Poulet carnivore Lv.2
Age : 28 Inscrit le : 19/05/2010 Messages : 14
| Sujet: Besoin d'aide sur "Enemy Animated Battlers"[resolu] Mer 28 Juil 2010 - 21:53 | |
| Bonjours, voilà j'ai un petit problème sur le script "Enemy Animated Battlers" que voilà: - Spoiler:
- Code:
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#============================================================================== # ■ Enemy Animated Battlers for RPG Tankentai Sideview Battle System # 1.17.09 #------------------------------------------------------------------------------ # Script by Kylock # Updated by Mr. Bubble # Visual Guide at: # http://www.rpgrevolution.com/forums/index.php?s=&showtopic=18304&view=findpost&p=212499 #============================================================================== # Easy to implement interface to specify animated battlers for enemies. Note # enemy batters must be formatted THE SAME as your character battlers. Also, # you must have 2 copies of your enemy battler:
# <game folder>\Graphics\Battlers\$<enemy name>.png # <game folder>\Graphics\Characters\$<enemy name>.png # # If you are using this script with the Kaduki's Battlers setup, enemies must # have "_1", "_2" and "_3" files in the Characters folder similar to the # Kaduki actors. See inside Kaduki demo's Characters folder for an example. # # If used with IAB, enemies must have a 4x11 "_1" file in the Characters # folder. See inside IAB demo's Characters folder for an example. # # When you set up your "troops" for the encounter, you may need to tweak the # positioning of the enemy as the sprites look funny and the actual placement # may be slightly off. A few battle tests should be sufficient. # Enemy shadows may also look odd. You may adjust or change the shadow using # the respective settings within this script. # # All settings in this add-on can also be done within the Configuration script. #==============================================================================
module K_ENEMY_BATTLERS ENEMY_ID = [1] # list of enemies with batter sprites(ex. [1,24]) end
class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● Enemy Screen Positioning Adjustment #-------------------------------------------------------------------------- # Postive Y-values move the battler down. Negatives move the shadow up. # If the battler is offscreen, it is suggested to use this to function. # # return [ 0, 0] <- [X-coordinate、Y-coordinate] alias bubs_eab_position_plus position_plus def position_plus case @enemy_id when 1 # Enemy ID return [0, 215] # Coordinates end bubs_eab_position_plus end #-------------------------------------------------------------------------- # ● Enemy Shadow #-------------------------------------------------------------------------- # Define a separate shadow image file for an enemy battler. # # return "shadow01" <- Image file name in .Graphics/Characters # return "" <- No shadow used. alias bubs_eab_shadow shadow def shadow case @enemy_id when 1 # Enemy ID return "shadow00" end bubs_eab_shadow end #-------------------------------------------------------------------------- # ● Enemy Shadow Adjustment #-------------------------------------------------------------------------- # Postive Y-values move the shadow down. Negatives move the shadow up. # # return [ X-Coordinate, Y-Coordinate] alias bubs_eab_shadow_plus shadow_plus def shadow_plus case @enemy_id when 1 # Enemy ID return [ 0, 4] end bubs_eab_shadow_plus end #-------------------------------------------------------------------------- # ● Enemy Animated Battler Settings #-------------------------------------------------------------------------- alias keb_anime_on anime_on def anime_on for x in K_ENEMY_BATTLERS::ENEMY_ID return true if @enemy_id == x end keb_anime_on end #-------------------------------------------------------------------------- # ● Enemy Invert Settings #-------------------------------------------------------------------------- alias keb_action_mirror action_mirror def action_mirror for x in K_ENEMY_BATTLERS::ENEMY_ID return true if @enemy_id == x end keb_action_mirror end end
Bon le script fonctionne super bien mais malheureusement cela ne marche que pour un monstre celui que j'ai choisi avec ceci - Code:
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module K_ENEMY_BATTLERS ENEMY_ID = [1] # list of enemies with batter sprites(ex. [1,24]) end Et comme moi je veux pour tous mes monstre Donc j'ai cherché pour régler ce problème pendant 2 heures sur le script pour le changer (mais comme je suis débutant en script ça n'as pas marché ) mais aussi sur le web Alors j'espère que quelqu'un réussira à le modifier, il garderas une place dans mes crédits, j'en ai vraiment besoin pour mon projet "Les Chroniques de Ciram" Merci d'avance P.S. désoler j'avais mal compris le commentaire à coter de la ligne que je travailler que je suis bête dire que j'avais la réponse sous mes yeux |
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