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Freitag, 31. Oktober 2014, 11:13

Hilfe zur Verständnis Atoa Custom Battle System 3

Moin zusammen ich bräuchte mal eure hilfe
bin langsam am verzweifeln aber vielleicht kennt ja jemand das skript bzw kennt das Problem, oder ist einfach Supi :cookie3:
und zwar wird bei Battles der Kritisch Text nicht angezeigt es ploppen so wie gewollt nur die Damage Points aus ihm heraus
aber eigentlich hätte ich dazu gerne noch die Anzeige das dieser Treffer Tatsächlich ein Kritischer ist, und laut Skript ist das auch schon Implementiert :hilfe:

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  Crt_Message  = "Kritisch" # Crical Hit Message
  Dmg_Duration = 50     # Duration time that the damage is diplayed on the screen
  Critic_Text  = true   # Show Critical Hit Message on Critical Hits? true/false
  Critic_Flash = true  # Flash Effect on Critical Hits?


Alle anderen dinge wie Zahlen und der hin weiß für einen Fehlschlag funktionieren.
Die Infos für die Grafik liegen dabei in einem Ordner Digits nennt der sich.

hier mal der Ganze Skript, Danke schon mal :dance:

Spoiler

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#==============================================================================
# Atoa Custom Battle System
# BASIC SETTINGS
#==============================================================================
# Here is the main settings of the script, you can change
# completely the battle style
#
# Take an good look in each option, so you can use the full potential
# of the system
# 
#¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
#                           ***IMPORTANT WARNING***                          #
#¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
#
# The script have hundreds of configurable values, all of them with their
# explanation.
# So, *READ ALL INSTRUCTIONS*
# I won't give support to lasy people who doesn't read them
#
#==============================================================================
 
module Atoa
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # INITIALING CONSTANTS
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # Do not remove or change these lines
  constants = ["Pose_Sprite", "Enemy_Steal","Enemy_Drops", "Slip_Pop_State","States_Pose",
    "Actor_Settings", "Enemy_Settings", "Skill_Settings","Weapon_Settings","Item_Settings",
    "Actor_Battle_Cry","Enemy_Battle_Cry","Animation_Setting","Pose_Battle_Cry",
    "Pose_Animation"]
  for i in 0...constants.size
    eval(constants[i] + " = {}") 
  end
  # Do not remove or change these lines
 
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # BASIC CONFIGURARION
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
 
  # Set Battlers Postion style
  Battle_Style = 0
  # 0 = Sideview
  # 1 = Isometric
  # 2 = Front Battle
  # 3 = 4 Directions
 
  # Automatic set  actors battlers position?
  Auto_Set_Postions = true
  # true = actors battlers will be positioned automatically
  # false = you must set actors battlers postions in "Custom_Postions"
 
  # Max number of members in the party
  Max_Party = 4
 
  # Set here the actors battlers position if "Auto_Set_Postions = false"
  Custom_Postions = [[460,180],[480,210],[500,240],[520,270]]
 
  # You can change the postion of the actors battlers in the screen.
  # Has no effect if "Auto_Set_Postions = false"
  Actor_Position_AdjustX = 0
  Actor_Position_AdjustY = 0
 
  # You can change the postion of the enemies battlers in the screen.
  # Use only if you want an customized layout for battle
  # (E.g.: you want the battle status window in the top of screen)
  # That's apply to all enemies battlers
  Enemy_Position_AdjustX = 0
  Enemy_Position_AdjustY = 0
 
  # Battle screen dimensions, used to limit the battle viewport
  # Battle_Screen_Dimension = [width, height]
  Battle_Screen_Dimension = [640, 480]
 
  # Battle screen position, used to change the position of the battle viewport
  # Battle_Screen_Position = [X, Y]
  Battle_Screen_Position = [0, 0]
 
  # Set here all battlers movement
  Move_to_Attack = true
  # true = Battlers will move to the target to attack
  # false = No battlers will move to the target to attack
 
