Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas] V6

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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

alguien me pasa el sistema action batle system (abs) es que los links de los scripts ya ano funcionan
 
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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

pues ve si este te sirve ya sabes crea una nueva arriba de main y pegalos:

#================================================= ========================
# ■ Action Battle System
#------------------------------------------------------------------------------
#  Por: Near Fantastica
# Traducido por: Sandor
# http://www.rpgsystem.net
# Fecha: 07/2/05
# Version 2
#
# A tecla – X entrada – Tecla de habilidad instantánea 1
# S tecla – Y entrada – Tecla de habilidad instantánea 2
# D tecla – Z entrada – Tecla de habilidad instantánea 3
# Q tecla – L entrada – Atacar
# W tecla –R entrada – Defender
#
# Las teclas de habilidades instantáneas se pueden modificar entrando en el
# menú, luego vas a el menú de habilidades y te situas encima de la habilidad
# que quieres tener en instantáneo, simplemente una vez encima de la habilidad
# presionas la tecla que quieres que se le asigne, las teclas instantáneas són:
# A, S, D
#
# Grácias a Harosata, Akura, Hazarim, Deke, Arcaine and
#================================================= =============================

class Action_Battle_System
#--------------------------------------------------------------------------
# ● Open instance variable
#--------------------------------------------------------------------------
attr_accessor :active_actor
attr_accessor :display
attr_accessor :player_defending
attr_accessor :skill_hot_key
attr_accessor :dash_level
#--------------------------------------------------------------------------
# ● Initialization
#--------------------------------------------------------------------------
def initialize
@event_counter = 0
@display = Sprite.new
@display.bitmap = Bitmap.new(88, 48)
@clear_counter = 0
@active_actor = 0
@player_defending = false
@restore = false
@reduce= false
@timer = 0
@dash_level = 5
@sec = 0
@skill_hot_key = {}
@skill_hot_key[1] = 0
@skill_hot_key[2] = 0
@skill_hot_key[3] = 0
@enemy_id = {}
@enemy_name = {}
@enemy_hp = {}
@enemy_sp = {}
@enemy_str = {}
@enemy_dex = {}
@enemy_agi = {}
@enemy_int = {}
@enemy_atk = {}
@enemy_pdef = {}
@enemy_mdef = {}
@enemy_eva = {}
@enemy_animation1_id = {}
@enemy_animation2_id = {}
@enemy_exp = {}
@enemy_gold = {}
@enemy_item_id = {}
@enemy_weapon_id = {}
@enemy_armor_id = {}
@enemy_treasure_prob = {}
@enemy_engagement = {}
@enemy_movment = {}
@enemy_frequency = {}
@enemy_speed = {}
@enemy_defending = {}
@enemy_dex_loop = {}
end
#--------------------------------------------------------------------------
# ● Enemy Setup
#--------------------------------------------------------------------------
def enemy_setup
# Setup Event Max
@event_counter = 0
for i in 1..999
if $game_map.map.events.id > @event_counter
@event_counter = $game_map.map.events.id
end
end
# Setup Event
for i in 1..@event_counter #$game_map.map.events.size
# Set the event to nill setting
@enemy_id = 0
for x in 1..$data_enemies.size - 1
if $game_map.map.events == nil
next i
end
if $game_map.map.events.name == $data_enemies[x].name
# Event is an Enemy Setup Emeny
@enemy_id = $data_enemies[x].id
@enemy_name = $data_enemies[x].name
@enemy_hp = $data_enemies[x].maxhp
@enemy_sp = $data_enemies[x].maxsp
@enemy_str = $data_enemies[x].str
@enemy_dex = $data_enemies[x].dex
@enemy_agi = $data_enemies[x].agi
@enemy_int = $data_enemies[x].int
@enemy_atk = $data_enemies[x].atk
@enemy_pdef = $data_enemies[x].pdef
@enemy_mdef = $data_enemies[x].mdef
@enemy_eva = $data_enemies[x].eva
@enemy_animation1_id = $data_enemies[x].animation1_id
@enemy_animation2_id = $data_enemies[x].animation2_id
@enemy_exp = $data_enemies[x].exp
@enemy_gold = $data_enemies[x].gold
@enemy_item_id = $data_enemies[x].item_id
@enemy_weapon_id = $data_enemies[x].weapon_id
@enemy_armor_id = $data_enemies[x].armor_id
@enemy_treasure_prob = $data_enemies[x].treasure_prob
@enemy_states = []
@enemy_engagement = false
@enemy_movment = 0
@enemy_frequency = 0
@enemy_speed = 0
@enemy_defending = false
@enemy_dex_loop = 0
end
end
end
end
#--------------------------------------------------------------------------
# ● Update Dash
#--------------------------------------------------------------------------
def update_dash
# check if sheild is active
if @player_defending == true
$game_player.move_speed = 3
return
end
# check is Dash Mode Active
if Input.press?(Input::A)
if $game_player.moving?
# If A Key press enter dash mode
# reduce dash level
$game_player.move_speed=5
@restore = false
if @reduce == false
@timer = 50 # Initial time off set
@reduce = true
else
@timer-= 1
end
@sec = (@timer / Graphics.frame_rate)%60
if @sec == 0
if @dash_level != 0
@dash_level -= 1
@timer = 50 # Timer Count
end
end
if @dash_level == 0
$game_player.move_speed=4
end
end
else
# restore dash level
$game_player.move_speed=4
@reduce = false
if @restore == false
@timer = 80 # Initial time off set
@restore = true
else
@timer-= 1
end
@sec = (@timer / Graphics.frame_rate)%60
if @sec == 0
if @dash_level != 5
@dash_level+= 1
@timer = 60 # Timer Count
end
end
end
end
#--------------------------------------------------------------------------
# ● Clear Display
#--------------------------------------------------------------------------
def clear_display
@clear_counter += 1
if @clear_counter == 50
@clear_counter = 0
@display.bitmap.clear
end
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
update_dash
clear_display
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id == 0
next
else
# Enemy Engaged
if @enemy_engagement == true
# Check Range
if in_range?(i,5)
# Update Battle
if in_range?(i,1)
event_melee_attack(i)
else
event_skill_attack(i)
end
next
else
@enemy_engagement = false
# Change Movement
$game_map.events.move_type = @enemy_movment
$game_map.events.move_frequency = @enemy_frequency
$game_map.events.move_speed = @enemy_speed
next
end
end
# Check Range
if in_range?(i,5)
# Check Event Direction
if facing_player?(i)
# Set Enemy Engaged
@enemy_engagement = true
# Change Movement
@enemy_movment = $game_map.events.move_type
$game_map.events.move_type = 2
@enemy_frequency = $game_map.events.move_frequency
$game_map.events.move_frequency = 5
@enemy_speed = $game_map.events.move_speed
$game_map.events.move_speed = 4
# Update Battle
if in_range?(i,1)
event_melee_attack(i)
else
event_skill_attack(i)
end
end
end
end
end
end
#--------------------------------------------------------------------------
# ● Check If Event Is In Range
#--------------------------------------------------------------------------
