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Nome Script: Actor Battler Graphics

Versione: 1.05

Autore/i: Victor Sant

 

Informazioni:

Bisogna avere lo script "Victor's Engine - Basic Module" installato per far funzionare gli script di Victor.

http://victorscripts.wordpress.com/rpg-maker-vx-ace/basic-scripts/basic-module/

 

Istruzioni:

Lo script va inserito sotto la sezione "Materials" e sotto lo script *NECESSARIO* "Victor's Engine - Basic Module"

LE ISTRUZIONI SONO ALL'INTERNO DELLO SCRIPT

 

Script:

 

 

#==============================================================================# ** Victor Engine - Actors Battlers#------------------------------------------------------------------------------# Author : Victor Sant## Version History:#  v 1.00 - 2011.12.19 > First relase#  v 1.01 - 2011.12.30 > Faster Regular Expressions#  v 1.02 - 2012.01.15 > Compatibility with Target Arrow#  v 1.03 - 2012.01.28 > Compatibility with Animated Battle#  v 1.04 - 2012.03.11 > Added position distance settings#  v 1.05 - 2012.03.17 > Fixed battle test glitch#------------------------------------------------------------------------------#  This script adds visible battler graphics for the party actors actors# during combat. With the visible battlers, new options will be available# like setting actor's battlers positions and attack animations.#------------------------------------------------------------------------------# Compatibility#   Requires the script 'Victor Engine - Basic Module' v 1.11 or higher#   If used with 'Victor Engine | Animated Battle' paste this one bellow it.# # * Overwrite methods (Default)#   class Spriteset_Battle#      def create_actors#     def update_actors##   class Scene_Battle < Scene_Base#     def show_attack_animation(targets)## * Alias methods (Default)#   class << DataManager#     def setup_new_game#     def create_game_objects#     def make_save_contents#     def extract_save_contents(contents)##   class Game_Actor < Game_Battler#     def setup(actor_id)## * Alias methods (Basic Module)#   class Game_Interpreter#     def comment_call##------------------------------------------------------------------------------# Instructions:#  To instal the script, open you script editor and paste this script on#  a new section on bellow the Materials section. This script must also#  be bellow the script 'Victor Engine - Basic'##------------------------------------------------------------------------------# Comment calls note tags:#  Tags to be used in events comment box, works like a script call.#  #  <battler name id: x>#   This tag allows to change the actor battler graphic.#    id : actor ID#    x  : battler graphic filename##  <battler hue id: x>#   This tag allows to change the actor battler graphic.#    id : actor ID#    x  : battler graphic hue (0-360)##  <battler position i: x, y>#   This tag allows to change the battler position during combat.#   only valid if VE_BATTLE_FORMATION = :custom#     i : position index#     x : new coorditante X#     y : new coorditante X##------------------------------------------------------------------------------# Actors note tags:#   Tags to be used on the Actors note box in the database##  <battler name: x>#   This tag allows to set the initial battler graphic filename for the actor.#    x : battler graphic filename##  <battler hue: x>#   This tag allows to set the initial battler graphic hur for the actor.#    x : battler graphic hue (0-360)##------------------------------------------------------------------------------# Enemies note tags:#   Tags to be used on the Enemies note box in the database##  <attack animation: x>#   This tag allows to set the normal attack animation for the enemy#    x : animation ID#  #==============================================================================#==============================================================================# ** Victor Engine#------------------------------------------------------------------------------#   Setting module for the Victor Engine#==============================================================================module Victor_Engine  #--------------------------------------------------------------------------  # * Set the battle formation  #    Choose here how the actors battlers will be placed on the combat.  #    :front  : horizontal placement  #    :side   : vertical placement  #    :iso    : isometric placement  #    :custom : custom placement  #--------------------------------------------------------------------------  VE_BATTLE_FORMATION = :front  #--------------------------------------------------------------------------  # * Set battler centralization  #    When true, battlers are centralized automatically.  #    Not valid if VE_BATTLE_FORMATION = :custom  #--------------------------------------------------------------------------  VE_BATTLE_CENTRALIZE = true  #--------------------------------------------------------------------------  # * Set battlers custom positions  #    Only if VE_BATTLE_FORMATION = :custom, allows to set the position of  #    all party actors, don't forget to add values for all positions  #    available if using a party bigger than the default.  #--------------------------------------------------------------------------  VE_CUSTOM_POSITION = {  # Position    1 => {x: 460, y: 180}, # Position for the first actor.    2 => {x: 480, y: 210}, # Position for the second actor.    