Aventurier Lv.16
Age : 40 Inscrit le : 03/09/2009 Messages : 1503
| Sujet: Re: [sbs kaduki] Ennemis seulement Kaduki? Mar 6 Sep 2011 - 11:03 | |
| Avec le SBS Kaduki tu seras toujours obligé d'avoir les pauses _1,_2 et _3. Par contre avec le SBS classique il est possible de mettre certains personnages/ennemis en Kaduki, par contre tu dois donc basculer sur celui debase -no kaduki) et y ajouter ce script: - Code:
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#============================================================================== # Kaduki Battlers for Anything Module *EXPERIMENTAL* # Setup by Mr. Bubble #============================================================================== # THIS SCRIPT IS EXPERIMENTAL! # I REPEAT, THIS SCRIPT IS EXPERIMENTAL! # # THIS IS MEANT FOR PEOPLE WHO HAVE AN INTERMEDIATE UNDERSTANDING OF HOW TO # CUSTOMIZE THE SIDEVIEW CONFIGURATION. IF YOU DO NOT UNDERSTAND ANY OF # THE CODE IN THIS SCRIPT, IGNORE THIS SCRIPT. IF YOU WANT TO USE KADUKI'S # BATTLERS IN YOUR PROJECT, PLEASE USE THE SCRIPTS PROVIDED IN THE KADUKI'S # BATTLERS DEMO AND NOT THIS SCRIPT. IF YOU'RE A VX NOOB, IGNORE THIS # SCRIPT. #------------------------------------------------------------------------------ # # This script allows for Kaduki Battlers to be used in any game regardless # of the default setup provided in the SBS Configurations script as long as # ANIME_PATTERN = 3 and ANIME_KIND = 4. That means default animated battler # dimensions will need to be 3x4 as per the Kaduki format. # # So far, I've transferred all pertinent single-actions and sequences that # were customized for the Kaduki format and prefixed each one with "K:" # # There are a number of issues to be aware of, though. # # There will be many visual inconsistencies relating to weapons and skills # used by Kaduki battlers. If a Kaduki-format battler tries to use any # default Battler Animation single-actions, it will simply use the walking # graphic like normal. However, any RTP battlers attempting to use actions # meant for Kaduki battlers will result in a crash. # # There is an issue regarding K-Battlers being hit with damage in rapid # succession by skills or otherwise and being irregularly moved. See # "K:DEAL_DAMAGE" single-action to adjust movement. # # I can answer intelligent questions regarding this script, but # questions made by VX/Sideview noobs will be ignored. #------------------------------------------------------------------------------
module N01 # Enemy IDs KADUKI_ENEMIES = [8, 17, 18, 19, 20, 21, 23, 24, 25, 26, 27, 29, 36, 41, 55, 56, 57, 58, 59, 62, 66, 67, 100, 101, 102, 103, 104, 105, 106, 107] # Actor IDs KADUKI_ACTORS = [1,2,3,4,5,9,10, 11, 30, 56] # Weapon IDs that use the "K:NORMAL_ATTACK" sequence. KADUKI_WEAPONS = [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,22,23,24,25,26,27,28,29,30,31,32,33,34,35,39,40,41,42,43,44,45,46,47,48, 49, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 99, 100, 101, 102, 103, 104, 105, 106, 107, 108, 109, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 148,149,150,151,152,153,154,155,156,157,158,159, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173] # Skills IDs that use the "K:SKILL_USE" sequence. KADUKI_SKILLS = [134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166, 176, 240, 241, 242, 243, 500, 501, 502, 503, 504, 505, 506, 507, 508, 509, 510, 511, 512, 513, 514, 515, 516, 517, 518, 519, 520, 521, 522, 523, 524, 525, 526, 527, 528, 529, 530, 531, 532, 533, 534, 535, 536, 