def in_range?(event_index, range)
playerx = $game_player.x
playery = $game_player.y
eventx = $game_map.events[event_index].x
eventy = $game_map.events[event_index].y
# Determine x and y of circle
x = (playerx - eventx) * (playerx - eventx)
y = (playery - eventy) * (playery - eventy)
# Determine raduis
r = x +y
if r <= (range * range)
return true
else
return false
end
end
#--------------------------------------------------------------------------
# ● Check If Event Is Facing Player
#--------------------------------------------------------------------------
def facing_player?(event_index)
playerx = $game_player.x
playery = $game_player.y
eventx = $game_map.events[event_index].x
eventy = $game_map.events[event_index].y
event_direction = $game_map.events[event_index].direction
# Check down
if event_direction == 2
if playery >= eventy
return true
end
end
# Check Left
if event_direction == 4
if playerx <= eventx
return true
end
end
# Check Right
if event_direction == 6
if playerx >= eventx
return true
end
end
# Check Up
if event_direction == 8
if playery <= eventy
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● Check Event Attack Condisions
# NOTE : there is no turns in the ABS therfore there is no turn percondition
#--------------------------------------------------------------------------
def event_melee_preconditions(event_index)
if @enemy_dex_loop[event_index] >= @enemy_dex[event_index] * 20
@enemy_dex_loop[event_index] = 0
for i in 0..$data_enemies[@enemy_id[event_index]].actions.size - 1
if $data_enemies[@enemy_id[event_index]].actions.kind == 0
actions = $data_enemies[@enemy_id[event_index]].actions
# Check Hp Level condition
if @enemy_hp[event_index] * 100.0 / $data_enemies[@enemy_id[event_index]].maxhp > actions.condition_hp
next
end
# Check Max Level condition
if $game_party.max_level < actions.condition_level
next
end
# Check switch condition
switch_id = actions.condition_switch_id
if actions.condition_switch_id > 0 and $game_switches[switch_id] == false
next
end
# Check Rank to see if it is larger then the dice roll
n = rand(10)
if actions.rating < n
next
end
# Return Action
case actions.basic
when 0
return 0
when 1
return 1
when 2
return 2
when 3
return 3
end
end
end
# No action taken
return 3
else
# add to the dex loop
@enemy_dex_loop[event_index] += @enemy_dex[event_index]
return 3
end
end
#--------------------------------------------------------------------------
# ● Check Event Attack Condisions
# NOTE : there is no turns in the ABS therfore there is no turn percondition
#--------------------------------------------------------------------------
def event_skill_preconditions(event_index)
if @enemy_dex_loop[event_index] >= @enemy_dex[event_index] * 100
@enemy_dex_loop[event_index] = 0
for i in 0..$data_enemies[@enemy_id[event_index]].actions.size - 1
if $data_enemies[@enemy_id[event_index]].actions.kind == 1
actions = $data_enemies[@enemy_id[event_index]].actions
# Check Hp Level condition
if @enemy_hp[event_index] * 100.0 / $data_enemies[@enemy_id[event_index]].maxhp > actions.condition_hp
return 0
end
# Check Max Level condition
if $game_party.max_level < actions.condition_level
return 0
end
# Check switch condition
switch_id = action.condition_switch_id
if actions.condition_switch_id > 0 and $game_switches[switch_id] == false
return 0
end
return actions.skill_id
end
end
return 0
else
# add to the dex loop
@enemy_dex_loop[event_index] += @enemy_dex[event_index]
return 0
end
end
#--------------------------------------------------------------------------
# ● Calculation of attribute correction
# element_set : Attribute
#--------------------------------------------------------------------------
def player_elements_correct(element_set)
# In case of non attribute
if element_set == []
# return 100
return 100
end
# The weakest one is returned in the attribute which is given * method element_rate
# is defined in Game_Actor and the Game_Enemy class which are succeeded from this class
weakest = -100
for i in element_set
weakest = [weakest, $game_party.actors[@active_actor].element_rate(i)].max
end
return weakest
end
#--------------------------------------------------------------------------
# ● Event Melee Attack
#--------------------------------------------------------------------------
def event_melee_attack(event_index)
kind = event_melee_preconditions(event_index)
case kind
when 0 # Enemy Attacking
@enemy_defending[event_index] = false
# First on-target hit decision
hit_rate = 100
for i in @enemy_states
hit_rate *= $data_states.hit_rate / 100.0
end
hit_result = (rand(100) < hit_rate)
# In case of on-target hit
if hit_result == true
# Calculating the basic damage
atk = [@enemy_atk[event_index] - $game_party.actors[@active_actor].pdef / 2, 0].max
damage = atk * (20 + @enemy_str[event_index] ) / 20
# Attribute correction
damage *= player_elements_correct([])
damage /= 100
# When the mark of the damage is correct
if damage > 0
# Critical correction
if rand(100) < 4 * @enemy_dex[event_index] / $game_party.actors[@active_actor].agi
damage *= 2
end
# Defense correction
if @player_defending == true
damage /= 2
end
end
# Dispersion
if damage.abs > 0
amp = [damage.abs * 15 / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * $game_party.actors[@active_actor].agi / @enemy_dex[event_index] + $game_party.actors[@active_actor].eva
hit = damage < 0 ? 100 : 100 - eva
# Check evade
cant_evade = false
for i in $game_party.actors[@active_actor].states
if $data_states.cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
end
# In case of on-target hit
if hit_result == true
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# From HP damage subtraction
damage = damage.abs
$game_party.actors[@active_actor].hp -= damage
hit_player(damage, @enemy_animation2_id[event_index])
if $game_party.actors[@active_actor].hp <= 0
player_dead
end
# State change
# Note : I still can not get the states effects to work correctly
# states_plus(@enemy_states)
# states_minus(@enemy_states)
end
when 1 # Enemy Defening
if @enemy_defending[event_index] != true
@enemy_defending[event_index] = true
$game_map.events[event_index].move_speed = $game_map.events[event_index].move_speed - 1
end
when 2 # Enemy Escaping
# Note : Could Add a Teleport Event to make the Event jump far away from player
when 3 # No Action Taken
end
end
#--------------------------------------------------------------------------
# ● Event Skill Attack
#--------------------------------------------------------------------------
def event_skill_attack(event_index)
# Check Percondisions of the Enemy
skill_id = event_skill_preconditions(event_index)
# If Condisions not meet
if skill_id == 0
return
end
skill = $data_skills[skill_id]
