Troop ID einstellen ? Hilfe
ich habe wieder ein Problem, und zwar nutze ich ja das ATOA ABS mit dem Chrono Trigger CS, jetzt wollte ich ein Tutorial in mein Spiel ein binden um das KS zu erleutern soweit auch kein Problem
Battle erstellt wie gehabt bei diesem Skript, mit CALL SKRIPT das sieht dann z.b wie folgt aus.
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can_escape = false enemies = [[2,50,false]] start_pos = [7,11] end_pos = [7,11] escape_pos = [7,11] actors_pos = [[7,11]] troop = 2 $scene.call_ct_battle(can_escape, enemies, start_pos, end_pos, escape_pos, actors_pos, troop) |
Der Kampf beginnt aber das was ich bei Troops ID2 in der Base Data eingegeben habe also Z.b show Text oder Play BGM blabla
wenn ich jetzt den Gleichen Text bei bei Troop ID1 dann geht alles, problem ist dann allerdings das bei jeden kampf egal welches Enemie es auch sei der text kommt -.-
Ich schätze Fast das sich der Fehler im skript irgendwo eingeschlichen hat, es gibt da nämlich eine Stelle wo (Troop = 1) definiert Zeile 1095
Das wäre ziemlich blöd da ich ja Per Call Skript bestimmen möchte welcher Troop gerade im Kampf ist und ob überhaupt ein text kommt bzw ein Event.
Ich hoffe mir kann jemand dabei helfen
hier mal das Ganze Kampfskript
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#============================================================================= # Chrono Trigger Battle # By Atoa #============================================================================== # This scripts emulates an battle thats occurs on map, very similar to # Chrono Trigger # # Also this system adds an caterpillar system, that is vital to the system. # #-------------------------------------------------------------------------- # # IMPORTANT: # - If using the scripts "Atoa ATB" or "Atoa CTB", place this script # bellow them. # - The Anti-lag script must be placed above all custom scripts # right bellow the script "Scene_Debug" # #-------------------------------------------------------------------------- # The Battle: # For the battle you won't need to make any change on the script. # The only thing necessary will be the battler graphics in all directions. # You will need an basic battler for the lateral movement. (right and left) # You will also need graphics for the up and down movement. # These graphics must have the same file name as the normal graphic # plus '_down' for the face down battler, and '_up' for the face up battler. # # E.g.: # - Normal graphic: 'Crono' # - Face down graphic: 'Crono_down' # - Face down graphic: 'Crono_up' # # The 'up' and 'down' graphics must have the same size and patterns as the # normal graphics. # Analize the demos examples. # #-------------------------------------------------------------------------- # Starting the battle # To start a battle you must make an *Script Call* # The default battle call won't work anymore. # On the 'Script Call' you must add the following code: # # can_escape = true/false # enemies = [[event, enemy, permanent]] # start_pos = [x, y] # end_pos = [x, y] # escape_pos = [x, y] # actors_pos = [[x, y],[x, y],[x, y],[x, y]] # can_lose = true/false # troop = enemy troop # $scene.call_ct_battle(can_escape, enemies, start_pos, end_pos, escape_pos, actors_pos, can_lose, troop) # # Where: # can_escape: set if will be possible to escape from battle # must be true or false # # enemies: set the events that will be enemies, the enemies ID on the # database and if the enemy death will be permanent # # - event: ID of the event that will be an eneny, the enemy postion is # set by the event postion. # - enemy: ID of the enemy on the database, the status and battle graphic # of the enemy are set by this value # - permanent: defines if the enemy death will be permantent. # - true: the death will be 'permanent' (will turn ON the Local Switch 'D') # - false: the death won't be permanent (the enemy will return if you leave the map) # E.g.: enemies = [[1, 10, false],[2, 10, false],[3, 10, false]] # # start_pos: position x/y on the map where the battle will start. # the screen will move to the coordinates on the map before the battle begin. # # end_pos: position x/y on the map where the battle will end. # map coordinate where the actors will move if the battle end or if it's aborted. # # escape_pos: position x/y on the map where the battle will end in case of escape. # map coordinate where the actors will move if escape from battle # (note: rememeber to set this coordinate outside the area of the start # battle events, or the party will be 'stuck' until they win) # # actors_pos = postion x/y on the map that each actor will stay during battle. # remember to add the position of all actors, or will occurs errors. # E.g.: actors_pos = [[20,21],[18,23],[23,20],[24,21]] # # can_lose: set if battle can be lost, must be true or false # # troop: Enemy Troop on the database, used for in-battle events. Pode ser omitido. # # IMPORTANT: All postions values are *MAP COORDINATES* # #-------------------------------------------------------------------------- # Caterpillar: # # The battle system haves an built-in caterpillar system, this system allows # to show all actors on the map, and they follow the party leader. # # You can also control the movement of the actorns on the caterpillar # with event commands, using the 'Script Call' # # $game_player.caterpillar[index].x = posição X no mapa # $game_player.caterpillar[index].y = posição Y no mapa # # To gather the party members: $game_player.caterpillar_gather # # Don't allow the actor movement if the party is separated. # So use the gather party events before. #============================================================================== # Beta testers: # Seshomaru (mundorpgmaker.com) # DarkLuar (santuariorpgmaker.com) #============================================================================== module Atoa # Do not change or remove these lines Battle_Style = 3 Show_Graphics_Transition = true # Do not change or remove these lines # Revive battlers dead in the end of battle (With 1 HP) Auto_Revive = true # Hide dead party members Hide_Dead = true # Max members shown on the screen Max_Caterpillar_Actor = 4 # ID of the ID do switch that hides de caterpillar vizualization Caterpillar_Hide_Switch = 2 # Allow to change party order with Q or W? Allow_Reorder = true # Max distance between the party members. (Value in pixels) # Leave 0 to desactivate Max_Distance = 30 end #============================================================================== # ** Atoa Module #============================================================================== $atoa_script = {} if $atoa_script.nil? $atoa_script['Atoa Chrono Trigger Battle'] = true $atoa_script['Atoa Caterpillar'] = true #============================================================================== # ** Game_Temp #------------------------------------------------------------------------------ # This class handles temporary data that is not included with save data. # Refer to "$game_temp" for the instance of this class. #============================================================================== class Game_Temp #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :in_ct_battle attr_accessor :enemies_position attr_accessor :actors_position attr_accessor :battle_end_transition attr_accessor :lock_map_postions attr_accessor :enemy_troop attr_accessor :event_troop attr_accessor :event_delete attr_accessor :battle_result attr_accessor :end_pos attr_accessor :escape_pos attr_accessor :start_pos attr_accessor :end_direction attr_accessor :battle_settings attr_accessor :actors_start_position attr_accessor :battle_move #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias ctbattle_initialize initialize def initialize ctbattle_initialize @in_ct_battle = false @lock_map_postions = false @battle_end_transition = false @battle_move = false @enemies_position = [] @actors_position = [] @actors_start_position =[] @escape_pos = [] @enemy_troop = [] @event_troop = [] @event_delete = [] @end_pos = [] @battle_settings = [] @end_direction = 0 @battle_result = 0 end end #============================================================================== # ** Game_Map #------------------------------------------------------------------------------ # This class handles the map. It includes scrolling and passable determining # functions. Refer to "$game_map" for the instance of this class. #============================================================================== class Game_Map #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- def battle_start_scroll(direction, distance, speed) @scroll_direction = direction @scroll_rest = distance @scroll_speed = speed end end #============================================================================== # ** Game_Party #------------------------------------------------------------------------------ # This class handles the party. It includes information on amount of gold # and items. Refer to "$game_party" for the instance of this class. #============================================================================== class Game_Party #-------------------------------------------------------------------------- # * Increase Steps #-------------------------------------------------------------------------- alias increase_steps_ctbattle increase_steps def increase_steps unless $game_temp.lock_map_postions or $game_temp.battle_end_transition increase_steps_ctbattle end end end #============================================================================== # ** Game_Character #------------------------------------------------------------------------------ # This class deals with characters. It's used as a superclass for the # Game_Player and Game_Event classes. #============================================================================== class Game_Character #-------------------------------------------------------------------------- # * Include Settings Module #-------------------------------------------------------------------------- include Atoa #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :direction attr_accessor :x attr_accessor :y #-------------------------------------------------------------------------- # * Turn Down #-------------------------------------------------------------------------- alias ctbattle_turn_down turn_down def turn_down ctbattle_turn_down @diagonal = false unless @direction_fix end #-------------------------------------------------------------------------- # * Turn Left #-------------------------------------------------------------------------- alias ctbattle_turn_left turn_left def turn_left ctbattle_turn_left @diagonal = false unless @direction_fix end #-------------------------------------------------------------------------- # * Turn Right #-------------------------------------------------------------------------- alias ctbattle_turn_right turn_right def turn_right ctbattle_turn_right @diagonal = false unless @direction_fix end #-------------------------------------------------------------------------- # * Turn Up #-------------------------------------------------------------------------- alias ctbattle_turn_up turn_up def turn_up ctbattle_turn_up @diagonal = false unless @direction_fix end end #============================================================================== # ** Game_Event #------------------------------------------------------------------------------ # This class deals with events. It handles functions including event page # switching via condition determinants, and running parallel process events. # It's used within the Game_Map class. #============================================================================== class Game_Event < Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :erased attr_accessor :step_anime attr_accessor :direction #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias ctbattle_event_update update def update @transparent = battle_event ctbattle_event_update end #-------------------------------------------------------------------------- # * Check battle event #-------------------------------------------------------------------------- def battle_event return true if $game_temp.in_ct_battle and $game_temp.event_troop.include?(@id) return false end end #============================================================================== # ** Game_Player #------------------------------------------------------------------------------ # This class handles the player. Its functions include event starting # determinants and map scrolling. Refer to "$game_player" for the one # instance of this class. #============================================================================== class Game_Player < Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :caterpillar attr_accessor :old_x attr_accessor :old_y attr_accessor :move_speed attr_accessor :alive_actors #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- alias ctbattle_refresh refresh def refresh caterpillar_update ctbattle_refresh end #-------------------------------------------------------------------------- # * Update caterpillar #-------------------------------------------------------------------------- def caterpillar_update if @caterpillar.nil? @caterpillar = [] for i in 1...Max_Caterpillar_Actor @caterpillar << Atoa_Caterpillar.new(i) end end for cat in @caterpillar cat.refresh end end #-------------------------------------------------------------------------- # * Get Screen X center #-------------------------------------------------------------------------- def center_x return CENTER_X end #-------------------------------------------------------------------------- # * Get Screen Y center #-------------------------------------------------------------------------- def center_y return CENTER_Y end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update for cat in @caterpillar cat.update end last_moving = moving? update_movement last_real_x = @real_x last_real_y = @real_y super unless $game_temp.lock_map_postions if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y $game_map.scroll_down(@real_y - last_real_y) end if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X $game_map.scroll_left(last_real_x - @real_x) end if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X $game_map.scroll_right(@real_x - last_real_x) end if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y $game_map.scroll_up(last_real_y - @real_y) end end unless moving? or $game_temp.battle_move if last_moving result = check_event_trigger_here([1,2]) if result == false unless $DEBUG and Input.press?(Input::CTRL) @encounter_count -= 1 if @encounter_count > 0 end end end if Input.trigger?