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[Résolu] Demande sur le script - Animated Battle -

Daster

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Daster
  • Messages : 74

[Résolu] Demande sur le script - Animated Battle -


mar. 25 juin 2013 - 21h15

Me revoilà sur ce topic, J'ai besoin d'aide pour un script: J'utilise le script Victor Engine - Animated Battle [url]http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/animated-battle/[/url] Que voici: [spoiler][code]#============================================================================== # ** Victor Engine - Animated Battle #------------------------------------------------------------------------------ # Author : Victor Sant # # Aditional Credit : # - Fomar0153 (Help with icons placement) # # Version History: # v beta - 2012.01.28 > Beta release # v 1.00 - 2012.03.08 > Full release # v 1.01 - 2012.03.11 > Better automatic facing direction handling # > Added tags to control intro and victory poses # > Added tags to assign equipment icons for enemies # v 1.02 - 2012.03.15 > Fixed enemies turing back when unmovable # > Better active battler handling # v 1.03 - 2012.03.19 > Fixed last text error on fast damage skill # > Fixed bug if number of members exceeds battle members # v 1.04 - 2012.03.21 > Fixed pose freeze error # v 1.05 - 2012.05.20 > Compatibility with Map Turn Battle # v 1.06 - 2012.05.22 > Compatibility with Passive States # v 1.07 - 2012.05.24 > Compatibility with State Auto Apply # > Added note tags for cast poses # v 1.08 - 2012.05.25 > Fixed Counter and Reflect endless loop # > Fixed freeze at the battle end # v 1.09 - 2012.07.17 > Fixed throw wait and effect animation # > Fixed icons placement (Thanks to Fomar0153) # > Fixed directions of actions # > Fixed battle log showing too fast # > Fixed freeze when escaping # > Improved Dual Wielding options # v 1.10 - 2012.07.18 > Compatibility with Retaliation Damage # > Improved direction handling # > Improved animation wait time handling # > Fixed throw animation skip if targets are near # > Fixed shield icon flashing after defending # > Fixed some log messages not showing # > Fixed typo with move forward (replace all 'foward' # text with 'forward') # v 1.11 - 2012.07.24 > Fixed game closing when cause death state on targets # > Fixed issue with animation wait # > Added "last" target tag for actions, this tag will # use for the action the same target from the previous # action. # v 1.12 - 2012.08.01 > Compatibility with State Aura # v 1.13 - 2012.08.02 > Compatibility with Custom Slip Effect # > Compatibility with Basic Module 1.27 # v 1.14 - 2012.08.17 > Compatibility with Custom Hit Formula # v 1.15 - 2012.11.03 > Added "frame size" value for pose settings, allowing # to setup different frame sizes for each pose. Needed # to use CCOA styled battlers. # > Fixed issue with freeze when battlers enters the # battle with events. # > Fixed small jump during actions without movement. # > Fixed issue with notetags priority. # > Fixed issue with collapse time on battle end. # v 1.16 - 2012.12.13 > Compatibility with State Graphics # v 1.17 - 2012.12.24 > Compatibility with Active Time Battle # > Compatibility with Counter Options # v 1.18 - 2012.12.30 > Compatibility with Leap Attack # v 1.19 - 2013.01.07 > Improved frame setup precision # > Added target setting "next" that allows the sequence # to select the "next" valid target # > Added possibility to use script codes to setup the # number of actions repeats, any valid game battler # method that returns numeric values can be used. # v 1.20 - 2013.01.24 > Improved frame setup precision. # v 1.21 - 2013.01.13 > Major changes on various setups. More deatais at thr # Additional Instructions. # > Added new sprite settings: ox: and oy:. It can be used # to adjust the positon of some battle graphics. # > Added values: "condition", "script", "afterimage", # "transform", "appear", "target". More information # about those on the user manual. # > Fixed issue with zoomed icons position. #------------------------------------------------------------------------------ # This script provides a totally customized animated battle system. # This script allows a full customization of actions sequences, spritesheet # and many things related to in battle display. # This script ins't newbie friendly, be *VERY CAREFUL* with the settings. #------------------------------------------------------------------------------ # Compatibility # Requires the script 'Victor Engine - Basic Module' v 1.35 or higher # If used with 'Victor Engine - Custom Slip Effect' place this bellow it. # If used with 'Victor Engine - Custom Hit Formula' place this bellow it. # # # * Overwrite methods # class Game_BattlerBase # def refresh # # class Game_Battler < Game_BattlerBase # def dead? # # class Game_Actor < Game_Battler # def perform_collapse_effect # def perform_damage_effect # # class Game_Enemy < Game_Battler # def perform_damage_effect # # class Sprite_Battler < Sprite_Base # def update_bitmap # def init_visibility # def update_origin # # class Spriteset_Battle # def create_actors # # class Window_BattleLog < Window_Selectable # def wait_and_clear # def wait # def back_to(line_number) # def display_added_states(target) # # class Scene_Battle < Scene_Base # def abs_wait_short # def process_action # def apply_item_effects(target, item) # def execute_action # def use_item # def show_animation(targets, animation_id) # def invoke_counter_attack(target, item) # def invoke_magic_reflection(target, item) # def apply_substitute(target, item) # # * Alias methods # class << BattleManager # def init_members # def battle_end(result) # def process_victory # def process_escape # def process_abort # # class Game_Screen # def clear_tone # def update # # class Game_Battler < Game_BattlerBase # def initialize # def item_apply(user, item) # def make_damage_value(user, item) # def regenerate_hp # def die # def revive # # class Game_Actor < Game_Battler # def param_plus(param_id) # # class Game_Enemy < Game_Battler # def perform_collapse_effect # # class Sprite_Battler < Sprite_Base # def initialize(viewport, battler = nil) # def update_effect # def revert_to_normal # def setup_new_effect # # class Spriteset_Battle # def initialize # def update # def dispose # def create_pictures # def create_viewports # def update_viewports # # class Window_BattleLog < Window_Selectable # def add_text(text) # # class Scene_Battle < Scene_Base # def create_spriteset # def update_basic # def turn_end # def next_command # def prior_command # #------------------------------------------------------------------------------ # Instructions: # To instal the script, open you script editor and paste this script on # a new section bellow the Materials section. This script must also # be bellow the script 'Victor Engine - Basic'. # This script requires a very heavy user setup, refer to the User Manual # at http://victorscripts.wordpress.com/ for more information. #------------------------------------------------------------------------------ # Weapons note tags: # Tags to be used on Weapons note boxes. # # <attack pose: action> # Changes