  # Priority of battlers graphics on the screen
  Battler_High_Priority = false
  # true = battlers will be shown above battle status window
  # false = battlers will be shown bellow battle status window
 
  # Set the time between actions
  Battle_Speed = 4
  # Must be an value between 1 and 10, the higher the faster.
 
  # Set if the battlers grapihics will be shown after or before the transition
  # completion
  Show_Graphics_Transition = true
  # true = the graphics appear together the transition effect
  # false = the graphics appear after the transition effect
 
  # Transition speed, the lower, the faster.
  Transition_Speed = 40
 
  # Base rate of escape success. The escape rate are also changed by the battler's
  # agility difference, so even with an value of 100, the ecape can fail
  Escape_Base_Rate = 50
 
  # Set movement during escapes. If true, adds escape animation to the battlers.
  Escape_Move = false
 
  # EXP Division
  EXP_Share = true
  # true = EXP will be divided among the alive actors in the end of battle
  # false = EXP won't be divided 
 
  # Set if enemy will lose it's turn if try to use an unavailable skill.
  Enemy_Dont_Skip_Action = true
  # If true the enemy won't lose it's turn
 
  # Ivert all battlers graphics
  Invert_All_Battlers = false
  # let it true if you want to inver the battler positions (leaving the enemies
  # on the right and allies on the left) without needing to change the graphics
 
  # Set if all battlers will use jump animation for movement
  All_Jump = 0
  # If the value is higher than 0, all batters will jump to the target.
  # the value sets the jump height. Default is 10.
 
  # Set if all battlers will use shadow graphic
  All_Shadow = false
  # true = all battlers will use shadow graphics
  # false = only the battlers set on the advanced settings will use shadow graphic
 
  # Default file name for the shadow graphic, used if All_Shadow = true and
  # the battler hasn't it's own shadow graphic configurated on the advanced settings
  # Default_Shadow = ['file name', x, y]
  Default_Shadow = ["Shadow00", 0, -6]
  # The shadow graphic must be on the folder Graphics/Battlers
 
  # Animationd Basic settingss
  Intro_Time   = 30   # Intro animation duration. Numeric Value
  Victory_Time = 90   # Victory animation duration. Numeric Value
 
  # Set here the postion of the Battle Command Window
  Command_Window_Position = 3
  # 0 = Above the Actor
  # 1 = Right of the Actor
  # 2 = Left of the Actor
  # 3 = Custom
 
  # Adjust the command window postion, don't have effect if 'Command_Window_Position = 3'
  Command_Window_Position_Adjust =  [0, 0]
 
  # Set the postion of the command window  if 'Command_Window_Position = 3'
  Command_Window_Custom_Position = [240, 128]
 
  # Set there the postion of actor name window
  Name_Window_Position = 0
  # 0 = Above command window
  # 1 = Bellow command window
  # 2 = Left of command window
  # 3 = Right of command window
  # 4 = Custom
 
  # Set there the coordinates of actor name window. Only if 'Name_Window_Position = 4'
  Name_Window_Custom_Position = [240, 128]
 
  # Default Value for Windows opacity
  Base_Opacity = 160
 
  # Show actor name window when selecting action?
  Battle_Name_Window = true
 
  # Hide status window when selecting items/skills?
  Status_Window_Hide = true
  # Recomended leave it false if you using custom windows for skill/items
 
  # Hide cost of the skills that costs O SP
  Hide_Zero_SP = false
 
  # Target Arrow position adjust
  Targer_Arrow_Adjust = [0,0]  
 
  # Set Here the name of Evasion status.
  # By default, it's not shown, but you can add this.
  # The evasion is the parameter type 7 in 'draw_actor_parameter(actor, x, y, type)'
  Status_Evasion = "Evasion"
 
