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CBS Tankentai avec jauge ATB [VX]

 
Poster un nouveau sujet   Répondre au sujet    Kingdom Ultimate Index du Forum -> RPG Maker -> Registre des scripts -> Scripts pour les combats
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BlackorWhite78

Citoyen


Hors ligne

Inscrit le: 26 Mai 2010
Messages: 46
Localisation: France
Date de naissance: 04/10/1993
Projet RPG Maker: The Twins Sisters
Point(s): 47
Moyenne de points: 1,02

MessagePosté le: 23/07/2010 16:42:11    Sujet du message: CBS Tankentai avec jauge ATB [VX] Répondre en citant

Bonjour a tous, je viens vous proposer un CBS de très grande qualité pour rpg maker VX, il n'est bien sur pas de moi, mais j'ai eu du mal a le trouver et je pense que cela peut intéresser certain.

Je préviens de suite, ses un système complexe, il n'est pas recommander pour ceux qui démarre le making.

Alors tous d'abord le lien important : http://www.rpgmakervx.net/index.php?showtopic=3781

il faudra vous inscrire normalement, mais sa en vaudra la peine. la page est aussi en anglais mais contient des liens vers des patchs, des add-ons pour le script et une FAQ qui répond a un grand nombre de problème que vous pourriez rencontrer.

il y a trois versions, la 1e avec le minimum pour fonctionner, la 2e avec des ajouts et add-ons intégré et la dernière pour les charaters/battlers/sprites Kaduki

voici le lien pour la 2e version, ses celle que j'utilise :
http://www.mediafire.com/?znddhdvltjn

voilà, je vous recommande d'aller sur la page et de lire tous ce qu'il y a dessus et les indications de la demo, ses long, ses en anglais, mais sa vous permettra de faire fonctionner se système complexe mais tres bon.





et voici la traduction français du menu de la jauge ATB ( le joueur peut en effet régler certain paramètre par un menu ) donc voici une photo du fameux menu en français, et vous devez remplacer le script " ATB configuration " par celui-ci



#==============================================================================
# ■ Active Time Battle Configurations [1.1f] (English Translation v1.4)
# Only for RPG Tankentai Sideview Battle System
#------------------------------------------------------------------------------
# Original script by:
# Enu (http://rpgex.sakura.ne.jp/home/)
# English Localization by:
# Mr. Bubble
# Contributors & Special Thanks:
# Moonlight, mark paul, Mithran
# (See [Credits] for more information)
#==============================================================================

