Sujet: Re: [VX] Rapport de combat Jeu 24 Déc 2009 - 14:38
Ben oui ! Et ca marche toujours pas !
Pouet
Ex-Grand Œil des projets
Age : 39 Inscrit le : 10/06/2009 Messages : 1137
Sujet: Re: [VX] Rapport de combat Jeu 24 Déc 2009 - 14:43
Ca m'est arrivé plusieurs fois. Le fichier est mal décompressé, du coup je n'avais pas le fichier DATA dans la démo et il me mettait : impossible de lire les données du perso. Dezip le à nouveau en sélectionnant le dossier DATA et ça devrait marcher. Vérifie que tu ai tous les dossiers dedans avant de lancer.
kyliandu45
Poulet carnivore Lv.2
Age : 28 Inscrit le : 23/12/2009 Messages : 21
Sujet: Re: [VX] Rapport de combat Jeu 24 Déc 2009 - 15:54
super scritp merci du partage, il marche parfaitement.
Dernière édition par kyliandu45 le Jeu 24 Déc 2009 - 16:32, édité 1 fois
Valioos
Illusionniste Lv.12
Age : 31 Inscrit le : 20/03/2009 Messages : 734
Sujet: Re: [VX] Rapport de combat Jeu 24 Déc 2009 - 16:14
kyliandu45 a écrit:
super sritp merci du partage, il marche parfaitement.
sritp? ^^ Très bon script merci du partage =)
Matsuo Kaito
Age : 33 Inscrit le : 27/06/2008 Messages : 10881
Sujet: Re: [VX] Rapport de combat Jeu 24 Déc 2009 - 16:31
Pas besoin d'aller tous re-féliciter Blockie juste pour un remontage de topic hein o/ *vive le HS, Yuko, colle moi un averto please (Y) *
BLOCKY : 3 averto MATSU MWHAHAHA
yamiriku
Poulet trizo Lv.3
Inscrit le : 16/02/2010 Messages : 33
Sujet: Re: [VX] Rapport de combat Sam 20 Fév 2010 - 21:12
Merci je cherchais justement
MetalStorm
Va-nu-pieds Lv.4
Age : 29 Inscrit le : 27/01/2010 Messages : 52
Sujet: Re: [VX] Rapport de combat Sam 13 Mar 2010 - 16:25
Je crois avoir déniché une incompatibilité...
Excusez-moi si ce problème a déjà été signalé, mais chez moi ce script est incompatible avec le script d'invocations de Blockade... En clair, à la fin du combat, pas de rapport de combat !
J'ai testé TOUTES les compatibilités, et après avoir retiré le script d'invocs', comme par magie le rapport de combat remarche...
Je m'excuse si ce problème a déjà été signalé ou si je poste dans la mauvaise section...
Zangther
Maître des Duels
Age : 32 Inscrit le : 29/07/2009 Messages : 7841
Sujet: Re: [VX] Rapport de combat Sam 13 Mar 2010 - 16:34
Dans l'un des deux script il y doit y avoir un ligne pour ce réglage.
Sujet: Re: [VX] Rapport de combat Sam 13 Mar 2010 - 16:36
Merci Zangther, je n'avais pas vu ce topic. Désolé pour les posts inutiles.
Je vais pouvoir régler tout ça !
DarkVlad
Poulet carnivore Lv.2
Avertissements : 1Inscrit le : 12/03/2010 Messages : 23
Sujet: Re: [VX] Rapport de combat Dim 14 Mar 2010 - 11:28
J'ai un problème de compatibilité avec le système SBS + ATB , à la fin du combat, il me met 2 rapports de combats donc en gros je gagne deux fois plus d'expérience et d'objets.
Pourtant je l'ai placé en dessous des scripts du SBS...
Une idée?
Blockade
Ex-Admin Cruelle
Age : 32 Inscrit le : 03/07/2008 Messages : 2441
Sujet: Re: [VX] Rapport de combat Dim 14 Mar 2010 - 11:46
Hum.. C'est pas par hasard quand l'ennemi meurt avec du poison ? Ou ca te le fait tout le temps ?