# Check Sp Cost
if skill.sp_cost > @enemy_sp[event_index]
return
end
@enemy_sp[event_index] -= skill.sp_cost
# When the effective range of skill with friend of HP 1 or more, your own HP 0,
# or the effective range of skill with the friend of HP 0, your own HP are 1 or more,
if ((skill.scope == 3 or skill.scope == 4) and @enemy_hp == 0) or
((skill.scope == 5 or skill.scope == 6) and @enemy_hp >= 1)
# メソッド終了
return
end
# Clearing the effective flag
effective = false
# When common event ID is effective, setting the effective flag
effective |= skill.common_event_id > 0
# First on-target hit decision
skill_hit = 100
for i in @enemy_states
skill_hit *= $data_states.hit_rate / 100.0
end
user_hit = 100
for i in @enemy_states
user_hit *= $data_states.hit_rate / 100.0
end
hit = skill_hit
if skill.atk_f > 0
hit *= user_hit / 100
end
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
# In case of on-target hit
if hit_result == true
# Calculating power
power = skill.power + @enemy_atk[event_index] * skill.atk_f / 100
if power > 0
power -= $game_party.actors[@active_actor].pdef * skill.pdef_f / 200
power -= $game_party.actors[@active_actor].mdef * skill.mdef_f / 200
power = [power, 0].max
end
# Calculating magnification ratio
rate = 20
rate += (@enemy_str[event_index] * skill.str_f / 100)
rate += (@enemy_dex[event_index] * skill.dex_f / 100)
rate += (@enemy_agi[event_index] * skill.agi_f / 100)
rate += (@enemy_int[event_index] * skill.int_f / 100)
# Calculating the basic damage
damage = power * rate / 20
# Attribute correction
damage *= player_elements_correct(skill.element_set)
damage /= 100
# When the mark of the damage is correct,
if damage > 0
# Defense correction
if @player_defending == true
damage /= 2
end
end
# Dispersion
if skill.variance > 0 and damage.abs > 0
amp = [damage.abs * skill.variance / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * $game_party.actors[@active_actor].agi / @enemy_dex[event_index] + $game_party.actors[@active_actor].eva
hit = damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
cant_evade = false
for i in $game_party.actors[@active_actor].states
if $data_states.cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
end
# In case of on-target hit
if hit_result == true
# In case of physical attack other than power 0
if skill.power != 0 and skill.atk_f > 0
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# Setting the effective flag
effective = true
end
# From HP damage subtraction
last_hp = $game_party.actors[@active_actor].hp
$game_party.actors[@active_actor].hp -= damage
effective |= $game_party.actors[@active_actor].hp != last_hp
# State change
# Note : I still can not get the states effects to work correctly
# effective |= states_plus(skill.plus_state_set)
# effective |= states_minus(skill.minus_state_set)
if skill.power == 0 # When power is 0
# Set Damage to Zero
damage = 0
end
hit_player(damage, skill.animation2_id)
if $game_party.actors[@active_actor].hp <= 0
player_dead
end
end
end
#--------------------------------------------------------------------------
# ● Display Hit Animation
#--------------------------------------------------------------------------
def player_dead
if $game_party.all_dead?
$game_temp.gameover = true
end
$scene = Scene_Menu.new
end
#--------------------------------------------------------------------------
# ● Display Hit Animation
#--------------------------------------------------------------------------
def hit_player(damage, animation_id)
if damage != 0
$game_player.jump(0, 0)
$game_player.animation_id = animation_id
@display.bitmap.clear
@clear_counter = 0
@display.bitmap.font.name = $defaultfonttype # Unknown At This Time
@display.bitmap.font.size = 32
@display.x = ($game_player.real_x - $game_map.display_x) / 4
@display.y = ($game_player.real_y - $game_map.display_y) / 4
@display.z = 500
@display.bitmap.font.color.set(255, 0, 0)
@display.bitmap.draw_text(@display.bitmap.rect, damage.to_s, 1)
end
end
#--------------------------------------------------------------------------
# ● Calculation of attribute correction
# element_set : Attribute
#--------------------------------------------------------------------------
def event_elements_correct(element_set, event_index)
# In case of non attribute
if element_set == []
# return 100
return 100
end
# The weakest one is returned in the attribute which is given * method element_rate
# is defined in Game_Actor and the Game_Enemy class which are succeeded from this class
weakest = -100
for i in element_set
# Note: I still can not get the states effects to work correctly
weakest = [weakest, $data_enemies[@enemy_id[event_index]].element_rate(i)].max
end
return weakest
end
#--------------------------------------------------------------------------
# ● Player Melee Attack Preconditions
#--------------------------------------------------------------------------
def player_melee_preconditions
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id == 0
next
end
if in_range?(i,1)
player_melee_attack(i)
next
end
end
end
#--------------------------------------------------------------------------
# ● Event Melee Attack
#--------------------------------------------------------------------------
def player_melee_attack(event_index)
# First on-target hit decision
hit_rate = 100
for i in $game_party.actors[@active_actor].states
hit_rate *= $data_states.hit_rate / 100.0
end
hit_result = (rand(100) < hit_rate)
# In case of on-target hit
if hit_result == true
# Calculating the basic damage
atk = [$game_party.actors[@active_actor].atk - @enemy_pdef[event_index] / 2, 0].max
damage = atk * (20 + $game_party.actors[@active_actor].str) / 20
# Attribute correction
damage *= 100 #event_elements_correct($game_party.actors[@active_actor].element_set, event_index)
damage /= 100
# When the mark of the damage is correct
if damage > 0
# Critical correction
if rand(100) < 4 * $game_party.actors[@active_actor].dex / @enemy_agi[event_index]
damage *= 2
end
# Defense correction
if @enemy_defending== true
damage /= 2
end
end
# Dispersion
if damage.abs > 0
amp = [damage.abs * 15 / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * @enemy_agi[event_index] / $game_party.actors[@active_actor].dex + @enemy_eva[event_index]
hit = damage < 0 ? 100 : 100 - eva
# Check evade
cant_evade = false
for i in @enemy_states
if $data_states.cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
end
# In case of on-target hit
if hit_result == true
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# From HP damage subtraction
damage = damage.abs
@enemy_hp[event_index] -= damage
# State change
# Note : I still can not get the states effects to work correctly
# states_plus($game_party.actors[@active_actor].states)
# states_minus($game_party.actors[@active_actor].states)
hit_event(event_index,damage, $game_party.actors[@active_actor].animation2_id)
