Habitant Lv.6
Age : 25 Inscrit le : 17/04/2011 Messages : 117
| Sujet: Problème SBS [ URGENT ] Mer 8 Juin 2011 - 13:02 | |
| Salut ! Problème avec un script de SBS avec ATB ( https://rpg-maker-vx.bbactif.com/t10291-rpg-tankentai-sideview-battle-system-sbs ) Ce code : Premade Action Sequences - Code:
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#============================================================================== # + Premade Action Sequences for Tankentai Sideview Battle System #------------------------------------------------------------------------------ # Sequences scripted by Mr. Bubble, AlphaWhelp and Kylock #============================================================================== # Add-on action sequences scripts from the original EXTRA demo have been # condensed into a single script. Although it is not required, it is assumed # you are going to use the Tankentai Notetags script to assign these action # sequences to skills, items and weapons. # # You can use the following Notetags: # # <action: SPEAR_ATTACK> # <action: THROW_RETURN_ATTACK> # <action: THROW_STICKY_ATTACK> # <action: THROW_MULTIPLE_ATTACK> # <action: TKSLAM> # <action: GUN_ATTACK> # <action: STATIONARY_ATTACK> # <action: STATIONARY_SKILL> # <action: HYPERBARRAGE> # <action: JUMPATTACK> # <action: GIANT_TOSS> # <action: OMNISLASH> # <action: BACKSTAB> # <action: HARP_ATTACK> # <action: THROW_ITEM> # <action: STRANGE_CUT-IN> # <action: EXAMPLE_ANIM_ON_SELF> # # <action: ANTIPODE> # <action: ANTIPODE_ASSIST> # # <action: SOUTHERN_CROSS> # <action: SOUTHERN_CROSS_ASSIST> # # Unfortunately, I do not have the time to provide comments for all of the # anime keys and action sequences. #==============================================================================
module N01 #============================================================================ # Predefined Anime Keys #============================================================================ PREMADE_ANIME_KEYS = { #------------------------------------------------------------------------- # AlphaWhelp's Spear Attack - Anime Keys #------------------------------------------------------------------------- # ANIME Keys No. Row Speed Loop Wait Fixed Z Shadow Weapon "START_SPEAR_THRUST" => [ 0, 1, 2, 2, 0, -1, 2, true,"THRUST_BEGIN"], "END_SPEAR_THRUST" => [ 0, 1, 2, 2, 0, -1, 2, true,"THRUST_END"],
# ANIME Keys Xa Ya Za A1 A2 Or Inv Xs Ys Xp Yp Weapon2 "THRUST_END" => [ -5, 0,false, 45, 45, 4,false, 1, 1, -4, 3,false], "THRUST_BEGIN" => [ 16, 0,false, 45, 45, 4,false, 1, 1, -4, 3,false], #------------------------------------------------------------------------- # AlphaWhelp's Throwing Attacks - Anime Keys #------------------------------------------------------------------------- "STICKY_THROW" => ["m_a", 0, 0, 0, 18, -36, 0, 0, 0, false,"WPN_ROTATION"],
"SHURIKEN_THROW" => ["m_a", 0, 0, 0, 18, 0, 0, 0, 0, false,"WPN_ROTATION"], #------------------------------------------------------------------------- # Mr. Bubble's TK Slam - Anime Keys #------------------------------------------------------------------------- "TKSLAM_ENEMY" => ["SEQUENCE", 0, "COORD_RESET", "TKSLAM_ENEMYMOVE"], "TKSLAM_ENEMYFLOAT" => ["float", 0, -100, 60, "STAND_POSE"], "TKSLAM_ENEMYDROP" => ["float", -100, 0, 5, "STAND_POSE"], "TKSLAM_ENEMYROTATE" => ["angle", 55, 0, 180, false], "TKSLAM_ANIM" => ["anime", 53, 