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  #101  
Antiguo 12-jul-2007, 03:35
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Predeterminado Re: Rpg Maker Xp -ff-

Disculpa un favor esta rebacano tu foro ya que ayuda a muchos que nos gusta el XP quisiera preguntarme podeis pasarme todos los charas y batler de Final Fantasy que puedas siiiiiiiiii porfavor rrrrrrrrrrrrrrrr en especial si son GF.... Idolo o como los quieras llamar Bahamut, Fenix y los demas chadoo.. hasta la proxima y otra vez esta rebacano el foro


EMUDESC EMUDESC está online
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Rpg Maker Xp -TEMA OFICIAL-

  #102  
Antiguo 12-jul-2007, 05:32
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Icon12 Re: Rpg Maker Xp -ff-

Cita:
Empezado por Kitsa Ver Mensaje
Hola, jeje luego de tanto tiempo
a todo esto muchas gracias por el demo neo crimsom y gracias por ayudarme tb niño con avatar de Edward (the hero of light)
aqui vengo con otra pregunta...
como le hago para hacer un hotel... es decir, como hago que el pesonaje "duerma" en un hotel por decirlo asi?
es decir a mi se me ocurre como y algo asi lo hice , pero quisiera leerlo como vosotros lo haceis.

y tengo una duda sobre los botes , como hago un barco que se mueva por el mapa?
tipo crono trigger? o tales of phantasia?
=) de antemano gracias.
A quí hay un demo de como hacer un "Hotel" o "Posada"
Demo-----Como poner una Posada


Y aquí hay un tutorial y un ejemplo de como navegar (el tuto lo hice hace unos meses lo pase a PDF) espero te sirva!!!.
Demo ---- Como Navegar



Suert^^



Cita:
Empezado por dani ZM Ver Mensaje
hola,
pa' ver si me pueden decir como ago para colocar digamos unos recursos que descarge al juego, osea como meto los recursos al programa
Mira esto.
Spoiler




Suert^^


Cita:
Empezado por AMG Ver Mensaje
Disculpa un favor esta rebacano tu foro ya que ayuda a muchos que nos gusta el XP quisiera preguntarme podeis pasarme todos los charas y batler de Final Fantasy que puedas siiiiiiiiii porfavor rrrrrrrrrrrrrrrr en especial si son GF.... Idolo o como los quieras llamar Bahamut, Fenix y los demas chadoo.. hasta la proxima y otra vez esta rebacano el foro
Lo siento Bro, no creo que peda hacer nada, la verdad yo tambien queria hacer un juego de final fantasy algo así como un tributo a los final, pero no pude encontrar los charas necesarios así que hice uno pero con otros chras, tal vez tu si encuentres algunos.



Suert^^
  #103  
Antiguo 12-jul-2007, 22:11
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Predeterminado Re: Rpg Maker Xp -ff-

Gracias de todos modos ... Algunas imagenes de GF me servirian para hacerlos como ataques especiales ... si las llegas a encontrar mas tarde si DIos quiere subire mi beta
  #104  
Antiguo 12-jul-2007, 23:08
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Predeterminado Re: Rpg Maker Xp -ff-

hola


quiero saber como incorporar el midi a la lista y el caracter que uno baja .
  #105  
Antiguo 13-jul-2007, 18:10
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Predeterminado Re: Rpg Maker Xp -ff-

http://www.untamed.wild-refuge.net/r...php?characters
aqui estan los GF de final fantasy
  #106  
Antiguo 14-jul-2007, 20:00
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Predeterminado Re: Rpg Maker Xp -ff-

hola.

nesesito que me enseñen a colocar los scripts
  #107  
Antiguo 15-jul-2007, 04:33
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Predeterminado Re: Rpg Maker Xp -ff-

Hola que tal, muy buen foro de rpg maker xp (me parece que te conoszco jeje de algun otro foro neo crimson, a menos que seas otro? XD) Bueno, quiero pedirles ayuda si me pudieran ayudar a encontrar scripts de batalla, ya que el que tiene por default el maker xp es muy simple, algo así como barras de pv y pm, pero que se pueda ver el nombre del personaje. Les agradecería mucho si me pudoeran ayudar.
  #108  
Antiguo 15-jul-2007, 09:13
Avatar de neo_crimsom
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Icon12 Re: Rpg Maker Xp -ff-

Cita:
Empezado por JayMotMLM Ver Mensaje
Thanks por cooperar^^





Cita:
Empezado por dani ZM Ver Mensaje
hola.

nesesito que me enseñen a colocar los scripts
Bien has esto
Spoiler



Espero te sirva!!



