[Combat]Combat avec Barres de vie + caméra

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[Combat]Combat avec Barres de vie + caméra

Message par Amathlog » 18 Juin 2007, 20:56

Vient de la factory
Auteur : FTB

Salut a tous. Voici deux script permetant de faire des combat genre caméra et de voir la vie des ennemis.

Démo: http://www.archive-host.com/membres/up/ ... barvie.rar



Ajouté le script ci-dessous au dessu de Main nommé le BarVie.

Script:
Code : Tout sélectionner
#==============================================================================
# ¦ Window_Help
#------------------------------------------------------------------------------
# Script fait par FTB
#==============================================================================

class Window_Help < Window_Base
def set_enemy(actor)
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
carol3_draw_hp_bar(actor, 284, 0)
carol3_draw_sp_bar(actor, 460, 0)
@text = nil
self.visible = true
end
def carol3_draw_hp_bar(actor, x, y, width = 128)
self.contents.font.color = system_color
self.contents.fill_rect(x-1, y+17, width+2,6, Color.new(0, 0, 0, 255))
w = width * actor.hp / actor.maxhp
self.contents.fill_rect(x, y+18, w,1, Color.new(255, 96, 96, 255))
self.contents.fill_rect(x, y+19, w,1, Color.new(255, 0, 0, 255))
self.contents.fill_rect(x, y+20, w,1, Color.new(128, 0, 0, 255))
self.contents.fill_rect(x, y+21, w,1, Color.new(0, 0, 0, 255))
self.contents.draw_text(x,y,128,32,$data_system.words.hp,1)
self.contents.font.color = normal_color
end
def carol3_draw_sp_bar(actor, x, y, width = 128)
self.contents.font.color = system_color
self.contents.fill_rect(x-1, y+17, width+2,6, Color.new(0, 0, 0, 255))
w = width * actor.sp / actor.maxsp
self.contents.fill_rect(x, y+18, w,1, Color.new(128, 255, 255, 255))
self.contents.fill_rect(x, y+19, w,1, Color.new(0, 255, 255, 255))
self.contents.fill_rect(x, y+20, w,1, Color.new(0, 192, 192, 255))
self.contents.fill_rect(x, y+21, w,1, Color.new(0, 128, 128, 255))
self.contents.draw_text(x,y,128,32,$data_system.words.sp,1)
self.contents.font.color = normal_color
end
end