1, false,false, false], "drop_sound" => ["sound", "se", 100, 80, "Evasion"], #------------------------------------------------------------------------- # Kylock's Gun Attack - Anime Keys #------------------------------------------------------------------------- "GUNSHOT" => ["sound", "se", 100, 100, "close1"], #------------------------------------------------------------------------- # Jump Attack - Anime Keys #------------------------------------------------------------------------- # Origin X Y Time Accel Jump Animation "JUMPATTACK_JUMP1" => [ 2, 260, -50, 22, -2, -1, "STAND_POSE"], "JUMPATTACK_JUMP2" => [ 1, 0, 0 , 16, 1, -5, "RIGHT(FIXED)"], "JUMPATTACK_MOVE" => [ 2, -50, 100, 1, 0, 0, "STAND_POSE"], # Type Time Accel Jump Animation "JUMPATTACK_RESET" => ["reset", 13, 0, -4, "MOVE_AWAY"], # Type1 Type2 Pitch Vol Filename "se-Jump1" => ["sound", "se", 100, 80, "Jump1"],
#------------------------------------------------------------------------- # Giant Toss - Anime Keys #------------------------------------------------------------------------- # Origin X Y Time Accel Jump Animation "GIANTTOSS_EJUMP" => [ 2, 272, 250, 60, -1, -7, "STAND_POSE"], # Enemy "GIANTTOSS_MOVE" => [ 1, 0, -15, 30, -5, 0, "MOVE_TO"], # Enemy # Type Time Start End Return "GIANTTOSS_ANGLE" => ["angle", 4, 0, -20, false], "GIANTTOSS_ANGLERESET" => ["angle", 2, 0, 0, false],
# Type Object Reset Type Action Name "GIANTTOSS_EACTION1" => ["SINGLE", 0, "", "GIANTTOSS_FLOAT"], # Enemy "GIANTTOSS_EACTION2" => ["SEQUENCE", 0, "", "GIANT_TOSS_ESEQ"], # Enemy
# Type A B Time Animation "GIANTTOSS_FLOAT" => ["float", 0, -25, 25, "STAND_POSE"],
# Type ID Object Pass Time Arc Xp Yp Start Z Weapon "GIANTTOSS_ANIM" => ["m_a", 72, 0, 0, 65, 0, 0, 0, 2,false,""],
#------------------------------------------------------------------------- # Omnislash - Anime Keys #------------------------------------------------------------------------- # Omnislash "OMNISLASH_MOVE" => [ 1, 20, 0, 6, -5, 0, "WAIT"], "OMNISLASH_JUMP" => [ 1, 30, 0, 6, -1, -4, "WAIT"], #------------------------------------------------------------------------- # Headwind - Anime Keys #------------------------------------------------------------------------- # Headwind "HEADWIND_BEFORESLIDE" => [ 1, 100, 0, 20, -5, 0, "MOVE_TO"], "HEADWIND_SLIDE" => [ 1, -95, 0, 6, -5, 0, "STAND_POSE"], "HEADWIND_JUMP" => [ 1, 100, 0, 30, -5, -6, "MOVE_TO"], "HEADWIND_ANIM" => ["anime", 101, 1, false,false, false], "HEADWIND_SPIN" => ["angle", 26, 0,-360,false], #------------------------------------------------------------------------- # Backstab - Anime Keys #------------------------------------------------------------------------- # Backstab "PORTAL_WARP" => [ 1, -30, 0, 1, 1, 0, "WAIT(RIGHT)"], "PORTAL_OPEN" => ["anime", 77, 0, false,false, false], #------------------------------------------------------------------------- # Harp Attack - Anime Keys #------------------------------------------------------------------------- "FLYING_NOTES" => ["m_a", 32, 0, 1, 35, 10, 0, -5, 0,false,""], #------------------------------------------------------------------------- # Antipode - Anime Keys #------------------------------------------------------------------------- # Determines the target of assist actor # Target Mod name Type Object Type "ANTIPODE_TARGET" => ["target", 22, 1], "ANTIPODE_MOVE_1" => [ 2, 338, 163, 18, -1, 0, "MOVE_TO"], "ANTIPODE_MOVE_2" => [ 