#==============================================================================
# ■ module N02
#------------------------------------------------------------------------------
#  Active Time Battle Configurations
#==============================================================================
module N02
#--------------------------------------------------------------------------
# ● Battle Start ATB Gauge Settings
#--------------------------------------------------------------------------
# Actor initial ATB Gauge value(%).
ATB_BASE_ACTOR = 30
# Enemy initial ATB Gauge value(%).
ATB_BASE_ENEMY = 30
# Random base value(%) added to initial gauge. Applies to both actor and enemy.
ATB_BASE_ADD = 30
#--------------------------------------------------------------------------
# ● ATB Type Settings (Only applies if ATB_CUSTOMIZE = false)
#--------------------------------------------------------------------------
# true: Gauges are active while selecting Party Commands. (Fight and Escape)
ATB_PARTY_COMMAND_WAIT = false
# true: Gauges are active while selecting Actor Commands.
ATB_COMMAND_WAIT = false
# true: Gauges are active while selecting targets.
ATB_TARGET_WAIT = false
# true: Gauges are active while selecting Items/Skills.
ATB_SELECT_WAIT = false
# true: Gauges are active while actions are being executed/processed.
ATB_ACTION_WAIT = false
#--------------------------------------------------------------------------
# ● Gauge Control Input Settings
#--------------------------------------------------------------------------
# true: Pressing Shift will boost gauge speed x4.
ATB_SHIFT_BOOST = true
# true: Pressing Ctrl will force gauges to rise if inactive.
ATB_CTRL_ACTIVE = true
# true: Pressing Alt will force gauges to stop if active.
ATB_ALT_WAIT = true
#--------------------------------------------------------------------------
# ● Overall ATB Gauge Speed (Only applies if ATB_CUSTOMIZE = false)
#--------------------------------------------------------------------------
# 1 = Slowest; 5 = Comfortable; 10 = Average; 20 = Faster; 500 = Whoa!
ATB_SPEED = 10
#--------------------------------------------------------------------------
# ● ATB Standard Speed Calculation Settings
#--------------------------------------------------------------------------
# This setting determines the standard speed calculation you define below.
# Please note this only determines the base factor for battle speed
# and the general "feel" of battle speed.
# AGI will still be a factor for individual gauge speed.
# 0: Fixed Value
# 1: Battler with the highest AGI
# 2: Battler with the lowest AGI
# 3: Average AGI of all battlers
ATB_BASE_SPEED = 1
# Applies only if ATB_BASE_SPEED = 0; All battlers will comparatively use
# the same AGI as defined here.
ATB_ABSOLUTE_SPEED = 50
#--------------------------------------------------------------------------
# ● Pre-emptive and Surprise Attacks - Gauge Penalty Settings
#--------------------------------------------------------------------------
# Penalty to ATB gauge in pre-emptive and surprise attack encounters. (0~100)
ATB_BACKATTACK = 50
#--------------------------------------------------------------------------
# ● Escape Failure - Gauge Penalty Settings
#--------------------------------------------------------------------------
# Penalty to ATB gauge for failing to escape battle. (0~100)
ATB_RUN_NG = 50
#--------------------------------------------------------------------------
# ● Battle Turn Count Settings
#--------------------------------------------------------------------------
# 0: 1 Turn passes when the number of actions executed equals the number of
# battler's present.
# 1: 1 Turn passes when the number of actions executed equals half the number
# of battlers present.
# 2: 1 Turn passes after any battler executes an action.
ATB_TURN_COUNT = 1
#--------------------------------------------------------------------------
# ● Slip Damage (Poison/Regeneration) POP Timing Settings
#--------------------------------------------------------------------------
# 0: Slip damage is applied each time the afflicted battler takes action.
# 1: Slip damage is applied to all afflicted after each turn.
ATB_SLIP_DAMAGE = 0
#--------------------------------------------------------------------------
# ● Incapacitated Gauge Reset Setting
#--------------------------------------------------------------------------
# Gauge reset value(%) when revived from Incapacitated state. Can be negative.
ATB_DEAD_COUNT = 20
#--------------------------------------------------------------------------
# ● Finished Action Gauge Reset Settings
#--------------------------------------------------------------------------
# Define gauge reset value(%) after finishing an action.
ATB_ATTACK_RESET = 20 # Normal Attack
ATB_GUARD_RESET = 0 # Guard
ATB_SKILL_RESET = 0 # Skill
ATB_ITEM_RESET = 0 # Item
ATB_NONACT_RESET = 40 # No Action
#--------------------------------------------------------------------------
# ● Enemy ATB Gauge Default Display Settings
#--------------------------------------------------------------------------