537, 538, 539, 540] bkaduki_sa_setup = { #~~~~~~~~~~~~ Kaduki single-actions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#-------------------------------------------------------------------------- # ● Battler Animations #-------------------------------------------------------------------------- # Action Name No. Row Speed Loop Wait Fixed Z Shadow Weapon "K:WAIT" => [ 1, 0, 15, 0, 0, -1, 0, true, "" ], "K:WAIT(FIXED)" => [ 1, 0, 10, 2, 0, 1, 0, true, "" ], "K:RIGHT(FIXED)" => [ 0, 2, 10, 1, 2, 1, 0, true, "" ], "K:DAMAGE" => [ 1, 1, 5, 2, 24, -1, 0, true, "" ], "K:ATTACK_FAIL" => [ 2, 3, 10, 1, 8, 0, 0, true, "" ], "K:MOVE_TO" => [ 1, 3, 11, 2, 0, -1, 0, true, "" ], "K:MOVE_AWAY" => [ 1, 3, 11, 2, 0, -1, 0, true, "" ], "K:ABOVE_DISPLAY" => [ 0, 1, 2, 1, 0, -1, 600, true, "" ], "K:WPN_SWING_V" => [ 3, 0, 4, 2, 0, -1, 0, true,"K:VERT_SWING"], "K:WPN_SWING_VL" => [ 3, 0, 4, 2, 0, -1, 2, true,"K:VERT_SWINGL"], "K:WPN_SWING_VS" => [ 3, 0, 8, 2, 0, -1, 2, true,"K:VERT_SWING"], "K:WPN_SWING_UNDER" => [ 3, 1, 2, 2, 0, -1, 2, false,"K:UNDER_SWING"], "K:WPN_SWING_OVER" => [ 0, 1, 2, 2, 0, -1, 2, false,"K:OVER_SWING"], "K:WPN_RAISED" => [ 3, 1, 2, 2, 28, -1, 2, true,"K:RAISED"], "K:WAIT_CRITICAL" => [ 1, 2, 15, 0, 0, -1, 0, true, "" ], "K:SKILL_POSE" => [ 3, 3, 6, 0, 0, -1, 0, true, "" ], "K:VICTORY_POSE" => [ 2, 0, 29, 2, 0, -1, 0, true, "" ], "K:DEATH_POSE" => [ 2, 4, 10, 1, 0, -1, 0, false, "" ], "K:EVADING_POSE" => [ 2, 1, 5, 2, 0, -1, 0, true, "" ], "K:ATTACK_MOVE" => [ 1, 3, 5, 0, 0, -1, 0, true, "K:NO_SWING" ], "K:JUMP_ATTACK" => [ 3, 0, 5, 2, 0, 0, 0, true, "" ], #-------------------------------------------------------------------------- # ● Weapon Animations #-------------------------------------------------------------------------- # Action Name Xa Ya Za A1 A2 Or Inv Xs Ys Xp Yp Weapon2 "K:NO_SWING" => [ 0, 0, false, 260, 260, 4, false, 1, 1, 0, 0,false], "K:VERT_SWING" => [ 0, 0, false,-135, 45, 4, false, 1, 1, 0, 0,false], "K:VERT_SWINGL" => [ 0, 0, false,-135, 45, 4, false, 1, 1, 0, 0, true], "K:UNDER_SWING" => [ 6, 8, false, 270, 45, 4, false, 1, 1, -4, -6,false], "K:OVER_SWING" => [ 6, 8, false, 45,-100, 4, false, 1, 1, -4, -6,false], "K:RAISED" => [ 6, -4, false, 90, -45, 4, false, 1, 1, -4, -6,false], #-------------------------------------------------------------------------- # ● Battler Position Reset #-------------------------------------------------------------------------- # Type Time Accel Jump Animation "K:COORD_RESET" => ["reset", 16, 0, 0, "K:MOVE_TO"], "K:FLEE_RESET" => ["reset", 16, 0, 0, "K:MOVE_AWAY"], "K:JUMP_RESET" => ["reset", 16, 0, -2, "K:MOVE_TO"], #-------------------------------------------------------------------------- # ● Movement and Display of Animations #-------------------------------------------------------------------------- # Type ID Object Pass Time Arc Xp Yp Start Z Weapon "K:START_MAGIC_ANIM" => ["m_a", 125, 4, 0, 50, 0, 0, 0, 0,false,""],
#-------------------------------------------------------------------------- # ● Battler Movements #-------------------------------------------------------------------------- # Origin X Y Time Accel Jump Animation "K:NO_MOVE" => [ 0, 0, 0, 1, 0, 0, "K:WAIT(FIXED)"], "K:START_POSITION" => [ 0, 54, 0, 1, 0, 0, "K:MOVE_TO"], "K:BEFORE_MOVE" => [ 3, -32, 0, 18, -1, 0, "K:MOVE_TO"], "K:AFTER_MOVE" => [ 0, 32, 0, 8, -1, 0, "K:MOVE_TO"], #~ "K:DEAL_DAMAGE" => [ 0, 32, 0, 4, -1, 0, "K:DAMAGE"], "K:DEAL_DAMAGE" => [ 0, 4, 0, 4, -1, 0, "K:DAMAGE"], "K:EXTRUDE" => [ 0, 12, 0, 1, 1, 0, "K:DAMAGE"], "K:FLEE_SUCCESS" => [ 0, 300, 0,300, 1, 0, "K:MOVE_AWAY"], "K:FLEE_FAIL" => [ 0, 48, 0, 16, 1, 0, "K:MOVE_AWAY"], "K:VICTORY_JUMP" => [ 0, 0, 0, 20, 0, -2, "K:VICTORY_POSE"], "K:PREV_MOVING_TARGET" => [ 1, 24, 0, 35, 0, 0, "K:ATTACK_MOVE"], "K:JUMP_TO" => [ 0, -32, 0, 8, -1, -4, "K:MOVE_TO"], "K:JUMP_AWAY" => [ 0, 32, 0, 8, -1, -4, "K:MOVE_AWAY"], "K:JUMP_BACK" => [ 0, 32, 0, 16, 0, -4, "K:EVADING_POSE"], "K:FRONT_JUMP" => [ 0, -32, 0, 16, 0, -3, "K:JUMP_ATTACK"],