3 => {x: 500, y: 240}, # Position for the thrid actor.    4 => {x: 520, y: 270}, # Position for the fourth actor.  } # Don't remove  #--------------------------------------------------------------------------  # * Actors battlers position adjust  #    Used to adjust the position of all actors battlers.  #--------------------------------------------------------------------------  VE_POSITION_ADJUST = {x: 0, y: 0}  #--------------------------------------------------------------------------  # * Actors battlers position adjust  #    Used to adjust the position of all actors battlers.  #--------------------------------------------------------------------------  VE_DISTANCE_ADJUST = {x: 48, y: 32}  #--------------------------------------------------------------------------  # * required  #   This method checks for the existance of the basic module and other  #   VE scripts required for this script to work, don't edit this  #--------------------------------------------------------------------------  def self.required(name, req, version, type = nil)    if !$imported[:ve_basic_module]      msg = "The script '%s' requires the scriptn"      msg += "'VE - Basic Module' v%s or higher above it to work properlyn"      msg += "Go to http://victorscripts.wordpress.com/ to download this script."      msgbox(sprintf(msg, self.script_name(name), version))      exit    else      self.required_script(name, req, version, type)    end  end  #--------------------------------------------------------------------------  # * script_name  #   Get the script name base on the imported value, don't edit this  #--------------------------------------------------------------------------  def self.script_name(name, ext = "VE")    name = name.to_s.gsub("_", " ").upcase.split    name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }    name.join(" ")  endend$imported ||= {}$imported[:ve_actor_battlers] = 1.04Victor_Engine.required(:ve_actor_battlers, :ve_basic_module, 1.11, :above)#==============================================================================# ** DataManager#------------------------------------------------------------------------------#  This module handles the game and database objects used in game.# Almost all global variables are initialized on this module#==============================================================================class << DataManager  #--------------------------------------------------------------------------  # * Alias method: setup_new_game  #--------------------------------------------------------------------------  alias :setup_new_game_ve_actor_battlers :setup_new_game  def setup_new_game    setup_new_game_ve_actor_battlers    $game_custom_positions = VE_CUSTOM_POSITION.dup  end  #--------------------------------------------------------------------------  # * Alias method: setup_battle_test  #--------------------------------------------------------------------------  alias :setup_battle_test_ve_actor_battlers :setup_battle_test  def setup_battle_test    setup_battle_test_ve_actor_battlers    $game_custom_positions = VE_CUSTOM_POSITION.dup  end  #--------------------------------------------------------------------------  # * Alias method: create_game_objects  #--------------------------------------------------------------------------  alias :create_game_objects_ve_actor_battlers :create_game_objects  def create_game_objects    create_game_objects_ve_actor_battlers    $game_custom_positions = {}  end  #--------------------------------------------------------------------------  # * Alias method: make_save_contents  #--------------------------------------------------------------------------  alias :make_save_contents_ve_actor_battlers  :make_save_contents  def make_save_contents    contents = make_save_contents_ve_actor_battlers    contents[:formations_ve] = $game_custom_positions    contents  end  #--------------------------------------------------------------------------  # * Alias method: extract_save_contents  #--------------------------------------------------------------------------  alias :extract_save_contents_ve_actor_battlers :extract_save_contents  def extract_save_contents(contents)    extract_save_contents_ve_actor_battlers(contents)    $game_custom_positions = contents[:formations_ve]  endend#==============================================================================# ** Game_Actor#------------------------------------------------------------------------------#  This class handles actors. It's used within the Game_Actors class# ($game_actors) and referenced by the Game_Party class ($game_party).#==============================================================================class Game_Actor < Game_Battler  #--------------------------------------------------------------------------  # * Public Instance Variables  #--------------------------------------------------------------------------  attr_accessor :screen_x                 # Coordenada X na tela  attr_accessor :screen_y                 # Coordenada Y na tela  #--------------------------------------------------------------------------  # * Alias method: setup  #--------------------------------------------------------------------------  alias :setup_ve_actor_battlers :setup  def setup(actor_id)    setup_ve_actor_battlers(actor_id)    @battler_name = actor_battler_name    @battler_hue  = actor_battler_hue  end  #--------------------------------------------------------------------------  # * Overwrite method: use_sprite?  #--------------------------------------------------------------------------  def use_sprite?    return true  end  #--------------------------------------------------------------------------  # * Overwrite method: screen_z  #--------------------------------------------------------------------------  def screen_z    return 100  end  #--------------------------------------------------------------------------  # * New method: actor_battler_name  #--------------------------------------------------------------------------  def actor_battler_name    actor.note =~ /<BATTLER NAME: ([^><]*)>/i ? $1.to_s : ""  end  #--------------------------------------------------------------------------  # * New method: actor_battler_hue  #--------------------------------------------------------------------------  def actor_battler_hue    actor.note =~ /<BATTLER HUE: (d+)>/i ? $1.to_i : 0  end  #--------------------------------------------------------------------------  # * New method: battler_name  #--------------------------------------------------------------------------  def battler_name=(name)    @battler_name = name if name.is_a?(String)  end  #--------------------------------------------------------------------------  # * New method: battler_hue  #--------------------------------------------------------------------------  def battler_hue=(hue)    @battler_hue = hue if hue.numeric?  end  #--------------------------------------------------------------------------  # * New method: screen_x  #--------------------------------------------------------------------------  def screen_x    setup_x  end  #--------------------------------------------------------------------------  # * New method: screen_y  #--------------------------------------------------------------------------  def screen_y    setup_y  end  #--------------------------------------------------------------------------  # * New method: setup_x  #--------------------------------------------------------------------------  def setup_x    case VE_BATTLE_FORMATION    when :front  then position = get_frontal_x    when :side   then position = get_sideview_x    when :iso    then position = get_isometric_x    when :custom then position = $game_custom_positions[index + 1][:x]    end    position + VE_POSITION_ADJUST[:x]  end  #--------------------------------------------------------------------------  # * New method: setup_y  #--------------------------------------------------------------------------  def setup_y    case VE_BATTLE_FORMATION    when :front  then position = get_frontal_y    when :side   then position = get_sideview_y    when :iso    then position = get_isometric_y    when :custom then position = $game_custom_positions[index + 1][:y]    end    position + VE_POSITION_ADJUST[:y]  end  #--------------------------------------------------------------------------  # * New method: get_frontal_x  #--------------------------------------------------------------------------  def get_frontal_x    if VE_BATTLE_CENTRALIZE      size = $game_party.battle_members.size      position = (index + 1) * Graphics.width / (size + 1)    else      size = $game_party.max_battle_members      position = index * Graphics.width / size + 64    end    position  end  #--------------------------------------------------------------------------  # * New method: get_frontal_y  #--------------------------------------------------------------------------  def get_frontal_y    Graphics.height - 16  end  #--------------------------------------------------------------------------  # * New method: get_sideview_x  #--------------------------------------------------------------------------  def get_sideview_x    if VE_BATTLE_CENTRALIZE      size = $game_party.max_battle_members      x    = dist[:x] / 8      position = -index * (index * x - x * size) + Graphics.width - 160    else      position = index * dist[:x] + Graphics.width - 192    end    position  end  #--------------------------------------------------------------------------  # * New method: get_sideview_y  #--------------------------------------------------------------------------  def get_sideview_y    if VE_BATTLE_CENTRALIZE      size   = $game_party.battle_members.size      height = Graphics.height      position = (index - size) * dist[:y] + size * dist[:y] / 2 + height - 160    else      position = index * dist[:y] +  Graphics.height - 192    end    position  end  #--------------------------------------------------------------------------  # * New method: get_isometric_x  #--------------------------------------------------------------------------  def get_isometric_x    if VE_BATTLE_CENTRALIZE      position = -index * (index * dist[:x] - 32) + Graphics.width - 160    else      position = index * dist[:x] +  Graphics.width - 192    end    position  end  #--------------------------------------------------------------------------  # * New method: get_isometric_y  #--------------------------------------------------------------------------  def get_isometric_y    if VE_BATTLE_CENTRALIZE      position = index * (dist[:y] - index * 6) + Graphics.height - 160    else      position = Graphics.height - 96 - index * dist[:y]    end    position  end  #--------------------------------------------------------------------------  # * New method: dist  #--------------------------------------------------------------------------  def dist    VE_DISTANCE_ADJUST  endend#==============================================================================# ** Game_Enemy#------------------------------------------------------------------------------#  This class handles enemy characters. It's used within the Game_Troop class# ($game_troop).