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[Resolu] Problème de combat [VXAce]

Daster

Amateur
Daster
  • Messages : 74

[Resolu] Problème de combat [VXAce]


sam. 14 juin 2014 - 12h07

Salut à tous! Je suis actuellement sur un projet avec Rpg Maker VX Ace et je me permet de poser ici un problème que je n'ai pas réussi à résoudre tout seul: J'utilise les 4 scripts de Victor Sant pour le combat: [url]http://victorscripts.wordpress.com/rpg-maker-vx-ace/basic-scripts/basic-module/[/url] [url]http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/animated-battle/[/url] [url]http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/actors-battlers/[/url] [url]http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/damage-popup/[/url] Pour l'instant tout vas bien, mais quand je lance un combat avec trois héros, ça me donne ça: [img]http://imageshack.com/a/img853/7479/l4z4.png[/img] Mes héros (délibérément le mêmes ici) sont trop rapprochés les uns des autres. J'aimerais savoir comment les espacer, qu'ils ne soient pas si proches des autres. Mais ne maîtrisant pas l'anglais je ne sais comment m'y prendre. Alors avis aux scripteurs, si vous pouviez m'aider, je vous en serai très reconnaissant!

Hermoni

Entraîneur
Hermoni
  • Messages : 400

[Resolu] Problème de combat [VXAce]


sam. 14 juin 2014 - 12h19

Hmm voulu jeter un oeil rapidos mais fallait DL et le lien renvoit sur une erreur (ça y est plus sur dropbox). Tu peux copier directement tes scripts là histoire de voir ?

Daster

Amateur
Daster
  • Messages : 74

[Resolu] Problème de combat [VXAce]


