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
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
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
bin langsam am verzweifeln aber vielleicht kennt ja jemand das skript bzw kennt das Problem, oder ist einfach Supi
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
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Ruby Quellcode |
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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
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Ruby Quellcode |
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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 |
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Wie testest du bzw. woher weißt du beim Testen, ob es tatsächlich ein kritischer Treffer ist und
kein normaler Treffer?
Wie testest du bzw. woher weißt du beim Testen, ob es tatsächlich ein kritischer Treffer ist und
kein normaler Treffer?
Mitsch93
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Objekte schieben & ziehen
Benutzerinformationen überspringen
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.
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.
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.
Mitsch93
-
Projekte -
Tutorials & Hilfreiches aus der Eventtechnik
[Tutorial] Skills, Stats und Bosse - So erstellt ihr einen guten Bosskampf
[Tutorial] Kampf - Unendlich Gegner erscheinen lassen
[Tutorial] Kämpfe, Klassen und Balancing
[Tutorial] Entwickler Talk: Skalierungen

NPC verfolgt Held durch Türen

Pokemon- Fangskript

Monstergruppenführer

Automatisches prioritätsgesteuertes Anordnen von Bildern

Doppelte Eventfunktionen auf Map

Objekte schieben & ziehen
Benutzerinformationen überspringen
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.
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.
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.
Mitsch93
-
Projekte -
Tutorials & Hilfreiches aus der Eventtechnik
[Tutorial] Skills, Stats und Bosse - So erstellt ihr einen guten Bosskampf
[Tutorial] Kampf - Unendlich Gegner erscheinen lassen
[Tutorial] Kämpfe, Klassen und Balancing
[Tutorial] Entwickler Talk: Skalierungen

NPC verfolgt Held durch Türen

Pokemon- Fangskript

Monstergruppenführer

Automatisches prioritätsgesteuertes Anordnen von Bildern

Doppelte Eventfunktionen auf Map

Objekte schieben & ziehen
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 .

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 .

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.
Das große Scientia Wiki zur Spielentwicklung 
Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs
Musik von Shabraxxx für euch
Guide zu den Audioformaten
Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.

Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs

Musik von Shabraxxx für euch
Guide zu den Audioformaten

Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.
Der Critical Text wird scheinbar nicht angezeigt, wenn man die Grafiken für die Schrift verwendet.
Wenn Du in den Basic Settings, die Option "Damage_Sprite" auf false setzt, siehst Du deinen Text.
Name der Skriptseite: ACBS | RPG::Sprite
|
|
Ruby Quellcode |
97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 |
#-------------------------------------------------------------------------- # * 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 |
442 443 444 445 |
# Use Images instead of texts Damage_Sprite = true # This option allows to make the digitis of damage exhibition to be images # instead of text. |
Das große Scientia Wiki zur Spielentwicklung 
Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs
Musik von Shabraxxx für euch
Guide zu den Audioformaten
Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.

Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs

Musik von Shabraxxx für euch
Guide zu den Audioformaten

Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.Ähnliche Themen
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