#==============================================================================class Game_Enemy < Game_Battler  #--------------------------------------------------------------------------  # * New method: atk_animation_id1  #--------------------------------------------------------------------------  def atk_animation_id1    enemy.note =~ /<ATTACK ANIM(?:ATION): (d+)>/i ? $1.to_i : 1  end  #--------------------------------------------------------------------------  # * New method: atk_animation_id2  #--------------------------------------------------------------------------  def atk_animation_id2    return 0  endend#==============================================================================# ** Game_Interpreter#------------------------------------------------------------------------------#  An interpreter for executing event commands. This class is used within the# Game_Map, Game_Troop, and Game_Event classes.#==============================================================================class Game_Interpreter  #--------------------------------------------------------------------------  # * Alias method: comment_call  #--------------------------------------------------------------------------  alias :comment_call_ve_actor_battlers :comment_call  def comment_call    change_battler_name    change_battler_hue    change_position    comment_call_ve_actor_battlers  end  #--------------------------------------------------------------------------  # * New method: change_battler_name  #--------------------------------------------------------------------------  def change_battler_name    note.scan(/<BATTLER NAME (d+): ([^><]*)>/i) do |id, name|      $game_actors[id.to_i].battler_name = name    end  end  #--------------------------------------------------------------------------  # * New method: change_battler_hue  #--------------------------------------------------------------------------  def change_battler_hue    note.scan(/<BATTLER HUE (d+): (d+)>/i) do |id, hue|      $game_actors[id.to_i].battler_hue = hue    end  end  #--------------------------------------------------------------------------  # * New method: change_position  #--------------------------------------------------------------------------  def change_position    regexp = /<BATTLER POSITION (d+): (d+) *, *(d+)>/i    note.scan(regexp) do |i, x, y|      $game_custom_positions[i.to_i][:x] = x.to_i      $game_custom_positions[i.to_i][:y] = y.to_i    end  endend#==============================================================================# ** Spriteset_Battle#------------------------------------------------------------------------------#  This class brings together battle screen sprites. It's used within the# Scene_Battle class.#==============================================================================class Spriteset_Battle  #--------------------------------------------------------------------------  # * Overwrite method: create_actors  #--------------------------------------------------------------------------  def create_actors    @actor_sprites = $game_party.battle_members.reverse.collect do |actor|      Sprite_Battler.new(@viewport1, actor)    end    @actors_party = $game_party.battle_members.dup  end  #--------------------------------------------------------------------------  # * Overwrite method: update_actors  #--------------------------------------------------------------------------  def update_actors    update_party if $game_party.battle_members != @actors_party    @actor_sprites.each {|sprite| sprite.update }  end  #--------------------------------------------------------------------------  # * New method: update_party  #--------------------------------------------------------------------------  def update_party    @actor_sprites.each_index do |i|      next if $game_party.battle_members.include?(@actor_sprites[i].battler)      @actor_sprites[i].dispose      @actor_sprites[i] = nil    end    $game_party.battle_members.collect do |actor|      next if @actors_party.include?(actor)      @actor_sprites.push(Sprite_Battler.new(@viewport1, actor))    end    @actor_sprites.compact!    @actors_party = $game_party.battle_members.dup    $game_party.battle_members.each do |actor|      old_position = [actor.screen_x, actor.screen_y]      actor.setup_position      if old_position != [actor.screen_x, actor.screen_y]        sprite(actor).start_effect(:appear)       end    end  endend#==============================================================================# ** Scene_Battle#------------------------------------------------------------------------------#  This class performs battle screen processing.#==============================================================================class Scene_Battle < Scene_Base  #--------------------------------------------------------------------------  # * Overwrite method: show_attack_animation  #--------------------------------------------------------------------------  def show_attack_animation(targets)    show_normal_animation(targets, @subject.atk_animation_id1, false)    show_normal_animation(targets, @subject.atk_animation_id2, true)  endend