  # Miss/Evade Message
  Miss_Message = "FEHLSCHLAG"
 
  # Battle Messages. If you want the action battler name to be shown, add
  # {battler_name} in the message
  Guard_Message = "{battler_name} wehrt ab "# Guard Message
  Escape_Message = "{battler_name} flüchtet..." # Escape (enemies only)
 
  #=============================================================================
 
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # DYNAMIC ACTIONS SETTINGS
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # These settings allow the battlers to execute actions simultaneously if
  # certain conditions are met
  # Recomended don't activate all at the same time, because the battle can become
  # an real mess
 
  # If true, the next battler starts his action before the active battler return to the postion
  Next_Before_Return = false
 
  # If true, the next battler starts his action if his targets are the same of the
  # active battler
  Allow_Same_Target = false
 
  # If true, the next battler starts his action if his targets are different from the
  # active battler
  Allow_Diff_Targets = false
 
  # If true, when an battler mets all conditions to act, he will act even if
  # his target is moving.
  Allow_Moving_Target = false
 
  # If true, when an battler mets all conditions to act, he will act even
  # if he is being targeted by any enemy.
  Allow_Enemy_Target = false
 
  # If true, when an battler mets all conditions to act, he will act even
  # if his targets are active.
  Allow_Active_Target = false
  #=============================================================================
 
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # DAMAGE ALGORITHM STTTINGS
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤  
  # Choose the Damage Alogarithm
  Damage_Algorithm_Type = 0
  # 0 = Default XP Style, no changes
  # 1 = Default XP Modified, def/mdef reduces damage in % ( 10 def = 1% )
  # 2 = Default VX, Vitality replaces Dexterity, the status Attack, P.Def and
  #     M.Def are totally ignored. (Edit the menus script to remove these status)
  # 3 = Customized, an mix of XP e VX alogarithm, Vitality replaces Dexterity
  # 4 = All Custom, you can make your own algorithm
 
  # Base Variance for Normal Attacks
  Base_Variance = 10
 
  # Base critical hit rate
  Base_Critical_Rate = 5
 
  # Base critical damage rate
  Base_Critical_Damage = 100
 
  # Customized damage formula
 
  # Formula for physical attacks
  Custom_Attack_Algorithm = "(({atk} * 3) + ({str} * 5)) - ({def} * 4)"
 
  # Formula for skills
  Custom_Skill_Algorithm = "(({atk} * 3 * skill.atk_f / 100) + ({str} * 5 * skill.str_f / 100) + (user.int * 10 * skill.int_f / 100)) - (({def} * 4 * skill.pdef_f / 100) + (self.mdef * 4 * skill.mdef_f / 100))"
 
  # You can make any math operation and use any script command normally.
  #
  # Use the following commands do set the attaker attack and target defense:
  # {atk} - Attacker's Weapon Attack Power
  # {str} - Attacker's Natural Strenght
  # {def} - Target Physical Defense
  # 
  # Other status can be added using their respective script commands.
  # For normal attacks, use "attacker" for the attacker and "self" for the target
  # Outros atributos podem ser adicionados usando seus respectivos comandos de script.
  # For normal attacks, use "user" for the user and "self" for the target, and "skill" for
  # the skill
  #
  # Be careful when making this setting.
  # If you don't undestand what was explained here, don't use customized formulas.
  # Use one of the pre-defined algorithm
 
  # Name of the attribute that will show damage resistance, used only if
  # Damage_Algorithm_Type > 1. It will replace the Dexterity attribute
  Status_Vitality = "Vitality"
 
  # Unnamerd Battlers settingss
  Unarmed_Attack    = 1 # Unnarmed Attack Power
  Unarmed_Animation = 4  # Unnarmed Attack Animation ID
 