DarkVlad
Poulet carnivore Lv.2
Avertissements : 1Inscrit le : 12/03/2010 Messages : 23
Sujet: Re: [VX] Rapport de combat Dim 14 Mar 2010 - 11:48
Tout le temps :s... Tu veux que je te fasse une vidéo?
Blockade
Ex-Admin Cruelle
Age : 32 Inscrit le : 03/07/2008 Messages : 2441
Sujet: Re: [VX] Rapport de combat Dim 14 Mar 2010 - 11:55
Comment ca tout le temps ? Fait moi une démo avec tes scripts que je regarde.
DarkVlad
Poulet carnivore Lv.2
Avertissements : 1Inscrit le : 12/03/2010 Messages : 23
Sujet: Re: [VX] Rapport de combat Dim 14 Mar 2010 - 11:56
Bah a chaque combat , le rapport de combat s'affiche 2 fois, quelque soit la façon de tuer l'ennemi
Attend je te fais une vidéo vite fait ^^
Blockade
Ex-Admin Cruelle
Age : 32 Inscrit le : 03/07/2008 Messages : 2441
Sujet: Re: [VX] Rapport de combat Dim 14 Mar 2010 - 12:04
Mais je m'en fout de la vidéo >_< Je veux savoir quels scripts tu utilise, et si en virant tous les autres scripts, ca marche correctement.
DarkVlad
Poulet carnivore Lv.2
Avertissements : 1Inscrit le : 12/03/2010 Messages : 23
Sujet: Re: [VX] Rapport de combat Dim 14 Mar 2010 - 12:19
Ah ok pardon ^^ De toute façon mon pc a un peu de mal la, voila les scripts que j'utilise :
J'ai viré les 2 scripts ATB et ça marche, donc je pense que ca vient de là, je t'affiche les 2 scripts :
Spoiler:
#============================================================================== # ■ Active Time Battle Configurations [1.1i] (English Translation v1.5) # Only for RPG Tankentai Sideview Battle System #------------------------------------------------------------------------------ # Original script by: # Enu (http://rpgex.sakura.ne.jp/home/) # English Localization by: # Mr. Bubble # Contributors & Special Thanks: # Moonlight, mark paul, CrimsonSeas, Mithran # (See [Credits] for more information) #==============================================================================
#============================================================================== # ■ module N02 #------------------------------------------------------------------------------ # Active Time Battle Configurations #============================================================================== module N02 #-------------------------------------------------------------------------- # ● Battle Start ATB Gauge Settings #-------------------------------------------------------------------------- # Actor initial ATB Gauge value(%). ATB_BASE_ACTOR = 30 # Enemy initial ATB Gauge value(%). ATB_BASE_ENEMY = 30 # Random base value(%) added to initial gauge. Applies to both actor and enemy. ATB_BASE_ADD = 30 #-------------------------------------------------------------------------- # ● ATB Type Settings (Only applies if ATB_CUSTOMIZE = false) #-------------------------------------------------------------------------- # true: Gauges are active while selecting Party Commands. (Fight and Escape) ATB_PARTY_COMMAND_WAIT = false # true: Gauges are active while selecting Actor Commands. ATB_COMMAND_WAIT = false # true: Gauges are active while selecting targets. ATB_TARGET_WAIT = false # true: Gauges are active while selecting Items/Skills. ATB_SELECT_WAIT = false # true: Gauges are active while actions are being executed/processed. ATB_ACTION_WAIT = false #-------------------------------------------------------------------------- # ● Gauge Control Input Settings #-------------------------------------------------------------------------- # true: Pressing Shift will boost gauge speed x4. ATB_SHIFT_BOOST = true # true: Pressing Ctrl will force gauges to rise if inactive. ATB_CTRL_ACTIVE = true # true: Pressing Alt will force gauges to stop if active. ATB_ALT_WAIT = true #-------------------------------------------------------------------------- # ● Overall ATB Gauge Speed (Only applies if ATB_CUSTOMIZE = false) #-------------------------------------------------------------------------- # 1 = Slowest; 5 = Comfortable; 10 = Average; 20 = Faster; 500 = Whoa! ATB_SPEED = 10 #-------------------------------------------------------------------------- # ● ATB Standard Speed Calculation Settings #-------------------------------------------------------------------------- # This setting determines the standard speed calculation you define below. # Please note this only determines the base factor for battle speed # and the general "feel" of battle speed. # AGI will still be a factor for individual gauge speed. # 0: Fixed Value # 1: Battler with the highest AGI # 2: Battler with the lowest AGI # 3: Average AGI of all battlers ATB_BASE_SPEED = 1 # Applies only if ATB_BASE_SPEED = 0; Comparative speed of battler gauges # will be compared to the value defined here. ATB_ABSOLUTE_SPEED = 50 #-------------------------------------------------------------------------- # ● Pre-emptive and Surprise Attacks - Gauge Penalty Settings #-------------------------------------------------------------------------- # Penalty to ATB gauge in pre-emptive and surprise attack encounters. (0~100) ATB_BACKATTACK = 50 #-------------------------------------------------------------------------- # ● Escape Failure - Gauge Penalty Settings #-------------------------------------------------------------------------- # Penalty to ATB gauge for failing to escape battle. (0~100) ATB_RUN_NG = 50 #-------------------------------------------------------------------------- # ● Battle Turn Count Settings #-------------------------------------------------------------------------- # 0: 1 Turn passes when the number of actions executed equals the number of # battler's present. # 1: 1 Turn passes when the number of actions executed equals half the number # of battlers present. # 2: 1 Turn passes after any battler executes an action. ATB_TURN_COUNT = 2 #-------------------------------------------------------------------------- # ● Slip Damage (Poison/Regeneration) POP Timing Settings #-------------------------------------------------------------------------- # 0: Slip damage is applied each time the afflicted battler takes action. # 1: Slip damage is applied to all afflicted after each turn. ATB_SLIP_DAMAGE = 0 #-------------------------------------------------------------------------- # ● Incapacitated Gauge Reset Setting #-------------------------------------------------------------------------- # Gauge reset value(%) when revived from Incapacitated state. Can be negative. ATB_DEAD_COUNT = 20 #-------------------------------------------------------------------------- # ● Finished Action Gauge Reset Settings #-------------------------------------------------------------------------- # Define gauge reset value(%) after finishing an action. ATB_ATTACK_RESET = 20 # Normal Attack ATB_GUARD_RESET = 0 # Guard ATB_SKILL_RESET = 0 # Skill ATB_ITEM_RESET = 0 # Item ATB_NONACT_RESET = 40 # No Action #-------------------------------------------------------------------------- # ● Enemy ATB Gauge Default Display Settings #-------------------------------------------------------------------------- # Determines the default visibility of enemy gauges in battle. # To set up gauge visibility individually for each enemy, refer to # Enemy ATB Gauge Individual Display Settings at the bottom of this script. ATB_ENEMY_ON = true #-------------------------------------------------------------------------- # ● Gauge Visibility During Actions Settings #-------------------------------------------------------------------------- # Determines whether ATB gauge is visible when the actor/enemy is # executing an action. ATB_ACTION_ACTOR_OFF = false # Actor ATB_ACTION_ENEMY_OFF = true # Enemy #-------------------------------------------------------------------------- # ● ATB Gauge Position Settings #-------------------------------------------------------------------------- # X-axis is automatically inverted for back attacks. # X-axis Y-axis ATB_POSITION_ACTOR = [ 40, -5] # Actors ATB_POSITION_ENEMY = [ 0, 20] # Enemies # true: Actor's ATB gauge is set according to ATB_PARTY_POSITION coordinates. # (Above setting is ignored.) # false: Battler's ATB gauge is set according to actor's start position. # ATB_POSITION_ACTOR and ATB_POSITION_ENEMY is distance the gauge is # from battler's start position. ATB_POSITION_HPWINDOW = true #-------------------------------------------------------------------------- # ● Actor ATB Gauge Positions (Applies only if ATB_POSITION_HPWINDOW = true) #-------------------------------------------------------------------------- # Individual Positions: Actor 1 Actor 2 Actor 3 Actor 4 # X Y, X Y, X Y, X Y ATB_PARTY_POSITION = [[158,318],[158,342],[158,366],[158,390]] # Please remember to add/remove coordinates whenever you change MAX_MEMBER #-------------------------------------------------------------------------- # ● ATB Gauge Graphic Settings #-------------------------------------------------------------------------- # These settings are related to the gauge images in the System folder. # # "atb_bar": Used when waiting. # "act_bar": Used when charging. # "atb_bar_active": Displays when gauge is full. # "atb_bar_skin": Gauge skin. # It is recommended to make all 4 gauges images the same size. # In order for the bar skin to be utilized correctly, bar images # with transparent width pixels can be excluded. # # Width, in pixels, of "atb_bar" and "act_bar" images that is actually # utilized. Exclude any transparent/unused pixels on the left and right sides # of those bar images. # Numbers that divide into 1000 with no remainders work