2, 356, 219, 18, -1, 0, "MOVE_TO"], "ICEBALL(SHOOT)" => ["m_a", 3, 0, 0, 15, -20, 0, 0, 0,false,""], "FIREBLAST" => ["anime", 25, 1, false,false, false], "ICE_BLOCK" => ["anime", 26, 1, false,false, false], #------------------------------------------------------------------------- # Southern Cross- Anime Keys #------------------------------------------------------------------------- # Southern Cross # Mid-sequence trigger for the assist actor's animations "SOUTHCROSS_ASSISTANIME" => ["SEQUENCE", 21, "COORD_RESET", "SOUTHCROSS_ASSIST_ATK"], "SOUTHCROSS_ANIM" => ["anime", 84, 1, false,false, false], # These MOVE single actions are for the main attacker "SOUTHCROSS_MOVE1" => [ 1, 50, 40, 25, -5, 0, "MOVE_TO"], "SOUTHCROSS_MOVE2" => [ 1, -50, -40, 10, -5, 0, "STAND_POSE"], # These MOVE single actions are for the assist character "SOUTHCROSS_MOVE3" => [ 1, -50, 60, 25, -5, 0, "MOVE_TO"], "SOUTHCROSS_MOVE4" => [ 1, 50, -60, 10, -5, 0, "STAND_POSE"],
} # <-- Do not delete this. ANIME.merge!(PREMADE_ANIME_KEYS) #============================================================================ # Premade Action Sequences - Action Sequences #============================================================================ PREMADE_ACTION_SEQUENCES = { #------------------------------------------------------------------------- # AlphaWhelp's Spear Attack - Action Sequence #------------------------------------------------------------------------- "SPEAR_ATTACK" => ["MOVE_TO_TARGET","START_SPEAR_THRUST","4", "END_SPEAR_THRUST","DAMAGE_ANIM_WAIT","16", "Can Collapse","FLEE_RESET"], #------------------------------------------------------------------------- # AlphaWhelp's Throwing Attacks - Action Sequences #------------------------------------------------------------------------- "THROW_RETURN_ATTACK" => ["STEP_FORWARD","WPN_SWING_V","STAND_POSE", "START_WEAPON_THROW","12","DAMAGE_ANIM_WAIT","Can Collapse", "END_WEAPON_THROW", "12", "COORD_RESET"],
"THROW_STICKY_ATTACK" => ["STEP_FORWARD","WPN_SWING_V","STAND_POSE", "STICKY_THROW","12","DAMAGE_ANIM_WAIT", "Can Collapse","COORD_RESET"],
"THROW_MULTIPLE_ATTACK" => ["STEP_FORWARD","WPN_SWING_V","STAND_POSE", "SHURIKEN_THROW","12","DAMAGE_ANIM_WAIT","WPN_SWING_V","bow1", "STAND_POSE","SHURIKEN_THROW","12","DAMAGE_ANIM_WAIT","WPN_SWING_V", "bow1","STAND_POSE","SHURIKEN_THROW","12","DAMAGE_ANIM_WAIT", "Can Collapse","COORD_RESET"], #------------------------------------------------------------------------- # Mr. Bubble's TK Slam - Action Sequences #------------------------------------------------------------------------- # Caster's Sequence "TKSLAM" => ["STEP_FORWARD", "STAND_POSE", "CAST_ANIMATION", "45", "TKSLAM_ANIM", "TKSLAM_ENEMY", "120", "DAMAGE_ANIM", "60","One Wpn Only","16","Can Collapse","FLEE_RESET"], # Enemy's Sequence "TKSLAM_ENEMYMOVE" => ["TKSLAM_ENEMYROTATE","TKSLAM_ENEMYFLOAT", "50","drop_sound", "TKSLAM_ENEMYDROP", "30"], #------------------------------------------------------------------------- # Kylock's Gun Attack - Action Sequence #------------------------------------------------------------------------- "GUN_ATTACK" => ["JUMP_AWAY","WPN_SWING_V","30","GUNSHOT","WPN_SWING_V", "DAMAGE_ANIM_WAIT","12","WPN_SWING_VL","OBJ_ANIM_L","One Wpn Only", "16","Can Collapse","JUMP_TO","COORD_RESET"], #------------------------------------------------------------------------- # Stationary Attack and Skill - Action