  # HP % that show low HP Animation
  Danger_Value = 25
 
  #=============================================================================
 
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # ANIMATIONS SETTING
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # Position adjust for battle animations
  #
  # Animation_Setting[ID] = [X, Y, Z]
  #   ID = ID of the battle animation
  #   X = Position X adjust. Numeric value, default 0.
  #   Y = Position Y adjust. Numeric value, default 0.
  #   Z = Z Axis adjust. Numeric value. If Negative, the animation is shown
  #     bellow the target, if 0 or positive, it's showns above. but bellow
  #     actors in an higher Z axis. If nil animation is shown above all battlers
 
  Animation_Setting[1] = [0, 0, 5]
  Animation_Setting[2] = [0, 0, -5]
  Animation_Setting[131] = [0, -80, 5]
 
  #=============================================================================
 
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # STATES SETTINGS
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
 
  # State cycle times.
  State_Cycle_Time = 2
 
  # Definição do momento em quem os efeitos de 'slip_damage' (veneno e regeneração)
  # terão efeito
  Slip_Damage_Pop_Time = 0
  # 0 = Antes da Ação de cada battler
  # 1 = Após da Ação de cada battler
  # 2 = No final do turn
 
  # # Use Icons to show states? 
  Icon_States = true
  # true = show states by icons
  # false = show states by text
 
  # States Icon Configuration
  # The States icons must have the same name as the state + '_st'
  # E.g.: The state Venon, must have an icon named 'Venom_st'
  Icon_max = 5   # Max number of icons shown
  Icon_X   = 24  # Width of the icon
  Icon_Y   = 24  # Height of the icon
  X_Adjust = 0   # Position adjusts X
  Y_Adjust = 0   # Position adjusts Y
  #=============================================================================
 
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # POSES SETTINGS
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # Here you can set the poses parameters
  # Recomended to change these values only if you know what you doing
  # IF YOU ARE A NOOB, STAY AWAY FROM HERE!
 
  # The value set here is the 'line' of the pose in the battler graphic.
  # If the value set here is an '3', the third line will be used.
  # So 'Defense_Pose = 4' means that the fourth line will be used for Defense
 
  # Basic Poses
  # if you don't wish to use any of these poses, leave the value = 1
  Idle_Pose    = 1  # Wait pose (Recomended never change, because it can cause funtion losses)
  Hurt_Pose    = 2  # Pose when Taking Damage(Recomended never change, because it can cause funtion losses)
  Danger_Pose  = 3  # Idle pose when HP is low
  Defense_Pose = 4  # Idle pose when guarding
  Advance_Pose = 5  # Moving foward
  Return_Pose  = 6  # Return move pose
  Attack_Pose  = 7  # Pose when attacking
  Skill_Pose   = 7  # Pose when using Physical Skills
  Magic_Pose   = 8  # Pose when using Magical Skills
  Item_Pose    = 8  # Pose when using Items
  Dead_Pose    = 11 # Dead Idle pose
 
  # Extra poses
  # These poses aren't 100% vital for the system. if you wish to not use some
  # of them, leave the value = nil
  Intro_Pose    = 9   # Pose used in the begin of battle
  Victory_Pose  = 10  # Battle Victory pose
  Evade_Pose    = 4   # Pose when evade an attack
  Escape_Pose   = 6   # Pose when escaping from battle
  Critical_Pose = nil # Pose for Critical Attacks
  Advance_Start_Pose  = nil # Pose for advance start
  Advance_End_Pose    = nil # Pose for advance end
  Return_Start_Pose   = nil # Pose for return start
  Return_End_Pose     = nil # Pose for return end
  Magic_Cast_Pose     = nil # Pose for Magic Skill Cast
  Physical_Cast_Pose  = nil # Pose for Physical Skill Cast
  Item_Cast_Pose      = 10 # Pose for Item Use Cast
  Danger_Defense_Pose = nil # Pose for Defense when in Danger
  Danger_Evade_Pose   = nil # Pose for Evade when in Danger
  Critical_Skill_Pose = nil # Pose for Critical Physical Skill
 
  # States Poses Configuration
  # States_Pose[State ID] = Pose ID
  States_Pose[3] = 3  # Venom
  States_Pose[7] = 11 # Sleep
  States_Pose[24] = 12 # Eingeforen
  States_Pose[25] = 13 # Spinnennetz
 
  # Remember that all battlers graphics must have the poses set here
  # If the settings isn't right, the battler simply will do nothing
  # So if an battler don't make any move you check here.
 