if @enemy_hp[event_index] <= 0
battle_spoils(event_index)
end
end
end
#--------------------------------------------------------------------------
# ● Player Skill Attack Preconditions
#--------------------------------------------------------------------------
def player_skill_preconditions(index)
if$game_party.actors[@active_actor].skill_learn?(@skill_hot_key[index])
# Set Skill
skill = $data_skills[@skill_hot_key[index]]
# Check Sp Cost
if skill.sp_cost > $game_party.actors[@active_actor].sp
return
end
# Set Sp
$game_party.actors[@active_actor].sp -= skill.sp_cost
# Check Skills Scope
case skill.scope
when 1 # One Enemy
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id == 0
next
else
case $data_classes[$game_party.actors[@active_actor].class_id].position
when 0
if in_range?(i,1)
player_skill_attack(skill, i)
return
end
when 1
if in_range?(i,2)
player_skill_attack(skill, i)
return
end
when 2
if in_range?(i,5)
player_skill_attack(skill, i)
return
end
end
end
end
when 2 # All Emenies
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id == 0
next
else
case $data_classes[$game_party.actors[@active_actor].class_id].position
when 0
if in_range?(i,1)
player_skill_attack(skill, i)
return
end
when 1
if in_range?(i,2)
player_skill_attack(skill, i)
return
end
when 2
if in_range?(i,5)
player_skill_attack(skill, i)
return
end
end
end
end
when 3 # One Ally
# Note : I still can not get the states effects to work correctly and therefore
# can not script this but these skill can skill be actived from the Main Menu
when 4 # All Allies
# Note : I still can not get the states effects to work correctly and therefore
# can not script this but these skill can skill be actived from the Main Menu
end
else
return
end
end
#--------------------------------------------------------------------------
# ● Player Skill Attack
#--------------------------------------------------------------------------
def player_skill_attack(skill, event_index)
# When the effective range of skill with friend of HP 1 or more, your own HP 0,
# or the effective range of skill with the friend of HP 0, your own HP are 1 or more,
if ((skill.scope == 3 or skill.scope == 4) and @enemy_hp == 0) or
((skill.scope == 5 or skill.scope == 6) and @enemy_hp >= 1)
return
end
# Clearing the effective flag
effective = false
# When common event ID is effective, setting the effective flag
effective |= skill.common_event_id > 0
# First on-target hit decision
skill_hit = 100
for i in $game_party.actors[@active_actor].states
skill_hit *= $data_states.hit_rate / 100.0
end
user_hit = 100
for i in $game_party.actors[@active_actor].states
user_hit *= $data_states.hit_rate / 100.0
end
hit = skill_hit
if skill.atk_f > 0
hit *= user_hit / 100
end
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
# In case of on-target hit
if hit_result == true
# Calculating power
power = skill.power + $game_party.actors[@active_actor].atk * skill.atk_f / 100
if power > 0
power -= @enemy_pdef[event_index] * skill.pdef_f / 200
power -= @enemy_mdef[event_index] * skill.mdef_f / 200
power = [power, 0].max
end
# Calculating magnification ratio
rate = 20
rate += ($game_party.actors[@active_actor].str * skill.str_f / 100)
rate += ($game_party.actors[@active_actor].dex * skill.dex_f / 100)
rate += ($game_party.actors[@active_actor].agi * skill.agi_f / 100)
rate += ($game_party.actors[@active_actor].int * skill.int_f / 100)
# Calculating the basic damage
damage = power * rate / 20
# Attribute correction
damage *= 100 #event_elements_correct(skill.element_set, event_index)
damage /= 100
# When the mark of the damage is correct,
if damage > 0
# Defense correction
if @enemy_defending == true
damage /= 2
end
end
# Dispersion
if skill.variance > 0 and damage.abs > 0
amp = [damage.abs * skill.variance / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * @enemy_agi[event_index] / $game_party.actors[@active_actor].dex + @enemy_eva[event_index]
hit = damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
cant_evade = false
for i in @enemy_states
if $data_states.cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
end
# In case of on-target hit
if hit_result == true
# In case of physical attack other than power 0
if skill.power != 0 and skill.atk_f > 0
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# Setting the effective flag
effective = true
end
# From HP damage subtraction
last_hp = @enemy_hp[event_index]
@enemy_hp[event_index] -= damage
effective |= @enemy_hp[event_index] != last_hp
# State change
# Note : I still can not get the states effects to work correctly
# effective |= states_plus(skill.plus_state_set)
# effective |= states_minus(skill.minus_state_set)
if skill.power == 0 # When power is 0
# Set Damage to Zero
damage = 0
end
hit_event(event_index, damage, skill.animation2_id)
if @enemy_hp[event_index] <= 0
battle_spoils(event_index)
end
return
end
end
#--------------------------------------------------------------------------
# ● Display Hit Animation
#--------------------------------------------------------------------------
def hit_event(event_index, damage, animation_id)
if damage != 0
$game_map.events[event_index].jump(0, 0)
$game_map.events[event_index].animation_id = animation_id
@display.bitmap.clear
@clear_counter = 0
@display.bitmap.font.name = $defaultfonttype # Unknown At This Time
@display.bitmap.font.size = 32
@display.x = ($game_map.events[event_index].real_x - $game_map.display_x) / 4
@display.y = ($game_map.events[event_index].real_y - $game_map.display_y) / 4
@display.z = 500
@display.bitmap.font.color.set(255, 0, 0)
@display.bitmap.draw_text(@display.bitmap.rect, damage.to_s, 1)
end
end
#--------------------------------------------------------------------------
# ● Spoils of Battle
#--------------------------------------------------------------------------
def battle_spoils(event_index)
$game_map.map.events[event_index].name = "Dead"
@enemy_id[event_index] = 0
$game_map.events[event_index].erase
treasures = []
if rand(100) < @enemy_treasure_prob[event_index]
if @enemy_item_id[event_index] > 0
treasures.push($data_items[@enemy_item_id[event_index]])
end
if @enemy_weapon_id[event_index]> 0
treasures.push($data_weapons[@enemy_weapon_id[event_index]])
end
if @enemy_armor_id[event_index] > 0
treasures.push($data_armors[@enemy_armor_id[event_index]])
end
end
# トレジャーの数を 6 個までに限定
treasures = treasures[0..5]
# EXP 獲得
for i in 0...$game_party.actors.size
actor = $game_party.actors
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += @enemy_exp[event_index]
end
end
# ゴールド獲得
$game_party.gain_gold(@enemy_gold[event_index] )
# トレジャー獲得
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
end
end