Sequences #------------------------------------------------------------------------- "STATIONARY_ATTACK" => ["10","ANIM_WAIT","DAMAGE","Can Collapse","RESET"], "STATIONARY_SKILL" => ["STAND_POSE","CAST_ANIMATION", "WPN_SWING_UNDER","WPN_RAISED","WPN_SWING_V", "ANIM_WAIT","DAMAGE","Can Collapse","24","RESET"], #------------------------------------------------------------------------- # Hyper Barrage - Action Sequence #------------------------------------------------------------------------- # Hyper Barrage "HYPERBARRAGE" => ["STEP_FORWARD","DRAW_BOW", "DRAW_POSE", "16", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM", "Can Collapse", "20", "COORD_RESET"], #------------------------------------------------------------------------- # Jump Attack - Action Sequence #------------------------------------------------------------------------- # Jump Attack "JUMPATTACK" => ["STEP_FORWARD","Afterimage ON","se-Jump1","JUMPATTACK_JUMP1", "JUMPATTACK_MOVE", "30", "JUMPATTACK_JUMP2", "WEAPON_DAMAGE","Can Collapse", "JUMPATTACK_RESET", "Afterimage OFF"], #------------------------------------------------------------------------- # Giant Toss - Action Sequences #------------------------------------------------------------------------- # Giant Toss "GIANT_TOSS" => ["MOVE_TO_TARGET", "GIANTTOSS_MOVE","STAND_POSE", "GIANTTOSS_ANGLE","GIANTTOSS_EACTION1", "55", "GIANTTOSS_ANGLERESET","GIANTTOSS_EACTION2", "60", "GIANTTOSS_ANIM","DAMAGE_ANIM", "20", "Can Collapse","FLEE_RESET"],
# Giant Toss: Enemy Sequence "GIANT_TOSS_ESEQ" => ["Afterimage ON","CLOCKWISE_TURN","GIANTTOSS_EJUMP", "Afterimage OFF"], #------------------------------------------------------------------------- # Omnislash - Action Sequence #------------------------------------------------------------------------- "OMNISLASH" => [ "STEP_FORWARD", "CAST_ANIMATION", "STAND_POSE", "60", "Afterimage ON", "OMNISLASH_JUMP", "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_JUMP", "8", "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_MOVE", "8", "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_JUMP", "8", "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_MOVE", "8", "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_MOVE", "8", #5 "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_MOVE", "8", "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_JUMP", "8", "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_JUMP", "8", "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_MOVE", "8", "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_MOVE", "8", #10 "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_JUMP", "8", "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_MOVE", "8", "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_JUMP", "8", "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_MOVE", "8", "WPN_SWING_V", "WEAPON_DAMAGE", "OMNISLASH_JUMP", "CAST_ANIMATION", "60","OMNISLASH_JUMP", "WPN_SWING_V", "WEAPON_DAMAGE", #15 "60", "Afterimage OFF", "Can Collapse", "FLEE_RESET"], #------------------------------------------------------------------------- # Backstab - Action Sequence #------------------------------------------------------------------------- "BACKSTAB" => ["STEP_FORWARD", "CAST_ANIMATION", "STAND_POSE", "45","PORTAL_WARP","12", "Invert", "WPN_SWING_V", "DAMAGE_ANIM","30", "Can