  # Default Pose Configuration.
  # Base_Sprite_Settings = {Settings}
  # The Settings are the following.
  #  Base Setting - this is the graphic dimensions settings
  #   "Base" => [X, Y, SPD, Mirror]
  #      "Base" = this is the value that sets the base settings, don't change.
  #      X = number of horizontal frames. Numeric value higher than zero. Default 4.
  #      Y = number of vertical frames. Numeric value higher than zero. Default 11.
  #      SDP = Movement Speed. Numeric value higher than zero. Default 200.
  #      Mirror = invert graphic. true or false. Default false.
  #
  #  Pose Settings - These are the setting of each pose.
  #    Pose_ID => [Frames, Time, Loop]
  #      Pose_ID = The Pose ID. Numeric value higher than zero.
  #      Frames = Number of animation frames. Numeric value higher than zero.
  #      Time = Duration of each frame pose.Numeric value higher than zero.
  #      Loop = Animation Loop. true or false.
  #
  #  Extra Settings - These are optional settings.
  #    Remember that if you add these settings here, *all* graphics will have these
  #    settings (except the ones you set individually on the ACBS | Config 2 - Advanced)
  #    The extra settings are "Shadow" and "Jump"
  #   
  #    "Shadow" =>["Name", X, Y]
  #      "Shadow" = this is the value that sets the shadow setting.
  #      "Name" = Name of the shadow graphic file.
  #       X = Shadow position X adjust. Numeric value.
  #       Y = Shadow position Y adjust. Numeric value.
  #     
  #    "Jump" => [Setting]
  #      "Jump" = this is the value that sets the shadow setting.
  #       Setting = here you set wich type of movemente the battler will use the jump.
  #        For that you must add "Advance" and/or "Return" in the Setting array.
  #        "Advance" means that the battler will jump when advancing towards the targert.
  #        "Return" means that the battler will jump when getting away from the target.
  #        You can add only one or both fo them
  #        E.g.: 
  #         "Jump" =>["Return"]
  #         "Jump" =>["Advance","Return"]   
  #
  # Default Settings for graphics that wasn't configurated individually.
  # Don't change unless you're sure about what you doing
  Base_Sprite_Settings = {"Base" => [4,11,200,false],
    1 => [4,8,true], 2 => [4,4,false], 3 => [4,8,true], 4 => [4,4,false], 
    5 => [4,4,true], 6 => [4,4,true], 7 => [4,2,false], 8 => [4,4,false],
    9 => [4,4,false], 10 => [4,4,false], 11 => [4,4,false]}
  #=============================================================================
 
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # DAMAGE DISPLAY SETTINGS
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # You can change here how damage is displayed
 
  # Use Images instead of texts
  Damage_Sprite = true
  # This option allows to make the digitis of damage exhibition to be images
  # instead of text.
  # This option was added because teh draw text method is quite slow
  # and may cause slowdown when multiple values are drawn at same time
  # The files must be on the folder "Graphics/Digits" and must have the
  # file name equal the digit.
  # E.g.: The number 1 must have an file named '1'.
  # IF "Damage_Sprite" is set false, you can delet the Digits folder.
 