y este otro tambien va junto con el anterior:
#================================================= ========
# ■ Scene_Map
#------------------------------------------------------------------------------
#  It is the class which processes the title picture
#================================================= ========

class Scene_Map
#--------------------------------------------------------------------------
# ● Refer setup to Scene Map
#--------------------------------------------------------------------------
alias scene_map_main main
alias scene_map_update update
#--------------------------------------------------------------------------
# ● Refers to Main
#--------------------------------------------------------------------------
def main
@on_map_diplay = Window_Mapstats.new
$ABS.display = Sprite.new
$ABS.display.bitmap = Bitmap.new(88, 48)
scene_map_main
$ABS.display.dispose
@on_map_diplay.dispose
end
#--------------------------------------------------------------------------
# ● Refers to Update
#--------------------------------------------------------------------------
def update
@on_map_diplay.update
$ABS.update
if Input.trigger?(Input::L)
# Player Attack
if $ABS.player_defending == false
$ABS.player_melee_preconditions
end
end
if Input.press?(Input::R)
# Player Shield Active
$ABS.player_defending= true
else
# Player Sheild Disactive
$ABS.player_defending = false
end
if Input.trigger?(Input::X)
# Player Skill Hot Key 1
$ABS.player_skill_preconditions(1)
end
if Input.trigger?(Input::Y)
# Player Skill Hot Key 2
$ABS.player_skill_preconditions(2)
end
if Input.trigger?(Input::Z)
# Player Skill Hot Key 3
$ABS.player_skill_preconditions(3)
end
scene_map_update
end
end