the normal attack pose when using a weapon with this tag # action : action name # # <dual pose: action> # Changes the double attack pose when using a weapon with this tag # action : action name # # <skill pose: action> # Changes the physical skill pose when using a weapon with this tag # action : action name # # <magic pose: action> # Changes the magical skill pose when using a weapon with this tag # action : action name # # <item pose: action> # Changes the item pose when using a weapon with this tag # action : action name # # <advance pose: action> # Changes the movement for actions when using a weapon with this tag # this change the movement of all actions that have movement (by default # only normal attacks and physical skills) # action : movement type name # #------------------------------------------------------------------------------ # Skills and Items note tags: # Tags to be used on Skills and Items note boxes. # # <action pose: action> # Changes the pose of the skill or item with this tag # action : action name # # <action movement> # By default, only physical skills have movement. So, if you want to add # movement to non-physical skills and items, add this tag. # # <allow dual attack> # By default, skills and items do a single hit even if the character is # dual wielding, adding this tag to the skill will allow the actor to # attack twice when dual wielding. This only if the action don't use a # custom pose. # #------------------------------------------------------------------------------ # Actors note tags: # Tags to be used on Actors note boxes. # # <no intro> # This tag will make the actor display no intro pose at the battle start. # By default, all actor display intro pose # # <no victory> # This tag will make the actor display no victory pose at the battle start. # By default, all actors display victory pose # #------------------------------------------------------------------------------ # Enemies note tags: # Tags to be used on Enemies note boxes. # # <intro pose> # This tag will make the enemy display intro pose at the battle start. # By default, no enemy display intro pose # # <victory pose> # This tag will make the enemy display victory pose at the battle start. # By default, no enemy display victory pose # # <weapon x: y> # This allows to display weapons for enemies when using the pose value # 'icon: weapon *'. # x : the slot index of the weapon (1: right hand, 2: left hand) # y : the incon index # # <armor x: y> # This allows to display armors for enemies when using the pose value # 'icon: armor *'. # x : the slot index of the armor (1: shield, 2: helm, 3: armor, 4: acc) # y : the incon index # #------------------------------------------------------------------------------ # Actors, Enemies, Classes, States, Weapons and Armors note tags: # Tags to be used on Actors, Enemies, Classes, States, Weapons and Armors # note boxes. # # <unmovable> # This tag allows to make a totally unmovable battler. The battler will not # move to attack, neither be can forced to move by any action. # # <use dual attack> # By default, the attack when dual wielding calls the action sequence from # the equiped weapons. Adding this tag will make the actor use the custom # dual attack sequence <action: dual attack, reset> # #------------------------------------------------------------------------------ # Comment calls note tags: # Tags to be used in events comment box, works like a script call. # # <no intro> # When called, the next battle will have no intro pose. # # <no victory> # When called, the next battle will have no victory pose. # #------------------------------------------------------------------------------ # Additional Instructions: # # More detailed info about the settings can be found on the User Manual at: # http://victorscripts.wordpress.com/ # # From version 1.09 and later the dual attack pose is opitional, if not set # the actor will use the default attack for each weapon instead (wich # allows to use weapons with totally different poses), also it's possible # to setup skills to inherit the double attack effect. So you can make # you physical single hit skills to deal 2 strikes if dual wielding. # # From version 1.21 and later the "effect:" and "throw:" values have been # changed. Now you must refer two targets values. # For the "effect" value, the first is the user of the action, the second the # targets. # For the "throw:" value, the first is the target of the throw, the second # battler throwing. # Actions sequences made before this update might need to be ajusted to these # new settings if not working properly. So if a custom action made before # this update shows problems, update those actions before asking for help. # #============================================================================== #============================================================================== # ** Victor Engine #------------------------------------------------------------------------------ # Setting module for the Victor Engine #============================================================================== module Victor_Engine #-------------------------------------------------------------------------- # * Initialize Variables #-------------------------------------------------------------------------- VE_ACTION_SETTINGS = {} # Don't remove or change #-------------------------------------------------------------------------- # * Animated battler sufix # When using sprites, add this to the animated sprite sheet of the battler, # that way you can keep the original battler a single sprite and make # easier to setup their position on the troop #-------------------------------------------------------------------------- VE_SPRITE_SUFIX = "[anim]" #-------------------------------------------------------------------------- # * Intro fade # When true, there will be a small fade effect on the battlers during # the battle start (like RMXP default battle) #-------------------------------------------------------------------------- VE_BATTLE_INTRO_FADE = true #-------------------------------------------------------------------------- # * Default sprite settings # This is the settings for all battler graphics that doesn't have # their own custom setting #-------------------------------------------------------------------------- VE_DEFAULT_SPRITE = { # Basic Settings # name: value, frames: 4, # Number of frames rows: 14, # Number of rows ox: 0, # Adjust sprite X position oy: 0, # Adjust sprite Y position mirror: true, # Mirror battler when facing right invert: false, # Invert the battler graphic mode: :sprite, # Graphic style (:sprite or :chasert) action: :default, # Action settings # IMPORTANT: using the ox: and oy: value will make the battle animation to # be moved also, if you want to adjust the battler position without # changing the position of the animation, use the script # 'VE - Animations Settings' together with the batte. # Main Poses # name: row, idle: 1, # Idle pose guard: 2, # Guard pose evade: 2, # Evade pose danger: 3, # Low HP pose hurt: 4, # Damage pose attack: 5, # Physical attack pose use: 6, # No type use pose item: 6, # Item use