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      Istruzioni all'interno dello script.

      Script:


      #===========================================================================01= #  MITCHI Auto Battle when Idle [VXA] #------------------------------------------------------------------------------ #  Script version: 1.2 #  By: //mitchi.exe                                         #  Converted on: Dec. 8, 2011 #  (This is my first completed VX and VXA script!) #------------------------------------------------------------------------------ #  Description: #  This script will make all actors in the party to auto attack when the player #  is not doing anything (idling) during a party or actor command selection #  after the specified amount of frames or by pressing a certain button. This #  is very useful when you suddenly have to do something else IRL and you don't #  want to waste game play time! This is also beneficial when you're sleepy #  or lazy... or somethin'... #------------------------------------------------------------------------------ #  Features: #  ~The party attacks automatically if player is idle or by a key press #  ~Can set a specific amount of frames before the auto battle starts #  ~Can be disabled by a switch #------------------------------------------------------------------------------ #  Instructions: #  Change the value of MAB_IDLE_FRAMES below to the amount you want: #  MAB_IDLE_FRAMES = n #  Party will automatically attack after 'n' frames. (usu. 60 frames = 1 sec.) MAB_IDLE_FRAMES = 300 #  Change the value of DISABLE_IDLE_SWITCH below to a switch you want: #  DISABLE_IDLE_SWITCH = n #  If the switch 'n' is turned ON, the script's features WILL NOT WORK. DISABLE_IDLE_SWITCH = 85 #  You can also enter auto mode by pressing a button. #  IDLE_AUTO_KEY = button #  where 'button' can be (:A,:X,:Y,:Z,:L,:R) IDLE_AUTO_KEY = :L #------------------------------------------------------------------------------ #  Compatibility: #  -Only supports UP, DOWN, OKAY(C), and CANCEL( keys for idling #  -This will not work on battle systems that alters turns like the ATB and TBS #===========================================================================42= #  Special Thanks: #  -IMP1 for the frame count and seconds info #  -Yanfly for helping me fix an error for the conversion #  -SortaCool for originally requesting the script #  -Peva for the manual key press suggestion # #   Changelog: #   v1.2 - Script converted to VXA #   v1.1 - auto.battle -> make.action to prevent screwing up #          each actor's default auto-battle setting (VX) #============================================================================== ##### START OF CODE ##### puts "MITCHI Auto Battle when Idle loaded" class Scene_Battle < Scene_Base   alias idle_auto_start start   alias idle_auto_update update   alias idle_auto_turn_end turn_end   def start     idle_auto_start     @idle_counter = 0   end   def idle_auto_key_trigger?     if (Input.trigger?(:DOWN) or Input.trigger?(:UP))       return true     elsif (Input.trigger?(:C) or Input.trigger?(:)       return true     end     return false   end   def idle_manual_key_press?     if (Input.trigger?(IDLE_AUTO_KEY))       return true     end     return false   end   def update     idle_auto_update     if !$game_switches[DISABLE_IDLE_SWITCH]       if @party_command_window.active or @actor_command_window.active         @idle_counter = 0 if idle_auto_key_trigger?         @idle_counter += 1         @idle_counter = MAB_IDLE_FRAMES if idle_manual_key_press?         if @idle_counter == (MAB_IDLE_FRAMES)           puts "Auto Battle Idle mode enabled!"           for i in 0..$game_party.members.size-1             actor_set_auto = $game_party.members[i].id             $game_actors[actor_set_auto].make_auto_battle_actions           end           Sound.play_ok           @party_command_window.deactivate if @party_command_window.active           @actor_command_window.deactivate if @actor_command_window.active           turn_start         end       end     end   end     def turn_end     @idle_counter = 0     idle_auto_turn_end   end end ##### END OF CODE ##### #============================================================================== #  _   _   _   _____   ____   _   _   _ # |  / | | | |_   _| |  __| | |_| | | | # |  '  | | |   | |   | |__  |  _  | | | # |_|_|_| |_|   |_|   |____| |_| |_| |_| #  "Yay for my first completed VXA script!" #============================================================================== Incompatibilità:
      N/D
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