sam. 14 juin 2014 - 12h27

Victor - Basic Module [spoiler][code]#============================================================================== # ** Victor Engine - Basic Module #------------------------------------------------------------------------------ # Author : Victor Sant # # Version History: # v 1.00 - 2011.12.19 > First release # v 1.01 - 2011.12.21 > Added Event Troop notes # v 1.02 - 2011.12.22 > Added character frames value # v 1.03 - 2011.12.30 > Added Actor and Enemy notes # v 1.04 - 2012.01.01 > Added party average level and map actors # v 1.05 - 2012.01.04 > Compatibility with Characters Scripts # v 1.06 - 2012.01.07 > Compatibility with Fog and Light Effect # > Added new Sprite Character functions # v 1.07 - 2012.01.11 > Compatibility with Control Text and Codes # v 1.08 - 2012.01.13 > Compatibility with Trait Control # v 1.09 - 2012.01.15 > Fixed the Regular Expressions problem with "" and “” # v 1.10 - 2012.01.18 > Compatibility with Automatic Battlers # v 1.11 - 2012.01.26 > Compatibility with Followers Options # Compatibility with Animated Battle beta # v 1.12 - 2012.02.08 > Compatibility with Animated Battle # v 1.13 - 2012.02.18 > Fix for non RTP dependant encrypted projects # v 1.14 - 2012.03.11 > Better version handling and required messages # v 1.15 - 2012.03.11 > Added level variable for enemies (to avoid crashes) # v 1.16 - 2012.03.21 > Compatibility with Follower Control # v 1.17 - 2012.03.22 > Compatibility with Follower Control new method # v 1.18 - 2012.03.22 > Added Battler Types tag support # v 1.19 - 2012.05.20 > Compatibility with Map Turn Battle # v 1.20 - 2012.05.21 > Fix for older RMVXa versions # v 1.21 - 2012.05.29 > Compatibility with Pixel Movement # v 1.22 - 2012.07.02 > Compatibility with Terrain States # v 1.23 - 2012.07.03 > Fix for Pixel Movement # v 1.24 - 2012.07.17 > Compatibility with Critical Hit Effects # v 1.25 - 2012.07.24 > Compatibility with Moving Plaforms # v 1.26 - 2012.07.30 > Compatibility with Automatic Battlers # v 1.27 - 2012.08.01 > Compatibility with Custom Slip Effect # v 1.28 - 2012.08.01 > Compatibility with Custom Slip Effect v 1.01 # v 1.29 - 2012.11.03 > Fixed returning value division by 0 error. # v 1.30 - 2012.12.13 > Compatibility with State Graphics # v 1.31 - 2012.12.16 > Compatibility with Active Time Battle # v 1.32 - 2012.12.24 > Compatibility with Active Time Battle v 1.01 # v 1.33 - 2012.12.30 > Compatibility with Leap Attack # v 1.34 - 2013.01.07 > Compatibility with Critical Hit Effects v 1.01 # v 1.35 - 2013.02.13 > Compatibility with Cooperation Skills #------------------------------------------------------------------------------ # This is the basic script for the system from Victory Engine and is # required to use the scripts from the engine. This script offer some new # functions to be used within many scripts of the engine. #------------------------------------------------------------------------------ # Compatibility # Required for the Victor Engine # # * Overwrite methods # class << Cache # def self.character(filename) # # class Sprite_Character < Sprite_Base # def set_character_bitmap # # class Game_Battler < Game_BattlerBase # def item_effect_recover_hp(user, item, effect) # def item_effect_recover_mp(user, item, effect) # def item_effect_gain_tp # # * Alias methods # class Game_Interpreter # def command_108 # # class Window_Base < Window # def convert_escape_characters(text) # #------------------------------------------------------------------------------ # Instructions: # To instal the script, open you script editor and paste this script on # a new section bellow the Materials section. # #------------------------------------------------------------------------------ # New functions # # * Random number between two vales # rand_between(min, max) # min : min value # max : max value # Can be called from any class, this method return an random value between # two specific numbers # # * Random array value # <Array>.random # <Array>.random! # Returns a random object from the array, the method .random! is destructive, # removing the value returned from the array. # # * Sum of the numeric values of a array # <Array>.sum # Returns the sum of all numeric values # # * Average of all numeric values from the array # <Array>.average(float = false) # float : float flag # Returns the average of all numeric values, if floa is true, the value # returned is a float, otherwise it's a integer. # # * Note for events # <Event>.note # By default, events doesn't have note boxes. This command allows to use # comments as note boxes, following the same format as the ones on the # database. Returns all comments on the active page of the event. # # * Comment calls # <Event>.comment_call # Another function for comment boxes, by default, they have absolutely no # effect in game when called. But this method allows to make the comment # box to behave like an script call, but with the versatility of the # note boxes. Remember that the commands will only take effect if there # is scripts to respond to the comment code. # #============================================================================== #============================================================================== # ** Victor Engine #------------------------------------------------------------------------------ # Setting module for the Victor Engine #============================================================================== module Victor_Engine #-------------------------------------------------------------------------- # * New method: required_script #-------------------------------------------------------------------------- def self.required_script(name, req, version, type = 0) if type != :bellow && (!$imported[req] || $imported[req] < version) msg = "The script '%s' requires the script\n" case type when :above msg += "'%s' v%s or higher above it to work properly\n" else msg += "'%s' v%s or higher to work properly\n" end msg += "Go to http://victorscripts.wordpress.com/ to download this script." self.exit_message(msg, name, req, version) elsif type == :bellow && $imported[req] msg = "The script '%s' requires the script\n" msg += "'%s' to be put bellow it\n" msg += "move the scripts to the proper position" self.exit_message(msg, name, req, version) end end #-------------------------------------------------------------------------- # * New method: exit_message #-------------------------------------------------------------------------- def self.exit_message(message, name, req, version) name = self.script_name(name) req = self.script_name(req) msgbox(sprintf(message, name, req, version)) exit end #-------------------------------------------------------------------------- # * New method: script_name #-------------------------------------------------------------------------- def self.script_name(name, ext = "VE") name = name.to_s.gsub("_", " ").upcase.split name.collect! {|char| char == ext ? "#{char} -" : char.capitalize } name.join(" ") end end $imported ||= {} $imported[:ve_basic_module] = 1.35 #============================================================================== # ** Object #------------------------------------------------------------------------------ # This class is the superclass of all other classes. #============================================================================== class Object #-------------------------------------------------------------------------- # * Include setting module #-------------------------------------------------------------------------- include Victor_Engine #------------------------------------------------------------------------- # * New method: rand_between #------------------------------------------------------------------------- def rand_between(min, max) min + rand(max - min + 1) end #-------------------------------------------------------------------------- # * New method: numeric? #-------------------------------------------------------------------------- def numeric? return false end #-------------------------------------------------------------------------- # * New method: string? #-------------------------------------------------------------------------- def string? return false end #-------------------------------------------------------------------------- # * New method: array? #-------------------------------------------------------------------------- def array? return false end #-------------------------------------------------------------------------- # * New method: float? #-------------------------------------------------------------------------- def float? return false end #-------------------------------------------------------------------------- # * New method: symbol? #-------------------------------------------------------------------------- def symbol? return false end #-------------------------------------------------------------------------- # * New method: item? #-------------------------------------------------------------------------- def item? return false end #-------------------------------------------------------------------------- # * New method: skill? #-------------------------------------------------------------------------- def skill? return false end #-------------------------------------------------------------------------- # * New method: file_exist? #-------------------------------------------------------------------------- def file_exist?