(Input::C) check_event_trigger_here([0]) check_event_trigger_there([0,1,2]) end end end #-------------------------------------------------------------------------- # * Update movement #-------------------------------------------------------------------------- def update_movement unless moving? or $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing or $game_temp.lock_map_postions input = $atoa_script['Atoa 8 Directions'] ? Input.dir8 : Input.dir4 case input when 1; move_lower_left when 2; move_down when 3; move_lower_right when 4; move_left when 6; move_right when 7; move_upper_left when 8; move_up when 9; move_upper_right end end end #-------------------------------------------------------------------------- # * Straighten Position #-------------------------------------------------------------------------- def straighten for cat in @caterpillar cat.straighten end super end #-------------------------------------------------------------------------- # * Move to Designated Position # x : x-coordinate # y : y-coordinate #-------------------------------------------------------------------------- alias ctbattle_moveto moveto def moveto(x, y) ctbattle_moveto(x, y) caterpillar_update if @caterpillar.nil? or @move_update.nil? for i in 0...@caterpillar.size @caterpillar[i].moveto(x, y) end end #-------------------------------------------------------------------------- # * Move Down #-------------------------------------------------------------------------- def move_down passable = passable?(@x, @y, 2) caterpillar_update if @caterpillar.nil? or @move_update.nil? super add_move_update('move_down') if passable end #-------------------------------------------------------------------------- # * Move Left #-------------------------------------------------------------------------- def move_left passable = passable?(@x, @y, 4) caterpillar_update if @caterpillar.nil? or @move_update.nil? super add_move_update('move_left') if passable end #-------------------------------------------------------------------------- # * Move Right #-------------------------------------------------------------------------- def move_right passable = passable?(@x, @y, 6) caterpillar_update if @caterpillar.nil? or @move_update.nil? super add_move_update('move_right') if passable end #-------------------------------------------------------------------------- # * Move up #-------------------------------------------------------------------------- def move_up passable = passable?(@x, @y, 8) caterpillar_update if @caterpillar.nil? or @move_update.nil? super add_move_update('move_up') if passable end #-------------------------------------------------------------------------- # * Gather actors #-------------------------------------------------------------------------- def caterpillar_gather for i in 0...@caterpillar.size @caterpillar[i].gather_party end end #-------------------------------------------------------------------------- # * Add movement upodate # move : next move #-------------------------------------------------------------------------- def add_move_update(move) if @caterpillar[0] != nil @caterpillar[0].move_update << move end end #-------------------------------------------------------------------------- # * Set alive actors #-------------------------------------------------------------------------- def set_alive_actors @alive_actors = [] for actor in $game_party.actors @alive_actors << actor unless actor.dead? end end end #============================================================================== # ** Atoa_Caterpillar #------------------------------------------------------------------------------ # This class handles the players on the caterpillar #============================================================================== class Atoa_Caterpillar < Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :move_update attr_accessor :member attr_accessor :next_x attr_accessor :next_y attr_accessor :x attr_accessor :y attr_accessor :move_speed attr_accessor :running #-------------------------------------------------------------------------- # * Object Initialization # mamber : actor #-------------------------------------------------------------------------- def initialize(member) super() @move_update = [] @member = member moveto($game_player.x, $game_player.y) @running = false @through = true refresh @next_x = @x @next_y = @y end #-------------------------------------------------------------------------- # * Move to Designated Position # x : x-coordinate # y : y-coordinate #-------------------------------------------------------------------------- def moveto(x, y) super(x, y) @move_update.clear end #-------------------------------------------------------------------------- # * Straighten Position #-------------------------------------------------------------------------- def straighten @pattern = 0 if @walk_anime or @step_anime @anime_count = 0 @prelock_direction = 0 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh $game_player.set_alive_actors party = Hide_Dead ? $game_player.alive_actors.dup : $game_party.actors if party.size < @member @character_name = "" @character_hue = 0 return end actor = party[@member] if actor == nil @character_name = "" @character_hue = 0 return end @character_name = actor.character_name @character_hue = actor.character_hue @opacity = 255 @blend_type = 0 end #-------------------------------------------------------------------------- # * Get Screen Z-Coordinates # height : character height #-------------------------------------------------------------------------- def screen_z(height = 0) if $game_player.x == @x and $game_player.y == @y return $game_player.screen_z - 1 end super(height) end #-------------------------------------------------------------------------- # * Same Position Starting Determinant #-------------------------------------------------------------------------- def check_event_trigger_here(triggers) return false end #-------------------------------------------------------------------------- # * Front Envent Starting Determinant #-------------------------------------------------------------------------- def check_event_trigger_there(triggers) return false end #-------------------------------------------------------------------------- # * Touch Event Starting Determinant #-------------------------------------------------------------------------- def check_event_trigger_touch(x, y) return false end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update member = @member == 1 ? $game_player : $game_player.caterpillar[@member - 2] move_player(member) super @transparent = $game_player.transparent @transparent = @transparent ? @transparent : $game_switches[Caterpillar_Hide_Switch] end #-------------------------------------------------------------------------- # * Get player distance # member : actor #-------------------------------------------------------------------------- def player_distance(member) dist_x = (member.screen_x - self.screen_x).abs dist_y = (member.screen_y - self.screen_y).abs return (dist_x + dist_y < Max_Distance + 30) end #-------------------------------------------------------------------------- # * Move player # member : actor #-------------------------------------------------------------------------- def move_player(member) refresh @move_update.clear if member.x == @x and member.y == @y @start_moving = false if @move_update.size <= 1 return if moving? return unless need_update(member) move = @move_update.shift eval(move) if move != nil end #-------------------------------------------------------------------------- # * Check if need updade # member : actor #-------------------------------------------------------------------------- def need_update(member) return false if (member.x == @x and member.y == @y) return false if player_distance(member) and not @start_moving return false if @move_update.empty? @start_moving = true if @move_update[0] == 'move_left' return false if (member.x + 1 == @x and member.y == @y) elsif @move_update[0] == 'move_right' return false if (member.x - 1 == @x and member.y == @y) elsif @move_update[0] == 'move_up' return false if (member.y + 1 == @y and member.x == @x) elsif @move_update[0] == 'move_down' return false if (member.y - 1 == @y and member.x == @x) elsif @move_update[0] == 'move_upper_left' return false if (member.x + 1 == @x and member.y + 1 == @y) elsif @move_update[0] == 'move_upper_right' return false if (member.x - 1 == @x and member.y + 1 == @y) elsif @move_update[0] == 'move_lower_left' return false if (member.x + 1 == @x and member.y - 1 == @y) elsif @move_update[0] == 'move_lower_right' return false if (member.x - 1 == @x and member.y - 1 == @y) end return true end #-------------------------------------------------------------------------- # * Add move to update # move : move option #-------------------------------------------------------------------------- def add_move_update(move) member = $game_player.caterpillar[@member] if member != nil member.move_update << move end end #-------------------------------------------------------------------------- # * Gather party #-------------------------------------------------------------------------- def gather_party for i in 0...$game_party.actors.size move_toward_player end @x = $game_player.x @y = $game_player.y @move_update.clear end #-------------------------------------------------------------------------- # * Move Down # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_down(turn_enabled = true) @y += 1 if passable?(@x, @y, 2) turn_down if turn_enabled add_move_update('move_down') end #-------------------------------------------------------------------------- # * Move Left # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_left(turn_enabled = true) @x -= 1 if passable?(@x, @y, 4) turn_left if turn_enabled add_move_update('move_left') end #-------------------------------------------------------------------------- # * Move Right # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_right(turn_enabled = true) @x += 1 if passable?(@x, @y, 6) turn_right if turn_enabled add_move_update('move_right') end #-------------------------------------------------------------------------- # * Move Up # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_up(turn_enabled = true) @y -= 1 if passable?(@x, @y, 8) turn_up if turn_enabled add_move_update('move_up') end #-------------------------------------------------------------------------- # * Move Down-Left #-------------------------------------------------------------------------- def move_lower_left if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or (passable?(@x, @y, 4) and passable?(@x - 1, @y, 2)) @x -= 1 @y += 1 end turn_lower_left if $atoa_script['Atoa 8 Directions'] add_move_update('move_lower_left') end #-------------------------------------------------------------------------- # * Move Down-Right #-------------------------------------------------------------------------- def move_lower_right if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or (passable?(@x, @y, 6) and passable?(@x + 1, @y, 2)) @x += 1 @y += 1 end turn_lower_right if $atoa_script['Atoa 8 Directions'] add_move_update('move_lower_right') end #-------------------------------------------------------------------------- # * Move Up-Left #-------------------------------------------------------------------------- def move_upper_left if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or (passable?(@x, @y, 4) and passable?(@x - 1, @y, 8)) @x -= 1 @y -= 1 end turn_upper_left if $atoa_script['Atoa 8 Directions'] add_move_update('move_upper_left') end #-------------------------------------------------------------------------- # * Move Up-Right #-------------------------------------------------------------------------- def move_upper_right if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or (passable?(@x, @y, 6) and passable?(@x + 1, @y, 8)) @x += 1 @y -= 1 end turn_upper_right if $atoa_script['Atoa 8 Directions'] add_move_update('move_upper_right') end end #============================================================================== # ** Spriteset_Map #------------------------------------------------------------------------------ # This class brings together map screen sprites, tilemaps, etc. # It's used within the Scene_Map class. #============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias ctbattle_initialize initialize def initialize ctbattle_initialize for caterpillar in $game_player.caterpillar.reverse sprite = Sprite_Character.new(@viewport1, caterpillar) @character_sprites.push(sprite) end end end #============================================================================== # ** Spriteset_Battle #------------------------------------------------------------------------------ # This class brings together battle screen sprites. It's used within # the Scene_Battle class. #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # * Set sprites #-------------------------------------------------------------------------- alias ctbattle_set_sprites set_sprites def set_sprites if $game_temp.in_ct_battle @tilemap = Tilemap.new(@viewport2) @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name) for i in 0..6 autotile_name = $game_map.autotile_names[i] @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name) end @tilemap.map_data = $game_map.data @tilemap.priorities = $game_map.priorities @panorama = Plane.new(@viewport2) @panorama.z = -1000 @fog = Plane.new(@viewport2) @fog.z = 3000 @character_sprites = [] for i in $game_map.events.keys.sort sprite = Sprite_Character.new(@viewport2, $game_map.events[i]) @character_sprites.push(sprite) end end ctbattle_set_sprites end #-------------------------------------------------------------------------- # * Sprites update #-------------------------------------------------------------------------- alias ctbattle_update_sprites update_sprites def update_sprites if $game_temp.in_ct_battle if @panorama_name != $game_map.panorama_name or @panorama_hue != $game_map.panorama_hue @panorama_name = $game_map.panorama_name @panorama_hue = $game_map.panorama_hue if @panorama.bitmap != nil @panorama.bitmap.dispose @panorama.bitmap = nil end if @panorama_name != "" @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue) end Graphics.frame_reset end if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue @fog_name = $game_map.fog_name @fog_hue = $game_map.fog_hue if @fog.bitmap != nil @fog.bitmap.dispose @fog.bitmap = nil end if @fog_name != "" @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue) end Graphics.frame_reset end @tilemap.ox = $game_map.display_x / 4 @tilemap.oy = $game_map.display_y / 4 @tilemap.update @panorama.ox = $game_map.display_x / 8 @panorama.oy = $game_map.display_y / 8 @fog.zoom_x = $game_map.fog_zoom / 100.0 @fog.zoom_y = $game_map.fog_zoom / 100.0 @fog.opacity = $game_map.fog_opacity @fog.blend_type = $game_map.fog_blend_type @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy @fog.tone = $game_map.fog_tone end ctbattle_update_sprites end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- alias ctbattle_dispose dispose def dispose if $game_temp.in_ct_battle @tilemap.tileset.dispose for i in 0..6 @tilemap.autotiles[i].dispose end @tilemap.dispose @panorama.dispose @fog.dispose end ctbattle_dispose end end #============================================================================== # ** Game_Troop #------------------------------------------------------------------------------ # This class deals with troops. Refer to "$game_troop" for the instance of # this class. #============================================================================== class Game_Troop #-------------------------------------------------------------------------- # * Setup # troop_id : troop ID # enemy_troop : enemies in troop #-------------------------------------------------------------------------- alias ctbattle_setup setup def setup(troop_id, enemy_troop = nil) if enemy_troop.nil? ctbattle_setup(troop_id) unless $data_troops[troop_id].nil? else @enemies = [] troop = $data_troops[troop_id] for i in 0...enemy_troop.size @enemies.push(Game_Enemy.new(troop_id, i, enemy_troop[i])) end end end end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles the actor. It's used within the Game_Actors class # ($game_actors) and refers to the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :battler_character #-------------------------------------------------------------------------- # * Get Battle Screen X-Coordinate #-------------------------------------------------------------------------- alias ctbattle_screen_x screen_x def screen_x if self.index != nil and not $game_temp.battle_settings.empty? return $game_temp.actors_position[self.index][0] else return ctbattle_screen_x end end #-------------------------------------------------------------------------- # * Get Battle Screen Y-Coordinate #-------------------------------------------------------------------------- alias ctbattle_screen_y screen_y def screen_y if self.index != nil and not $game_temp.battle_settings.empty? return $game_temp.actors_position[self.index][1] else return ctbattle_screen_y end end end #============================================================================== # ** Game_Enemy #------------------------------------------------------------------------------ # This class handles enemies. It's used within the Game_Troop class # ($game_troop). #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # * Set initial position #-------------------------------------------------------------------------- def battler_position_setup if $game_temp.enemies_position[self.index] != nil base_x = $game_temp.enemies_position[self.index][0] base_y = $game_temp.enemies_position[self.index][1] else base_x = $data_troops[@troop_id].members[@member_index].x + Enemy_Position_AdjustX base_y = $data_troops[@troop_id].members[@member_index].y + Enemy_Position_AdjustY end @base_x = @original_x = @actual_x = @target_x = @initial_x = @hit_x = @damage_x = base_x @base_y = @original_y = @actual_y = @target_y = @initial_y = @hit_y = @damage_y = base_y end #-------------------------------------------------------------------------- # * Get Battle Screen X-Coordinate #-------------------------------------------------------------------------- def screen_x if $game_temp.enemies_position[self.index] != nil return $game_temp.enemies_position[self.index][0] else return $data_troops[@troop_id].members[@member_index].x + Enemy_Position_AdjustX end end #-------------------------------------------------------------------------- # * Get Battle Screen Y-Coordinate #-------------------------------------------------------------------------- def screen_y if $game_temp.enemies_position[self.index] != nil return $game_temp.enemies_position[self.index][1] else return $data_troops[@troop_id].members[@member_index].y + Enemy_Position_AdjustY end end end #============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # This class performs map screen processing. #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main @spriteset = Spriteset_Map.new @message_window = Window_Message.new $game_player.refresh @in_ct_battle = false @battle_move = false if $game_temp.battle_end_transition set_screen_postion($game_temp.start_pos) Graphics.transition(0) wait(2) retutn_map_postions set_screen_postion($game_temp.start_pos, true) $game_temp.battle_end_transition = false else Graphics.transition end loop do Graphics.update Input.update update break if $scene != self end Graphics.freeze @spriteset.dispose @message_window.dispose Graphics.transition if $scene.is_a?(Scene_Title) Graphics.freeze if $scene.is_a?(Scene_Title) $game_temp.in_ct_battle = true if @in_ct_battle end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias ctbattle_update update def update ctbattle_update if (Input.trigger?(Input::L) or Input.trigger?(Input::R)) and Allow_Reorder $game_system.se_play($data_system.decision_se) reorder_party(Input.trigger?(Input::L)) end if $game_party.actors[0].dead? reorder_party(true) end end #-------------------------------------------------------------------------- # * Reorder party # invert : invert flag #-------------------------------------------------------------------------- def reorder_party(invert) if invert party = $game_party.actors.shift $game_party.actors << party else party = $game_party.actors.pop $game_party.actors.unshift(party) end $game_player.refresh end #-------------------------------------------------------------------------- # * Battle Call #-------------------------------------------------------------------------- alias call_battle_ctbattle call_battle def call_battle $game_temp.battle_settings = [] call_battle_ctbattle end #-------------------------------------------------------------------------- # * Start map battle # can_escape : can escape # enemies : enemies list # start_pos : start position # end_pos : end position # escape_pos : escape position # actors_pos : actors position # can_lose : can lose # troop : enemy troop #-------------------------------------------------------------------------- def call_ct_battle(can_escape, enemies, start_pos, end_pos, escape_pos, actors_pos, can_lose = false, troop = 1) set_enemies(enemies) return if @enemy_party.empty? $game_temp.battle_can_escape = can_escape $game_temp.battle_can_lose = can_lose $game_temp.lock_map_postions = true $game_player.straighten $game_temp.battle_calling = $game_temp.menu_calling = $game_temp.menu_beep = false $game_temp.end_pos = end_pos $game_temp.escape_pos = escape_pos $game_temp.start_pos = start_pos set_screen_postion(start_pos) set_actor_postions(actors_pos) set_enemy_postions get_end_ecape_positions(end_pos, escape_pos) $game_temp.battle_settings = [$game_temp.enemy_troop, troop, @end_pos, @escape_pos] $scene = Scene_Battle.new @in_ct_battle = $game_temp.hide_windows = true prepare_for_battle end #-------------------------------------------------------------------------- # * Set battle end positions # end_pos : battle end position # escape_pos : escape end position #-------------------------------------------------------------------------- def get_end_ecape_positions(end_pos, escape_pos) base_pos = [$game_player.x, $game_player.y] base_screen = [$game_player.screen_x, $game_player.screen_y] @end_pos = set_pos(base_pos, base_screen, end_pos) @escape_pos = set_pos(base_pos, base_screen, escape_pos) end #-------------------------------------------------------------------------- # * Set positions # base_pos : map postion # base_screen : screen position # set_pos : final position #-------------------------------------------------------------------------- def set_pos(base_pos, base_screen, set_pos) diff_x = (base_screen[0] + ((set_pos[0] - base_pos[0]) * 32)) diff_y = (base_screen[1] + ((set_pos[1] - base_pos[1]) * 32)) return [diff_x, diff_y] end #-------------------------------------------------------------------------- # * Set Screen positions # start_pos : start position # resetar : restart position flag #-------------------------------------------------------------------------- def set_screen_postion(start_pos, reset = false) position = reset ? [$game_player.x,$game_player.y] : start_pos pos = set_screen_move_postion(position) set_screen(pos[0], $game_map.display_x, true) set_screen(pos[1], $game_map.display_y, false) end #-------------------------------------------------------------------------- # * Set move position on screen # pos : position #-------------------------------------------------------------------------- def set_screen_move_postion(pos) max_x = ($game_map.width - 20) * 128 max_y = ($game_map.height - 15) * 128 pos_x = [0, [pos[0] * 128 - $game_player.center_x, max_x].min].max pos_y = [0, [pos[1] * 128 - $game_player.center_y, max_y].min].max return [pos_x, pos_y] end #-------------------------------------------------------------------------- # * Set actor move position on screen # pos : position #-------------------------------------------------------------------------- def set_actors_screen_postion(pos) base_pos = [pos[0] - $game_player.x, pos[1] - $game_player.y] pos_x = $game_player.screen_x + (base_pos[0] * 32) pos_y = $game_player.screen_y + (base_pos[1] * 32) return [pos_x, pos_y] end #-------------------------------------------------------------------------- # * Set screen position # pos : initial position # set : final position # x : direction #-------------------------------------------------------------------------- def set_screen(pos, set, x) if pos != set dist = pos - set dir = dist > 0 ? (x ? 6 : 2) : (x ? 4 : 8) $game_map.battle_start_scroll(dir, dist.abs, 4) end update_scroll end #-------------------------------------------------------------------------- # * Update screen scroll #-------------------------------------------------------------------------- def update_scroll loop do update_basic(false, true, true) break unless $game_map.scrolling? end update_basic(false, true, true) end #-------------------------------------------------------------------------- # * Wait time # duration : wait duration in frames #-------------------------------------------------------------------------- def wait(duration) for i in 0...duration update_basic(false, true, true) end end #-------------------------------------------------------------------------- # * Set enemies # enemies : enemy list #-------------------------------------------------------------------------- def set_enemies(enemies) @enemy_party = [] for i in 0...enemies.size next if $game_self_switches[[$game_map.map_id, enemies[i][0], 'D']] or $game_map.events[enemies[i][0]].erased @enemy_party << enemies[i] end end #-------------------------------------------------------------------------- # * Set enemies positions #-------------------------------------------------------------------------- def set_enemy_postions $game_temp.enemies_position.clear $game_temp.enemy_troop.clear $game_temp.event_troop.clear for i in 0...@enemy_party.size x = $game_map.events[@enemy_party[i][0]].screen_x y = $game_map.events[@enemy_party[i][0]].screen_y $game_temp.enemies_position[i] = [x, y] $game_temp.event_troop[i] = @enemy_party[i][0] $game_temp.enemy_troop[i] = @enemy_party[i][1] $game_temp.event_delete[i] = @enemy_party[i][2] end end #-------------------------------------------------------------------------- # * Set actors positions # actor_pos : position #-------------------------------------------------------------------------- def set_actor_postions(actors_pos) $game_temp.battle_move = true $game_temp.actors_start_position = [] @moving_actors = [] for i in 0...$game_party.actors.size $game_temp.actors_position[i] = set_actors_screen_postion(actors_pos[i]) @moving_actors[i] = i == 0 ? $game_player : $game_player.caterpillar[i-1] @moving_actors[i].move_update.clear if i > 0 end loop do for i in 0...$game_party.actors.size set_battle_position(@moving_actors[i], actors_pos[i]) $game_temp.actors_position[i] = set_actors_screen_postion(actors_pos[i]) end update_basic(false, true, true) break if all_in_postion(actors_pos) end $game_temp.battle_move = false wait(10) end #-------------------------------------------------------------------------- # * Return to map positions #-------------------------------------------------------------------------- def retutn_map_postions $game_temp.battle_move = true pos = $game_temp.battle_result == 1 ? $game_temp.escape_pos : $game_temp.end_pos @moving_actors = [] for i in 0...$game_party.actors.size @moving_actors[i] = i == 0 ? $game_player : $game_player.caterpillar[i-1] @moving_actors[i].move_update.clear if i > 0 end started_moving = false loop do if started_moving == true for i in 0...$game_party.actors.size set_battle_position(@moving_actors[i], @actors_pos[i]) end else for i in 0...$game_party.actors.size set_battle_position(@moving_actors[i], pos) end @actors_pos = set_end_postion(pos) end started_moving = true update_basic(false, true, true) break if all_in_postion(@actors_pos) end set_plus_postion $game_temp.battle_move = false wait(10) end #-------------------------------------------------------------------------- # * Set end position # pos : position #-------------------------------------------------------------------------- def set_end_postion(pos) actor_pos = [] dir = $game_player.direction for i in 0...$game_party.actors.size if i == 0 actor_pos[i] = pos else cat = $game_player.caterpillar[i - 1] case dir when 2 then actor_pos[i] = [pos[0], pos[1] - cat.member] when 4 then actor_pos[i] = [pos[0] + cat.member, pos[1]] when 6 then actor_pos[i] = [pos[0] - cat.member, pos[1]] when 8 then actor_pos[i] = [pos[0], pos[1] + cat.member] end end end return actor_pos end #-------------------------------------------------------------------------- # * Set plus postion #-------------------------------------------------------------------------- def set_plus_postion dir = $game_player.direction for cat in $game_player.caterpillar cat.move_update.clear cat.turn_toward_player case cat.direction when 2 then cat.move_update << 'move_down' when 4 then cat.move_update << 'move_left' when 6 then cat.move_update << 'move_right' when 8 then cat.move_update << 'move_up' end end end #-------------------------------------------------------------------------- # * Check if all in position # actor_pos : actors position #-------------------------------------------------------------------------- def all_in_postion(actors_pos) for i in 1...