Suert^^


Cita:
Empezado por ricachu25 Ver Mensaje
Hola que tal, muy buen foro de rpg maker xp (me parece que te conoszco jeje de algun otro foro neo crimson, a menos que seas otro? XD) Bueno, quiero pedirles ayuda si me pudieran ayudar a encontrar scripts de batalla, ya que el que tiene por default el maker xp es muy simple, algo así como barras de pv y pm, pero que se pueda ver el nombre del personaje. Les agradecería mucho si me pudoeran ayudar.

ricachu25 Que sorpresa!!! hahaha, soy el mismo eso creo!!........ pero bueno según los Scripts que quieres tengo estos dos(pero no se cuál subir):

Script---1

Script---2

Dime cuál quieres, para subirlo!!



Suert^^
  #109  
Antiguo 16-jul-2007, 00:05
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Predeterminado Re: Rpg Maker Xp -ff-

ricachu25 Que sorpresa!!! hahaha, soy el mismo eso creo!!........ pero bueno según los Scripts que quieres tengo estos dos(pero no se cuál subir):

Script---1

Script---2

Dime cuál quieres, para subirlo!!



Suert^^
[/quote]

Ok thanks, me gustó el segundo script y gracias por ayudar . Ah! Y también ando buscando algún script que mejore las batallas (que se vean como las de golden sun), encontré algunos pero me marcan errores, será que me puedas apoyar? Te lo agradecería mucho.

Bueno aquí te dejo el script que encontré:

P.D.Espero no sea una molestia.


#================================================= ============
=================
# Sistema de Batalla Kratos Version 1.5
# Este sistema de batalla contiene zoom en el combate,efectos en el daño,posibilidad
# de poner nombres a comandos de la batalla, pantalla despues de la batalla.
# Sistema sacado de: http://planetarpg.com.ar/kratos/
#================================================= =============================
# Instrucciones del script:
# Para cambiar el nombre de los comandos tienes que ir a la linea 207-221 y cambiar el nombre de atacar y eso.
#================================================= =============================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
def screen_x
if self.index != nil
return self.index * 160 + (4 - $game_party.actors.size) * 80 + 80
else
return 0
end
end
end


#================================================= =============================

class Spriteset_Battle

#--------------------------------------------------------------------------
def initialize
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 101
@viewport3.z = 200
@viewport4.z = 5000
@battleback_sprite = Sprite.new(@viewport1)
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
@actor_sprites = []
@actor_sprites.push(Sprite_Battler.new(@viewport2) )
@actor_sprites.push(Sprite_Battler.new(@viewport2) )
@actor_sprites.push(Sprite_Battler.new(@viewport2) )
@actor_sprites.push(Sprite_Battler.new(@viewport2) )
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 51..100
@picture_sprites.push(Sprite_Picture.new(@viewport 3,
$game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new
update
end