  # This settings are valid only for draw text exhibition
  #                red blue gree
  Hp_Dmg_Color  = [255, 255, 255] # HP damage color
  Hp_Rec_Color  = [176, 255, 144] # HP heal color
  Sp_Dmg_Color  = [144,  96, 255] # SP damage color
  Sp_Rec_Color  = [255, 144, 255] # HP heal color
  Crt_Dmg_Color = [255, 144,  96] # Critical damage color
  Crt_Txt_Color = [255,  96,   0] # Critical text color
  Mss_Txt_Color = [176, 176, 176] # Erros message color
  Damage_Font   = "Arial Black"   # Damage Exhibition font
  Dmg_Font_Size = 32   # Damage Exhibition font size
 
  # This settings are valid only forimage exhibition
  # These valus must be added to the graphic filename
  Hp_Rec_String  = "_heal"   # Filename sufix for HP Heal
  Sp_Dmg_String  = "_sp"     # Filename sufix for SP Damage
  Sp_Rec_String  = "_spheal" # Filename sufix for SP Heal
  Crt_Dmg_String = "_crt"    # Filename sufix for Critical damage
  Mss_Txt_String = "_mss"    # Filename sufix for Miss
  # If you don't want to use one of these values, leave it equal ''
  # If an file isn't found, the default file will be used.
 
  Crt_Message  = "K" # Crical Hit Message
  Dmg_Duration = 50     # Duration time that the damage is diplayed on the screen
  Critic_Text  = true   # Show Critical Hit Message on Critical Hits? true/false
  Critic_Flash = true  # Flash Effect on Critical Hits?
  Multi_Pop    = true  # Use FF damage style? false = normal / true = FF Style
  Pop_Move     = true   # Movement on Damage Display? true/false
  Random_Move  = false  # Random movement for Damage Display? (Only if Pop_Move = true)
  Dmg_Space    = 8     # Space between the damage digits
  Dmg_X_Adjust = 0      # X position adjust
  Dmg_Y_Adjust = 0      # Y position adjust
  Dmg_X_Move   = 2      # X Damage Move (only if Pop_Move = true)
  Dmg_Y_Move   = 6      # Y Damage Move , the height that damage'pops'
  Dmg_Gravity  = 0.95   # Gravity effect, changes the 'pop' effect
                        # Can be decimals
  #=============================================================================
 
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # STEAL SETTINGS
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
 
  # The enemies can be stolen more than once?
  Multi_Steal = false
  # true = you can steal enemies until they have no item
  # false = each enemy can be stole only once per battle, even if it has more items
 
  # Steal Base Rate
  Steal_Rate = 50
  # Even if the rate is 100%, that dont't grants 100% of chance of getting an item
  # this value changes with the difference bettwen, the user and target's AGI, and
  # it still necessary to verify the drop rate of each item
 
  # Message if the target has no items
  No_Item = "Keine Items die Ich Stehlen könnte"
 
  # Message if the steal attempt fail
  Steal_Fail = "Stehlen Fehlgeschlagen"
 
  # Message of Item steal sucess. {item} is the name of the item, you must add it
  # to the message, or the item name won't be shown
  Steal_Item = "Gestohlen {item}"
  # E.g:
  # "Stole {item}" - Stole Potion
  # "{item} gained" - Potion gained
 
  #  Message of gold steal sucess. {gold}  is the amount of gold, you must add it
  # to the message, or the amount stole won't be shown
  # {unit} the money unit, use it only if you want
  Steal_Gold = "Gestohlen {gold}{unit}"
  # Exemplos:
  # "Stole {gold}{unit}" - Stole 500G
  # "Stole {gold} coins" - Stole 500 coins
 
  # You can set the steal items on the script "ACBS | Config 2 - Advanced"
  #=============================================================================
end
zum Lesen den Text mit der Maus markieren
Bild

Mitsch93

Drachentöter

Motto: Aufgeben ist es, was den Menschen tötet. Nur der Mensch, der sich weigert aufzugeben, hat sich das Recht verdient, auf dem glanzvollen Pfad der Menschheit zu wandeln.