(path, filename) $file_list ||= {} $file_list[path + filename] ||= file_test(path, filename) $file_list[path + filename] end #-------------------------------------------------------------------------- # * New method: get_file_list #-------------------------------------------------------------------------- def file_test(path, filename) bitmap = Cache.load_bitmap(path, filename) rescue nil bitmap ? true : false end #-------------------------------------------------------------------------- # * New method: character_exist? #-------------------------------------------------------------------------- def character_exist?(filename) file_exist?("Graphics/Characters/", filename) end #-------------------------------------------------------------------------- # * New method: battler_exist? #-------------------------------------------------------------------------- def battler_exist?(filename) file_exist?("Graphics/Battlers/", filename) end #-------------------------------------------------------------------------- # * New method: face_exist? #-------------------------------------------------------------------------- def face_exist?(filename) file_exist?("Graphics/Faces/", filename) end #-------------------------------------------------------------------------- # * New method: get_filename #-------------------------------------------------------------------------- def get_filename "[\"'“‘]([^\"'”‘”’]+)[\"'”’]" end #-------------------------------------------------------------------------- # * New method: get_all_values #-------------------------------------------------------------------------- def get_all_values(value1, value2 = nil) value2 = value1 unless value2 /<#{value1}>((?:[^<]|<[^\/])*)<\/#{value2}>/im end #-------------------------------------------------------------------------- # * New method: make_symbol #-------------------------------------------------------------------------- def make_symbol(string) string.downcase.gsub(" ", "_").to_sym end #-------------------------------------------------------------------------- # * New method: make_string #-------------------------------------------------------------------------- def make_string(symbol) symbol.to_s.gsub("_", " ").upcase end #-------------------------------------------------------------------------- # * New method: returning_value #-------------------------------------------------------------------------- def returning_value(i, x) y = [x * 2, 1].max i % y >= x ? (x * 2) - i % y : i % y end #-------------------------------------------------------------------------- # New method: in_rect? #-------------------------------------------------------------------------- def in_rect?(w, h, x1, y1, x2, y2, fx = 0) aw, ah, ax, ay, bx, by = setup_area(w, h, x1, y1, x2, y2, fx) bx > ax - aw && bx < ax + aw && by > ay - ah && by < ay + ah end #-------------------------------------------------------------------------- # New method: in_radius? #-------------------------------------------------------------------------- def in_radius?(w, h, x1, y1, x2, y2, fx = 0) aw, ah, ax, ay, bx, by = setup_area(w, h, x1, y1, x2, y2, fx) ((bx - ax) ** 2 / aw ** 2) + ((by - ay) ** 2 / ah ** 2) <= 1 end #-------------------------------------------------------------------------- # New method: setup_area #-------------------------------------------------------------------------- def setup_area(w, h, x1, y1, x2, y2, fx) aw = w ah = h * aw ax = x1 ay = y1 bx = x2 by = y2 bx += fx / 4 if ax > bx bx -= fx / 4 if ax < bx [aw, ah, ax, ay, bx, by] end #-------------------------------------------------------------------------- # * New method: get_param_id #-------------------------------------------------------------------------- def get_param_id(text) case text.upcase when "MAXHP", "HP" then 0 when "MAXMP", "MP" then 1 when "ATK" then 2 when "DEF" then 3 when "MAT" then 4 when "MDF" then 5 when "AGI" then 6 when "LUK" then 7 end end #-------------------------------------------------------------------------- # * New method: get_param_text #-------------------------------------------------------------------------- def get_param_text(id) case id when 0 then "HP" when 1 then "MP" when 2 then "ATK" when 3 then "DEF" when 4 then "MAT" when 5 then "MDF" when 6 then "AGI" when 7 then "LUK" end end #-------------------------------------------------------------------------- # * New method: get_xparam_id #-------------------------------------------------------------------------- def get_xparam_id(text) case text.upcase when "HIT" then 0 when "EVA" then 1 when "CRI" then 2 when "CEV" then 3 when "MEV" then 4 when "MRF" then 5 when "CNT" then 6 when "HRG" then 7 when "MRG" then 8 when "TRG" then 9 end end #-------------------------------------------------------------------------- # * New method: get_xparam_text #-------------------------------------------------------------------------- def get_xparam_text(id) case id when 0 then "HIT" when 1 then "EVA" when 2 then "CRI" when 3 then "CEV" when 4 then "MEV" when 5 then "MRF" when 6 then "CNT" when 7 then "HRG" when 8 then "MRG" when 9 then "TRG" end end #-------------------------------------------------------------------------- # * New method: get_sparam_id #-------------------------------------------------------------------------- def get_sparam_id(text) case text.upcase when "TGR" then 0 when "GRD" then 1 when "REC" then 2 when "PHA" then 3 when "MCR" then 4 when "TCR" then 5 when "PDR" then 6 when "MDR" then 7 when "FDR" then 8 when "EXR" then 9 end end #-------------------------------------------------------------------------- # * New method: get_sparam_text #-------------------------------------------------------------------------- def get_sparam_text(id) case id when 0 then "TGR" when 1 then "GRD" when 2 then "REC" when 3 then "PHA" when 4 then "MCR" when 5 then "TCR" when 6 then "PDR" when 7 then "MDR" when 8 then "FDR" when 9 then "EXR" end end #-------------------------------------------------------------------------- # * New method: get_cond #-------------------------------------------------------------------------- def get_cond(text) case text.upcase when "HIGHER" then ">" when "LOWER" then "<" when "EQUAL" then "==" when "DIFFERENT" then "!=" else "!=" end end end #============================================================================== # ** String #------------------------------------------------------------------------------ # The string class. Can handle character sequences of arbitrary lengths. #============================================================================== class String #-------------------------------------------------------------------------- # * New method: string? #-------------------------------------------------------------------------- def string? return true end end #============================================================================== # ** String #------------------------------------------------------------------------------ # The class that represents symbols. #============================================================================== class Symbol #-------------------------------------------------------------------------- # * New method: symbol? #-------------------------------------------------------------------------- def symbol? return true end end #============================================================================== # ** Numeric #------------------------------------------------------------------------------ # This is the abstract class for numbers. #============================================================================== class Numeric #-------------------------------------------------------------------------- # * New method: numeric? #-------------------------------------------------------------------------- def numeric? return true end #-------------------------------------------------------------------------- # * New method: ceil? #-------------------------------------------------------------------------- def ceil? return false end #-------------------------------------------------------------------------- # * New method: to_ceil #-------------------------------------------------------------------------- def to_ceil self > 0 ? self.abs.ceil : -self.abs.ceil end end #============================================================================== # ** Float #------------------------------------------------------------------------------ # This is the abstract class for the floating point values. #============================================================================== class Float #-------------------------------------------------------------------------- # * New method: float? #-------------------------------------------------------------------------- def float? return true end #-------------------------------------------------------------------------- # * New method: ceil? #-------------------------------------------------------------------------- def ceil? self != self.ceil end end #============================================================================== # ** Array #------------------------------------------------------------------------------ # This class store arbitrary Ruby objects. #============================================================================== class Array #-------------------------------------------------------------------------- # * New method: array? #-------------------------------------------------------------------------- def array? return true end #------------------------------------------------------------------------- # * New method: random #------------------------------------------------------------------------- def random self[rand(size)] end #------------------------------------------------------------------------- # * New method: random! #------------------------------------------------------------------------- def random! self.delete_at(rand(size)) end #--------------------------------------------------------------------------- # * New method: sum #--------------------------------------------------------------------------- def sum self.inject(0) {|r, n| r += (n.numeric? ? n : 0)} end #--------------------------------------------------------------------------- # * New method: average #--------------------------------------------------------------------------- def average(float = false) self.sum / [(float ? size.to_f : size.to_i), 1].max end #--------------------------------------------------------------------------- # * New method: next_item #--------------------------------------------------------------------------- def next_item item = self.shift self.push(item) item end #--------------------------------------------------------------------------- # * New method: previous_item #--------------------------------------------------------------------------- def previous_item item = self.pop self.unshift(item) item end end #============================================================================== # ** RPG::Troop::Page #------------------------------------------------------------------------------ # This is the data class for battle events (pages). #============================================================================== class RPG::Troop::Page #-------------------------------------------------------------------------- # * New method: note #-------------------------------------------------------------------------- def note return "" if !@list || @list.size <= 0 comment_list = [] @list.each do |item| next unless item && (item.code == 108 || item.code == 408) comment_list.push(item.parameters[0]) end comment_list.join("\r\n") end end #============================================================================== # ** RPG::UsableItem #------------------------------------------------------------------------------ # This is the superclass for skills and items. #============================================================================== class RPG::UsableItem < RPG::BaseItem #-------------------------------------------------------------------------- # * New method: for_all_targets? #-------------------------------------------------------------------------- def for_all_targets? return false end #-------------------------------------------------------------------------- # * New method: element_set #-------------------------------------------------------------------------- def element_set [damage.element_id] end end #============================================================================== # ** RPG::Skill #------------------------------------------------------------------------------ # This is the data class for skills. #============================================================================== class RPG::Skill < RPG::UsableItem #-------------------------------------------------------------------------- # * New method: item? #-------------------------------------------------------------------------- def item? return false end #-------------------------------------------------------------------------- # * New method: skill? #-------------------------------------------------------------------------- def skill? return true end #-------------------------------------------------------------------------- # * New method: type_set #-------------------------------------------------------------------------- def type_set [stype_id] end end #============================================================================== # ** RPG::Item #------------------------------------------------------------------------------ # This is the data class for items. #============================================================================== class RPG::Item < RPG::UsableItem #-------------------------------------------------------------------------- # * New method: item? #-------------------------------------------------------------------------- def item? return true end #-------------------------------------------------------------------------- # * New method: skill? #-------------------------------------------------------------------------- def skill? return false end #-------------------------------------------------------------------------- # * New method: type_set #-------------------------------------------------------------------------- def type_set [itype_id] end end #============================================================================== # ** Cache #------------------------------------------------------------------------------ # This module loads each of graphics, creates a Bitmap object, and retains it. # To speed up load times and conserve memory, this module holds the created # Bitmap object in the internal hash, allowing the program to return # preexisting objects when the same bitmap is requested again. #============================================================================== class << Cache #-------------------------------------------------------------------------- # * Overwrite method: character #-------------------------------------------------------------------------- def character(filename, hue = 0) load_bitmap("Graphics/Characters/", filename, hue) end #-------------------------------------------------------------------------- # * New method: cache #-------------------------------------------------------------------------- def cache @cache end end #============================================================================== # ** BattleManager #------------------------------------------------------------------------------ # This module handles the battle processing #============================================================================== class << BattleManager #-------------------------------------------------------------------------- # * New method: all_battle_members #-------------------------------------------------------------------------- def all_battle_members $game_party.members + $game_troop.members end #-------------------------------------------------------------------------- # * New method: all_dead_members #-------------------------------------------------------------------------- def all_dead_members $game_party.dead_members + $game_troop.dead_members end #-------------------------------------------------------------------------- # * New method: all_movable_members #-------------------------------------------------------------------------- def all_movable_members $game_party.movable_members + $game_troop.movable_members end end #============================================================================== # ** Game_BattlerBase #------------------------------------------------------------------------------ # This class handles battlers. It's used as a superclass of the Game_Battler # classes. #============================================================================== class Game_BattlerBase #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :buffs #-------------------------------------------------------------------------- # * New method: get_param #-------------------------------------------------------------------------- def get_param(text) case text.upcase when "MAXHP" then self.mhp when "MAXMP" then self.mmp when "MAXTP" then self.max_tp else eval("self.#{text.downcase}") end end #-------------------------------------------------------------------------- # * New method: type #-------------------------------------------------------------------------- def type list = [] get_all_notes.scan(/<BATTLER TYPE: ((?:\w+ *,? *)+)>/i) do $1.scan(/(\d+)/i) { list.push(make_symbol($1)) } end list.uniq end #-------------------------------------------------------------------------- # * New method: danger? #-------------------------------------------------------------------------- def danger? hp < mhp * 25 / 100 end #-------------------------------------------------------------------------- # * New method: sprite #-------------------------------------------------------------------------- def sprite valid = SceneManager.scene_is?