$game_party.actors.size actor = i == 0 ? $game_player : $game_player.caterpillar[i-1] return false if actors_pos[i] != [actor.x, actor.y] end return true end #-------------------------------------------------------------------------- # * Set battle postin # actor : actor # pos : position #-------------------------------------------------------------------------- def set_battle_position(actor, pos) return if actor.moving? or pos == [actor.x, actor.y] if actor.x == pos[0] and actor.y > pos[1] actor.y -= 1 actor.turn_up elsif actor.x == pos[0] and actor.y < pos[1] actor.y += 1 actor.turn_down elsif actor.x > pos[0] and actor.y == pos[1] actor.x -= 1 actor.turn_left elsif actor.x < pos[0] and actor.y == pos[1] actor.x += 1 actor.turn_right elsif actor.x < pos[0] and actor.y > pos[1] actor.turn_up actor.y -= 1 actor.x += 1 elsif actor.x > pos[0] and actor.y < pos[1] actor.turn_down actor.y += 1 actor.x -= 1 elsif actor.x > pos[0] and actor.y > pos[1] actor.turn_left actor.y -= 1 actor.x -= 1 elsif actor.x < pos[0] and actor.y < pos[1] actor.turn_right actor.y += 1 actor.x += 1 end actor.increase_steps end #-------------------------------------------------------------------------- # * Prepare for battle #-------------------------------------------------------------------------- def prepare_for_battle $game_player.straighten update_basic(false, true, true) end end #============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize unless $game_temp.battle_settings.empty? @enemies = $game_temp.battle_settings[0] @enemy_troop_id = $game_temp.battle_settings[1] @end_pos = $game_temp.battle_settings[2] @escape_pos = $game_temp.battle_settings[3] @hide_bars = true end end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- alias ctbattle_main main def main ctbattle_main $game_temp.in_ct_battle = false $game_temp.lock_map_postions = false $game_temp.battle_end_transition = true unless $game_temp.battle_settings.empty? end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- alias ctbattle_start start def start ctbattle_start unless $game_temp.battle_settings.empty? $game_troop.setup(@enemy_troop_id, @enemies) @troop_id = @enemy_troop_id end end #-------------------------------------------------------------------------- # * Create Display Viewport #-------------------------------------------------------------------------- alias create_viewport_ctbattle create_viewport def create_viewport map_update for battler in $game_party.actors + $game_troop.enemies battler.battler_position_setup end create_viewport_ctbattle end #-------------------------------------------------------------------------- # * Show transition #-------------------------------------------------------------------------- alias show_transition_ctbattle show_transition def show_transition unless $game_temp.battle_settings.empty? Graphics.transition(0) else show_transition_ctbattle end end #-------------------------------------------------------------------------- # * Update Map #-------------------------------------------------------------------------- def map_update $game_map.update $game_player.update end #-------------------------------------------------------------------------- # * Update Graphics #-------------------------------------------------------------------------- alias ctbattle_update_graphics update_graphics def update_graphics map_update unless $game_temp.battle_settings.empty? ctbattle_update_graphics end #-------------------------------------------------------------------------- # * Basic Update Processing #-------------------------------------------------------------------------- alias ctbattle_update_basic update_basic def update_basic ctbattle_update_basic map_update unless $game_temp.battle_settings.empty? end #-------------------------------------------------------------------------- # * Set intro battlecry #-------------------------------------------------------------------------- alias ctbattle_set_intro set_intro def set_intro ctbattle_set_intro intro_finish end #-------------------------------------------------------------------------- # * Process intro animation #-------------------------------------------------------------------------- alias ctbattle_intro_anime intro_anime def intro_anime ctbattle_intro_anime wait(10) @battle_start = false end #-------------------------------------------------------------------------- # * Finsish Intro #-------------------------------------------------------------------------- def intro_finish unless $game_temp.battle_settings.empty? $game_temp.hide_windows = false @status_window.visible = true @status_window.update $game_temp.map_bgm = $game_system.playing_bgm $game_system.bgm_play($game_system.battle_bgm) end end #-------------------------------------------------------------------------- # * Battle Ends # result : results (0:win 1:escape 2:lose 3:abort) #-------------------------------------------------------------------------- alias ctbattle_battle_end battle_end def battle_end(result) set_dead_enemies_self_switches ctbattle_battle_end(result) $game_temp.battle_result = result auto_revive if Auto_Revive and not $scene.is_a?(Scene_Gameover) end #-------------------------------------------------------------------------- # * Set dead enemies self switches #-------------------------------------------------------------------------- def set_dead_enemies_self_switches for i in 0...$game_temp.enemy_troop.size event_id = $game_temp.event_troop[i] delete = $game_temp.event_delete[i] enemy = $game_troop.enemies[i] if enemy != nil and enemy.dead? and delete key = [$game_map.map_id, event_id, 'D'] $game_self_switches[key] = true elsif enemy != nil and enemy.dead? and not delete $game_map.events[event_id].erase end end end #-------------------------------------------------------------------------- # * Auto revive #-------------------------------------------------------------------------- def auto_revive for actor in $game_party.actors actor.hp = 1 if actor != nil and actor.dead? end end end |
Vielen dank schonmal

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.
Dein Kampftutorial ist im Battle Event deiner Troop Nummer2?
Und dieses Battle Event wird bei jedem Kampf aufgerufen?
Laut der Beschreibung im Skript, ist der Parameter "Troop" nur dafür zuständig, welche Battle
Events in der Gruppe eingelesen werden.
Das heißt also, dass du den Parameter "Troop" (Kampfaufruf) bei anderen Gegnern ändern musst.
Konkret:
Bei deinem Tutorial musst du also Troop = 2 im Kampfaufruf einstellen.
Bei anderen Kämfen musst du aber eine andere Troop im Kampfaufruf angeben, da sonst auch bei diesen
Kämpfen das Battle Event aus Troop 2 aufgerufen wird.
Ich kenne das KS nicht genau, aber finde die Lösung logisch in Bezug auf dein Problem und deine Beschreibung.
-
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

problem ist das eben nicht geht... oder ich verstehe einfach die anforderung falsch
troop: Enemy Troop on the database, used for in-battle events.
troop = enemy troop
Ich verstehe es so das ich
troop = 2
zb eingeben soll aber dann passiert ja nixweiter

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.
Wann und bei welcher Gruppe passiert jetzt was? Also welchen Aufruf verwendest du bei der
Gruppe, wo es geht.
Und bei welcher Gruppe SOLL es passieren?