  • Nachricht senden

3

Freitag, 31. Oktober 2014, 11:34

Öhm natürlich in-Game ich mache einen Kampf und der Damage normal wird in Silberweiß dargestellt und ein Kritischer Treffer in Rot
das klappt wie gesagt auch alles. :hm:
Ich möchte aber mit eigenen Grafiken arbeiten und nicht mit dem Standard RTP weil da geht beides :(
Bild

Mitsch93

Drachentöter

Motto: Aufgeben ist es, was den Menschen tötet. Nur der Mensch, der sich weigert aufzugeben, hat sich das Recht verdient, auf dem glanzvollen Pfad der Menschheit zu wandeln.

  • Nachricht senden

4

Freitag, 31. Oktober 2014, 11:36

Also ist bei dir die Lage so, dass wenn du kritisch triffst, der Text rot angezeigt wird, und das auch klappt?
Ansonsten weißer Text?

Totsichere Methode, um sogut wie immer kritisch zu Treffen:
Einfach mal zu Testzwecken die DEX des Helden auf 999 setzen.
Laut der Standartformel solltest du dann immer kritisch Treffen.

5

Freitag, 31. Oktober 2014, 11:43

Ne leider wird da im moment gar kein Treffer angezeigt :(

Also es wird nur 122 zb angezeigt in ROT
aber es sollte darüber noch das Wort ( Kritisch) in Rot angezeigt werden
aber da steht einfach nix

:hm:
Bild

Mitsch93

Drachentöter

Motto: Aufgeben ist es, was den Menschen tötet. Nur der Mensch, der sich weigert aufzugeben, hat sich das Recht verdient, auf dem glanzvollen Pfad der Menschheit zu wandeln.

  • Nachricht senden

6

Freitag, 31. Oktober 2014, 12:07

Gehört nur das oben gepostete Skript dazu?
Habe es mal versucht zu testen, aber es will nicht so wirklich.

Was mir nur ganz spontan einfällt wäre, dass die Meldung in einer anderen
Schriftart angezeigt wird, die du nicht installiert hast und deshalb nicht sichtbar ist.

Edit
Am besten postest du mal eine Demo des Skripts.

7

Freitag, 31. Oktober 2014, 12:13

Danke erstmal für die Unterstützung :)

Ne das ist nur ein Teil, Ich nutze das Atoa Custom Battlesystem 3.2.2

http://save-point.org/thread-2136.html

da habe ichs geladen und da ist auch eine Demo wo direkt mit den DIGITS gearbeitet wird .
Bild

8

Montag, 3. November 2014, 21:01

Zitat

da habe ichs geladen und da ist auch eine Demo

Wo ist die Demo? Im Startpost verlinkt der Autor nur auf seinen Block, wo er einen Dropboxlink hat, der aber wegen zu viel traffic down ist.

10

Dienstag, 4. November 2014, 01:41

Der Critical Text wird scheinbar nicht angezeigt, wenn man die Grafiken für die Schrift verwendet.