} # <- Do not delete! ANIME.merge!(bkaduki_sa_setup)
bkaduki_sequence_setup = { #~~~~~~~~~~~~ Basic Actions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"K:BATTLE_START" => ["K:START_POSITION","K:COORD_RESET"], "K:WAIT" => ["K:WAIT"], "K:WAIT-CRITICAL" => ["K:WAIT_CRITICAL"],
"K:DEAD" => ["K:DEATH_POSE"], "K:DAMAGE" => ["K:DEAL_DAMAGE","K:COORD_RESET"], "K:FLEE" => ["K:FLEE_SUCCESS"], "K:ENEMY_FLEE" => ["K:FLEE_SUCCESS","K:COORD_RESET"], "K:FLEE_FAIL" => ["K:FLEE_FAIL","K:WAIT(FIXED)","8","K:COORD_RESET"], "K:COMMAND_INPUT" => ["K:BEFORE_MOVE"], "K:COMMAND_SELECT" => ["K:COORD_RESET"], "K:GUARD_ATTACK" => ["K:WAIT(FIXED)","4","FLOAT_STATE","FLOAT_", "2","FLOAT_2","2","FLOAT_3","2", "FLOAT_4","2"], "K:EVADE_ATTACK" => ["K:JUMP_BACK","15","K:JUMP_RESET"], "K:ENEMY_EVADE_ATTACK" => ["K:JUMP_BACK","15","K:JUMP_RESET"], "K:VICTORY" => ["K:VICTORY_JUMP"], "K:RESET_POSITION" => ["K:COORD_RESET"],
#---------------------- Basic Action Oriented ------------------------------ "K:NORMAL_ATTACK" => ["K:PREV_MOVING_TARGET","K:WPN_SWING_V","OBJ_ANIM_WEIGHT", "12","K:WPN_SWING_VL","OBJ_ANIM_L","One Wpn Only","16", "Can Collapse","K:FLEE_RESET"], "K:ENEMY_UNARMED_ATK" => ["K:PREV_MOVING_TARGET","K:WPN_SWING_V","OBJ_ANIM_WEIGHT", "Can Collapse","K:FLEE_RESET"],
"K:SKILL_USE" => ["K:BEFORE_MOVE","K:SKILL_POSE","24","K:START_MAGIC_ANIM", "OBJ_ANIM_WEIGHT","Can Collapse","24","K:COORD_RESET"], "K:ITEM_USE" => ["K:PREV_MOVING_TARGET","K:WAIT(FIXED)","24","OBJ_ANIM_WEIGHT", "Can Collapse","K:COORD_RESET"],
} # <- Do not delete! ACTION.merge!(bkaduki_sequence_setup) end
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● Actor Unarmed Attack Animation Sequence #-------------------------------------------------------------------------- # when 1 <- Actor ID number # return "NORMAL_ATTACK" <- Corresponding action sequence name. alias bkaduki_addon_actor_non_weapon non_weapon def non_weapon for x in N01::KADUKI_ACTORS return "K:NORMAL_ATTACK" if @actor_id == x end bkaduki_addon_actor_non_weapon end #-------------------------------------------------------------------------- # ● Actor Wait/Idle Animation #-------------------------------------------------------------------------- alias bkaduki_addon_actor_normal normal def normal for x in N01::KADUKI_ACTORS return "K:WAIT" if @actor_id == x end bkaduki_addon_actor_normal end #-------------------------------------------------------------------------- # ● Actor Critical (1/4th HP) Animation #-------------------------------------------------------------------------- alias bkaduki_addon_actor_pinch pinch def pinch for x in N01::KADUKI_ACTORS return "K:WAIT-CRITICAL" if @actor_id == x end bkaduki_addon_actor_pinch end #-------------------------------------------------------------------------- # ● Actor Guarding Animation #-------------------------------------------------------------------------- alias bkaduki_addon_actor_defence defence def defence for x in N01::KADUKI_ACTORS return "K:GUARD_ATTACK" if @actor_id == x end