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 [sbs kaduki] Ennemis seulement Kaduki?

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AuteurMessage
brasegajames
Habitant Lv.6
Habitant Lv.6
brasegajames


Masculin Age : 30
Inscrit le : 08/04/2010
Messages : 138

[sbs kaduki] Ennemis seulement Kaduki? Empty
MessageSujet: [sbs kaduki] Ennemis seulement Kaduki?   [sbs kaduki] Ennemis seulement Kaduki? Icon_minitimeDim 4 Sep 2011 - 22:45

La question est partiellement dans le titre...

Je voudrais savoir si il était possible de mettre un ennemi avec une animation sbs normale tout en utilisant le sbs kaduki?


Suis-je obligé d'avoir des ressources uniquement kaduki pour les utiliser? Ou, puis-je utiliser des charas sbs normaux, comme le chat dans la démo? ^^


Parce que j'ai trouvé pas mal de ressources SBS, je voulais les utiliser, mais les commentaires kaduki réclament par exemple $cat_1 $cat_2 etc...

et en essayant 2/3 trucs, je chat est de face. Comment régler ça?
Revenir en haut Aller en bas
Garruk
Aventurier Lv.16
Aventurier Lv.16
Garruk


Age : 40
Inscrit le : 03/09/2009
Messages : 1503

[sbs kaduki] Ennemis seulement Kaduki? Empty
MessageSujet: Re: [sbs kaduki] Ennemis seulement Kaduki?   [sbs kaduki] Ennemis seulement Kaduki? Icon_minitimeMar 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:
#==============================================================================
# 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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brasegajames
Habitant Lv.6
Habitant Lv.6
brasegajames


Masculin Age : 30
Inscrit le : 08/04/2010
Messages : 138

[sbs kaduki] Ennemis seulement Kaduki? Empty
MessageSujet: Re: [sbs kaduki] Ennemis seulement Kaduki?   [sbs kaduki] Ennemis seulement Kaduki? Icon_minitimeMar 6 Sep 2011 - 16:23

Et donc je serais obligé de prendre des chars de mes héros en non kaduki?
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Garruk
Aventurier Lv.16
Aventurier Lv.16
Garruk


Age : 40
Inscrit le : 03/09/2009
Messages : 1503

[sbs kaduki] Ennemis seulement Kaduki? Empty
MessageSujet: Re: [sbs kaduki] Ennemis seulement Kaduki?   [sbs kaduki] Ennemis seulement Kaduki? Icon_minitimeMar 6 Sep 2011 - 16:33

Avec ce le SBS de base tu n'as pas besoin des images_1,_2 et _3, par contre avec ce script tu peux rajouté des characters et battles qui utiliseront les pauses_1,_2 et _3, pareil pour l'animation des skills, armes etc ... toute la configuration est à faire au début du script. =)
Par contre il te faut obligatoirement un SBS basique car si tu utilises le SBS Kaduki il te donnera rien.
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brasegajames
Habitant Lv.6
Habitant Lv.6
brasegajames


Masculin Age : 30
Inscrit le : 08/04/2010
Messages : 138

[sbs kaduki] Ennemis seulement Kaduki? Empty
MessageSujet: Re: [sbs kaduki] Ennemis seulement Kaduki?   [sbs kaduki] Ennemis seulement Kaduki? Icon_minitimeMar 6 Sep 2011 - 17:15

Ok, par contre ça va prendre un peu de temps... Avec la rentrée, et le fait que je sois moyennement doué pour les scripts...
Je verrais plus tard, mais c'est vrai que ça m'aiderais beaucoup pour les battlers animés kaduki
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[sbs kaduki] Ennemis seulement Kaduki? Empty
MessageSujet: Re: [sbs kaduki] Ennemis seulement Kaduki?   [sbs kaduki] Ennemis seulement Kaduki? Icon_minitime

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[sbs kaduki] Ennemis seulement Kaduki?

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