(Scene_Battle) && SceneManager.scene.spriteset valid ? SceneManager.scene.spriteset.sprite(self) : nil end #-------------------------------------------------------------------------- # * New method: element_set #-------------------------------------------------------------------------- def element_set(item) element_set = item.element_set element_set += atk_elements if item.damage.element_id < 0 element_set.delete(0) element_set.compact end #-------------------------------------------------------------------------- # * New method: add_state_normal #-------------------------------------------------------------------------- def add_state_normal(state_id, rate = 1, user = self) chance = rate chance *= state_rate(state_id) chance *= luk_effect_rate(user) add_state(state_id) if rand < chance end #-------------------------------------------------------------------------- # * New method: damaged? #-------------------------------------------------------------------------- def damaged? @result.hp_damage != 0 || @result.mp_damage != 0 || @result.tp_damage != 0 end #-------------------------------------------------------------------------- # * New method: mtp #-------------------------------------------------------------------------- def mtp return 100 end end #============================================================================== # ** Game_Battler #------------------------------------------------------------------------------ # This class deals with battlers. It's used as a superclass of the Game_Actor # and Game_Enemy classes. #============================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # * Overwrite method: item_effect_recover_hp #-------------------------------------------------------------------------- def item_effect_recover_hp(user, item, effect) value = item_value_recover_hp(user, item, effect).to_i @result.hp_damage -= value @result.success = true self.hp += value end #-------------------------------------------------------------------------- # * Overwrite method: item_effect_recover_mp #-------------------------------------------------------------------------- def item_effect_recover_mp(user, item, effect) value = item_value_recover_mp(user, item, effect).to_i @result.mp_damage -= value @result.success = true if value != 0 self.mp += value end #-------------------------------------------------------------------------- # * Overwrite method: item_effect_gain_tp #-------------------------------------------------------------------------- def item_effect_gain_tp(user, item, effect) value = item_value_recover_tp(user, item, effect) self.tp += value end #-------------------------------------------------------------------------- # * New method: item_value_recover_hp #-------------------------------------------------------------------------- def item_value_recover_hp(user, item, effect) value = (mhp * effect.value1 + effect.value2) * rec value *= user.pha if item.is_a?(RPG::Item) value end #-------------------------------------------------------------------------- # * New method: item_value_recover_mp #-------------------------------------------------------------------------- def item_value_recover_mp(user, item, effect) value = (mmp * effect.value1 + effect.value2) * rec value *= user.pha if item.is_a?(RPG::Item) value end #-------------------------------------------------------------------------- # * New method: item_value_recover_tp #-------------------------------------------------------------------------- def item_value_recover_tp(user, item, effect) effect.value1.to_i end #-------------------------------------------------------------------------- # * New method: cri_rate #-------------------------------------------------------------------------- def cri_rate(user, item) user.cri end #-------------------------------------------------------------------------- # * New method: cri_eva #-------------------------------------------------------------------------- def cri_eva(user, item) cev end #-------------------------------------------------------------------------- # * New method: setup_critical #-------------------------------------------------------------------------- def setup_critical(user, item) cri_rate(user, item) * (1 - cri_eva(user, item)) end end #============================================================================== # ** Game_Enemy #------------------------------------------------------------------------------ # This class handles enemy characters. It's used within the Game_Troop class # ($game_troop). #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # * New method: id #-------------------------------------------------------------------------- def id @enemy_id end #-------------------------------------------------------------------------- # * New method: note #-------------------------------------------------------------------------- def note enemy ? enemy.note : "" end #-------------------------------------------------------------------------- # * New method: get_all_notes #-------------------------------------------------------------------------- def get_all_notes(*args) notes = "" notes += note if !args.include?(:self) states.compact.each {|state| notes += state.note } if !args.include?(:state) notes end #-------------------------------------------------------------------------- # * New method: get_all_objects #-------------------------------------------------------------------------- def get_all_objects(*args) result = [] result += [self] if !args.include?(:self) result += states.compact if !args.include?(:state) result end #-------------------------------------------------------------------------- # * New method: level #-------------------------------------------------------------------------- def level return 1 end #-------------------------------------------------------------------------- # * New method: skill_learn? #-------------------------------------------------------------------------- def skill_learn?(skill) skill.skill? && skills.include?(skill) end #-------------------------------------------------------------------------- # * New method: skills #-------------------------------------------------------------------------- def skills (enemy_actions | added_skills).sort.collect {|id| $data_skills[id] } end #-------------------------------------------------------------------------- # * New method: enemy_actions #-------------------------------------------------------------------------- def enemy_actions enemy.actions.collect {|action| action.skill_id } end end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles actors. It's used within the Game_Actors class # ($game_actors) and referenced by the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * New method: note #-------------------------------------------------------------------------- def note actor ? actor.note : "" end #-------------------------------------------------------------------------- # * New method: hue #-------------------------------------------------------------------------- def hue @hue ? @hue : 0 end #-------------------------------------------------------------------------- # * New method: get_all_notes #-------------------------------------------------------------------------- def get_all_notes(*args) notes = "" notes += note if !args.include?(:self) notes += self.class.note if !args.include?(:class) equips.compact.each {|equip| notes += equip.note } if !args.include?(:equip) states.compact.each {|state| notes += state.note } if !args.include?(:state) notes end #-------------------------------------------------------------------------- # * New method: get_all_objects #-------------------------------------------------------------------------- def get_all_objects(*args) result = [] result += [self] if !args.include?(:self) result += [self.class] if !args.include?(:class) result += equips.compact if !args.include?(:equip) result += states.compact if !args.include?(:state) result end #-------------------------------------------------------------------------- # * New method: in_active_party? #-------------------------------------------------------------------------- def in_active_party? $game_party.battle_members.include?(self) end #-------------------------------------------------------------------------- # * New method: in_reserve_party? #-------------------------------------------------------------------------- def in_reserve_party? $game_party.reserve_members.include?(self) end #-------------------------------------------------------------------------- # * New method: in_party? #-------------------------------------------------------------------------- def in_party? $game_party.all_members.include?