bkaduki_addon_actor_defence end #-------------------------------------------------------------------------- # ● Actor Damage Taken Animation #-------------------------------------------------------------------------- alias bkaduki_addon_actor_damage_hit damage_hit def damage_hit for x in N01::KADUKI_ACTORS return "K:DAMAGE" if @actor_id == x end bkaduki_addon_actor_damage_hit end #-------------------------------------------------------------------------- # ● Actor Evasion Animation #-------------------------------------------------------------------------- alias bkaduki_addon_actor_evasion evasion def evasion for x in N01::KADUKI_ACTORS return "K:EVADE_ATTACK" if @actor_id == x end bkaduki_addon_actor_evasion end #-------------------------------------------------------------------------- # ● Actor Command Input Animation #-------------------------------------------------------------------------- alias bkaduki_addon_actor_command_b command_b def command_b for x in N01::KADUKI_ACTORS return "K:COMMAND_INPUT" if @actor_id == x end bkaduki_addon_actor_command_b end #-------------------------------------------------------------------------- # ● Actor Command Selected Animation #-------------------------------------------------------------------------- alias bkaduki_addon_actor_command_a command_a def command_a for x in N01::KADUKI_ACTORS return "K:COMMAND_SELECT" if @actor_id == x end bkaduki_addon_actor_command_a end #-------------------------------------------------------------------------- # ● Actor Flee Success Animation #-------------------------------------------------------------------------- alias bkaduki_addon_actor_run_success run_success def run_success for x in N01::KADUKI_ACTORS return "K:FLEE" if @actor_id == x end bkaduki_addon_actor_run_success end #-------------------------------------------------------------------------- # ● Actor Flee Failure Animation #-------------------------------------------------------------------------- alias bkaduki_addon_actor_run_ng run_ng def run_ng for x in N01::KADUKI_ACTORS return "K:FLEE_FAIL" if @actor_id == x end bkaduki_addon_actor_run_ng end #-------------------------------------------------------------------------- # ● Actor Victory Animation #-------------------------------------------------------------------------- alias bkaduki_addon_actor_win win def win for x in N01::KADUKI_ACTORS return "K:VICTORY" if @actor_id == x end bkaduki_addon_actor_win end #-------------------------------------------------------------------------- # ● Actor Battle Start Animation #-------------------------------------------------------------------------- alias bkaduki_addon_actor_first_action first_action def first_action for x in N01::KADUKI_ACTORS return "K:BATTLE_START" if @actor_id == x end bkaduki_addon_actor_first_action end #-------------------------------------------------------------------------- # ● Actor Return Action when actions are interuptted/cancelled #-------------------------------------------------------------------------- alias bkaduki_addon_actor_recover_action recover_action def recover_action for x in N01::KADUKI_ACTORS return "K:RESET_POSITION" if @actor_id == x end bkaduki_addon_actor_recover_action end #~ #-------------------------------------------------------------------------- #~ # ● Actor Shadow #~ #-------------------------------------------------------------------------- #~ # return "shadow01" <- Image file name in .Graphics/Characters #~ # return "" <- No shadow used. #~ alias bkaduki_addon_actor_shadow shadow #~ def shadow #~ case @actor_id #~ when 1 #~ return "shadow00" #~ end #~ bkaduki_addon_actor_shadow #~ end #~ #-------------------------------------------------------------------------- #~ # ● Actor Shadow Adjustment #~ #-------------------------------------------------------------------------- #~ alias bkaduki_addon_actor_shadow_plus shadow_plus #~ # return [ X-Coordinate, Y-Coordinate] #~ def shadow_plus #~ case @actor_id #~ when 1 #~ return [ 0, 4] #~ end #~ bkaduki_addon_actor_shadow_plus #~ end end