#================================================= =============================
# Window_Base
#------------------------------------------------------------------------------
# Adds Draw line function, Draw Hp, Draw Sp, Draw Exp,
# Adds Draw Actors Battler, Refines Draw Text Actors Level
#================================================= =============================

class Window_Base < Window
#--------------------------------------------------------------------------
# ● The drawing of HP
# actor : actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y-coordinate
# width : Width ahead drawing
#--------------------------------------------------------------------------
def draw_actor_hp_text(actor, x, y, width = 144)
# Character string "HP" It draws
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# Calculates is a space which draws MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# Drawing HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 40, 32, actor.hp.to_s, 2)
# Drawing MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 40, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 52, y, 48, 32, actor.maxhp.to_s)
end
end
#--------------------------------------------------------------------------
# ● The drawing of SP
# actor : actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y-coordinate
# width : Width ahead drawing
#--------------------------------------------------------------------------
def draw_actor_sp_text(actor, x, y, width = 144)
# Character string "sP" It draws
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
# Calculates is a space which draws MaxSP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Drawing HP
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 40, 32, actor.sp.to_s, 2)
# Drawing MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 40, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 52, y, 48, 32, actor.maxsp.to_s)
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Hp meter
#--------------------------------------------------------------------------
def draw_actor_hp_bar(actor, x, y, width = 100, height = 10, bar_color = Color.new(255, 0, 0, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.hp / actor.maxhp
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Sp meter
#--------------------------------------------------------------------------
def draw_actor_sp_bar(actor, x, y, width = 100, height = 10, bar_color = Color.new(0, 0, 255, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.sp / actor.maxsp
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Exp meter
#--------------------------------------------------------------------------
def draw_actor_exp_bar(actor, x, y, width = 100, height = 10, bar_color = Color.new(255, 255, 0, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
if actor.level == 99
w = 0
else
w = width * actor.exp / actor.next_exp_s.to_f
end
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Str meter
#--------------------------------------------------------------------------
def draw_actor_str_bar(actor, i, x, y, width = 100, height = 10, bar_color = Color.new(255, 0, 0, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.str / 999
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Dex meter
#--------------------------------------------------------------------------
def draw_actor_dex_bar(actor, i, x, y, width = 100, height = 10, bar_color = Color.new(0, 255, 0, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.dex / 999
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Agi meter
#--------------------------------------------------------------------------
def draw_actor_agi_bar(actor, i, x, y, width = 100, height = 10, bar_color = Color.new(0, 0, 255, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.agi / 999
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Int meter
#--------------------------------------------------------------------------
def draw_actor_int_bar(actor, i, x, y, width = 100, height = 10, bar_color = Color.new(180, 100, 200, 255))
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
w = width * actor.int / 999
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Dash Power bar
#--------------------------------------------------------------------------
def draw_dash_bar(x, y, width = 50, height = 10)
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
case $ABS.dash_level
when 0 .. 1
bar_color = Color.new(255, 0, 0, 255)
when 2 .. 3
bar_color = Color.new(255, 255, 0, 255)
else
bar_color = Color.new(0, 255, 0, 255)
end
w = width * $ABS.dash_level / 5
for i in 0..height
r = bar_color.red * (height -i)/height + 0 * i/height
g = bar_color.green * (height -i)/height + 0 * i/height
b = bar_color.blue * (height -i)/height + 0 * i/height
a = bar_color.alpha * (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w , 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# ● Draws Actors Battler
#--------------------------------------------------------------------------
def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.character_name, actor.character_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end

#================================================= =============================
# ■ On Map Display
#------------------------------------------------------------------------------
# Displayes curent player stats to the window
#================================================= ============================

class Window_Mapstats < Window_Base
#--------------------------------------------------------------------------
# ● Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 400, 640, 80)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.back_opacity = 125
# self.opacity = 0
update
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def refresh
self.contents.clear
actor = $game_party.actors[$ABS.active_actor]
draw_actor_graphic(actor, 10, 45) # draws the actor graphic
draw_actor_name(actor, 30, -5) #draws the actors name
draw_actor_level(actor, 30, 15) #draws the actor level
draw_actor_hp_text(actor, 110, -5) #draws the actors hp
draw_actor_hp_bar(actor, 260, 5) #draws the actors hp bar
draw_actor_sp_text(actor,110, 15) #draws the actors sp
draw_actor_sp_bar(actor, 260, 27) #draws the actors sp bar
draw_dash_bar(375, 27) #draws the dash level bar
self.contents.draw_text(377, -5, 120, 32, "Cansancio")
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end

#================================================= =============================
# ■ Scene_Title
#------------------------------------------------------------------------------
#  It is the class which processes the title picture
#================================================= =============================

class Scene_Title
#--------------------------------------------------------------------------
# ● Refer setup to Scene Title
#--------------------------------------------------------------------------
alias scene_title_update update
#--------------------------------------------------------------------------
# ● Loads Event names
#--------------------------------------------------------------------------
def update
$ABS = Action_Battle_System.new
scene_title_update
end
end

#================================================= =============================
# ■ Game_Map
#------------------------------------------------------------------------------
#  Add defenision of the names to Game Map Class
#================================================= =============================

class Game_Map
#--------------------------------------------------------------------------
# ● Refer setup to Game Map
#--------------------------------------------------------------------------
attr_accessor :map
alias game_map_setup setup
#--------------------------------------------------------------------------
# ● Refers the Map Setup
#--------------------------------------------------------------------------
def setup(map_id)
game_map_setup(map_id)
$ABS.enemy_setup
end
end

#================================================= =============================
# ■ Game_Character
#------------------------------------------------------------------------------
#  Add move_type to the accessor adderse
#================================================= =============================

class Game_Character
#--------------------------------------------------------------------------
# ● Open instance variable
#--------------------------------------------------------------------------
attr_accessor :move_type
attr_accessor :move_speed
attr_accessor :move_frequency
attr_accessor :character_name
end

#================================================= =============================
# ■ Scene_Skill
#------------------------------------------------------------------------------
#  It is the class which processes the skill picture.
#================================================= =============================