best. ATB_WIDTH = 50 # Gauge bars' excluded pixels. Refers to the amount of transparent/unused # pixels on the left and right sides of the "atb_bar" and "act_bar" images # that are excluded from usage. ATB_SPACE = 2 #-------------------------------------------------------------------------- # ● ATB Gauge (Blue Gauge) Sound Effect When Full #-------------------------------------------------------------------------- # Pitch Vol. SE File name ATB_MAX_SOUND01 = [150, 70, "Decision2"] #-------------------------------------------------------------------------- # ● ACT Gauge (Red Gauge) Sound Effect When Full #-------------------------------------------------------------------------- # Pitch Vol. SE File name ACT_MAX_SOUND01 = [150, 70, "Chime2"] #-------------------------------------------------------------------------- # ● Switch Actor Command Sound Effect #-------------------------------------------------------------------------- # Pitch Vol. SE File name NEXT_SOUND01 = [135, 70, "Miss"] #-------------------------------------------------------------------------- # ● ATB User Customization Settings #-------------------------------------------------------------------------- # In-game dynamic ATB customization can be accessed from the player's menu. # # Enables menu access to customize ATB settings. If true, the settings noted # above (ATB_PARTY_COMMAND_WAIT, etc.) will be ignored. If false, in-game # ATB customization is not possible. ATB_CUSTOMIZE = true # Name in menu for ATB options. ATB_CUSTOMIZE_NAME = "ATB Options" # Text in Help Window at the top of ATB Options scene. ATB_CUSTOMIZE_HELP = "Use the directional keys to select options." # Menu name for ATB mode. ATB_MODE_NAME = "Battle Mode" # The three ATB modes below should be aligned properly in the editor window. # When a number in the ATB Mode array (0~4) is set to true, the scene # will be designated Active; false will designate Wait. # # [0]Party Command Selection [1]Actor Command Selection # [2]Target Selection [3]Skill/Item Selection [4]Battle Actions # # Mode Name [0] [1] [2] [3] [4] ATB_MODE1 = ["Wait", false, false, false, false, false,] ATB_MODE2 = ["Semi-Active", false, false, false, false, true,] ATB_MODE3 = ["Active", true, true, true, true, true,] # Description in Help Window for ATB modes defined above. ATB_MODE1_HELP = "Gauges stop during all input and actions." ATB_MODE2_HELP = "Gauges are active only during actions." ATB_MODE3_HELP = "Gauges are always active." # Default mode in a New Game: [0]MODE1 [1]MODE2 [2]MODE3 ATB_NEWGAME_MODE = 1
# Battle Speed Settings # Menu name for ATB speed. ATB_SPEED_NAME = "Battle Speed" # Help window comment for Battle Speed ATB_SPEED_HELP = "Larger numbers increase battle speed." # The number above (1~9) represents the speed value below respectively. # The speed setting above (ATB_SPEED) is ignored here. # # [1] [2] [3] [4] [5] [6] [7] [8] [9] ATB_SPEED_MODE = [ 1, 2, 4, 6, 10, 20, 40, 100, 500] # Default speed mode and cursor position for a New Game. ATB_NEWGAME_SPEED = 5 #-------------------------------------------------------------------------- # ● HP Gauge Display and Status Display Settings #-------------------------------------------------------------------------- # Display the state names of the selected battler in Help Window. WORD_STATE_DISPLAY = true # Name to display in Help Window when there is no abnormal state. WORD_NORMAL_STATE = "Normal" # true: Display the HP gauge of selected battler in Help Window. HP_DISPLAY = true # true: Display the HP gauge and states of selected actor in Help Window. ACTOR_DISPLAY = true # Hide the HP gauge and states for the following enemy IDs. ex.[1,2,3] ENEMY_NON_DISPLAY = [] # Does not display the following state IDs in Help Window. ex.[1,2,3] STATE_NON_DISPLAY = [] #-------------------------------------------------------------------------- # ● ATB-Specific Force Action Settings #-------------------------------------------------------------------------- # true: Force Actions consume the battler's gauge. # false: Force Actions does not consume the battler's gauge. FORCE_ACTION_CONSUME_GAUGE = false # true: Forced actions increase the turn count. # false: Forced actions will not increase turns (as in 1.1f and earlier) FORCE_ACTION_INCREASE_TURN = false end module RPG #============================================================================== # ■ module RPG #------------------------------------------------------------------------------ # Skill Settings #============================================================================== class Skill #-------------------------------------------------------------------------- # ● Skill Charge Time Settings #-------------------------------------------------------------------------- # You