# Determines the default visibility of enemy gauges in battle.
# To set up gauge visibility individually for each enemy, refer to
# Enemy ATB Gauge Individual Display Settings at the bottom of this script.
ATB_ENEMY_ON = true
#--------------------------------------------------------------------------
# ● Gauge Visibility During Actions Settings
#--------------------------------------------------------------------------
# Determines whether ATB gauge is visible when the actor/enemy is
# executing an action.
ATB_ACTION_ACTOR_OFF = false # Actor
ATB_ACTION_ENEMY_OFF = true # Enemy
#--------------------------------------------------------------------------
# ● ATB Gauge Position Settings
#--------------------------------------------------------------------------
# X-axis is automatically inverted for back attacks.
# X-axis Y-axis
ATB_POSITION_ACTOR = [ 40, -5] # Actors
ATB_POSITION_ENEMY = [ 0, 20] # Enemies
# true: Actor's ATB gauge is set according to ATB_PARTY_POSITION coordinates.
# (Above setting is ignored.)
# false: Battler's ATB gauge is set according to actor's start position.
# ATB_POSITION_ACTOR and ATB_POSITION_ENEMY is distance the gauge is
# from battler's start position.
ATB_POSITION_HPWINDOW = true
#--------------------------------------------------------------------------
# ● Actor ATB Gauge Positions (Applies only if ATB_POSITION_HPWINDOW = true)
#--------------------------------------------------------------------------
# Individual Positions: Actor 1 Actor 2 Actor 3 Actor 4
#         X Y, X Y, X Y, X Y
ATB_PARTY_POSITION = [[158,318],[158,342],[158,366],[158,390]]
# Please remember to add/remove coordinates whenever you change MAX_MEMBER
#--------------------------------------------------------------------------
# ● ATB Gauge Graphic Settings
#--------------------------------------------------------------------------
# These settings are related to the gauge images in the System folder.
#
# "atb_bar": Used when waiting.
# "act_bar": Used when charging.
# "atb_bar_active": Displays when gauge is full.
# "atb_bar_skin": Gauge skin.
# It is recommended to make all 4 gauges images the same size.
# In order for the bar skin to be utilized correctly, bar images
# with transparent width pixels can be excluded.
#
# Width, in pixels, of "atb_bar" and "act_bar" images that is actually
# utilized. Exclude any transparent/unused pixels on the left and right sides
# of those bar images.
# Numbers that divide into 1000 with no remainders work best.
ATB_WIDTH = 50
# Gauge bars' excluded pixels. Refers to the amount of transparent/unused
# pixels on the left and right sides of the "atb_bar" and "act_bar" images
# that are excluded from usage.
ATB_SPACE = 2
#--------------------------------------------------------------------------
# ● ATB Gauge (Blue Gauge) Sound Effect When Full
#--------------------------------------------------------------------------
# Pitch Vol. SE File name
ATB_MAX_SOUND01 = [150, 70, "Decision2"]
#--------------------------------------------------------------------------
# ● ACT Gauge (Red Gauge) Sound Effect When Full
#--------------------------------------------------------------------------
# Pitch Vol. SE File name
ACT_MAX_SOUND01 = [150, 70, "Chime2"]
#--------------------------------------------------------------------------
# ● Switch Actor Command Sound Effect
#--------------------------------------------------------------------------
# Pitch Vol. SE File name
NEXT_SOUND01 = [135, 70, "Miss"]
#--------------------------------------------------------------------------
# ● ATB User Customization Settings
#--------------------------------------------------------------------------
# In-game dynamic ATB customization can be accessed from the player's menu.
#
# Enables menu access to customize ATB settings. If true, the settings noted
# above (ATB_PARTY_COMMAND_WAIT, etc.) will be ignored. If false, in-game
# ATB customization is not possible.
ATB_CUSTOMIZE = true
# Name in menu for ATB options.
ATB_CUSTOMIZE_NAME = "Jauge ATB"
# Text in Help Window at the top of ATB Options scene.
ATB_CUSTOMIZE_HELP = "Paramètres des combats en temps réel."
# Menu name for ATB mode.
ATB_MODE_NAME = "Mode de combat"
# The three ATB modes below should be aligned properly in the editor window.
# When a number in the ATB Mode array (0~4) is set to true, the scene
# will be designated Active; false will designate Wait.
#
# [0]Party Command Selection [1]Actor Command Selection
# [2]Target Selection [3]Skill/Item Selection [4]Battle Actions
#
# Mode Name [0] [1] [2] [3] [4]
ATB_MODE1 = ["Attente", false, false, false, false, false,]
ATB_MODE2 = ["Semi-Actif", false, false, false, false, true,]
ATB_MODE3 = ["Actif", true, true, true, true, true,]
# Description in Help Window for ATB modes defined above.
ATB_MODE1_HELP = "Les jauges s'arrêtent pendant la saisie des actions."
ATB_MODE2_HELP = "Les jauges sont seulement actives pendant des actions."
ATB_MODE3_HELP = "Les jauges sont toujours actives."
# Default mode in a New Game: [0]MODE1 [1]MODE2 [2]MODE3
ATB_NEWGAME_MODE = 1