class Scene_Skill
#--------------------------------------------------------------------------
# ● Object initialization
# actor_index : Actor index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# ● Main processing
#--------------------------------------------------------------------------
def main
# Acquiring the actor
@actor = $game_party.actors[@actor_index]
# Drawing up the help window, the status window and the skill window
@help_window = Window_Help.new
@status_window = Window_SkillStatus.new(@actor)
@skill_window = Window_Skill.new(@actor)
# Help window association
@skill_window.help_window = @help_window
# Target window compilation (invisibility non actively setting)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# Skill Hot Key Window
@shk_window = Window_Command.new(250, ["Habilidad asignada a la tecla de acceso rápido"])
@shk_window.visible = false
@shk_window.active = false
@shk_window.x = 200
@shk_window.y = 250
@shk_window.z = 1500
# Transition execution
Graphics.transition
# Main loop
loop do
# Renewing the game picture
Graphics.update
# Updating the information of input
Input.update
# Frame renewal
update
# When the picture changes, discontinuing the loop
if $scene != self
break
end
end
# Transition preparation
Graphics.freeze
# Releasing the window
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
@shk_window.dispose
end
#--------------------------------------------------------------------------
# ● Frame renewal
#--------------------------------------------------------------------------
def update
# Renewing the windows
@help_window.update
@status_window.update
@skill_window.update
@target_window.update
@shk_window.update
# When the skill window is active: Update_skill is called
if @skill_window.active
update_skill
return
end
# When the target window is active: Update_target is called
if @target_window.active
update_target
return
end
# When the skill_hot_key window is active: Update_shk is called
if @shk_window.active
update_shk
return
end
end
#--------------------------------------------------------------------------
# ● When frame renewal (the skill window is active)
#--------------------------------------------------------------------------
def update_skill
# The B when button is pushed,
if Input.trigger?(Input:: B) # Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
# Change to menu screen
$scene = Scene_Menu.new(1)
return
end
# When C button is pushed,
if Input.trigger?(Input::C)
# Acquiring the data which presently is selected in the skill window
@skill = @skill_window.skill
# When you cannot use,
if @skill == nil or not @actor.skill_can_use?(@skill.id)
# Performing buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# When the effective range takes part,
if @skill.scope >= 3
# Active conversion target window
@skill_window.active = false
@target_window.x = (@skill_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
# Setting cursor position the effective range (the single unit/the whole) according to
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
# When the effective range is other than taking part,
else
# When common event ID is effective,
if @skill.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @skill.common_event_id
# When using the skill performing SE
$game_system.se_play(@skill.menu_se)
#SP consumption
@actor.sp -= @skill.sp_cost
# Rewriting the contents of each window
@status_window.refresh
@skill_window.refresh
@target_window.refresh
# Change to map picture
$scene = Scene_Map.new
return
end
end
return
end
# When X button is pushed,
if Input.trigger?(Input::X)
# Performing decision SE
$game_system.se_play($data_system.decision_se)
@skill_window.active = false
@shk_window.active = true
@shk_window.visible = true
$ABS.skill_hot_key[1] = @skill_window.skill.id
end
#The Y when button is pushed,
if Input.trigger?(Input::Y)
# Performing decision SE
$game_system.se_play($data_system.decision_se)
@skill_window.active = false
@shk_window.active = true
@shk_window.visible = true
$ABS.skill_hot_key[2] = @skill_window.skill.id
end
# The Z when button is pushed,
if Input.trigger?(Input::Z)
# Performing decision SE
$game_system.se_play($data_system.decision_se)
@skill_window.active = false
@shk_window.active = true
@shk_window.visible = true
$ABS.skill_hot_key[3] = @skill_window.skill.id
end
# The R when button is pushed,
if Input.trigger?(Input::R)
# Performing cursor SE
$game_system.se_play($data_system.cursor_se)
# To the following actor
@actor_index += 1
@actor_index %= $game_party.actors.size
# Change to another skill picture
$scene = Scene_Skill.new(@actor_index)
return
end
#The L when button is pushed,
if Input.trigger?(Input::L)
# Performing cursor SE
$game_system.se_play($data_system.cursor_se)
# To actor before
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# Change to another skill picture
$scene = Scene_Skill.new(@actor_index)
return
end
end
#--------------------------------------------------------------------------
# ● When frame renewal (the shk window is active)
#--------------------------------------------------------------------------
def update_shk
# The C when button is pushed,
if Input.trigger?(Input::C)
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Reset Skill hot key window
@shk_window.active = false
@shk_window.visible = false
@skill_window.active = true
#Change to menu screen
$scene = Scene_Skill.new(@actor_index)
return
end
end
end

me dices si te funciona
 
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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

pues la verdad yo no se mucho sobre en vx pero en el xp se cambia el fondo de batalla algo asi:
Primero vas a gestor de archivos y seleccionas la opcion battlebacks
Eliges la opcion importar y seleccionas la imagen
Despues vas a la base de datos y en la opcion grupo de enemigos te aparece para cambiarlo
espero que te sirva pero claro que esto es del xp:icon_neutral:

oigan y si me pueden pasar battlers de naruto para el script de batalla lateral porfavor

La verdad en el VX no aparecen las opciones que mencionas, o al menos yo no las he visto, igualmente gracias, trate de montarlo como una imagen pero me oculta los pjs y si le pongo opacidad parecen fantasmas XD
 
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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

Holas alguien podria decir me si se pueden usar gift(imagenes con formato gift) en el rpg maker vx
 

Scarlet Moon

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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

Holas alguien podria decir me si se pueden usar gift(imagenes con formato gift) en el rpg maker vx

Primero aclaremos:

- GIFT es esto:
xmasbaby.jpg


- GIF es esto:
Morrigan_standpunch_fierce.gif


Suponiendo que te refieras a la segunda opción, no se pueden poner animaciones y ese formato simplemente no lo reconoce... pero (en teoría) se puede engañar al programa usando "mostrar imagen" y "borrar imagen" poniéndolas en secuencia (obviamente acomodando cada frame en el mismo lugar y cambiándole el formato por uno que no sea gif, por que luego no se van a ver). Suena muy tardado, te lo advierto, tendrás que practicarlo mucho (desconozco si exista un script para eso y aún para el VX).
 
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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

NightMare Moon: No se sobre creación de scripts, tendrás que esperar la respuesta de otro user pero al menos anota "que tiene de especial" ese script (digo, para que al menos se den una idea de lo que buscas, si es que no lo conocen)...
gracias de todas formas, pero no se k tiene de especial o k me kieres decir con eso, yo he encontrado 2 scripts para subir y para bajar lvls, pero no se como meterlos en el game y hacerlos funcionar conmigo o con otra persona xD
 
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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

Auxilio no se como poner una Font estilo Pokemon y ya lo intente y no funciona ayuda
necesito un tutorial para RMXP
PD : Amigos cuando pongan Scripts usen el Code porque en Spoiler a veces aparece un emoticon
 
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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

muchas gracis nightmare moon (y gracias por la leccion gif XD)
 
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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

oigan por favor pasenme las charas de naruto o los battlers para que se pueda usar el sistema de batalla lateral por favor!!!
 