#--------------------------------------------------------------------------
def update
@actor_sprites[0].battler = $game_party.actors[0]
@actor_sprites[1].battler = $game_party.actors[1]
@actor_sprites[2].battler = $game_party.actors[2]
@actor_sprites[3].battler = $game_party.actors[3]
if @battleback_name != $game_temp.battleback_name
@battleback_name = $game_temp.battleback_name
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
@battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
@battleback_sprite.src_rect.set(0, 0, 640, 480)
if @battleback_sprite.bitmap.height == 320
@battleback_sprite.zoom_x = 2.0
@battleback_sprite.zoom_y = 2.0
@battleback_sprite.x = 320
@battleback_sprite.y = 480
@battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
@battleback_sprite.oy = @battleback_sprite.bitmap.height
else
@battleback_sprite.x = 0
@battleback_sprite.y = 0
@battleback_sprite.ox = 0
@battleback_sprite.oy = 0
@battleback_sprite.zoom_x = 1
@battleback_sprite.zoom_y = 1
end
end
for sprite in @enemy_sprites + @actor_sprites
sprite.update
end
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.update
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport4.color = $game_screen.flash_color
@viewport1.update
@viewport2.update
@viewport4.update
end
end

#================================================= =============================

class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
def initialize
x = (4 - $game_party.actors.size) * 80
width = $game_party.actors.size * 160
super(x, 320, width, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 160
@level_up_flags = [false, false, false, false]
refresh
end

#--------------------------------------------------------------------------
def update
super
if self.x != (4 - $game_party.actors.size) * 80
self.x = (4 - $game_party.actors.size) * 80
self.width = $game_party.actors.size * 160
self.contents = Bitmap.new(self.width - 32, self.height - 32)
refresh
end
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end


#================================================= =============================

class Scene_Battle

#--------------------------------------------------------------------------
def phase3_setup_command_window
@party_command_window.active = false
@party_command_window.visible = false
@actor_command_window.active = true
@actor_command_window.visible = true
@actor_command_window.x = @actor_index * 160 +
(4 - $game_party.actors.size) * 80
@actor_command_window.index = 0
end
end


#================================================= =============================

module RPG
class Sprite < ::Sprite
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
if $game_temp.in_battle and self.battler.is_a?(Game_Actor)
sprite.y = self.viewport.rect.height - 160
else
sprite.y = self.viewport.rect.height - 320
end
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x + self.viewport.rect.x - self.ox + self.src_rect.width / 2
sprite.y = self.y + self.viewport.rect.y - self.oy * self.zoom_y + self.src_rect.height * self.zoom_y / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
end

#================================================= =============================
class Scene_Battle
alias cbs_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
cbs_phase3_setup_command_window
case $game_party.actors[@actor_index].id
when 1
commands = ["Atacar", "Habilidad", "Defender", "Objetos"]
when 2
commands = ["Atacar", "Habilidad", "Defender", "Objetos"]
when 3
commands = ["Atacar", "Habilidad", "Defender", "Objetos"]
when 4
commands = ["Atacar", "Habilidad", "Defender", "Objetos"]
when 5
commands = ["Atacar", "Habilidad", "Defender", "Objetos"]
when 6
commands = ["Atacar", "Habilidad", "Defender", "Objetos"]
when 7
commands = ["Atacar", "Habilidad", "Defender", "Objetos"]
when 8
commands = ["Atacar", "Habilidad", "Defender", "Objetos"]
end
@actor_command_window.change_commands(commands)
end
end

class Window_Command
def change_commands(commands)
@original = @commands unless @original
@commands = commands ? commands : @original
refresh
end
end

#================================================= ======

class RPG::Sprite < ::Sprite

#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
@_whiten_duration = 0
@_appear_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
@_damage_durations = []
@_animation_duration = 0
@_blink = false
end

#--------------------------------------------------------------------------
def dispose
dispose_damage(0...@_damage_durations.size)
dispose_animation
dispose_loop_animation
super
end

#--------------------------------------------------------------------------
def effect?
damage_duration = 0
for value in @_damage_durations
damage_duration += value
end
@_whiten_duration > 0 or
@_appear_duration > 0 or
@_escape_duration > 0 or
@_collapse_duration > 0 or

damage_duration > 0 or
@_animation_duration > 0
end

#--------------------------------------------------------------------------
def damage(value, critical)
dispose_damage(0...@_damage_durations.size)
@_damage_sprites = []
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
if critical
damage_string += " CRITICAL"
end

for i in 0...damage_string.size
letter = damage_string[i..i]
bitmap = Bitmap.new(48, 48)
bitmap.font.size = 24
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 48, 48, letter, 1)
bitmap.draw_text(+1, 12-1, 48, 48, letter, 1)
bitmap.draw_text(-1, 12+1, 48, 48, letter, 1)
bitmap.draw_text(+1, 12+1, 48, 48, letter, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 48, 48, letter, 1)