can define how long a skill needs to be charged up before being used. # For magic spells with chanting time, etc. # # when 1 <- Skill ID # # A, B, C, D # See descriptions below # return [ 0, 50, 0, ""] # end # # # A> Standard: Base AGI calculation used for charge time. # 0: Fixed Value # 1: Battler with the highest AGI # 2: Battler with the lowest AGI # 3: Average AGI of all battlers # 4: Battler's own AGI # # B> Required Gauge(%): The amount of charge time, in percent, that is needed. # 200% will be twice the amount the battler normally needs for full ATB gauge. # 10% will be 1/10 of what the battler needs for a full ATB gauge. # 0% is instant. # # C> Fixed Value: Only used if Standard is set to 0. Used in charge time # calculation as if the battler has the AGI of what you define. # # D> Charging ACTION Sequence: ACTION sequence that is used while charging the # skill. ACTIONS for this should be defined in the SBS Configuration script. # If "", then no ACTION sequence is used while charging. def charge case @id when 59 return [ 4, 40, 0, ""] end # Default charge time and charging sequence for all unassigned Skill IDs. return [ 4, 0, 0, ""] end #-------------------------------------------------------------------------- # ● Skill Gauge Reset Settings #-------------------------------------------------------------------------- # Define a value(%) the gauge will reset to after executing a skill. (0~100) def recharge case @id when 1 return 30 when 106 return 99 end # Default gauge reset value for all unassigned Skill IDs. return N02::ATB_SKILL_RESET end #-------------------------------------------------------------------------- # ● ATB Union Skills Settings #-------------------------------------------------------------------------- # When defining skill IDs in the square brackets, remember to use commas. # # [98, 99], # # Here, you can specify Skill IDs that are used for combination attacks, etc. # These are triggered when any of the defined combination IDs are used. # For the combination to execute, all required actors must have a full ATB # gauge. If an actor becomes Incapacitated before executing the union skill, # the attack is canceled. # # The actor who has the first ID in the array is considered the active battler. # This means that damage is based and done off this actor alone. For example, # Ralphrika Attack's damage is based off the actor who has skill ID 98. When # any skill ID for the combination is used, all required actors will go into # "Prepare" mode and other actions are not possible until canceled or completed. def union_action return [
[ 98, 99], [100, 101, 102, 103],
[]] end end #============================================================================== # ■ module RPG #------------------------------------------------------------------------------ # Item Settings #============================================================================== class Item #-------------------------------------------------------------------------- # ● Item Charge Time Settings #-------------------------------------------------------------------------- # Please refer to Skill Charge Time Settings as the same rules apply here. # # Define an amount of charge time an item requires before being used. def charge case @id when 1 return [ 4, 20, 0, ""] end # Default charge time and charging sequence for all unassigned Item IDs. return [ 4, 0, 0, ""] end #-------------------------------------------------------------------------- # ● Item Gauge Reset Settings #-------------------------------------------------------------------------- # Define a value(%) the gauge will reset to after using an item. (0~100) def recharge case @id when 1 return 0 end # Default gauge reset value for all unassigned Item IDs. return N02::ATB_ITEM_RESET end end #============================================================================== # ■ module RPG #------------------------------------------------------------------------------ # State Settings #============================================================================== class State #-------------------------------------------------------------------------- # ● State Gauge Damage Settings #-------------------------------------------------------------------------- # When afflicted by the defined state, damage will be done to the battler's # ATB gauge based on the battler's maximum gauge possible. (-100~-1) If gauge # is damaged while charging, the action being charged is cancelled. Gauge # damage is only applied once when the state is applied. It is recommended # to use State Efficiency ratings as game balance for gauge damage states. # If a State Removal Effect in a Sideview sequence is used, the state's # Priority rating will be set to 0 for the duration. # # Positive values(%) will fill up gauges instead. (1~100) def atb_damage case @id when 8 return -100 end # Default gauge damage for all unassigned State IDs. return 0 end #-------------------------------------------------------------------------- # ● State Gauge Damage Limit Settings #-------------------------------------------------------------------------- # true: State Gauge Damage as defined above can cause gauges to # exceed below 0. # # For example, if a battler's gauge is damaged to a negative value such as -25, # then battler will require 125% of its normal gauge for a full gauge. def atb_minus_damage return false end end #============================================================================== # ■ module RPG #------------------------------------------------------------------------------ # Weapon Settings #============================================================================== class Weapon #-------------------------------------------------------------------------- # ● Weapon Charge Time Settings #-------------------------------------------------------------------------- # Please refer to Skill Charge Time Settings as the same rules apply here. # # Define an amount of charge time a weapon requires before being used. # When wielding two weapons, average charge time between the two will be used # and Weapon 1's charging sequence will take precedence. def charge case @id when 2 return [ 4, 0, 0, ""] end # Default charge time and charging sequence for all unassigned Weapon IDs return [ 4, 0, 0, ""] end #-------------------------------------------------------------------------- # ● Weapon Charge Time Bonus Settings #-------------------------------------------------------------------------- # Define a value(%) that augments charge time with weapon equipped. (-100~100) # Positive values(%) will shorten overall charge time. # Negative values(%) will lengthen overall charge time. # Equipped items with similar charge bonus effects are cumulative. # When wielding two weapons, average value is used. def charge_bonus case @id when 1 return 0 end # Default charge time bonus for all unassigned Weapon IDs. return 0 end #-------------------------------------------------------------------------- # ● Weapon Gauge Reset Settings #-------------------------------------------------------------------------- # Define a value(%) the gauge will reset to after using the defined # equipped weapon. (0~100) # # Only takes effect after a normal attack with the equipped weapon. No effect # with Item and Skill use. When wielding two weapons, average value is used. def recharge case @id when 1 return 20 end # Default gauge reset value for all unassigned Weapon IDs. return N02::ATB_ATTACK_RESET end #-------------------------------------------------------------------------- # ● Weapon Battle Start Gauge Adjustment Settings #-------------------------------------------------------------------------- # Define a value(%) that will adjust initial gauge when equipped with # specified weapon. (-100~100) # # Values can be negative. Equipped items with similar effect are cumulative. # When wielding two weapons, average value is used. def atb_base case @id when 1 return 0 end # Default initial gauge adjustment for all unassigned Weapons IDs. return 0 end end #============================================================================== # ■ module RPG #------------------------------------------------------------------------------ # Armor Settings #============================================================================== class Armor #-------------------------------------------------------------------------- # ● Armor Charge Time Bonus Settings #-------------------------------------------------------------------------- # Define a value(%) that augments charge time with armor equipped. (-100~100) # Positive values(%) will shorten overall charge time. # Negative values(%) will lengthen overall charge time. # Equipped items with similar charge bonus effects are cumulative. def charge_bonus case @id when 1 return 0 end # Default charge time bonus for all unassigned Armor IDs. return 0 end #-------------------------------------------------------------------------- # ● Armor Battle Start Gauge Adjustment Settings #-------------------------------------------------------------------------- # Define a value(%) that will adjust initial gauge when equipped with # specified armor. (-100~100) # # Values can be negative. Equipped items with similar effects are cumulative. def atb_base case @id when 1 return 0 end # Default initial gauge adjustment for all unassigned Armor IDs. return 0 end end end #============================================================================== # ■ Game_Actor #------------------------------------------------------------------------------ # Actor Settings #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● Actor Unarmed Attack - Charge Time Settings #-------------------------------------------------------------------------- # Please refer to Skill Charge Time Settings as the same rules apply here. # # Define an amount of charge time an unarmed attack requires before being used. def charge case @actor_id when 1 return [ 4, 0, 0, ""] end # Default charge time and battler animation for all unassigned Actor IDs. return [ 4, 0, 0, ""] end #-------------------------------------------------------------------------- # ● Actor Unarmed Attack - Gauge Reset Settings #-------------------------------------------------------------------------- # Define a value(%) the gauge will reset to after an unarmed attack. (0~100) # # Only takes effect after using an unarmed normal attack. No effect with Item, # Skill and Weapon use. def recharge case @actor_id when 1 return 20 end # Default gauge reset value for all unassigned Actor IDs. return N02::ATB_ATTACK_RESET end #-------------------------------------------------------------------------- # ● Actor Battle Start - ATB Gauge Settings #-------------------------------------------------------------------------- # Define a value(%) the gauge will be set to at the start of battle. (0~100) # This will override the ATB_BASE_ACTOR default setting. def atb_base case @actor_id when 1 return 30 end # Default battle start gauge for all unassigned Actor IDs. return N02::ATB_BASE_ACTOR end #-------------------------------------------------------------------------- # ● Actor ATB Gauge - Display Settings #-------------------------------------------------------------------------- # true: Gauge is displayed in battle. # false: Gauge is always hidden. def atb_on case @actor_id when 1 return true end # Default gauge display for all unassigned Actor IDs. return true end end #============================================================================== # ■ Game_Enemy #------------------------------------------------------------------------------ # Enemy Settings #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● Enemy Unarmed Attack - Charge Time Settings #-------------------------------------------------------------------------- # Please refer to Skill Charge Time Settings as the same rules apply here. # # Define an amount of charge time an unarmed attack requires before being used. def charge case @enemy_id when 1 return [ 4, 20, 0, ""] end # Default charge time and battler animation for all unassigned Enemy IDs. return [ 4, 0, 0, ""] end #-------------------------------------------------------------------------- # ● Enemy Unarmed Attack - Gauge Reset Settings #-------------------------------------------------------------------------- # Define a value(%) the gauge will reset to after an unarmed attack. (0~100) # # Only takes effect after using an unarmed normal attack. No effect with # Skill or Weapon use. def recharge case @enemy_id when 1 return 20 end # Default gauge reset value for all unassigned Enemy IDs. return N02::ATB_ATTACK_RESET end #-------------------------------------------------------------------------- # ● Enemy Battle Start - ATB Gauge Settings #-------------------------------------------------------------------------- # Define a value(%) the gauge will be set to at the start of battle. (0~100) # This will override the ATB_BASE_ENEMY default setting. def atb_base case @enemy_id when 1 return 10 end # Default battle start gauge for all unassigned Enemy IDs. return N02::ATB_BASE_ENEMY end #-------------------------------------------------------------------------- # ● Enemy ATB Gauge - Individual Display Settings #-------------------------------------------------------------------------- # true: Gauge is displayed in battle. # false: Gauge is always hidden. # Individual settings will override the ATB_ENEMY_ON setting. def atb_on case @enemy_id when 1 return true unless !N02::ATB_ENEMY_ON # Idiot-proof code end # Default gauge display for all unassigned Enemy IDs. return N02::ATB_ENEMY_ON end end
Arf le 2éme est tellement gros que je ne peux pas le mettre... Pas trop envie de faire du multi-post!
Blockade
Ex-Admin Cruelle
Age : 32 Inscrit le : 03/07/2008 Messages : 2441
Sujet: Re: [VX] Rapport de combat Dim 14 Mar 2010 - 14:12
Okay bug corrigé, merci de l'avoir signalé =)
Voila le script : http://www.megaupload.com/?d=MN1N9W14
DarkVlad
Poulet carnivore Lv.2
Avertissements : 1Inscrit le : 12/03/2010 Messages : 23
Sujet: Re: [VX] Rapport de combat Dim 14 Mar 2010 - 14:22
Ah bah de rien Si j'en vois d'autre je vous fais signe!