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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

Auxilio no se como poner una Font estilo Pokemon y ya lo intente y no funciona ayuda
necesito un tutorial para RMXP
PD : Amigos cuando pongan Scripts usen el Code porque en Spoiler a veces aparece un emoticon

Supongo que ya tienes la fuente y no sabes como cambiarla. De ser así, busca en Indice de scripts>Main y pon el nombre de la fuente donde te indico (no quites las comillas):

class Font
self.default_name = "Arial" <-----------------Aquí
self.default_size = 22
end

¿Un tutorial para el RPG Maker XP? Me parece que hay uno en el área de recursos.


darth94 dijo:
oigan por favor pasenme las charas de naruto o los battlers para que se pueda usar el sistema de batalla lateral por favor!!!

Si no están en esta página, tendrás que buscar en otras, prueba poniendo "Recursos para Batalla lateral" (obviamente anota la versión del maker). De todas formas eso se pide en el área "Recursos a la carta".
 
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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

gracias por meterte en algo a lo cual no te pregutnaba a ti dx
 
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En EMD ayudando a los que puedo ...
Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

os keria preguntar pork me pasa kal darle a ejecutar el proyecto y nuevo juego me salen letras raras nose si seran japonesas , chinas o algo de eso
acabo de empezar a usarlo y no se.
ayudarme
gracias de antemano
 
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Aqui o alla ¿acaso importa?
Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

Eiii kamaradas me descargue el Rpg maker xp y siempre que pongo para probar el juego me tira un error de que el programa debe cerrarse, en fin despues de intentar como 10 veces ya lo abre normal alguien sabeque le pasa
 
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En EMD ayudando a los que puedo ...
Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

Eiii kamaradas me descargue el Rpg maker xp y siempre que pongo para probar el juego me tira un error de que el programa debe cerrarse, en fin despues de intentar como 10 veces ya lo abre normal alguien sabeque le pasa

probaste con el rpg maker vx?
a mi el xp tampoco me funciona por eso tengo el vx:cool1::cool1:
aun estoi esperando k me respondan mi duda de al darle aejecuta el proyecto y nuevo juego me salen letras chinas o japonesas
o algo parecido:icon_cry::icon_cry:
 
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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

Em no entendi eso de agregar el codigo en uno en blanco,y si creo que esto me paso al poner un nuevo script

HTML:
http://i39.photobucket.com/albums/e158/marlon_roa/Gifs/lwh_marrs_naruto.gif
 
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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

os keria preguntar pork me pasa kal darle a ejecutar el proyecto y nuevo juego me salen letras raras nose si seran japonesas , chinas o algo de eso
acabo de empezar a usarlo y no se.
ayudarme
gracias de antemano

si te salen esas como letras japonesas tienes ke ir a base de datos y glosario y ahi te sale pa escribir cada cosa en su lugar EJ:salvar juego:........ (las letras japonesas se representan en los puntos) y lo puedes cambiar... ojala me hayas entendido...
 
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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

estoy haciendo un juego para rpg maker vx y como puedo hacer que por ejemplo que cuando tu pasas por la linea de vision de un personaje tu de repente te quedas quieto y el personaje ese se te acerca para pelear contigo (algo asi estilo pokemon)

espero haberme explicado
 
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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

Como hago para que la pantalla se quede oscura hasta que los dialogos se acaben luego se ilumine y sigan los dialogos
(como cuando inicia el zelda ocarina of time o algo asi)
 

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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

Como hago para que la pantalla se quede oscura hasta que los dialogos se acaben luego se ilumine y sigan los dialogos
(como cuando inicia el zelda ocarina of time o algo asi)

Este post de como hacer que tu personaje duerma en un área oscura y se vean los puros diálogos te puede servir, realmente estarás engañando al sistema con una pantalla negra y luego teletransportándote a otro lugar, que sería "el mapa iluminado".


Desconozco como sea la presentación de ese juego, pero con lo poco que mencionas, me viene a la mente que quieres que salga una pantalla negra, con los diálogos y que luego se abra el escenario con el personaje platicando con alguien o saliendo de la cama (así lo imagino). Lo que te voy a explicar te servirá para que puedas hacer el evento y ya es cuestión tuya ponerle los detalles:

Requisitos:
Asegúrate de tener un escenario con todo en color negro y pon al personaje de manera que parezca estar acostado en una cama (si quieres pinta de negro algún tyleset o utiliza algún cuadro que sea de color negro en uno ya hecho para poner todo un cuarto con ese color). Luego crea otro escenario con todo lo que debe llevar una recámara (una cama, un espejo, como quieras).

En eventos dale click en Inicio automático (en el menú lo verás abajo a la izquierda), luego ponle el texto que quieras, después en Borrar evento temporalmente, luego si quieres ponle un sonido de despertador en Reproducir efecto sonoro (tendrás que buscarlo) y otro diálogo, y usa el comando teletransportar (¿para ir a dónde? al escenario que ya tiene luz y obviamente ponlo en la misma cama o fuera de ella), después ponle en "borrar evento temporalmente" y ya si quieres ponle un diálogo al final de todo.

De esta forma, tu personaje parecerá que le dicen algo en una pantalla negra inmediatamente al iniciar la partida, se escuchará un despertador y al levantarse aparecerá en su área iluminada platicando otra cosa o con alguien más.

Ya si quieres que no se vea tu personaje en la pantalla negra, ponlo detrás de un gráfico que pueda traspasarse por un lado (como un árbol, que cuando pasas por arriba no se ve el jugador o una pared), obviamente este gráfico estará pintado en negro.


RPGmaker_man dijo:
Em no entendi eso de agregar el codigo en uno en blanco,y si creo que esto me paso al poner un nuevo script
Quise decir que hagas un proyecto nuevo (uno en blanco) y le copies las líneas del script que te anoté. Esas líneas tendrás que ponerlas al script del archivo dañado, vuelvo a aclarar, si no puedes ni abrir el panel de edición ese proyecto ya no sirve y tendrás que hacer otro.
 
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Re: Dudas sobre RPG MAKER postearla única y exclusivamente [No abrir temas con dudas]

Hola, kerria saber como hacer batallas de jefes(k cambie la musica en ese combate y asi)
 
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