Spoiler: Quellcodeausschnitt
Name der Skriptseite: ACBS | RPG::Sprite

Ruby Quellcode

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  #--------------------------------------------------------------------------
  # * Set Damage Pop
  #     value     : Damage value
  #     critical  : Critical flag
  #     sp_damage : SP Damage flag
  #--------------------------------------------------------------------------
  def damage(value, critical, sp_damage = nil)
    dispose_damage(0...@_damage_durations.size)
    @_damage_sprites = []
    damage_string = value.numeric? ? value.abs.to_s : value.to_s
    @battler.apply_damage(value, sp_damage)
    for i in 0...damage_string.size
      letter = damage_string[i..i]
      if Damage_Sprite
        if value.numeric? and value < 0
          extension = Hp_Rec_String
          extension = Sp_Rec_String if sp_damage
        else
          extension = Sp_Dmg_String  if sp_damage
          extension = Crt_Dmg_String if critical 
          extension = Mss_Txt_String if damage_string == Miss_Message
        end
        begin
          bitmap = RPG::Cache.digits(letter + extension)
        rescue
          bitmap = RPG::Cache.digits(letter)
        end
      else
        if value.numeric? and value < 0
          @_damage_color = [Hp_Rec_Color[0],Hp_Rec_Color[1],Hp_Rec_Color[2]]
          @_damage_color = [Sp_Rec_Color[0],Sp_Rec_Color[1],Sp_Rec_Color[2]] if sp_damage
        else
          @_damage_color = [Hp_Dmg_Color[0],Hp_Dmg_Color[1],Hp_Dmg_Color[2]]
          @_damage_color = [Sp_Dmg_Color[0],Sp_Dmg_Color[1],Sp_Dmg_Color[2]] if sp_damage
          @_damage_color = [Crt_Dmg_Color[0],Crt_Dmg_Color[1],Crt_Dmg_Color[2]] if critical 
          @_damage_color = [Mss_Txt_Color[0],Mss_Txt_Color[1],Mss_Txt_Color[2]] if damage_string == Miss_Message
        end
        bitmap = Bitmap.new(160, 48)
        bitmap.font.name = Damage_Font
        bitmap.font.size = Dmg_Font_Size
        bitmap.font.color.set(0, 0, 0)
        bitmap.draw_text(-1, 12-1,160, 36, letter, 1)
        bitmap.draw_text(+1, 12-1,160, 36, letter, 1)
        bitmap.draw_text(-1, 12+1,160, 36, letter, 1)
        bitmap.draw_text(+1, 12+1,160, 36, letter, 1)
        bitmap.font.color.set(*@_damage_color) 
        bitmap.draw_text(0, 12,160, 36, letter, 1)
        if critical and Critic_Text and i == 0
          x_pop = (damage_string.size - 1) * (Dmg_Space / 2)
          bitmap.font.size = ((Dmg_Font_Size * 2) / 3).to_i
          bitmap.font.color.set(0, 0, 0)
          bitmap.draw_text(-1 + x_pop, -1, 160, 20, Crt_Message, 1)
          bitmap.draw_text(+1 + x_pop, -1, 160, 20, Crt_Message, 1)
          bitmap.draw_text(-1 + x_pop, +1, 160, 20, Crt_Message, 1)
          bitmap.draw_text(+1 + x_pop, +1, 160, 20, Crt_Message, 1)
          color = [Crt_Txt_Color[0],Crt_Txt_Color[1],Crt_Txt_Color[2]] if critical 
          bitmap.font.color.set(*color) if critical 
          bitmap.draw_text(0 + x_pop, 0, 160, 20, Crt_Message, 1)
        end
      end
      if critical and Critic_Flash and value.numeric?
        $game_screen.start_flash(Color.new(255, 255, 255, 255),10)
      end
      dmg_delay = Multi_Pop ? i : 1
      dmg_adjust = Damage_Sprite ? 32 : 96
      @_damage_sprites[i] = ::Sprite.new(self.viewport)
      @_damage_sprites[i].bitmap = bitmap
      @_damage_sprites[i].ox = dmg_adjust
      @_damage_sprites[i].oy = 20
      @_damage_sprites[i].x = self.x + 32 + Dmg_X_Adjust + i * Dmg_Space - (damage_string.size * 8)
      @_damage_sprites[i].y = self.y + Dmg_Y_Adjust - self.oy / 3
      @_damage_sprites[i].z = Dmg_Duration + 3000 + dmg_delay * 2
      @_damage_sprites[i].opacity = 0
    end
  end
zum Lesen den Text mit der Maus markieren


Wenn Du in den Basic Settings, die Option "Damage_Sprite" auf false setzt, siehst Du deinen Text.

Ruby Quellcode

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  # Use Images instead of texts
  Damage_Sprite = true
  # This option allows to make the digitis of damage exhibition to be images
  # instead of text.

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