(self) end #-------------------------------------------------------------------------- # * New method: map_animation #-------------------------------------------------------------------------- def map_animation(id) $game_map.actors.each do |member| member.animation_id = id if member.actor == self end end #-------------------------------------------------------------------------- # * New method: on_damage_floor #-------------------------------------------------------------------------- def on_damage_floor? $game_player.on_damage_floor? end end #============================================================================== # ** Game_Unit #------------------------------------------------------------------------------ # This class handles units. It's used as a superclass of the Game_Party and # Game_Troop classes. #============================================================================== class Game_Unit #-------------------------------------------------------------------------- # * New method: refresh #-------------------------------------------------------------------------- def refresh members.each {|member| member.refresh } end end #============================================================================== # ** Game_Party #------------------------------------------------------------------------------ # This class handles the party. It includes information on amount of gold # and items. The instance of this class is referenced by $game_party. #============================================================================== class Game_Party < Game_Unit #-------------------------------------------------------------------------- # * New method: average_level #-------------------------------------------------------------------------- def average_level battle_members.collect {|actor| actor.level }.average end #-------------------------------------------------------------------------- # * New method: reserve_members #-------------------------------------------------------------------------- def reserve_members all_members - battle_members end end #============================================================================== # ** Game_Map #------------------------------------------------------------------------------ # This class handles maps. It includes scrolling and passage determination # functions. The instance of this class is referenced by $game_map. #============================================================================== class Game_Map #-------------------------------------------------------------------------- # * New method: event_list #-------------------------------------------------------------------------- def event_list events.values end #-------------------------------------------------------------------------- # * New method: note #-------------------------------------------------------------------------- def note @map ? @map.note : "" end #-------------------------------------------------------------------------- # * New method: vehicles #-------------------------------------------------------------------------- def vehicles @vehicles end #-------------------------------------------------------------------------- # * New method: map_events #-------------------------------------------------------------------------- def map_events @map.events end #-------------------------------------------------------------------------- # * New method: actors #-------------------------------------------------------------------------- def actors [$game_player] + $game_player.followers.visible_followers end end #============================================================================== # ** Game_CharacterBase #------------------------------------------------------------------------------ # This class deals with characters. Common to all characters, stores basic # data, such as coordinates and graphics. It's used as a superclass of the # Game_Character class. #============================================================================== class Game_CharacterBase #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :move_speed attr_accessor :move_frequency #-------------------------------------------------------------------------- # * New method: player? #-------------------------------------------------------------------------- def player? return false end #-------------------------------------------------------------------------- # * New method: event? #-------------------------------------------------------------------------- def event? return false end #-------------------------------------------------------------------------- # * New method: follower? #-------------------------------------------------------------------------- def follower? return false end #-------------------------------------------------------------------------- # * New method: vehicle? #-------------------------------------------------------------------------- def vehicle? return false end #-------------------------------------------------------------------------- # * New method: frames #-------------------------------------------------------------------------- def frames return 3 end #-------------------------------------------------------------------------- # * New method: hue #-------------------------------------------------------------------------- def hue @hue ? @hue : 0 end end #============================================================================== # ** Game_Character #------------------------------------------------------------------------------ # This class deals with characters. It's used as a superclass of the # Game_Player and Game_Event classes. #============================================================================== class Game_Character < Game_CharacterBase #-------------------------------------------------------------------------- # * New method: move_toward_position #-------------------------------------------------------------------------- def move_toward_position(x, y) sx = distance_x_from(x) sy = distance_y_from(y) if sx.abs > sy.abs move_straight(sx > 0 ? 4 : 6) move_straight(sy > 0 ? 8 : 2) if !@move_succeed && sy != 0 elsif sy != 0 move_straight(sy > 0 ? 8 : 2) move_straight(sx > 0 ? 4 : 6) if !@move_succeed && sx != 0 end end #-------------------------------------------------------------------------- # * New method: move_toward_position #-------------------------------------------------------------------------- def turn_toward_position(x, y) sx = distance_x_from(x) sy = distance_y_from(y) if sx.abs > sy.abs set_direction(sx > 0 ? 4 : 6) elsif sy != 0 set_direction(sy > 0 ? 8 : 2) end end end #============================================================================== # ** Game_Player #------------------------------------------------------------------------------ # This class handles the player. # The instance of this class is referenced by $game_map. #============================================================================== class Game_Player < Game_Character #-------------------------------------------------------------------------- # * New method: player? #-------------------------------------------------------------------------- def player? return true end #-------------------------------------------------------------------------- # * New method: perform_transfer #-------------------------------------------------------------------------- def new_map_id @new_map_id end #-------------------------------------------------------------------------- # * New method: hue #-------------------------------------------------------------------------- def hue actor ? actor.hue : 0 end end #============================================================================== # ** Game_Follower #------------------------------------------------------------------------------ # This class handles the followers. Followers are the actors of the party # that follows the leader in a line. It's used within the Game_Followers class. #============================================================================== class Game_Follower < Game_Character #-------------------------------------------------------------------------- # * New method: follower? #-------------------------------------------------------------------------- def follower? return true end #-------------------------------------------------------------------------- # * New method: index #-------------------------------------------------------------------------- def index @member_index end #-------------------------------------------------------------------------- # * New method: gathering? #-------------------------------------------------------------------------- def gathering? $game_player.followers.gathering? && !gather? end end #============================================================================== # ** Game_Followers #------------------------------------------------------------------------------ # This class handles the followers. It's a wrapper for the built-in class # "Array." It's used within the Game_Player class. #============================================================================== class Game_Followers #-------------------------------------------------------------------------- # * New method: get_actor #-------------------------------------------------------------------------- def get_actor(id) list = [$game_player] + visible_followers list.select {|follower| follower.actor && follower.actor.id == id }.first end #-------------------------------------------------------------------------- # * Method fix: visble_folloers #-------------------------------------------------------------------------- unless method_defined?