pose skill: 7, # Skill use pose magic: 8, # Magic use pose advance: 9, # Advance pose retreat: 10, # Retreat pose escape: 10, # Escape pose victory: 11, # Victory pose intro: 12, # Battle start pose dead: 13, # Incapacited pose ready: nil, # Ready pose itemcast: nil, # Item cast pose skillcast: nil, # Skill cast pose magiccast: nil, # Magic cast pose command: nil, # Command pose input: nil, # Input pose cancel: nil, # Cancel pose # You can add other pose names and call them within the action settings # use only lowcase letters # IMPORTANT: the ready, itemcast, skillcast, magiccast, command, input and # cancel poses are skiped if nil, no matter what you setup on the pose # setting, so even using charset mode you need to setup a value to turn # on these poses. } # Don't remove #-------------------------------------------------------------------------- # * Custom sprite settings # Theses settings are set individually based on the battler graphic # filename (even if using the charset mode, the setting will be based # on the battler name, so it's suggested to use the same name for # the battler and charset graphic when using charset mode) # Any value from the default setting can be used, if a value is not set # it's automatically uses the value from basic setting #-------------------------------------------------------------------------- VE_SPRITE_SETTINGS = { # 'Filename' => {settings}, # # 'Sample 1' => {frames: 4, rows: 14, mirror: true, mode: :sprite, # action: :default}, # 'Sample 2' => {frames: 3, rows: 4, mirror: true, invert: false, # mode: :charset, action: :charset}, # 'Sample 3' => {frames: 3, rows: 4, mirror: false, invert: false, # mode: :charset, action: :kaduki}, # 'Sample 1' => {frames: 4, rows: 14, mirror: true, mode: :sprite, # action: :default, oy: 20, evade: 1, skill: 4}, 'Holder' => {frames: 4, rows: 14, mirror: true, mode: :sprite, action: :default}, 'Charset' => {frames: 3, rows: 4, mirror: false, invert: false, mode: :charset, action: :charset}, 'Kaduki' => {frames: 3, rows: 4, mirror: true, invert: false, mode: :charset, action: :kaduki}, } # Don't remove #-------------------------------------------------------------------------- # * Settings Used For all battlers that doesn't have specific settings #-------------------------------------------------------------------------- VE_DEFAULT_ACTION = " # Pose displayed for skip actions <action: do nothing, reset> </action> # Pose displayed when idle <action: idle, loop> pose: self, row idle, all frames, wait 12; wait: self, pose; </action> # Pose displayed when incapacited <action: dead, loop> pose: self, row dead, all frames, wait 16; wait: self, pose; </action> # Pose displayed when hp is low <action: danger, loop> pose: self, row danger, all frames, wait 12; wait: self, pose; </action> # Pose displayed when guarding <action: guard, loop> pose: self, row guard, all frames, wait 24; wait: self, pose; </action> # Pose displayed during the battle start <action: intro, reset> pose: self, row intro, all frames, wait 16; wait: self, pose; </action> # Pose displayed during battle victory <action: victory, wait> pose: self, row victory, all frames, wait 16; wait: self, pose; </action> # Pose displayed when escaping (for ATB) <action: escaping, loop> pose: self, row retreat, all frames, wait 4, loop; wait: self, pose; </action> # Pose displayed while waiting to perfom actions <action: ready, loop> pose: self, row ready, frame 1; wait: self, pose; </action> # Pose displayed while waiting to perfom item actions <action: item cast, loop> pose: self, row itemcast, frame 1; wait: self, pose; </action> # Pose displayed while waiting to perfom skill actions <action: skill cast, loop> pose: self, row skillcast, frame 1; wait: self, pose; </action> # Pose displayed while waiting to perfom magic actions <action: magic cast, loop> pose: self, row magiccast, frame 1; wait: self, pose; </action> # Pose displayed before inputing commands <action: command, reset> </action> # Pose displayed after inputing commands <action: input, reset> </action> # Pose displayed when cancel inputing commands <action: cancel, reset> </action> # Pose displayed when recive damage <action: hurt, reset> action: self, hurt pose; wait: 16; </action> # Pose displayed when hurt <action: hurt pose, reset> pose: self, row hurt, all frames, wait 4; </action> # Pose displayed when evading attacks <action: evade, reset> pose: self, row evade, all frames, wait 4; wait: 16; </action> # Pose displayed when a attack miss <action: miss, reset> </action> # Pose displayed when reviving <action: revive, reset> </action> # Pose displayed when dying <action: die, reset> </action> # Make the target inactive (important, avoid change) <action: inactive> countered; wait: self, countered; inactive; </action> # Finish offensive action (important, avoid change) <action: finish> finish; </action> # Reset to idle after action (important, avoid change) <action: clear, reset> </action> # Pose displayed during move reset (important, avoid change) <action: reset, reset> pose: self, row idle, all frames, wait 8, loop; </action> # Pose for counter attack preparation (important, avoid change) <action: prepare counter, reset> wait: self, action; wait: targets, counter; </action> # Pose for counter attack activation (important, avoid change) <action: counter on, reset> counter: self, on; </action> # Pose for counter attack deactivation (important, avoid change) <action: counter off, reset> counter: targets, off; </action> # Pose for magic reflection (important, avoid change) <action: reflection, reset> wait: self, animation; wait: 4; anim: self, effect; wait: 8; effect: self, targets, 100%; wait: self, animation; </action> # Pose for substitution activation (important, avoid change) <action: substitution on, reset> pose: self, row advance, all frames, wait 4, loop; move: self, substitution, move over; wait: self, movement; </action> # Pose for substitution deactivation (important, avoid change) <action: substitution off, reset> pose: self, row advance, all frames, wait 4, loop; move: self, retreat, move over; wait: self, movement; </action> # Set action advance <action: advance, reset> action: self, move to target; wait: self, action; </action> # Movement to target <action: move to target, reset> wait: targets, movement; move: self, move to; direction: self, subjects; jump: self, move, height 7; pose: self, row advance, all frames, wait 4, loop; wait: self, movement; </action> # Step forward movement <action: step forward, reset> wait: targets, movement; move: self, step forward, speed 6; pose: self, row advance, all frames, wait 4, loop; wait: self, movement; </action> # Step backward movement <action: step backward, reset> move: self, step backward, speed 6; pose: self, row retreat, all frames, wait 4, invert, loop; wait: self, movement; </action> # Return to original spot <action: retreat, reset> move: self, retreat; pose: self, row retreat, all frames, wait 4, loop; jump: self, move, height 7; wait: self, movement; direction: self, default; </action> # Move outside of the screen <action: escape, reset> move: self, escape; pose: self, row