J'attend que ta démo soit hébergé.. *en a marre d'attendre!*
EDIT : D'accord c'est noté ! *ne parle plus pendant 1 mois* eheh... non je déconne ! Je vais essayer de faire gaffe alors
ReEDIT : C'est bon ça marche nikel! J'ai envie de dire que tu gères de la fougère Blockade!
Tiens en passant histoire de t'embêter, il y a une faute là :
Spoiler:
Notes de version : #--------------------------------------------------------------- # ~ Version 1.0 : # - Création du script # ~ Version 2.0 : # - Interface revue # - Regroupement et classement des objets gagnés # - Ajouts d'options de personalisations # ~ Version 3.0 : # - Le script distibue l'argent gagné correctement. # - Module de configuration entiérement revu # - Compatibilité améliorée # - Pop-up lors d'un level up qui affiche les caractéristiques # - Affiche les sorts gagnés # ~ Version 3.5 # - Meilleur affichage des caractéristiques quand le héros gagne un niveau # - Affichage du temps de combat # ~ Version 3.6 # - Mise à la norme de mes scripts # - Compatible avec 3 systèmes de combat : Combat VX, SBS, SBS avec ATB # - Détecte automatiquement le SBS # ~ Version 3.7 # - Correction d'un bug avec le SBS avec ATB, le rapport d'affichais deux fois
... *sort avant de se faire découper en rondelle*
FoxFiesta
Poulet carnivore Lv.2
Age : 27 Inscrit le : 01/05/2010 Messages : 14
Sujet: Re: [VX] Rapport de combat Sam 1 Mai 2010 - 18:26
Eh bah bravo Blockade, c'est vraiment bon ! Merci beaucoup !
Red-seeds
Templier Lv.15
Age : 27 Inscrit le : 02/07/2009 Messages : 1169
Sujet: Re: [VX] Rapport de combat Sam 1 Mai 2010 - 18:35
Jolie Nécro^^
Très bon script par ailleurs
Garruk
Aventurier Lv.16
Age : 40 Inscrit le : 03/09/2009 Messages : 1503
Sujet: Re: [VX] Rapport de combat Sam 1 Mai 2010 - 20:05
Blockade > J'utilise le système ATB également et je voulais juste te signaler que j'ai aucun bug de mon côté, j'ai placer le script en dessus de tous les autres mais au-dessus d'autre script qui nécessite d'être juste au-dessus de Main enfin tu m'as compris j'espère. ^^ Je parle bien sûr du script en première page à moins que tu l'ai modifier entre temps.
Snake66
Poulet Lv.1
Age : 27 Inscrit le : 11/02/2010 Messages : 8
Sujet: Re: [VX] Rapport de combat Lun 3 Mai 2010 - 14:35
Je peux pas télécharger avec megaupload alors comment je fais pour le script
Blockade
Ex-Admin Cruelle
Age : 32 Inscrit le : 03/07/2008 Messages : 2441
Sujet: Re: [VX] Rapport de combat Lun 3 Mai 2010 - 15:32
Pourquoi tu pourrais pas télécharger via Mégaupload ? ;(
Nusenism
Age : 33 Inscrit le : 02/02/2010 Messages : 4692
Sujet: Re: [VX] Rapport de combat Lun 3 Mai 2010 - 15:53
Selon la nature de notre connexion, c'est impossible. Par exemple moi je peux que le week-end, car en semaine via les bornes de cité u Megaupload m'indique que mon nombre de téléchargement quotidienp est dépassé, même si personnellement je n'ai rien téléchargé auparavant. (c'est parce que le compteur fonctionne avec l'IP)
Je sais pas pour Snake66, je me doute bien qu'il est pas en cité u, mais le souci pourrait être similaire.
Doddy
Citadin Lv.7
Age : 38 Inscrit le : 12/02/2010 Messages : 204
Sujet: Re: [VX] Rapport de combat Mar 11 Mai 2010 - 15:48
Utilise un débrideur mégaupload... tu ne sera plus limité.