phoenix11 Newbie
Posts : 5 Thanked : 0 Engine : RMVX Ace Skill : Beginner Type : Mapper
| Subyek: [ASK]setting victor engine-animated battle 2012-11-11, 14:38 | |
| agan2 scripter yg pro pro disini. saya punya kendala nih mengenai script yg dari si victor sant tentang "animated battle" scriptnya kaya ginihttp://dl.dropbox.com/u/27014140/Scripts/Victor%20Engine%20-%20Animated%20Battle.txt dan ini user manualnya untuk setting, meski ada user manual tetep aja ane bingung http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/animated-battle/user-manual/ yg tau cara settingnya saya akan sangat berterima kasih sekali | |
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marjoni01 Senior
Posts : 971 Thanked : 5 Engine : RMVX Ace Skill : Intermediate Type : Developer
| Subyek: Re: [ASK]setting victor engine-animated battle 2012-11-11, 14:42 | |
| Well saya mengetahuinya Dan bisa anda jelaskan dibagian mana yang anda bingung? Aku gak bisa mengetahuinya dibagian mana anda bingungnya kalau gak ada penjelasan yang jelas | |
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phoenix11 Newbie
Posts : 5 Thanked : 0 Engine : RMVX Ace Skill : Beginner Type : Mapper
| Subyek: Re: [ASK]setting victor engine-animated battle 2012-11-11, 15:06 | |
| saya bingung di bagian graphic pada monster contoh saya membuat battle melawan 1 slime. slime yg saya gunakan memakai graphic slime dari sini http://www.rpgrevolution.com/forums/uploads/1337813099/gallery_2782_249_8060.png dan saya mengubah skrip bagian atasnya saja, seperti ini - Quote :
- #==============================================================================
# ** Victor Engine #------------------------------------------------------------------------------ # Setting module for the Victor Engine #==============================================================================
module Victor_Engine #-------------------------------------------------------------------------- # * Initialize Variables #-------------------------------------------------------------------------- VE_ACTION_SETTINGS = {} # Don't remove or change #-------------------------------------------------------------------------- # * Animated battler sufix # When using sprites, add this to the animated sprite sheet of the battler, # that way you can keep the original battler a single sprite and make # easier to setup their position on the troop #-------------------------------------------------------------------------- VE_SPRITE_SUFIX = "[anim]" #-------------------------------------------------------------------------- # * Intro fade # When true, there will be a small fade effect on the battlers during # the battle start (like RMXP default battle) #-------------------------------------------------------------------------- VE_BATTLE_INTRO_FADE = true #-------------------------------------------------------------------------- # * Default sprite settings # This is the settings for all battler graphics that doesn't have # their own custom setting #-------------------------------------------------------------------------- VE_DEFAULT_SPRITE = { # Basic Settings # name: value, frames: 3, # Number of frames rows: 4, # Number of rows mirror: false, # 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 ready: nil, # Ready pose itemcast: nil, # Item cast pose skillcast: nil, # Skill cast pose magiccast: nil, # Magic cast pose command: nil, # Command pose input: nil, # Input pose cancel: nil, # Cancel pose # You can add other pose names and call them within the action settings # use only lowcase letters } # Don't remove #-------------------------------------------------------------------------- # * Custom sprite settings # Theses settings are set individually based on the battler graphic # filename (even if using the charset mode, the setting will be based # on the battler name, so it's suggested to use the same name for # the battler and charset graphic when using charset mode) # Any value from the default setting can be used, if a value is not set # it's automatically uses the value from basic setting #-------------------------------------------------------------------------- VE_SPRITE_SETTINGS = { # 'Filename' => {settings}, # # 'Sample 1' => {frames: 4, rows: 14, mirror: true, mode: :sprite, # action: nil}, # 'Sample 2' => {frames: 3, rows: 4, mirror: true, invert: false, # mode: :charset, action: :charset}, # 'Sample 3' => {frames: 3, rows: 4, mirror: false, invert: false, # mode: :charset, action: :kaduki}, 'Scorpion' => {frames: 4, rows: 14, mirror: true, mode: :sprite, action: nil}, 'Warrior_m' => {frames: 4, rows: 14, mirror: false, mode: :sprite, action: :default}, 'Actor1' => {frames: 3, rows: 4, mirror: false, invert: false, mode: :charset, action: :charset}, '$Actor4' => {frames: 3, rows: 4, mirror: true, invert: false, mode: :charset, action: :kaduki}, 'Slime' => {frames: 19, rows: 20, mirror: true, invert: false, mode: :sprite, action: nil}, '$Imp' => {frames: 3, rows: 4, mirror: false, invert: false, mode: :charset, action: :charset}, 'Wizard_f' => {frames: 3, rows: 4, mirror: false, invert: false, mode: :charset, action: :charset}, 'Hero_m' => {frames: 4, rows: 14, mirror: false, mode: :sprite, action: :default}, 'Thief_m' => {frames: 3, rows: 4, mirror: true, invert: false, mode: :charset, action: :kaduki}, dan hasilnya malah seperti ini http://postimage.org/image/u6ehf3n3p/ kira2 bagaimana itu? | |
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