Collapse", "Invert","FLEE_RESET"], #------------------------------------------------------------------------- # Harp Attack - Action Sequence #------------------------------------------------------------------------- "HARP_ATTACK" => ["STEP_FORWARD","WPN_SWING_V", "FLYING_NOTES", "35", "DAMAGE_ANIM","One Wpn Only", "25","Can Collapse","COORD_RESET"], #------------------------------------------------------------------------- # Throw Item - Action Sequence #------------------------------------------------------------------------- "THROW_ITEM" => ["STEP_FORWARD","STAND_POSE", "STICKY_THROW","12","DAMAGE_ANIM_WAIT", "Can Collapse","COORD_RESET"], #------------------------------------------------------------------------- # Strange Cut-in - Action Sequence #------------------------------------------------------------------------- "STRANGE_CUT_IN" => ["STEP_FORWARD","CAST_ANIMATION","STAND_POSE", "SHOW_PICTURE_1","ROTATE_PICTURE_1(CCW)", "TINT_PICTURE_1_BLUE","120", "TINT_SCREEN_RED", "MOVE_PICTURE_1","STICKY_THROW","NORMAL_SCREEN_COLOR", "12","RED_FLASH", "absorb1","SHAKE_SCREEN","DAMAGE_ANIM_WAIT", "Can Collapse","RESET","CLEAR_ALL_PICTURES"], #------------------------------------------------------------------------- # Antipode - Action Sequence #------------------------------------------------------------------------- # Antipode "ANTIPODE" => [ "CAST_ANIMATION", "STAND_POSE","45", "ANTIPODE_MOVE_1", "STAND_POSE", "75", "ICE_BLOCK", "DAMAGE_ANIM", "10", "CAST_ANIMATION", "60", "WPN_SWING_V", "TINT_SCREEN_RED","FIREBALL(SHOOT)", "23", "FIREBLAST", "10", "STAND_POSE", "DAMAGE_ANIM", "56", "NORMAL_SCREEN_COLOR", "Can Collapse","FLEE_RESET"], # Sequence animation for assist actor. "ANTIPODE_ASSIST" => ["CAST_ANIMATION","STAND_POSE","45", "ANTIPODE_MOVE_2", "STAND_POSE", "60", "WPN_SWING_V", "TINT_SCREEN_BLUE","ICEBALL(SHOOT)", "10", "STAND_POSE","195", "FLEE_RESET"], #------------------------------------------------------------------------- # Southern Cross - Action Sequence #------------------------------------------------------------------------- # Southern Cross Attacker Anim sequence "SOUTHERN_CROSS" => [ "SOUTHCROSS_ASSISTANIME", "STAND_POSE", "STEP_FORWARD","CAST_ANIMATION","STAND_POSE", "60", "SOUTHCROSS_MOVE1","WPN_SWING_V", "40", "SOUTHCROSS_ANIM","SOUTHCROSS_MOVE2", "WPN_RAISED", "60", "DAMAGE_ANIM", "95", "Can Collapse", "FLEE_RESET", "SOUTHCROSS_STATEREMOVE"], # Sequence animation for assist actor. "SOUTHERN_CROSS_ASSIST" => ["STAND_POSE", "STEP_FORWARD", "CAST_ANIMATION", "STAND_POSE","60", "SOUTHCROSS_MOVE3", "Invert", "WPN_SWING_V", "87", "SOUTHCROSS_MOVE4", "STAND_POSE", "WPN_RAISED", "108", "Invert", "FLEE_RESET"],
#------------------------------------------------------------------------- # Hide Battler (during animation) - Action Sequence #------------------------------------------------------------------------- "EXAMPLE_ANIM_ON_SELF" => ["STEP_FORWARD","STAND_POSE","INVISIBLE_POSE", "ANIM_ON_SELF_WAIT", "DAMAGE","Can Collapse", "RESET"], } # <-- Do not delete this. ACTION.merge!(PREMADE_ACTION_SEQUENCES) end
C'est cette ligne pourtant j'ai mis toutes les images dans les bons dossiers et ça me met erreur (dès le démarrage) à cette ligne : 169 ANIME.merge!(PREMADE_ANIME_KEYS)Que faire et comment corrigé ? (Bien vérifier ce topic plusieurs fois car je sens qu'il va y avoir beaucoup d'erreurs !) Répondez vite S\'il vous plait ! |
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