Deuxième script: Script de caméra, créer un script qui ce nomme Caméra a mettre au dessus de Main.
Code : Tout sélectionner
# ?¥?£?¥ XRXS_BP 8. ƒoƒgƒ‹ƒoƒbƒN?EFull-View?{‰?“®ƒJƒ?ƒ‰ ver..05d ?¥?£?¥
# Fait par FTB
#==============================================================================
# ?¡ Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ?œ ’?‰??EŒ?ŠJƒCƒ“ƒXƒ^ƒ“ƒX•??”
#--------------------------------------------------------------------------
attr_accessor :x_pos # ƒoƒgƒ‹ƒtƒB?[ƒ‹ƒh?@‰¡?@ˆ?’u(+‚׉E?@)
attr_accessor :y_pos # ƒoƒgƒ‹ƒtƒB?[ƒ‹ƒh ?‚‚³ ˆ?’u(+‚×???@)
attr_accessor :z_pos # ƒoƒgƒ‹ƒtƒB?[ƒ‹ƒh‰œ?s‚«ˆ?’u(+‚׎?‘O)
attr_accessor :zoom # Œ»??‚?ƒY?[ƒ€”{—¦
end
#==============================================================================
# ?¡ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ?œ ’?‰??EŒ?ŠJƒCƒ“ƒXƒ^ƒ“ƒX•??”
#--------------------------------------------------------------------------
attr_reader :actor_in_battlefield # ƒAƒNƒ^?[‚?ƒtƒB?[ƒ‹ƒh‚?
#--------------------------------------------------------------------------
# ?œ ƒZƒbƒgƒAƒbƒv
#--------------------------------------------------------------------------
alias xrxs_bp8_setup setup
def setup(actor_id)
xrxs_bp8_setup(actor_id)
# ‹@”\"ƒAƒNƒ^?[‚?ƒtƒB?[ƒ‹ƒh‚?"
# true‚?—D??‚·‚?
@actor_in_battlefield = false if @actor_in_battlefield != true
end
end
#==============================================================================
# ?¡ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ?œ ’?‰??EŒ?ŠJƒCƒ“ƒXƒ^ƒ“ƒX•??”
#--------------------------------------------------------------------------
attr_reader :actor_in_battlefield # ƒAƒNƒ^?[‚?ƒtƒB?[ƒ‹ƒh‚?
#--------------------------------------------------------------------------
# ?œ ƒIƒuƒWƒFƒNƒg?‰Š?‰»
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ?œ ƒoƒgƒ‹‰?–? X ??•W‚?Ž?“¾
#--------------------------------------------------------------------------
def screen_x
$xcam_x = 0 if $xcam_x == nil
return 320 - @field_x_offset + (@x_pos.to_i - $xcam_x) * @zoom
end
#--------------------------------------------------------------------------
# ?œ ƒoƒgƒ‹‰?–? Y ??•W‚?Ž?“¾
#--------------------------------------------------------------------------
def screen_y
$xcam_y = 0 if $xcam_y == nil
return 240 - @field_y_offset + (-@y_pos.to_i + 64 + $xcam_y) * @zoom
end
end
#==============================================================================
# ?¡ Sprite_Battler
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?X?V
#--------------------------------------------------------------------------
alias xrxs_bp8_update update
def update
# ?‰Š?‰»
@z_offset = 0
# –?‚·
xrxs_bp8_update
# ƒoƒgƒ‰?[‚× nil ‚????‡–?‚?
return if @battler == nil
# “G‚?‚?‚?ƒJƒ?ƒ‰‚׉e‹¿?B
# Œ©•?‚?ƒoƒgƒ‹ƒtƒB?[ƒ‹ƒh‚?‚¢‚????‡‚±‚±‚? if ‚?ŠO‚·?B
if (@battler.is_a?(Game_Actor) and @battler.actor_in_battlefield) or @battler.is_a?(Game_Enemy)
# ƒY?[ƒ€—¦
zoom = 1.00 * 185 / (($xcam_z != nil ? $xcam_z : 185) - @z_offset)
self.zoom_x = zoom
self.zoom_y = zoom
@battler.zoom = zoom
# ƒXƒvƒ‰ƒCƒg‚???•W‚???’?
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
end
end
end
#==============================================================================
# ?¡ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ?œ ƒIƒuƒWƒFƒNƒg?‰Š?‰»
#--------------------------------------------------------------------------
alias xrxs_bp8_initialize initialize
def initialize
# ?‰Š?‰»
@now_bg_x = -1
@now_bg_y = -1
@now_bg_z = -1
# ’???Žž‚?Ž??s
xrxs_bp8_initialize
# ƒrƒ…?[ƒ|?[ƒg‚????¬
@viewport1 = Viewport.new(-192, -144, 1024, 768)
# ƒoƒgƒ‹ƒoƒbƒNƒXƒvƒ‰ƒCƒg‚????¬
@battleback_sprite = Sprite.new(@viewport1)
@battleback_name = ""
# ƒGƒlƒ~?[ƒXƒvƒ‰ƒCƒg‚????¬
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
# “VŒ?‚????¬
@weather = RPG::Weather.new(@viewport1)
# ƒtƒŒ?[ƒ€?X?V
update
end
#--------------------------------------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?X?V
#--------------------------------------------------------------------------
alias xrxs_bp8_update update
def update
# ƒoƒgƒ‹ƒoƒbƒN‚?ƒtƒ@ƒCƒ‹–¼‚׌»??‚?‚?‚?‚?ˆ?‚????‡
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
# ƒJƒ?ƒ‰ˆ?’u‚ד®‚¢‚½???‡
if @now_bg_x != $xcam_x or @now_bg_y != $xcam_y or @now_bg_z != $xcam_z
# ƒY?[ƒ€—¦
zoom = 1.00 * 185 / $xcam_z
@battleback_sprite.zoom_x = zoom
@battleback_sprite.zoom_y = zoom
# ƒJƒ?ƒ‰z‚?‚?‚?ˆ?’u‚??C?³
maximum = 192 * (296 - $xcam_z) / 111
$xcam_x = [[$xcam_x, -maximum].max, maximum].min
# ”wŒiˆ?’u?X?V
@battleback_sprite.x = -$xcam_x * zoom - 512 * (zoom - 1)
@battleback_sprite.y = $xcam_y * zoom - 384 * (zoom - 1)
# ’l?X?V
@now_bg_x = $xcam_x
@now_bg_y = $xcam_y
@now_bg_z = $xcam_z
end
# –?‚·
xrxs_bp8_update
end
end
#==============================================================================
# ?¡ Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ?œ ƒ?ƒCƒ“?ˆ—?
#--------------------------------------------------------------------------