retreat, all frames, wait 4, invert, loop; wait: self, movement; </action> # Pose used for Defend command <action: defend, reset> pose: self, row guard, all frames, wait 8; wait: 4; anim: targets, effect; wait: 4; effect: self, targets, 100%; wait: 20; </action> # Pose for physical attacks <action: attack, reset> wait: targets, movement; pose: self, row attack, all frames, wait 4, y +1; wait: 4; anim: targets, weapon; wait: 8; effect: self, targets, 100%; wait: 20; </action> # Pose for physical attack with two weapons <action: dual attack, reset> wait: targets, movement; pose: self, row attack, all frames, wait 4, y +1; wait: 4; anim: targets, weapon 1; wait: 8; effect: self, targets 75%, weapon 1; wait: targets, animation; pose: self, row skill, all frames, wait 4, y +1; wait: 8; anim: targets, weapon 2; wait: 8; effect: self, targets 75%, weapon 2; wait: 20; </action> # Pose for using actions without type <action: use, reset> wait: targets, movement; pose: self, row item, all frames, wait 4; wait: 4; anim: targets, effect; wait: 8; effect: self, targets, 100%; wait: 20; </action> # Pose for magical skill use <action: magic, reset> wait: targets, movement; pose: self, row magic, all frames, wait 4; wait: 4; anim: targets, effect; wait: 8; effect: self, targets, 100%; wait: 20; </action> # Pose for physical skill use <action: skill, reset> wait: targets, movement; pose: self, row attack, all frames, wait 4; wait: 4; anim: targets, effect; wait: 8; effect: self, targets, 100%; wait: 20; </action> # Pose for item use <action: item, reset> wait: targets, movement; pose: self, row item, all frames, wait 4; wait: 4; anim: targets, effect; wait: 8; effect: self, targets, 100%; wait: 20; </action> # Pose for the skill 'Dual Attack' <action: double attack skill, reset> wait: targets, movement; pose: self, row attack, all frames, wait 4, y +1; wait: 4; anim: targets, weapon; wait: 8; effect: self, targets 75%; wait: targets, animation; pose: self, row skill, all frames, wait 4, y +1; wait: 8; anim: targets, weapon; wait: 8; effect: self, targets 75%; wait: 20; </action> # Pose for the skills 'Life Drain' and 'Manda Drain' <action: drain, reset> wait: targets, movement; wait: animation; pose: self, row magic, all frames, wait 4; wait: 4; anim: targets, effect; wait: 8; effect: self, targets, 100%; wait: 20; action: targets, user drain; wait: targets, action; </action> # Pose for the targets of the skills 'Life Drain' and 'Manda Drain' <action: user drain, reset> throw: self, user, icon 187, return, revert, init y -12, end y -12; wait: self, throw; drain: active; </action> # Pose for the sample skill 'Throw Weapon' <action: throw weapon, reset> wait: targets, movement; pose: self, row attack, all frames, wait 4; action: targets, target throw; wait: targets, action; wait: 20; </action> # Pose for the targets of the sample skill 'Throw Weapon' <action: target throw, reset> throw: self, user, weapon, arc 12, spin +45, init y -12, end y -12; wait: self, throw; throw: self, user, weapon, arc 12, spin +45, return, revert, init y -12, end y -12; anim: self, weapon; wait: 8; effect: active, targets, 100%, clear; wait: self, throw; </action> # Pose for the sample skill 'Lightning Strike' <action: lightning strike, 5 times> direction: self, subjects; clear: targets, damage; move: targets, retreat, teleport; pose: self, row attack, frame 1, all frames, wait 2; move: self, x -48, speed 50; anim: targets, effect; effect: self, targets 30%; </action> # Pose for the sample skill 'Tempest' <action: tempest, reset> wait: targets, movement; pose: self, row magic, all frames, wait 4; wait: 4; tone: black, high priority, duration 20; wait: tone; movie: name 'Tempest', white, high priority; tone: clear, high priority, duration 20; wait: 15; anim: targets, effect; flash: screen, duration 10; effect: self, targets, 100%; wait: 20; </action> # Pose for the sample skill 'Meteor' <action: meteor, reset> wait: targets, movement; pose: self, row magic, all frames, wait 4; wait: 4; tone: black, high priority, duration 20; wait: tone; movie: name 'Meteor'; tone: clear, high priority, duration 20; anim: targets, effect; wait: 20; effect: self, targets, 100%; wait: 20; </action> # Pose for 'Bow' type weapons <action: bow, reset> wait: targets, movement; direction: self, subjects; pose: self, row attack, all frames, wait 4; action: targets, arrow; wait: targets, action; wait: 20; </action> # Pose for the targets of 'Bow' attack <action: arrow, reset> throw: self, user, image 'Arrow', arc 10, angle 45, init x -6, init y -12; wait: self, throw; anim: self, weapon; wait: 8; effect: active, targets, 100%; </action> # Pose for the skill 'Multi Attack' <action: multi attack, opponents_unit.targetable_members.size times> wait: next; move: self, move to front; pose: self, row advance, all frames, wait 4, loop; wait: self, movement; direction: self, subjects; pose: self, row attack, all frames, wait 4; wait: 4; anim: last, effect, clear; wait: 8; effect: self, last, 100%; wait: 20; </action> # Pose for the skill 'Aura Spell' <action: aura spell, reset> wait: targets, movement; action: self, step forward; direction: self, subjects; pose: self, row magic, all frames, wait 4; action: aura effect; wait: action action: self, step backward; </action> <action: aura effect, friends_unit.targetable_members.size times> wait: next; anim: last, effect; wait: 4; effect: self, last, 100%; wait: last, animation; </action> " #-------------------------------------------------------------------------- # * Sample settings used for battlers tagged as 'charset' #-------------------------------------------------------------------------- VE_ACTION_SETTINGS[:charset] = " # Pose displayed for skip actions <action: do nothing, reset> </action> # Pose displayed when idle <action: idle, loop> pose: self, row direction, frame 2; wait: pose; </action> # Pose displayed when incapacited <action: dead, loop> pose: self, row 4, frame 2, angle -90, x -16, y -12; wait: pose; </action> # Pose displayed when hp is low <action: danger, loop> pose: self, row direction, frame 2; wait: pose; </action> # Pose displayed when guarding <action: guard, loop> icon: self, shield, y +8, above; pose: self, row direction, frame 1; wait: 16; </action> # Pose displayed during the battle start <action: intro, reset> pose: self, row direction, frame 2; wait: 64; </action> # Pose displayed during battle victory <action: victory, wait> pose: self, row 2, frame 2; wait: 2; pose: self, row 4, frame 2; wait: 2; pose: self, row 3, frame 2; wait: 2; pose: self, row 1, frame 2; wait: 2; pose: self, row 2, frame 2; wait: 2; pose: self, row 4, frame 2; wait: 2; pose: self, row 3, frame 2; wait: 2; pose: self, row 1, frame 2; wait: 2; jump: self, height 8, speed 8; wait: 10 </action> # Pose displayed when escaping (for ATB) <action: escaping, loop> pose: self, row direction, all frames, return, wait 4, loop, invert; wait: pose; </action> # Pose displayed while waiting to perfom actions <action: ready, loop> pose: self, row direction, all frames, return, wait 8; wait: pose; </action> # Pose displayed while waiting to perfom item actions <action: item