $People21 (battler Folder) Trus d copy am yang laen laen
EX : $People21_1 $People21_2 $People21_3
Tp pas ane cba malahan gambar sprite musuhnya ttep gak mau gerak
Ni bagian script nya
- Spoiler:
#==============================================================================
# ■ Enemy Animated Battlers for RPG Tankentai Sideview Battle System
# 7.28.2008
#------------------------------------------------------------------------------
# Script by: Kylock
#==============================================================================
# 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>_1.png
#------------------------------------------------------------------------------
# ● Adjusting Enemy Positioning ( position_plus alias altered by Mr. Bubble )
#------------------------------------------------------------------------------
# What I've realized is that a single universal position change in Kylock's
# original Enemy Animated Battlers Addon will not suffice. If you use the
# popular 11-row pose animated battlers, you may notice that their sprites will
# appear much farther up on your screen than what you assigned in your enemy
# troops tab in your Database. Generally, the larger a battler sprite's cell
# is, the more "up" the sprite will appear in the battle scene.
#
# In order to better accommodate animated battlers, I've changed
# Kylock's original script to allow specified adjustment for a specified enemy.
#
# You will need to add each case to your list like this:
#
# when enemyID#
# return [ X, Y ]
#
# X = Pixels sprite will move on the x-axis.
# Y = Pixels sprite will move on the y-axis.
#
# You won't need to make X anything else besides zero. For Y, positive
# values will move the sprite down on your screen. It will likely take a few
# tries in battle test to get the position of the battler down where you want.
module K_ENEMY_BATTLERS
ENEMY_ID = [1,2,3] # list of enemies with batter sprites(ex. [1,24])
end
class Game_Enemy < Game_Battler
alias bubs_position_plus position_plus
def position_plus
case @enemy_id
when 1
return [0, 0]
when 2
return [0, 0]
when 3
return [0, 0]
# when enemyID# <--Example of how you add a new adjustment in
# return [ X, Y ] <--the script.
#===================== STOP ===================================================
end
bubs_position_plus
end
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
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
Apa ada yang harus di rubah, ane gak ngerti dah
Trima kasih n Maaf kalau salah kamar