alias xrxs_bp8_main main
def main
# ƒJƒ?ƒ‰?‰Š?ˆ?’uŒˆ’?
$xcam_x = 0
$xcam_y = 0
$xcam_z = 295
# ƒJƒ?ƒ‰‚????‰‚?–?“I’l
@xcam_x_destination = 0
@xcam_y_destination = 0
@xcam_z_destination = 185
# ?¡?A’?–?ƒoƒgƒ‰?[‚?–³‚µ?B
@xcam_watch_battler = nil
# ?‰Š?‰»
@wait_count_xcam = 0
# –?‚·
xrxs_bp8_main
end
#--------------------------------------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?X?V
#--------------------------------------------------------------------------
alias xrxs_bp8_update update
def update
# ƒJƒ?ƒ‰ˆ?’u‚??X?V?B
if @wait_count_xcam > 0
# ƒEƒFƒCƒgƒJƒEƒ“ƒg‚?Œ¸‚?‚·
@wait_count_xcam -= 1
else
# ƒJƒ?ƒ‰: Z ??•W
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
# ƒJƒ?ƒ‰: X ??•W
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
# ƒJƒ?ƒ‰: Y ??•W
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
# ’???Ž??s
xrxs_bp8_update
end
#--------------------------------------------------------------------------
# ?œ ƒp?[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF?[ƒYŠJŽn
#--------------------------------------------------------------------------
alias xrxs_bp8_start_phase2 start_phase2
def start_phase2
# ƒJƒ?ƒ‰?FƒZƒ“ƒ^ƒŠƒ“ƒO
@xcam_watch_battler = nil
@xcam_x_destination = 0
@xcam_z_destination = 185
# –?‚·
xrxs_bp8_start_phase2
end
#--------------------------------------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?X?V (ƒAƒNƒ^?[ƒRƒ}ƒ“ƒhƒtƒF?[ƒY)
#--------------------------------------------------------------------------
alias xrxs_bp8_update_phase3 update_phase3
def update_phase3
# ƒJƒ?ƒ‰‚?ƒLƒƒƒ‰ˆ?’u‚?
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
#--------------------------------------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?X?V (ƒAƒNƒ^?[ƒRƒ}ƒ“ƒhƒtƒF?[ƒY : ƒGƒlƒ~?[‘I‘?)
#--------------------------------------------------------------------------
alias xrxs_bp8_update_phase3_enemy_select update_phase3_enemy_select
def update_phase3_enemy_select
# ƒJƒ?ƒ‰?F“Gƒ^?[ƒQƒbƒg‚?ƒY?[ƒ€ƒAƒbƒv
@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
#--------------------------------------------------------------------------
# ?œ ƒGƒlƒ~?[‘I‘??I—¹
#--------------------------------------------------------------------------
alias xrxs_bp8_end_enemy_select end_enemy_select
def end_enemy_select
# ƒJƒ?ƒ‰?F’†?S‚?
@xcam_x_destination = 0
@xcam_z_destination = 185
# –?‚·
xrxs_bp8_end_enemy_select
end
#--------------------------------------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?X?V (ƒ?ƒCƒ“ƒtƒF?[ƒY ƒXƒeƒbƒv 2 : ƒAƒNƒVƒ‡ƒ“ŠJŽn)
#--------------------------------------------------------------------------
alias xrxs_bp8_update_phase4_step2 update_phase4_step2
def update_phase4_step2
# –?‚·
xrxs_bp8_update_phase4_step2
# ƒXƒeƒbƒv 3 ‚?ˆ??s‚·‚????‡
if @phase4_step == 3
if @active_battler.is_a?(Game_Enemy) or @active_battler.actor_in_battlefield
# ƒJƒ?ƒ‰?F?s“®ƒoƒgƒ‰?[‚?‚?ƒY?[ƒ€ƒAƒbƒv‚?—\–?
@xcam_x_destination = @active_battler.x_pos * @active_battler.zoom if @active_battler.x_pos != nil
@xcam_z_destination = 175
end
# ??’? 20 ƒtƒŒ?[ƒ€‘?‚?
@wait_count = 20
end
end
#--------------------------------------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?X?V (ƒ?ƒCƒ“ƒtƒF?[ƒY ƒXƒeƒbƒv 3 : ?s“®‘?ƒAƒjƒ??[ƒVƒ‡ƒ“)
#--------------------------------------------------------------------------
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)
# ƒJƒ?ƒ‰?Fƒ^?[ƒQƒbƒg‚?‚?ƒY?[ƒ€ƒAƒbƒv‚?—\–?
@xcam_x_destination = @target_battlers[0].x_pos * @target_battlers[0].zoom if @target_battlers[0] != nil
@xcam_z_destination = 185
# ‚?‚µ‘???ƒAƒjƒ?‚×?uˆ?’u?F‰?–??v‚?‚?‚?‚????‡
if @animation2_id > 0 and $data_animations[@animation2_id].position == 3
# ƒJƒ?ƒ‰‚?ƒZƒ“ƒ^ƒŠƒ“ƒO
@xcam_x_destination = 0
# ƒY?[ƒ€ƒAƒEƒg‚?‚?‚?‚?‚¿‚?‚?¥w¥
@xcam_z_destination = 222
end
end
# ??’? 20 ƒtƒŒ?[ƒ€‘?‚?
@wait_count = 20
end
#--------------------------------------------------------------------------
# ?œ ƒAƒtƒ^?[ƒoƒgƒ‹ƒtƒF?[ƒYŠJŽn
#--------------------------------------------------------------------------
alias xrxs_bp8_start_phase5 start_phase5
def start_phase5
@xcam_z_destination = 185
xrxs_bp8_start_phase5
end
end
#==============================================================================
# ?ž RPG::??’?‹`?u??“¬’†‚?"‰?–?"ƒAƒjƒ?‚?ˆ?’u?C?³?v
#==============================================================================
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


S'est un honneur de pouvoir aider les débutant

J'espère que vous aimé mon script même si j'ai pris 3 heure pour tout faire.
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Amathlog
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Re: Combat avec Barres de vie + caméra

Message par Kyubi » 24 Juin 2007, 21:28

Super ce Script
Kyubi
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