# Battle Speed Settings
# Menu name for ATB speed.
ATB_SPEED_NAME = "Vitesse de combat"
# Help window comment for Battle Speed
ATB_SPEED_HELP = "Plus le nombre est grand, plus la vitesse de combat augmente."
# The number above (1~9) represents the speed value below respectively.
# The speed setting above (ATB_SPEED) is ignored here.
#
#    [1] [2] [3] [4] [5] [6] [7] [8] [9]
ATB_SPEED_MODE = [ 1, 2, 4, 6, 10, 20, 40, 100, 500]
# Default speed mode and cursor position for a New Game.
ATB_NEWGAME_SPEED = 5
#--------------------------------------------------------------------------
# ● HP Gauge Display and Status Display Settings
#--------------------------------------------------------------------------
# Display the state names of the selected battler in Help Window.
WORD_STATE_DISPLAY = true
# Name to display in Help Window when there is no abnormal state.
WORD_NORMAL_STATE = "Normal"
# true: Display the HP gauge of selected battler in Help Window.
HP_DISPLAY = true
# true: Display the HP gauge and states of selected actor in Help Window.
ACTOR_DISPLAY = true
# Hide the HP gauge and states for the following enemy IDs. ex.[1,2,3]
ENEMY_NON_DISPLAY = []
# Does not display the following state IDs in Help Window. ex.[1,2,3]
STATE_NON_DISPLAY = []
end
module RPG
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
#  Skill Settings
#==============================================================================
class Skill
#--------------------------------------------------------------------------
# ● Skill Charge Time Settings
#--------------------------------------------------------------------------
# You can define how long a skill needs to be charged up before being used.
# For magic spells with chanting time, etc.
#
# when 1 <- Skill ID
#
# A, B, C, D # See descriptions below
# return [ 0, 50, 0, ""]
# end
#
#
# A> Standard: Base AGI calculation used for charge time.
# 0: Fixed Value
# 1: Battler with the highest AGI
# 2: Battler with the lowest AGI
# 3: Average AGI of all battlers
# 4: Battler's own AGI
#
# B> Required Gauge(%): The amount of charge time, in percent, that is needed.
# 200% will be twice the amount the battler normally needs for full ATB gauge.
# 10% will be 1/10 of what the battler needs for a full ATB gauge.
# 0% is instant.
#
# C> Fixed Value: Only used if Standard is set to 0. Used in charge time
# calculation as if the battler has the AGI of what you define.
#
# D> Charging ACTION Sequence: ACTION sequence that is used while charging the
# skill. ACTIONS for this should be defined in the SBS Configuration script.
# If "", then no ACTION sequence is used while charging.
def charge
case @id
when 59
return [ 4, 40, 0, ""]
end
# Default charge time and charging sequence for all unassigned Skill IDs.
return [ 4, 0, 0, ""]
end
#--------------------------------------------------------------------------
# ● Skill Gauge Reset Settings
#--------------------------------------------------------------------------
# Define a value(%) the gauge will reset to after executing a skill. (0~100)
def recharge
case @id
when 1
return 30
end
# Default gauge reset value for all unassigned Skill IDs.
return N02::ATB_SKILL_RESET
end
#--------------------------------------------------------------------------
# ● ATB Union Skills Settings
#--------------------------------------------------------------------------
# When defining skill IDs in the square brackets, remember to use commas.
#
# [98, 99],
#
# Here, you can specify Skill IDs that are used for combination attacks, etc.
# These are triggered when any of the defined combination IDs are used.
# For the combination to execute, all required actors must have a full ATB
# gauge. If an actor becomes Incapacitated before executing the union skill,
# the attack is canceled.
#
# The actor who has the first ID in the array is considered the active battler.
# This means that damage is based and done off this actor alone. For example,
# Ralphrika Attack's damage is based off the actor who has skill ID 98. When
# any skill ID for the combination is used, all required actors will go into
# "Prepare" mode and other actions are not possible until canceled or completed.
def union_action
return [