@_damage_sprites[i] = ::Sprite.new(self.viewport)
@_damage_sprites[i].bitmap = bitmap
@_damage_sprites[i].visible = false
@_damage_sprites[i].ox = 16
@_damage_sprites[i].oy = 16
@_damage_sprites[i].x = self.x - self.ox / 2 + i * 12
@_damage_sprites[i].y = self.y - self.oy / 2
@_damage_sprites[i].z = 3000
@_damage_durations[i] = 40 + i * 2
end
end

#--------------------------------------------------------------------------
def dispose_damage(index)
return if @_damage_sprites == nil
if @_damage_sprites[index].is_a?(::Sprite) and @_damage_sprites[index].bitmap != nil
@_damage_sprites[index].bitmap.dispose
@_damage_sprites[index].dispose
@_damage_durations[index] = 0
end
end

#--------------------------------------------------------------------------
def update
super
if @_whiten_duration > 0
@_whiten_duration -= 1
self.color.alpha = 128 - (16 - @_whiten_duration) * 10
end
if @_appear_duration > 0
@_appear_duration -= 1
self.opacity = (16 - @_appear_duration) * 16
end
if @_escape_duration > 0
@_escape_duration -= 1
self.opacity = 256 - (32 - @_escape_duration) * 10
end
if @_collapse_duration > 0
@_collapse_duration -= 1
self.opacity = 256 - (48 - @_collapse_duration) * 6
end
for i in 0...@_damage_durations.size
damage_sprite = @_damage_sprites[i]
next if @_damage_durations[i] == nil
if @_damage_durations[i] > 0
@_damage_durations[i] -= 1
damage_sprite.visible = (@_damage_durations[i] <= 40)
case @_damage_durations[i]
when 38..39
damage_sprite.y -= 4
when 36..37
damage_sprite.y -= 2
when 34..35
damage_sprite.y += 2
when 28..33
damage_sprite.y += 4
end
damage_sprite.opacity = 256 - (12 - @_damage_durations[i]) * 32
if @_damage_durations[i] == 0
dispose_damage(i)
end
end
end
if @_animation != nil and (Graphics.frame_count % 2 == 0)
@_animation_duration -= 1
update_animation
end
if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
update_loop_animation
@_loop_animation_index += 1
@_loop_animation_index %= @_loop_animation.frame_max
end
if @_blink
@_blink_count = (@_blink_count + 1) % 32
if @_blink_count < 16
alpha = (16 - @_blink_count) * 6
else
alpha = (@_blink_count - 16) * 6
end
self.color.set(255, 255, 255, alpha)
end
@@_animations.clear
end
end

#================================================= =============================
class Game_Battler

#--------------------------------------------------------------------------
attr_accessor :x_pos
attr_accessor :y_pos
attr_accessor :z_pos
attr_accessor :zoom
end

#================================================= =============================
class Game_Actor < Game_Battler

#--------------------------------------------------------------------------
attr_reader :actor_in_battlefield

#--------------------------------------------------------------------------
alias xrxs_bp8_setup setup
def setup(actor_id)
xrxs_bp8_setup(actor_id)
@actor_in_battlefield = false if @actor_in_battlefield != true
end
end

#================================================= =============================
class Game_Enemy < Game_Battler

#--------------------------------------------------------------------------
attr_reader :actor_in_battlefield

#--------------------------------------------------------------------------
alias xrxs_bp8_initialize initialize
def initialize(troop_id, member_index)
@actor_in_battlefield = false
@x_pos = $data_troops[troop_id].members[member_index].x - 320
@y_pos = -($data_troops[troop_id].members[member_index].y - 304)
@field_x_offset = -192
@field_y_offset = -144
@z_pos = 0
@zoom = 1.00
xrxs_bp8_initialize(troop_id, member_index)
end