cast, loop> pose: self, row direction, all frames, return, wait 8; wait: pose; </action> # Pose displayed while waiting to perfom skill actions <action: skill cast, loop> pose: self, row direction, all frames, return, wait 8; wait: pose; </action> # Pose displayed while waiting to perfom magic actions <action: magic cast, loop> pose: self, row direction, all frames, return, wait 8; wait: pose; </action> # Pose displayed before inputing commands <action: command, reset> action: self, step forward; wait: action; </action> # Pose displayed after inputing commands <action: input, reset> action: self, step backward; wait: action; </action> # Pose displayed when cancel inputing commands <action: cancel, reset> action: self, step backward; wait: action; </action> # Pose displayed when recive damage <action: hurt, reset> direction: self, active; pose: self, row direction, all frames, wait 4, return; move: self, step backward, speed 4; wait: self, movement; pose: self, row direction, frame 2; wait: 4; pose: self, row direction, all frames, wait 4, return; move: self, step forward, speed 5; wait: self, movement; direction: self, default; </action> # Pose displayed when hurt <action: hurt pose, reset> pose: self, row direction, frame 1; </action> # Pose displayed when evading attacks <action: evade, reset> direction: self, active; pose: self, row 1, frame 2; move: self, step backward, speed 4; jump: self, move; wait: self, movement; pose: self, row direction, frame 2; wait: 4; pose: self, row direction, all frames, wait 4, return; move: self, step forward, speed 5; wait: self, movement; direction: self, default; </action> # Pose displayed when a attack miss <action: miss, reset> </action> # Pose displayed when reviving <action: revive, reset> </action> # Pose displayed when dying <action: die, reset> </action> # Make the target inactive (important, avoid change) <action: inactive> countered; wait: self, countered; inactive; </action> # Finish offensive action (important, avoid change) <action: finish> finish; </action> # Reset to idle after action (important, avoid change) <action: clear, reset> </action> # Pose displayed during move reset (important, avoid change) <action: reset, reset> pose: self, row direction, frame 2, loop; </action> # Pose for counter attack preparation (important, avoid change) <action: prepare counter, reset> wait: self, action; </action> # Pose for counter attack deactivation (important, avoid change) <action: counter on, reset> counter: self, on; wait: counter; </action> # Pose for counter attack activation (important, avoid change) <action: counter off, reset> counter: targets, off; </action> # Pose for magic reflection (important, avoid change) <action: reflection, reset> wait: animation; wait: 4; anim: self, effect; wait: 8; effect: self, targets, 100%; wait: animation; </action> # Pose for substitution activation (important, avoid change) <action: substitution on, reset> pose: self, row direction, all frames, return, wait 4, loop; move: self, substitution, move over; wait: self, movement; </action> # Pose for substitution deactivation (important, avoid change) <action: substitution off, reset> pose: self, row direction, all frames, return, wait 4, loop; move: self, retreat, move over; wait: self, movement; </action> # Set action advance <action: advance, reset> action: self, move to target; wait: action; </action> # Movement to target <action: move to target, reset> wait: targets, movement; move: self, move to; direction: self, subjects; pose: self, row direction, all frames, return, wait 4, loop; wait: self, movement; </action> # Step forward movement <action: step forward, reset> wait: targets, movement; move: self, step forward, speed 6; pose: self, row direction, all frames, return, wait 4, loop; wait: self, movement; </action> # Step backward movement <action: step backward, reset> move: self, step backward, speed 6; pose: self, row direction, all frames, return, wait 4, loop; wait: self, movement; </action> # Return to original spot <action: retreat, reset> direction: self, return; move: self, retreat; pose: self, row direction, all frames, return, wait 4, loop; wait: self, movement; direction: self, default; </action> # Move outside of the screen <action: escape, reset> move: self, escape; pose: self, row direction, all frames, return, wait 4, loop; wait: self, movement; </action> # Pose used for Defend command <action: defend, reset> pose: self, row direction, all frames, wait 2, y +1; wait: 4; anim: targets, effect; wait: 4; effect: self, targets, 100%; wait: 20; wait: pose; </action> # Pose for physical attacks <action: attack, reset> wait: targets, movement; direction: self, subjects; pose: self, row direction, all frames, wait 2, y +1; icon: self, weapon, angle -90, x +12, y -16; icon: self, weapon, angle -45, x +6, y -16; icon: self, weapon, angle 0, x -6; anim: targets, weapon; icon: self, weapon, angle 45, x -10, y +8; effect: self, targets, 100%; wait: 20; icon: self, delete; </action> # Pose for physical attack with two weapons <action: dual attack, reset> wait: targets, movement; direction: self, subjects; pose: self, row direction, all frames, wait 2, y +1; icon: self, weapon, angle -90, x +12, y -16; icon: self, weapon, angle -45, x +6, y -16; icon: self, weapon, angle 0, x -6; anim: targets, weapon; icon: self, weapon, angle 45, x -10, y +8; effect: self, targets 75%, weapon; wait: targets, animation; icon: self, delete; direction: self, subjects; pose: self, row direction, all frames, wait 2, revert, y +1; icon: self, weapon 2, angle -90, x +12, y -16; icon: self, weapon 2, angle -45, x +6, y -16; icon: self, weapon 2, angle 0; anim: targets, weapon; icon: self, weapon 2, angle 45, x -6, y +8; effect: self, targets 75%, weapon 2; wait: 20; icon: self, delete; </action> # Pose for using actions without type <action: use, reset> wait: targets, movement; action: self, step forward; pose: self, row direction, all frames, wait 4; wait: 4; anim: targets, effect; wait: 8; effect: self, targets, 100%; wait: 20; action: self, step backward; </action> # Pose for magical skill use <action: magic, reset> wait: targets, movement; action: self, step forward; wait: self, action; direction: self, subjects; pose: self, row direction, all frames, wait 4; wait: 4; anim: targets, effect; wait: 8; effect: self, targets, 100%; wait: 20; action: self, step backward; </action> # Pose for physical skill use <action: skill, reset> wait: targets, movement; direction: self, subjects; pose: self, row direction, all frames, wait 2; icon: self, weapon, angle -90, x +12, y -16; icon: self, weapon, angle -45, x +6, y -16; icon: self, weapon, angle 0, x -6; anim: targets, effect; icon: self, weapon, angle 45, x -10, y +8; effect: self, targets, 100%; wait: 20; icon: self, delete; </action> # Pose for item use <action: item, reset> wait: targets, movement; action: self, step forward; wait: self, action; wait: 10; pose: self, row direction, frame 1; icon: action, x -8, above; wait: 4; pose: self, row direction, frame 2; icon: action, x -4, y -4, above; wait: 4; pose: self, row direction, frame 3; icon: action, y -8, above; wait: 