[ 98, 99],
[100, 101, 102, 103],

[]]
end
end
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
#  Item Settings
#==============================================================================
class Item
#--------------------------------------------------------------------------
# ● Item Charge Time Settings
#--------------------------------------------------------------------------
# Please refer to Skill Charge Time Settings as the same rules apply here.
#
# Define an amount of charge time an item requires before being used.
def charge
case @id
when 1
return [ 4, 20, 0, ""]
end
# Default charge time and charging sequence for all unassigned Item IDs.
return [ 4, 0, 0, ""]
end
#--------------------------------------------------------------------------
# ● Item Gauge Reset Settings
#--------------------------------------------------------------------------
# Define a value(%) the gauge will reset to after using an item. (0~100)
def recharge
case @id
when 1
return 0
end
# Default gauge reset value for all unassigned Item IDs.
return N02::ATB_ITEM_RESET
end
end
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
#  State Settings
#==============================================================================
class State
#--------------------------------------------------------------------------
# ● State Gauge Damage Settings
#--------------------------------------------------------------------------
# When afflicted by the defined state, damage will be done to the battler's
# ATB gauge based on the battler's maximum gauge possible. (-100~-1) If gauge
# is damaged while charging, the action being charged is cancelled. Gauge
# damage is only applied once when the state is applied. It is recommended
# to use State Efficiency ratings as game balance for gauge damage states.
# If a State Removal Effect in a Sideview sequence is used, the state's
# Priority rating will be set to 0 for the duration.
#
# Positive values(%) will fill up gauges instead. (1~100)
def atb_damage
case @id
when 8
return -100
end
# Default gauge damage for all unassigned State IDs.
return 0
end
#--------------------------------------------------------------------------
# ● State Gauge Damage Limit Settings
#--------------------------------------------------------------------------
# true: State Gauge Damage as defined above can cause gauges to
# exceed below 0.
#
# For example, if a battler's gauge is damaged to a negative value such as -25,
# then battler will require 125% of its normal gauge for a full gauge.
def atb_minus_damage
return false
end
end
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
#  Weapon Settings
#==============================================================================
class Weapon
#--------------------------------------------------------------------------
# ● Weapon Charge Time Settings
#--------------------------------------------------------------------------
# Please refer to Skill Charge Time Settings as the same rules apply here.
#
# Define an amount of charge time a weapon requires before being used.
# When wielding two weapons, average charge time between the two will be used
# and Weapon 1's charging sequence will take precedence.
def charge
case @id
when 2
return [ 4, 0, 0, ""]
end
# Default charge time and charging sequence for all unassigned Weapon IDs
return [ 4, 0, 0, ""]
end
#--------------------------------------------------------------------------
# ● Weapon Charge Time Bonus Settings
#--------------------------------------------------------------------------
# Define a value(%) that augments charge time with weapon equipped. (-100~100)
# Positive values(%) will shorten overall charge time.
# Negative values(%) will lengthen overall charge time.
# Equipped items with similar charge bonus effects are cumulative.
# When wielding two weapons, average value is used.
def charge_bonus
case @id
when 1
return 0
end
# Default charge time bonus for all unassigned Weapon IDs.
return 0
end
#--------------------------------------------------------------------------
# ● Weapon Gauge Reset Settings
#--------------------------------------------------------------------------
# Define a value(%) the gauge will reset to after using the defined
# equipped weapon. (0~100)
#
# Only takes effect after a normal attack with the equipped weapon. No effect
# with Item and Skill use. When wielding two weapons, average value is used.
def recharge
case @id
when 1
return 20
end
# Default gauge reset value for all unassigned Weapon IDs.
return N02::ATB_ATTACK_RESET
end
#--------------------------------------------------------------------------
# ● Weapon Battle Start Gauge Adjustment Settings
#--------------------------------------------------------------------------
# Define a value(%) that will adjust initial gauge when equipped with
# specified weapon. (-100~100)
#
# Values can be negative. Equipped items with similar effect are cumulative.
# When wielding two weapons, average value is used.
def atb_base
case @id
when 1
return 0
end
# Default initial gauge adjustment for all unassigned Weapons IDs.
return 0
end
end
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
#  Armor Settings
#==============================================================================