-
Projekte -
Tutorials & Hilfreiches aus der Eventtechnik
[Tutorial] Skills, Stats und Bosse - So erstellt ihr einen guten Bosskampf
[Tutorial] Kampf - Unendlich Gegner erscheinen lassen
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Es geht generell nicht, aber wenn ich im skript die Zeile 1095 bei troop = 2 einstelle anstatt troop =1 einstell geht es aber dann kommt bei jedem battle das Event von troop 2
ich glaube fast die zeile definiert was getan werden soll, wenn nicht per Call Skript was anderes definiert wird aber das mit dem Call Skript klappt ja generell nicht da ist das Problem

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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.
Laut Skript musst du folgenden Skriptbefehl ja vor jedem Kampf aufrufen.
(nicht IM Skript einstellen, sondern als Skriptbefehl (Event -> Seite 3 rechts unten).
Gucken wir uns den Skriptaufruf mal an:
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Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 |
can_escape = false enemies = [[2,50,false]] start_pos = [7,11] end_pos = [7,11] escape_pos = [7,11] actors_pos = [[7,11]] troop = 2 $scene.call_ct_battle(can_escape, enemies, start_pos, end_pos, escape_pos, actors_pos, troop) |
Im Skript beschreibt der Autor den Parameter troop.
Dieser Parameter "sucht" dir die eingebene Troop heraus und führt die Eventbefehle dieser Troop dann aus.
Wenn du nun irgendwo diesen Parameter auf 2 setzt und nicht mehr auf einen anderen Wert setzt, wird in jedem
Kampf die Eventbefehle der Troop 2 ausgeführt.
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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.
-
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
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Mitsch93« (6. November 2014, 19:01)
@Mitsch: Benutz besser lokale Variablen, statt globale (also lass das Dollarzeichen am Variablennamen weg). Du brauchst die Variablen nach dem Aufruf nicht, also ist es egal das sie verfallen. Die Werte, wie [[1,12, false], [2,12, false], [3,12, false]] dauerhaft bis Programmende im Speicher zu halten ist unnötig und unschön.
Also:
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Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 11 |
p1 = true p2 = [[1,12, false], [2,12, false], [3,12, false]] p3 = [22,24] p4 = [20,22] p5 = [14,22] p6 = [[20,21],[18,23],[23,20], [24,21]] p7 = false $scene.call_ct_battle(p1,p2,p3, p4,p4,p6,p7) |
Was auch gehen sollte, ohne Variablen den Aufruf:
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Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 11 |
$scene.call_ct_battle( true, #can_escape [[1,12, false],[2,12, false], [3,12, false]], [22,24], [20,22], [14,22], [[20,21],[18,23],[23,20], [24,21]], false, #can_lose 2) |
PS: Domsters Aufruf fehlt can_lose als Parameter übrigens. Vielleicht ist die Lösung so simpel.

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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
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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.
Die beiden Stellen auf die du unbedingt drauflaufen musst für den Kampf sind
gräulich (der Schatten aus dem RTP). Aber wenn du die Events öffnest, siehst du es auch.
@Playm: Oh ja, das hätte ich machen können. Habe eben nicht mehr dran gedacht, weil ich erst
das ganze zentraler lösen wollte, so wie ich es mit den Quests bei mir im Projekt mache, bis mir eingefallen ist,
dass das bei dem Aufruf relativ sinnfrei ist.
Allerdings wird es wieder nötig, wenn man die Troops dabei packen will. Dafür benötigt man eine weitere Zeile, der es
an Platz mangelt.
@Doomster:
Also nochmal zur Erklärung:
Der Aufruf vor jedem Kampf lautet:
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Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 11 |
p1 = true p2 = [[1,12, false], [2,12, false], [3,12, false]] p3 = [22,24] p4 = [20,22] p5 = [14,22] p6 = [[20,21],[18,23],[23,20], [24,21]] p7 = false $scene.call_ct_battle(p1,p2,p3, p4,p4,p6,p7) |
Statt enemy, can_escape usw. habe ich die Parameter einfach p1 ... p7 genannt, um schonmal Platz zu sparen.
Wenn du noch die Troop als Parameter dabei haben willst, müsste es so aussehen:
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Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 |
p1 = true p2 = [[1,12, false], [2,12, false], [3,12, false]] p3 = [22,24] p4 = [20,22] p5 = [14,22] p6 = [[20,21],[18,23],[23,20], [24,21]] p7 = false p8 =2 $scene.call_ct_battle(p1,p2,p3, p4,p4,p6,p7,p8) |
Hier fangen aber die Platzprobleme an. Daher könntest du das mit zwei Scriptbefehlen lösen.
Der erste lautet:
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Ruby Quellcode |
1 |
$p8=2 |
Also $p8 die Nummer der Troop an.
Der zweite Scriptbefehl würde dann:
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Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 11 |
p1 = true p2 = [[1,12, false], [2,12, false], [3,12, false]] p3 = [22,24] p4 = [20,22] p5 = [14,22] p6 = [[20,21],[18,23],[23,20], [24,21]] p7 = false $scene.call_ct_battle(p1,p2,p3, p4,p4,p6,p7,$p8) |
-
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
Zitat
Hier fangen aber die Platzprobleme an.
In Ruby kann man mehrere Befehle in eine Zeile schreiben, wenn man sie durch Semikolon trennt:
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Ruby Quellcode |
1 |
p3=[22,24]; p4=[20,22]; p5=[14,22] |
Wenn Du direkt alles ohne Variablen in den Methodenaufruf schreibst:
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Ruby Quellcode |
1 2 3 4 |
$scene.call_ct_battle( true, [[1,12,false],[2,12,false],[3,12, false]] , [22,24] , [20,22] ,[14,22], .... |
@Mitsch: Statt der globalen $p8 könnte man sich überlegen Werte in Game_Temp auszulagern, und das Skript dahingehend anzupassen.*
* Ja, ich bin sehr gegen diese globalen Variablen (und eine Instanzvariable finde ich zwar das kleinere Übel, aber immernoch ein Übel. Lieber lokal oder etwas ähnliches).

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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