4; pose: self, row direction, frame 2; icon: action, y -8, x +4, above; wait: 12; icon: self, delete; pose: self, row direction, frame 1; throw: targets, self, action, arc 10, init y -8; wait: targets, throw; anim: targets, effect; wait: 8; effect: self, targets, 100%; wait: 20; action: self, step backward; </action> # Pose for the skill 'Dual Attack' <action: dual attack skill, reset> wait: targets, movement; direction: self, subjects; pose: self, row direction, all frames, wait 2, y +1; icon: self, weapon, angle -90, x +12, y -16; icon: self, weapon, angle -45, x +6, y -16; icon: self, weapon, angle 0, x -6; anim: targets, effect; icon: self, weapon, angle 45, x -10, y +8; effect: self, targets, 100%; wait: targets, animation; icon: self, delete; direction: self, subjects; pose: self, row direction, all frames, wait 2, revert, y +1; icon: self, weapon, angle -90, x +12, y -16; icon: self, weapon, angle -45, x +6, y -16; icon: self, weapon, angle 0; anim: targets, effect; icon: self, weapon, angle 45, x -6, y +8; effect: self, targets, 100%; wait: 20; icon: self, delete; </action> # Pose for the skills 'Life Drain' and 'Mana Drain' <action: drain, reset> wait: targets, movement; direction: self, subjects; pose: self, row direction, all frames, wait 4; wait: 4; anim: targets, effect; wait: 8; effect: self, targets, 100%; wait: 20; action: targets, user drain; wait: targets, action; </action> # Pose for the targets of the skills 'Life Drain' and 'Mana Drain <action: user drain, reset> throw: self, user, icon 187, return, revert, init y -12, end y -12; wait: self, throw; drain: active; </action> # Pose for the sample skill 'Throw Weapon' <action: throw weapon, reset> wait: targets, movement; direction: self, subjects; pose: self, row direction, frame 1; pose: self, row direction, frame 2; action: targets, target throw; pose: self, row direction, frame 3; wait: targets, action; </action> # Pose for the targets of the sample skill 'Throw Weapon' <action: target throw, reset> throw: self, user, weapon, arc 12, spin +45, init y -12, end y -12; wait: self, throw; throw: self, user, weapon, arc 12, spin +45, return, revert, init y -12, end y -12; anim: self, weapon; wait: 8; effect: active, targets, 100%, clear; wait: self, throw; wait: animation; </action> # Pose for the sample skill 'Lightning Strike' <action: lightning strike, 5 times> direction: self, subjects; clear: targets, damage; move: targets, retreat, teleport; pose: self, row direction, frame 3, y +1; move: self, x -48, speed 50; icon: self, weapon, angle 45, x -12, y +8; anim: targets, effect; effect: self, targets 30%; icon: self, delete; </action> # Pose for the sample skill 'Tempest' <action: tempest, reset> wait: targets, movement; wait: animation; pose: self, row direction, all frames, wait 4; wait: 4; tone: black, high priority, duration 20; wait: tone; movie: name 'Tempest', white, high priority; tone: clear, high priority, duration 20; wait: 15; anim: targets, effect; flash: screen, duration 10; effect: self, targets, 100%; wait: 20; </action> # Pose for the sample skill 'Meteor' <action: meteor, reset> wait: targets, movement; wait: animation; pose: self, row direction, all frames, wait 4; wait: 4; tone: black, high priority, duration 20; wait: tone; movie: name 'Meteor'; tone: clear, high priority, duration 20; anim: targets, effect; wait: 20; effect: self, targets, 100%; wait: 20; </action> # Pose for 'Claw' type weapons <action: claw, reset> wait: targets, movement; direction: self, subjects; pose: self, row direction, all frames, wait 3, y +1; icon: self, weapon, angle -45, x +16, y -16; icon: self, weapon, angle -30, x +10, y -16; icon: self, weapon, angle -15, x -2; anim: targets, weapon; icon: self, weapon, angle 0, x -6, y +8; effect: self, targets, 100%; wait: 20; icon: self, delete; </action> # Pose for 'Spear' type weapons <action: spear, reset> wait: targets, movement; direction: self, subjects; pose: self, row direction, all frames, wait 3, y +1; icon: self, weapon, angle 45, x +12, y +8; icon: self, weapon, angle 45, x +12, y +8; icon: self, weapon, angle 45, x 0, y +8; anim: targets, weapon; icon: self, weapon, angle 45, x -12, y +8; effect: self, targets, 100%; wait: 20; icon: self, delete; </action> # Pose for 'Gun' type weapons <action: gun, reset> wait: targets, movement; direction: self, subjects; pose: self, row direction, all frames, wait 3; icon: self, weapon, angle -135, x +12, y -16; icon: self, weapon, angle -105, x +6, y -10; icon: self, weapon, angle -75, x 0, y -2; icon: self, weapon, angle -45, x -6, y +4; wait: 30; sound: name 'Gun1'; pose: self, row direction, frame 3; icon: self, weapon, angle -75, x 0, y -2; pose: self, row direction, frame 2; icon: self, weapon, angle -105, x +6, y -10; pose: self, row direction, frame 1; anim: targets, weapon; icon: self, weapon, angle -135, x +12, y -16; effect: self, targets, 100%; wait: 20; icon: self, delete; </action> # Pose for 'Bow' type weapons <action: bow, reset> wait: targets, movement; direction: self, subjects; pose: self, row 2, all frames, sufix _3, wait 4; icon: self, image 'Bow1', x +6, above; icon: self, image 'Bow2', x +6, above; icon: self, image 'Bow3', x +6, above; wait: 10; action: targets, arrow; icon: self, image 'Bow2', x +6, above; icon: self, image 'Bow1', x +6, above; wait: self, action; </action> # Pose for the targets of 'Bow' attack <action: arrow, reset> throw: self, user, image 'Arrow', arc 10, angle 45, init x -6, init y -12; wait: self, throw; anim: self, weapon; wait: 8; effect: active, targets, 100%; </action> # Pose for the skill 'Multi Attack' <action: multi attack, opponents_unit.targetable_members.size times> target: next; move: self, move to front; pose: self, row direction, all frames, return, wait 4, loop; wait: self, movement; direction: self, subjects; pose: self, row direction, all frames, wait 2, y +1; icon: self, weapon, angle -90, x +12, y -16; icon: self, weapon, angle -45, x +6, y -16; icon: self, weapon, angle 0, x -6; anim: last, effect; icon: self, weapon, angle 45, x -10, y +8; effect: self, last, 100%, clear; wait: 20; icon: self, delete; </action> # Pose for the skill 'Aura Spell' <action: aura spell, reset> wait: targets, movement; wait: animation; action: self, step forward; wait: self, action; direction: self, subjects; pose: self, row direction, all frames, wait 4; action: aura effect; wait: action action: self, step backward; </action> <action: aura effect, friends_unit.targetable_members.size times> wait: next; anim: last, effect; wait: 4; effect: self, last, 100%; wait: last, animation; </action> " #-------------------------------------------------------------------------- # * Sample settings used for battlers tagged as 'kaduki' style #-------------------------------------------------------------------------- VE_ACTION_SETTINGS[:kaduki] = " # Pose displayed for skip actions <action: do nothing, reset> </action> # Pose displayed when idle <action: idle, loop> pose: self, row 1, all frames, sufix _1, return, wait 16; wait: pose; </action> # Pose displayed when incapacited <action: dead, loop> pose: self, row 4, all frames, sufix _2, return, wait 8; wait: pose; </action> # Pose displayed when hp is low <action: danger, loop> pose: self, row 3, all frames, sufix _1, return, wait 16; wait: pose; </action> # Pose displayed when guarding <action: guard, loop> icon: self, shield, y +8, above; pose: self, row 4, frame 3, sufix _1; wait: 16; </action> # Pose displayed during the battle start <action: intro, reset> pose: self, row 1, frame 2, sufix _1; wait: 12; </action> # Pose displayed during battle victory <action: victory, wait> pose: self, row 1, all frames, sufix _2, wait 8; wait: pose; </action> # Pose displayed when escaping (for ATB) <action: escaping, loop> pose: self, row 4, all frames, sufix _1, return, loop, wait 8, invert; wait: pose; </action> # Pose displayed while waiting to perfom actions <action: ready, loop> pose: self, row 1, frame 2, sufix _1; wait: pose; </action> # Pose displayed while waiting to perfom item actions <action: item cast, loop> pose: self, row 1, frame 2, sufix _1; wait: pose; </action> # Pose displayed while waiting to perfom skill actions <action: skill cast, loop> pose: self, row 1, frame 2, sufix _1; wait: pose; </action> # Pose displayed while waiting to perfom magic actions <action: magic cast, loop> pose: self, row 4, all frames, sufix _3, loop, wait 8; wait: pose; </action> # Pose displayed before inputing commands <action: command, reset> action: self, step forward; wait: self, action; </action> # Pose displayed after inputing commands <action: input, reset> action: self, step backward; wait: self, action; </action> # Pose displayed when cancel inputing commands <action: cancel, reset> action: self, step backward; wait: self, action; </action> # Pose displayed when recive damage <action: hurt, reset> pose: self, row 2, all frames, sufix _1, wait 4; move: self, step backward, speed 4; wait: self, movement; pose: self, row direction, frame 2; wait: 4; pose: self, row 4, all frames, wait 4, return, sufix _1; move: self, step forward, speed 5; wait: self, movement; </action> # Pose displayed when hurt <action: hurt pose, reset> pose: self, row 2, frame 1, sufix _1; </action> # Pose displayed when evading attacks <action: evade, reset> pose: self, row 2, sufix _2, all frames, wait 4; move: self, step backward, speed 4; jump: self, move; wait: self, movement; pose: self, row 1, frame 2, sufix _2; wait: 4; pose: self, row 4, all frames, wait 4, return, sufix _1; move: self, step forward, speed 5; wait: self, movement; </action> # Pose displayed when a attack miss <action: miss, reset> </action> # Pose displayed when reviving <action: revive, reset> </action> # Pose displayed when dying <action: die, reset> </action> # Make the target inactive (important, avoid change) <action: inactive> countered; wait: self, counter; inactive; </action> # Finish offensive action (important, avoid change) <action: finish> finish; </action> # Reset to idle after action (important, avoid change) <action: clear, reset> </action> # Pose displayed during move reset (important, avoid change) <action: reset, reset> pose: self, row 1, all frames, sufix _1, return, wait 16, loop; </action> # Pose for counter attack preparation (important, avoid change) <action: prepare counter, reset> wait: self, action; wait: targets, countered; </action> # Pose for counter attack deactivation (important, avoid change) <action: counter off, reset> counter: targets; </action> # Pose for magic reflection (important, avoid change) <action: reflection, reset> wait: animation; wait: 4; anim: self, effect; wait: 8; effect: self, targets, 100%; wait: animation; </action> # Pose for substitution activation (important, avoid change) <action: substitution on, reset> pose: self, row 4, all frames, sufix _1, return, wait 8, loop; move: self, substitution, move over; wait: self, movement; </action> # Pose for substitution deactivation (important, avoid change) <action: substitution off, reset> pose: self, row 4, all frames, sufix _1, return, wait 8, loop; move: self, retreat, move over; wait: self, movement; </action> # Set action advance <action: advance, reset> action: self, move to target; wait: action; </action> # Movement to target <action: move to target, reset> wait: targets, movement; wait: animation; move: self, move to; direction: self, subjects; pose: self, row 4, all frames, sufix _1, return, wait 8, loop; wait: self, movement; </action> # Step forward movement <action: step forward, reset> wait: targets, movement; move: self, step forward, speed 6; pose: self, row 4, all frames, sufix _1, return, wait 8, loop; wait: self, movement; </action> # Step backward movement <action: step backward, reset> wait: animation; move: self, step backward, speed 6; pose: self, row 4, all frames, sufix _1, return, wait 8, loop; </action> # Return to original spot <action: retreat, reset> direction: self, return; move: self, retreat; pose: self, row 4, all frames, sufix _1, return, loop, wait 8; wait: self, movement; direction: self, default; </action> # Move outside of the screen <action: escape, reset> move: self, escape; pose: self, row 4, all frames, sufix _1, return, loop, wait 8, invert; wait: self, movement; </action> # Pose used for Defend command <action: defend, reset> pose: self, row 4, frame 2, sufix _1; icon: self, shield, y +8, above; pose: self, row 4, frame 3, sufix _1; wait: 4; anim: targets, effect; wait: 4; effect: self, targets, 100%; wait: 20; </action> # Pose for physical attacks <action: attack, reset> wait: targets, movement; direction: self, subjects; pose: self, row 1, all frames, sufix _3, wait 3, y +1; icon: self, weapon, angle -90, x +12, y -16; icon: self, weapon, angle -45, x +6, y -16; icon: self, weapon, angle 0, x -6; anim: targets, weapon; icon: self, weapon, angle 45, x -10, y +8; effect: self, targets, 100%; wait: 20; icon: self, delete; </action> # Pose for physical attack with two weapons <action: dual attack, reset> wait: targets, movement; direction: self, subjects; pose: self, row 1, all frames, sufix _3, wait 3, y +1; icon: self, weapon, angle -180, x +12, y -16; icon: self, weapon, angle -135, x +12, y -16; icon: self, weapon, angle -90, x +12, y -16; icon: self, weapon, angle -45, x +6, y -16; icon: self, weapon, angle 0, x -6; anim: targets, weapon 1; icon: self, weapon, angle 45, x -10, y +8; effect: self, targets 75%, weapon 1; wait: targets, animation; icon: self, delete; direction: self, subjects; pose: self, row 1, all frames, sufix _3, wait 3, y +1; icon: self, weapon 2, angle -180, x +12, y -16; icon: self, weapon 2, angle -135, x +12, y -16; icon: self, weapon 2, angle -90, x +12, y -16; icon: self, weapon 2, angle -45, x +6, y -16; icon: self, weapon 2, angle 0; anim: targets, weapon 2; icon: self, weapon 2, angle 45, x -6, y +8; effect: self, targets 75%, weapon 2; wait: 20; icon: self, delete; </action> # Pose for using actions without type <action: use, reset> wait: targets, movement; action: self, step forward; wait: self, action; pose: self, row 2, all frames, sufix _3, wait 3; wait: 4; anim: targets, effect; wait: 8; effect: self, targets, 100%; wait: 20; action: self, step backward; </action> # Pose for magical skill use &l