class Armor
#--------------------------------------------------------------------------
# ● Armor Charge Time Bonus Settings
#--------------------------------------------------------------------------
# Define a value(%) that augments charge time with armor equipped. (-100~100)
# Positive values(%) will shorten overall charge time.
# Negative values(%) will lengthen overall charge time.
# Equipped items with similar charge bonus effects are cumulative.
def charge_bonus
case @id
when 1
return 0
end
# Default charge time bonus for all unassigned Armor IDs.
return 0
end
#--------------------------------------------------------------------------
# ● Armor Battle Start Gauge Adjustment Settings
#--------------------------------------------------------------------------
# Define a value(%) that will adjust initial gauge when equipped with
# specified armor. (-100~100)
#
# Values can be negative. Equipped items with similar effects are cumulative.
def atb_base
case @id
when 1
return 0
end
# Default initial gauge adjustment for all unassigned Armor IDs.
return 0
end
end
end
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
#  Actor Settings
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● Actor Unarmed Attack - Charge Time Settings
#--------------------------------------------------------------------------
# Please refer to Skill Charge Time Settings as the same rules apply here.
#
# Define an amount of charge time an unarmed attack requires before being used.
def charge
case @actor_id
when 1
return [ 4, 0, 0, ""]
end
# Default charge time and battler animation for all unassigned Actor IDs.
return [ 4, 0, 0, ""]
end
#--------------------------------------------------------------------------
# ● Actor Unarmed Attack - Gauge Reset Settings
#--------------------------------------------------------------------------
# Define a value(%) the gauge will reset to after an unarmed attack. (0~100)
#
# Only takes effect after using an unarmed normal attack. No effect with Item,
# Skill and Weapon use.
def recharge
case @actor_id
when 1
return 20
end
# Default gauge reset value for all unassigned Actor IDs.
return N02::ATB_ATTACK_RESET
end
#--------------------------------------------------------------------------
# ● Actor Battle Start - ATB Gauge Settings
#--------------------------------------------------------------------------
# Define a value(%) the gauge will be set to at the start of battle. (0~100)
# This will override the ATB_BASE_ACTOR default setting.
def atb_base
case @actor_id
when 1
return 30
end
# Default battle start gauge for all unassigned Actor IDs.
return N02::ATB_BASE_ACTOR
end
#--------------------------------------------------------------------------
# ● Actor ATB Gauge - Display Settings
#--------------------------------------------------------------------------
# true: Gauge is displayed in battle.
# false: Gauge is always hidden.
def atb_on
case @actor_id
when 1
return true
end
# Default gauge display for all unassigned Actor IDs.
return true
end
end
#==============================================================================
# ■ Game_Enemy
#------------------------------------------------------------------------------
#  Enemy Settings
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● Enemy Unarmed Attack - Charge Time Settings
#--------------------------------------------------------------------------
# Please refer to Skill Charge Time Settings as the same rules apply here.
#
# Define an amount of charge time an unarmed attack requires before being used.
def charge
case @enemy_id
when 1
return [ 4, 20, 0, ""]
end
# Default charge time and battler animation for all unassigned Enemy IDs.
return [ 4, 0, 0, ""]
end
#--------------------------------------------------------------------------
# ● Enemy Unarmed Attack - Gauge Reset Settings
#--------------------------------------------------------------------------
# Define a value(%) the gauge will reset to after an unarmed attack. (0~100)
#
# Only takes effect after using an unarmed normal attack. No effect with
# Skill or Weapon use.
def recharge
case @enemy_id
when 1
return 20
end
# Default gauge reset value for all unassigned Enemy IDs.
return N02::ATB_ATTACK_RESET
end
#--------------------------------------------------------------------------
# ● Enemy Battle Start - ATB Gauge Settings
#--------------------------------------------------------------------------
# Define a value(%) the gauge will be set to at the start of battle. (0~100)
# This will override the ATB_BASE_ENEMY default setting.
def atb_base
case @enemy_id
when 1
return 10
end
# Default battle start gauge for all unassigned Enemy IDs.
return N02::ATB_BASE_ENEMY
end
#--------------------------------------------------------------------------
# ● Enemy ATB Gauge - Individual Display Settings
#--------------------------------------------------------------------------
# true: Gauge is displayed in battle.
# false: Gauge is always hidden.
# Individual settings will override the ATB_ENEMY_ON setting.
def atb_on
case @enemy_id
when 1
return true unless !N02::ATB_ENEMY_ON # Idiot-proof code
end
# Default gauge display for all unassigned Enemy IDs.
return N02::ATB_ENEMY_ON
end
end