#============================================================================== # ■ Game_Enemy #------------------------------------------------------------------------------ # Enemy Basic Action Settings #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● Enemy Unarmed Attack Animation Sequence #-------------------------------------------------------------------------- # when 1 <- enemyID# # return "ENEMY_UNARMED_ATK" <- Corresponding action SEQUENCE name. alias bkaduki_addon_enemy_base_action base_action def base_action for x in N01::KADUKI_ENEMIES return "K:ENEMY_UNARMED_ATK" if @enemy_id == x end bkaduki_addon_enemy_base_action end #-------------------------------------------------------------------------- # ● Enemy Wait/Idle Animation #-------------------------------------------------------------------------- alias bkaduki_addon_enemy_normal normal def normal for x in N01::KADUKI_ENEMIES return "K:WAIT" if @enemy_id == x end bkaduki_addon_enemy_normal end #-------------------------------------------------------------------------- # ● Enemy Critical (1/4th HP) Animation #-------------------------------------------------------------------------- alias bkaduki_addon_enemy_pinch pinch def pinch for x in N01::KADUKI_ENEMIES return "K:WAIT" if @enemy_id == x end bkaduki_addon_enemy_pinch end #-------------------------------------------------------------------------- # ● Enemy Guarding Animation #-------------------------------------------------------------------------- alias bkaduki_addon_enemy_defence defence def defence for x in N01::KADUKI_ENEMIES return "K:GUARD_ATTACK" if @enemy_id == x end bkaduki_addon_enemy_defence end #-------------------------------------------------------------------------- # ● Enemy Damage Taken Animation #-------------------------------------------------------------------------- alias bkaduki_addon_enemy_damage_hit damage_hit def damage_hit for x in N01::KADUKI_ENEMIES return "K:DAMAGE" if @enemy_id == x end bkaduki_addon_enemy_damage_hit end #-------------------------------------------------------------------------- # ● Enemy Evasion Animation #-------------------------------------------------------------------------- alias bkaduki_addon_enemy_evasion evasion def evasion for x in N01::KADUKI_ENEMIES return "K:ENEMY_EVADE_ATTACK" if @enemy_id == x end bkaduki_addon_enemy_evasion end #-------------------------------------------------------------------------- # ● Enemy Flee Animation #-------------------------------------------------------------------------- alias bkaduki_addon_enemy_run_success run_success def run_success for x in N01::KADUKI_ENEMIES return "K:ENEMY_FLEE" if @enemy_id == x end bkaduki_addon_enemy_run_success end #-------------------------------------------------------------------------- # ● Enemy Battle Start Animation #-------------------------------------------------------------------------- alias bkaduki_addon_enemy_first_action first_action def first_action for x in