(:visible_followers) def visible_followers; visible_folloers; end end end #============================================================================== # ** Game_Vehicle #------------------------------------------------------------------------------ # This class handles vehicles. It's used within the Game_Map class. If there # are no vehicles on the current map, the coordinates is set to (-1,-1). #============================================================================== class Game_Vehicle < Game_Character #-------------------------------------------------------------------------- # * New method: vehicle? #-------------------------------------------------------------------------- def vehicle? return true end #-------------------------------------------------------------------------- # * New method: map_id #-------------------------------------------------------------------------- def map_id @map_id end #-------------------------------------------------------------------------- # * New method: type #-------------------------------------------------------------------------- def type @type end #-------------------------------------------------------------------------- # * New method: aerial? #-------------------------------------------------------------------------- def aerial? type == :airship end #-------------------------------------------------------------------------- # * New method: above? #-------------------------------------------------------------------------- def above? aerial? end end #============================================================================== # ** Game_Event #------------------------------------------------------------------------------ # This class deals with events. It handles functions including event page # switching via condition determinants, and running parallel process events. # It's used within the Game_Map class. #============================================================================== class Game_Event < Game_Character #-------------------------------------------------------------------------- # * New method: name #-------------------------------------------------------------------------- def name @event.name end #-------------------------------------------------------------------------- # * New method: event? #-------------------------------------------------------------------------- def event? return true end #-------------------------------------------------------------------------- # * New method: erased? #-------------------------------------------------------------------------- def erased? @erased end #-------------------------------------------------------------------------- # * New method: note #-------------------------------------------------------------------------- def note return "" if !@page || !@page.list || @page.list.size <= 0 return @notes if @notes && @page.list == @note_page @note_page = @page.list.dup comment_list = [] @page.list.each do |item| next unless item && (item.code == 108 || item.code == 408) comment_list.push(item.parameters[0]) end @notes = comment_list.join("\r\n") @notes end end #============================================================================== # ** Game_Interpreter #------------------------------------------------------------------------------ # An interpreter for executing event commands. This class is used within the # Game_Map, Game_Troop, and Game_Event classes. #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # * Alias method: command_108 #-------------------------------------------------------------------------- alias :command_108_ve_basic_module :command_108 def command_108 command_108_ve_basic_module comment_call end #-------------------------------------------------------------------------- # * New method: comment_call #-------------------------------------------------------------------------- def comment_call end #-------------------------------------------------------------------------- # * New method: note #-------------------------------------------------------------------------- def note @comments ? @comments.join("\r\n") : "" end end #============================================================================== # ** Game_Animation #------------------------------------------------------------------------------ # Classe that handles Animation data #============================================================================== class Game_Animation #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :ox attr_accessor :oy attr_accessor :rate attr_accessor :zoom attr_accessor :loop attr_accessor :type attr_accessor :map_x attr_accessor :map_y attr_accessor :mirror attr_accessor :follow attr_accessor :height attr_accessor :bitmap1 attr_accessor :bitmap2 attr_accessor :sprites attr_accessor :duration attr_accessor :direction attr_accessor :duplicated #-------------------------------------------------------------------------- # * New method: initialize #-------------------------------------------------------------------------- def initialize(animation, mirror, user = nil) @animation = animation @rate = animation.name =~ /<RATE: ([+-]?\d+)>/i ? [$1.to_i, 1].max : 4 @zoom = animation.name =~ /<ZOOM: (\d+)%?>/i ? $1.to_i / 100.0 : 1.0 @follow = animation.name =~ /<FOLLOW>/i ? true : false @mirror = mirror @duration = frame_max * @rate @direction = user.anim_direction if user @sprites = [] bellow = animation.name =~ /<BELLOW>/i above = animation.name =~ /<ABOVE>/i @height = bellow ? -1 : above ? 300 : 1 end #-------------------------------------------------------------------------- # * New method: data #-------------------------------------------------------------------------- def data @animation end #-------------------------------------------------------------------------- # * New method: id #-------------------------------------------------------------------------- def id @animation.id end #-------------------------------------------------------------------------- # * New method: name #-------------------------------------------------------------------------- def name @animation.name end #-------------------------------------------------------------------------- # * New method: frame_max #-------------------------------------------------------------------------- def frame_max @animation.frame_max end #-------------------------------------------------------------------------- # * New method: position #-------------------------------------------------------------------------- def position @animation.position end #-------------------------------------------------------------------------- # * New method: animation1_name #-------------------------------------------------------------------------- def animation1_name @animation.animation1_name end #-------------------------------------------------------------------------- # * New method: animation2_name #-------------------------------------------------------------------------- def animation2_name @animation.animation2_name end #-------------------------------------------------------------------------- # * New method: animation1_hue #-------------------------------------------------------------------------- def animation1_hue @animation.animation1_hue end #-------------------------------------------------------------------------- # * New method: animation2_hue #-------------------------------------------------------------------------- def animation2_hue @animation.animation2_hue end #-------------------------------------------------------------------------- # * New method: frames #-------------------------------------------------------------------------- def frames @animation.frames end #-------------------------------------------------------------------------- # * New method: timings #-------------------------------------------------------------------------- def timings @animation.timings end end #============================================================================== # ** Sprite_Character #------------------------------------------------------------------------------ # This sprite is used to display characters. It observes a instance of the # Game_Character class and automatically changes sprite conditions. #============================================================================== class Sprite_Character < Sprite_Base #-------------------------------------------------------------------------- # * Overwrite method: set_character_bitmap #-------------------------------------------------------------------------- def set_character_bitmap update_character_info set_bitmap set_bitmap_position end #-------------------------------------------------------------------------- # * New method: center_y #-------------------------------------------------------------------------- def actor? @character.is_a?(Game_Player) || @character.is_a?(Game_Follower) end #-------------------------------------------------------------------------- # * New method: center_y #-------------------------------------------------------------------------- def actor actor? ? @character.actor : nil end #-------------------------------------------------------------------------- # * New method: update_character_info #-------------------------------------------------------------------------- def update_character_info end #-------------------------------------------------------------------------- # * New method: hue #-------------------------------------------------------------------------- def hue @character.hue end #-----------------------------------------------------------------