voilà, si vous avez des questions n'hésitez pas, j'essayerais dit répondre, sa marche dans mon jeu et je vous le recommande si un peu d'anglais ne vous fait pas peur Sourire


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Publicité








MessagePosté le: 23/07/2010 16:42:11    Sujet du message: Publicité

PublicitéSupprimer les publicités ?
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Xellion

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MessagePosté le: 23/07/2010 17:00:35    Sujet du message: CBS Tankentai avec jauge ATB [VX] Répondre en citant

Une question, ça marche sous rpg maker xp ?

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BlackorWhite78

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MessagePosté le: 23/07/2010 17:06:15    Sujet du message: CBS Tankentai avec jauge ATB [VX] Répondre en citant

Nan, je ne pense pas, mais pour xp tu a d'autre CBS de qualité, celui de moghunter par exemple, tu devrais le trouver facilement, desolé de pas te passer de lien, mais je sais plus ou il est x)

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Ðreammaker

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MessagePosté le: 25/07/2010 11:44:01    Sujet du message: CBS Tankentai avec jauge ATB [VX] Répondre en citant

Xellion , peut être qu'on pourra l'adapter a RMXP quand on aura un niveau plus important en script ^^ 
_________________
"Celui qui est le maître de lui-même est plus grand que celui qui est le maître du monde"


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DJdragonFly

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MessagePosté le: 02/09/2010 14:20:38    Sujet du message: CBS Tankentai avec jauge ATB [VX] Répondre en citant

En tout cas il est magnifique ce CBS ^^ 
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Comme je savait pas quoi mettre bun j'ai rien mis ^^


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MessagePosté le: 05/09/2010 09:41:52    Sujet du message: CBS Tankentai avec jauge ATB [VX] Répondre en citant

Oui il est très jolie. Dommage qu'il ne soit pas adapter à ma version :x

PS : Désolé de poster là mais quelqu'un pourrait me poster le lien (si il y en a un) qui explique comment faire des scripts (j'aimerais apprendre :x)
Encore milles excuses :x
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DJdragonFly

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MessagePosté le: 05/09/2010 12:29:50    Sujet du message: CBS Tankentai avec jauge ATB [VX] Répondre en citant

Il faut que tu aille voir dans la section cours du Forum il y a plein de tuto pour apprendre le Ruby RGSS (je te conseille vivement les cours de Sin ^^).
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Princess-Pandore

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MessagePosté le: 05/09/2010 13:08:28    Sujet du message: CBS Tankentai avec jauge ATB [VX] Répondre en citant

Merci beaucoup ^^'
Tu m'apprendre un truc ^^"
Je vais passé pour la grosse noob de RMXP mais je savais pas que Ruby et Script avait un rapport Oo
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DJdragonFly

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MessagePosté le: 05/09/2010 13:30:45    Sujet du message: CBS Tankentai avec jauge ATB [VX] Répondre en citant

t'inquiète on est tous passé par la Sourire  
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MessagePosté le: 20/10/2017 03:20:16    Sujet du message: CBS Tankentai avec jauge ATB [VX]

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