N01::KADUKI_ENEMIES return "K:BATTLE_START" if @enemy_id == x end bkaduki_addon_enemy_first_action end #-------------------------------------------------------------------------- # ● Enemy Return Action when action is interuptted/discontinued #-------------------------------------------------------------------------- alias bkaduki_addon_enemy_recover_action recover_action def recover_action for x in N01::KADUKI_ENEMIES return "K:RESET_POSITION" if @enemy_id == x end bkaduki_addon_enemy_recover_action end #-------------------------------------------------------------------------- # ● Enemy Shadow #-------------------------------------------------------------------------- # return "shadow01" <- Image file name in .Graphics\Characters # return "" <- No shadow used. alias bkaduki_addon_enemy_shadow shadow def shadow for x in N01::KADUKI_ENEMIES return "shadow00" if @enemy_id == x end bkaduki_addon_enemy_shadow end #-------------------------------------------------------------------------- # ● Enemy Shadow Adjustment #-------------------------------------------------------------------------- # return [ X-Coordinate, Y-Coordinate] alias bkaduki_addon_enemy_shadow_plus shadow_plus def shadow_plus for x in N01::KADUKI_ENEMIES return [0,25] if @enemy_id == x end bkaduki_addon_enemy_shadow_plus end #-------------------------------------------------------------------------- # ● Enemy Animated Battler Settings #-------------------------------------------------------------------------- # return true - Enemy battler uses same animation frames as actors. # return false - Default enemy battler. # [Settings] # 1.Enemy animated battler file must be in .Graphics\Characters folder. # 2.Enemy battler file names must match between .Graphics\Characters and # .Graphics/Battlers folders. alias bkaduki_addon_enemy_anime_on anime_on def anime_on for x in N01::KADUKI_ENEMIES return true if @enemy_id == x end bkaduki_addon_enemy_anime_on end #-------------------------------------------------------------------------- # ● Enemy Invert Settings #-------------------------------------------------------------------------- # return false <- Normal # return true <- Inverts enemy image alias bkaduki_addon_enemy_action_mirror action_mirror def action_mirror for x in N01::KADUKI_ENEMIES return true if @enemy_id == x end bkaduki_addon_enemy_action_mirror end end
class RPG::Weapon #-------------------------------------------------------------------------- # ● Weapon Animation Sequence Settings #-------------------------------------------------------------------------- # Assigns a specific animation sequence when using a weapon. # # when 1 <- Weapon ID number # return "NORMAL_ATTACK" <- SEQUENCE Animation for assigned weaponID alias bkaduki_addon_weapon_base_action base_action def base_action for x in N01::KADUKI_WEAPONS return "K:NORMAL_ATTACK" if @id == x end bkaduki_addon_weapon_base_action end end
class RPG::Skill #-------------------------------------------------------------------------- # ● Skill ID Sequence Assignments #-------------------------------------------------------------------------- # Assign a Skill ID from the Database to execute a defined action sequence. # Only action sequence names can be assigned. Single-action names cannot # be directly assigned here. alias bkaduki_addon_skill_base_action base_action def base_action for x in N01::KADUKI_SKILLS return "K:SKILL_USE" if @id == x end bkaduki_addon_skill_base_action end end
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