#--------------------------------------------------------------------------
def screen_x
$xcam_x = 0 if $xcam_x == nil
return 320 - @field_x_offset + (@x_pos.to_i - $xcam_x) * @zoom
end

#--------------------------------------------------------------------------
def screen_y
$xcam_y = 0 if $xcam_y == nil
return 240 - @field_y_offset + (-@y_pos.to_i + 64 + $xcam_y) * @zoom
end
end

#================================================= =============================
class Sprite_Battler < RPG::Sprite

#--------------------------------------------------------------------------
alias xrxs_bp8_update update
def update
@z_offset = 0
xrxs_bp8_update
return if @battler == nil
if (@battler.is_a?(Game_Actor) and @battler.actor_in_battlefield) or @battler.is_a?(Game_Enemy)
zoom = 1.00 * 185 / (($xcam_z != nil ? $xcam_z : 185) - @z_offset)
self.zoom_x = zoom
self.zoom_y = zoom
@battler.zoom = zoom
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
end
end
end

#================================================= =============================
class Spriteset_Battle
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
alias xrxs_bp8_initialize initialize
def initialize
@now_bg_x = -1
@now_bg_y = -1
@now_bg_z = -1
xrxs_bp8_initialize
@viewport1 = Viewport.new(-192, -144, 1024, 768)
@battleback_sprite = Sprite.new(@viewport1)
@battleback_name = ""
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
@weather = RPG::Weather.new(@viewport1)
update
end

#--------------------------------------------------------------------------
alias xrxs_bp8_update update
def update
if @battleback_name != $game_temp.battleback_name
@battleback_name = $game_temp.battleback_name
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
bg_bitmap = RPG::Cache.battleback(@battleback_name)
bg_bitmap_stretch = Bitmap.new(1024, 768)
bg_bitmap_stretch.stretch_blt(Rect.new(0, 0, 1024, 768), bg_bitmap, bg_bitmap.rect)
@battleback_sprite.bitmap = bg_bitmap_stretch
end
if @now_bg_x != $xcam_x or @now_bg_y != $xcam_y or @now_bg_z != $xcam_z
zoom = 1.00 * 185 / $xcam_z
@battleback_sprite.zoom_x = zoom
@battleback_sprite.zoom_y = zoom
maximum = 192 * (296 - $xcam_z) / 111
$xcam_x = [[$xcam_x, -maximum].max, maximum].min
@battleback_sprite.x = -$xcam_x * zoom - 512 * (zoom - 1)
@battleback_sprite.y = $xcam_y * zoom - 384 * (zoom - 1)
@now_bg_x = $xcam_x
@now_bg_y = $xcam_y
@now_bg_z = $xcam_z
end
xrxs_bp8_update
end
end

#================================================= =============================
class Scene_Battle