KuroFidy

Grand Maître
KuroFidy
  • Messages : 3778

[Resolu] Problème de combat [VXAce]


sam. 14 juin 2014 - 12h34

[code] VE_CUSTOM_POSITION = { # Position 1 => {x: 420, y: 182}, # Position for the first actor. 2 => {x: 424, y: 218}, # Position for the second actor. 3 => {x: 428, y: 254}, # Position for the thrid actor. 4 => {x: 432, y: 290}, # Position for the fourth actor.[/code] Change ça dans le Actors Battlers ligne 129 X pour la ligne horizontale gauche-droite Y pour la ligne verticale haut-bas à ta guise

Hermoni

Entraîneur
Hermoni
  • Messages : 400

[Resolu] Problème de combat [VXAce]


sam. 14 juin 2014 - 12h50

T'as oublié de préciser que c'est s'il active la position custom comme ça à la ligne 114. [code]VE_BATTLE_FORMATION = :custom[/code] Car sinon s'il veut garder la base alignée et juste les espacer un peu plus, ça doit être la ligne 143 si j'ai bien comprit : [code]VE_DISTANCE_ADJUST = {x: 8, y: 24}[/code]

KuroFidy

Grand Maître
KuroFidy
  • Messages : 3778

[Resolu] Problème de combat [VXAce]


sam. 14 juin 2014 - 12h58

en effet

Daster

Amateur
Daster
  • Messages : 74

[Resolu] Problème de combat [VXAce]


sam. 14 juin 2014 - 16h50

Ok, merci à tous les deux. Ca marche maintenant.