RitoJS

6307
RitoJS
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[Résolu] Demande sur le script - Animated Battle -


mar. 25 juin 2013 - 21h49

[url]http://www.youtube.com/watch?v=DLyUXwGs7Js[/url]


[center] [img]http://img110.xooimage.com/files/f/d/5/0e2426866e07bf44d...7488d760-4d48c77.png[/img] [/center] [center]Merci à [b]Maki[/b] et [b]KuroFidy[/b] pour ces cadeaux: [spoiler][img]http://img15.hostingpics.net/pics/165256cadeaurito.png[/img] [img]https://pbs.twimg.com/media/BuCFKirIYAATs9d.jpg[/img][/spoiler][/center] [url=https://lunarito.wordpress.com/][img]http://img110.xooimage.com/files/a/c/7/cropped-logo-2-4abdef1.png[/img][/url]

Daster

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Daster
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[Résolu] Demande sur le script - Animated Battle -


mar. 25 juin 2013 - 22h32

Désolé, j'ai regardé toute la vidéo, mais je n'est pas trouver la réponse à ce que j'avais demander (en plus j'ai rien pigé à ce qu'il as dit). Il n'a fait que montrer l'installation de base.

RitoJS

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RitoJS
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[Résolu] Demande sur le script - Animated Battle -


mar. 25 juin 2013 - 22h36

C'est la premiere partie. Faut voir les autres. Ou sinon tu lis le manuel de Victor.


[center] [img]http://img110.xooimage.com/files/f/d/5/0e2426866e07bf44d...7488d760-4d48c77.png[/img] [/center] [center]Merci à [b]Maki[/b] et [b]KuroFidy[/b] pour ces cadeaux: [spoiler][img]http://img15.hostingpics.net/pics/165256cadeaurito.png[/img] [img]https://pbs.twimg.com/media/BuCFKirIYAATs9d.jpg[/img][/spoiler][/center] [url=https://lunarito.wordpress.com/][img]http://img110.xooimage.com/files/a/c/7/cropped-logo-2-4abdef1.png[/img][/url]

Daster

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Daster
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[Résolu] Demande sur le script - Animated Battle -


mar. 25 juin 2013 - 22h48

ok je m’attele a voir les 2 autres partie

Gelarto

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Gelarto
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[Résolu] Demande sur le script - Animated Battle -


mar. 25 juin 2013 - 22h52

De mémoire, l'animated battler de Victor Saint ne lis que les ressources Kaduki, Holders et les charset comme celui de Yami. Pour le battler que tu as proposé faudrait donc le mettre en type Holders pour que ça fonctionne.

Daster

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Daster
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[Résolu] Demande sur le script - Animated Battle -


mar. 25 juin 2013 - 23h04

le type holders ? c'est ceux de quel genre?

Gelarto

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Gelarto
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[Résolu] Demande sur le script - Animated Battle -


mar. 25 juin 2013 - 23h33

Daster

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Daster
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[Résolu] Demande sur le script - Animated Battle -


mer. 26 juin 2013 - 00h32

ah ok, alors je vais essayer de les transposer en types Holders, mais je ne suis pas sur d'y réussir. Es-ce-que vous connaissez un ou plusieurs sites ou il y à plein de caractère du type Holders?

RitoJS

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RitoJS
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[Résolu] Demande sur le script - Animated Battle -


mer. 26 juin 2013 - 00h32

Tape holder battler. Ou cherche du rip sur spriter ressource.


[center] [img]http://img110.xooimage.com/files/f/d/5/0e2426866e07bf44d...7488d760-4d48c77.png[/img] [/center] [center]Merci à [b]Maki[/b] et [b]KuroFidy[/b] pour ces cadeaux: [spoiler][img]http://img15.hostingpics.net/pics/165256cadeaurito.png[/img] [img]https://pbs.twimg.com/media/BuCFKirIYAATs9d.jpg[/img][/spoiler][/center] [url=https://lunarito.wordpress.com/][img]http://img110.xooimage.com/files/a/c/7/cropped-logo-2-4abdef1.png[/img][/url]

Daster

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Daster
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[Résolu] Demande sur le script - Animated Battle -


mer. 26 juin 2013 - 00h46

ok merci à tous pour vos réponses