#--------------------------------------------------------------------------
alias xrxs_bp8_main main
def main
$xcam_x = 0
$xcam_y = 0
$xcam_z = 295
@xcam_x_destination = 0
@xcam_y_destination = 0
@xcam_z_destination = 185
@xcam_watch_battler = nil
@wait_count_xcam = 0
xrxs_bp8_main
end
#--------------------------------------------------------------------------
alias xrxs_bp8_update update
def update
if @wait_count_xcam > 0
@wait_count_xcam -= 1
else
if $xcam_z != @xcam_z_destination
if $xcam_z < @xcam_z_destination
distance = [(@xcam_z_destination - $xcam_z)/8, 1].max
else
distance = [(@xcam_z_destination - $xcam_z)/8, -1].min
end
$xcam_z = [[$xcam_z + distance, 74].max, 296].min
end
if @xcam_watch_battler != nil
if $xcam_x != @xcam_watch_battler.x_pos
if ($xcam_x - @xcam_watch_battler.x_pos).abs < 8
distance = @xcam_watch_battler.x_pos - $xcam_x
elsif $xcam_x < @xcam_watch_battler.x_pos
distance = [(@xcam_watch_battler.x_pos - $xcam_x)/8, 8].max
else
distance = [(@xcam_watch_battler.x_pos - $xcam_x)/8, -8].min
end
maximum = 192 * (296 - $xcam_z) / 111
$xcam_x = [[$xcam_x + distance, -maximum].max, maximum].min
end
elsif $xcam_x != @xcam_x_destination
if ($xcam_x - @xcam_x_destination).abs < 8
distance = @xcam_x_destination - $xcam_x
elsif $xcam_x < @xcam_x_destination
distance = [(@xcam_x_destination - $xcam_x)/8, 8].max
else
distance = [(@xcam_x_destination - $xcam_x)/8, -8].min
end
maximum = 192 * (296 - $xcam_z) / 111
$xcam_x = [[$xcam_x + distance, -maximum].max, maximum].min
end
if @xcam_watch_battler != nil
y = @xcam_watch_battler.y_pos/2
if $xcam_y != y
if ($xcam_y - y).abs < 8
distance = y - $xcam_y
elsif $xcam_y < y
distance = [(y - $xcam_y)/8, 8].max
else
distance = [(y - $xcam_y)/8, -8].min
end
maximum = 144 * (296 - $xcam_z) / 111
$xcam_y = [[$xcam_y + distance, -maximum].max, maximum].min
end
elsif $xcam_y != @xcam_y_destination
if $xcam_y < @xcam_y_destination
distance = [(@xcam_y_destination - $xcam_y)/8, 1].max
else
distance = [(@xcam_y_destination - $xcam_y)/8, -1].min
end
maximum = 164 * (296 - $xcam_z) / 111
$xcam_y = [[$xcam_y + distance, -maximum].max, maximum].min
end
end
xrxs_bp8_update
end

#--------------------------------------------------------------------------
alias xrxs_bp8_start_phase2 start_phase2
def start_phase2
@xcam_watch_battler = nil
@xcam_x_destination = 0
@xcam_z_destination = 185
xrxs_bp8_start_phase2
end
#--------------------------------------------------------------------------
alias xrxs_bp8_update_phase3 update_phase3
def update_phase3
if @active_battler != nil and @active_battler.actor_in_battlefield
@xcam_x_destination = @active_battler.x_pos
@xcam_z_destination = 175
end
xrxs_bp8_update_phase3
end

#--------------------------------------------------------------------------
alias xrxs_bp8_update_phase3_enemy_select update_phase3_enemy_select
def update_phase3_enemy_select
@xcam_x_destination = $game_troop.enemies[@enemy_arrow.index].x_pos * $game_troop.enemies[@enemy_arrow.index].zoom
@xcam_z_destination = 175
xrxs_bp8_update_phase3_enemy_select
end

#--------------------------------------------------------------------------
alias xrxs_bp8_end_enemy_select end_enemy_select
def end_enemy_select
@xcam_x_destination = 0
@xcam_z_destination = 185
xrxs_bp8_end_enemy_select
end

#--------------------------------------------------------------------------
alias xrxs_bp8_update_phase4_step2 update_phase4_step2
def update_phase4_step2
xrxs_bp8_update_phase4_step2
if @phase4_step == 3
if @active_battler.is_a?(Game_Enemy) or @active_battler.actor_in_battlefield
@xcam_x_destination = @active_battler.x_pos * @active_battler.zoom if @active_battler.x_pos != nil
@xcam_z_destination = 175
end
@wait_count = 20
end
end

#--------------------------------------------------------------------------
alias xrxs_bp8_update_phase4_step3 update_phase4_step3
def update_phase4_step3
xrxs_bp8_update_phase4_step3
if @target_battlers.size > 0 and
(@target_battlers[0].is_a?(Game_Enemy) or @target_battlers[0].actor_in_battlefield)
@xcam_x_destination = @target_battlers[0].x_pos * @target_battlers[0].zoom if @target_battlers[0] != nil
@xcam_z_destination = 185
if @animation2_id > 0 and $data_animations[@animation2_id].position == 3
@xcam_x_destination = 0
@xcam_z_destination = 222
end
end
@wait_count = 20
end

#--------------------------------------------------------------------------
alias xrxs_bp8_start_phase5 start_phase5
def start_phase5
@xcam_z_destination = 185
xrxs_bp8_start_phase5
end
end

#================================================= =============================
module RPG
class Sprite < ::Sprite
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
if $scene.is_a?(Scene_Battle)
sprite.x = self.viewport.rect.width / 2
sprite.y = 304
else
sprite.x = self.viewport.rect.width / 2
sprite.y = self.viewport.rect.height - 160
end
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x - self.ox + self.src_rect.width / 2
sprite.y = self.y - self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
end
#================================================= ==============================
=
class Game_Actor < Game_Battler
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1

$d_new_skill = nil

for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)


skill = $data_skills[j.skill_id]
$d_new_skill = skill.name

end
end
end
while @exp < @exp_list[@level]
@level -= 1
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end


#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end

#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end

end

class Window_LevelUp < Window_Base

#----------------------------------------------------------------
def initialize(actor, pos)
@face = false
@actor = actor
y = (pos * 120)
super(280, y, 360, 120)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
if $d_dum == false
refresh
end
end

#----------------------------------------------------------------
def dispose
super
end

#----------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 18
if @face == true
draw_actor_face(@actor, 4, 0)
else
draw_actor_graphic(@actor, 50, 80)
end
draw_actor_name(@actor, 111, 0)
draw_actor_level(@actor, 186, 0)
show_next_exp = @actor.level == 99 ? "---" : "#{@actor.next_exp}"
min_bar = @actor.level == 99 ? 1 : @actor.now_exp
max_bar = @actor.level == 99 ? 1 : @actor.next_exp
draw_slant_bar(115, 80, min_bar, max_bar, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
self.contents.draw_text(115, 24, 300, 32, "Exp:#{@actor.now_exp}")
self.contents.draw_text(115, 48, 300, 32, "Sig.Nivel:" + show_next_exp)
end


#----------------------------------------------------------------
def level_up
self.contents.font.color = system_color
self.contents.draw_text(230, 48, 80, 32, "Subio de Nivel!")
end

#----------------------------------------------------------------
def update
super
end

end

#=================================

class Window_EXP < Window_Base

#----------------------------------------------------------------
def initialize(exp)
super(0, 0, 280, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
refresh(exp)
end

#----------------------------------------------------------------
def dispose
super
end

#----------------------------------------------------------------
def refresh(exp)
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 150, 32, "Exp. Ganada:")
self.contents.font.color = normal_color
self.contents.draw_text(180, 0, 54, 32, exp.to_s, 2)
end

#----------------------------------------------------------------
def update
super
end

end


#=================================

class Window_Money_Items < Window_Base

#----------------------------------------------------------------
def initialize(money, treasures)
@treasures = treasures
super(0, 60, 280, 420)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
refresh(money)
end

#----------------------------------------------------------------
def dispose
super
end

#----------------------------------------------------------------
def refresh(money)
@money = money
self.contents.clear

self.contents.font.color = system_color
self.contents.draw_text(4, 4, 100, 32, "Objetos ganados:")
self.contents.font.color = normal_color

y = 32
for item in @treasures
draw_item_name(item, 4, y)
y += 32
end

cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 340, 220-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(4, 300, 220-cx-2, 32, "+ " + @money.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 340, cx + 100, 32, $data_system.words.gold, 2)
end

def update
super
end

end


class Scene_Battle
alias raz_battle_report_main main
alias raz_battle_report_be battle_end

def main
@lvup_window = []
@show_dummies = true
raz_battle_report_main
@lvup_window = nil
@level_up = nil
@ch_stats = nil
@ch_compare_stats = nil
Audio.me_stop
end

def battle_end(result)
raz_battle_report_be(result)
@status_window.visible = false
@spriteset.dispose
Graphics.transition
if result == 0
display_lv_up(@exp, @gold, @treasures)
loop do
Graphics.update
Input.update
if Input.trigger?(Input::C)
break
end
end
trash_lv_up
end

end

def start_phase5
@phase = 5
$game_system.me_play($game_system.battle_end_me)
$game_system.bgm_play($game_temp.map_bgm)
exp = 0
gold = 0
treasures = []
for enemy in $game_troop.enemies
unless enemy.hidden
exp += enemy.exp
gold += enemy.gold
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
treasures = treasures[0..5]

@treasures = treasures
@exp = exp
@gold = gold


for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
@phase5_wait_count = 10
end

def update_phase5
if @phase5_wait_count > 0
@phase5_wait_count -= 1
if @phase5_wait_count == 0

$game_temp.battle_main_phase = false
end
return
end

battle_end(0)

end

def display_lv_up(exp, gold, treasures)

$d_dum = false
d_extra = 0
i = 0
for actor in $game_party.actors
@lvup_window[i] = Window_LevelUp.new($game_party.actors[i], i)
i += 1
end

if @show_dummies == true
$d_dum = true
for m in i..3
@lvup_window[m] = Window_LevelUp.new(m, m)
end
end

@exp_window = Window_EXP.new(exp)
@m_i_window = Window_Money_Items.new(gold, treasures)
@press_enter = nil
gainedexp = exp
@level_up = [0, 0, 0, 0]
@d_new_skill = ["", "", "", ""]
@d_breakout = false
@m_i_window.refresh(gold)
wait_for_OK

@d_remember = $game_system.bgs_memorize
Audio.bgs_play("Audio/SE/032-Switch01", 100, 300)

max_exp = exp
value = 28
if exp < value
value = exp
end
if value == 0
value = 1
end
for n in 0..gainedexp - (max_exp / value)
exp -= (max_exp / value)
if @d_breakout == false
Input.update
end

for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += (max_exp / value)
if @d_breakout == false
@lvup_window[i].refresh
@exp_window.refresh(exp)
end

if actor.level > last_level
@level_up[i] = 5
Audio.se_play("Audio/SE/056-Right02.ogg", 70, 150)
if $d_new_skill
@d_new_skill[i] = $d_new_skill
end
end

if @level_up[i] == 0
@d_new_skill[i] = ""
end

if @level_up[i] > 0
@lvup_window[i].level_up
end

if Input.trigger?(Input::C) or exp <= 0
@d_breakout = true
end
end

if @d_breakout == false
if @level_up[i] >0
@level_up[i] -= 1
end
Graphics.update
end
end

if @d_breakout == true
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
actor.exp += exp
end
end
exp = 0
break
end
end
Audio.bgs_stop
@d_remember = $game_system.bgs_restore

for i in 0...$game_party.actors.size
@lvup_window[i].refresh
end
@exp_window.refresh(exp)
Audio.se_play("Audio/SE/006-System06.ogg", 70, 150)
$game_party.gain_gold(gold)
@m_i_window.refresh(0)
Graphics.update
end

def trash_lv_up
i=0

for i in 0 ... 4
@lvup_window[i].visible = false
end
@exp_window.visible = false
@m_i_window.visible = false
@lvup_window = nil
@exp_window = nil
@m_i_window = nil
end

def wait_for_OK
loop do
Input.update
Graphics.update
if Input.trigger?(Input::C)
break
end
end
end

end

class Window_Base < Window
def draw_actor_face(actor, x, y)
bitmap = RPG::Cache.picture("Faces/" + actor.character_name)
self.contents.blt(x, y, bitmap, Rect.new(0,0,96,96))
end


#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end

end
  #110  
Antiguo 16-jul-2007, 01:21
Avatar de Mr.Tsubasa
Old School EMD
 
Fecha de Ingreso: junio-2007
Ubicación: Gundam Exia
Mensajes: 4,265
Predeterminado Re: Rpg Maker Xp -ff-

seria mucho mejor que utilizaran la opción [code] para los script...
Tema Cerrado


Herramientas
Desplegado


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