Cecillia 652 Posted June 18, 2012 http://www.lemon-slice.net/ADbank/mat_rgss3-01.html Can somebody translate this please. I really really really want to use this badly Share this post Link to post Share on other sites
Koru 11 Posted June 20, 2012 I'll give it a go for you. No promises, my japanese is still somewhat basic. 1 Share this post Link to post Share on other sites
Cecillia 652 Posted June 21, 2012 I'll give it a go for you. No promises, my japanese is still somewhat basic. Thank you very much Share this post Link to post Share on other sites
Koru 11 Posted June 22, 2012 I apologize but I took a look at the demo from that site and they edited quite a few different things and made a lot of parts to that custom script. I tried but I barely got into it before I got stumped and overwhelmed. I hope someone translates this for you though. Share this post Link to post Share on other sites
Cecillia 652 Posted June 25, 2012 Aw thanks anyway :\ Can somebody please help me translate this? Share this post Link to post Share on other sites
Kire 45 Posted July 11, 2012 (edited) After some time working on this ( even tough i have no scripting experience) i would like to explain what i understood from this script : The enemies must be configured in this script   エãƒãƒŸãƒ¼ç”»åƒã®é–¢é€£ä»˜ã‘ , each image represent a sprite Example : when "Actor1-1" character_name = "Actor1" character_index = 0 means that the image Actor1-1 will correspond to the sprite Actor1 index 0 The enemy image can be set trough the enemy graphic window in the database . Enemies must have notes which i translated to : <Moving force 4>- I think it represents how much he can move in 1 turn <Range 1>-Attack range , must be used in weapons too <Attack animation 1>-attack animation ^^ Encounters are configured as if it was the normal battle system . http://www.mediafire...23bs83lbb4jqbz7 Here is a link to a little demo i made to show how it is now , the only thing in Japanese is a little text in the battle window which i assume is something like "Attack order" or something like that and i would like some help finding were you can alter this. I don't speak Japanese , used google translator to do and then adapted the meaning to to what was happening in the game . Edited July 12, 2012 by erik brandao 2 Share this post Link to post Share on other sites
Cecillia 652 Posted July 13, 2012 After some time working on this ( even tough i have no scripting experience) i would like to explain what i understood from this script : The enemies must be configured in this script   エãƒãƒŸãƒ¼ç”»åƒã®é–¢é€£ä»˜ã‘ , each image represent a sprite Example : when "Actor1-1" character_name = "Actor1" character_index = 0 means that the image Actor1-1 will correspond to the sprite Actor1 index 0 The enemy image can be set trough the enemy graphic window in the database . Enemies must have notes which i translated to : <Moving force 4>- I think it represents how much he can move in 1 turn <Range 1>-Attack range , must be used in weapons too <Attack animation 1>-attack animation ^^ Encounters are configured as if it was the normal battle system . http://www.mediafire...23bs83lbb4jqbz7 Here is a link to a little demo i made to show how it is now , the only thing in Japanese is a little text in the battle window which i assume is something like "Attack order" or something like that and i would like some help finding were you can alter this. I don't speak Japanese , used google translator to do and then adapted the meaning to to what was happening in the game . I'm going to test it. Thank you so much for your effort. I really appreciate it. I was starting to think nobody was going to do it Share this post Link to post Share on other sites
Kire 45 Posted July 13, 2012 No problem since i was also interested in this . Share this post Link to post Share on other sites
lawfirm 4 Posted August 5, 2012 (edited) #-------------------------------------------------------------------------- # Note Tags for Database #-------------------------------------------------------------------------- # # # # â— equipment # <Basic moving force x> <基本移動力 x> # Determines the movement value, IE: you have to add <基本移動力> that in one peice of equipment I would say shoes, but there are no show slots in RPGMAKER so put in the main body piece. <基本移動力 6> = means the player will be able to move 6 sqaures in any direction. Without that note tag your characters cant move. # # <additional moving force x> <è¿½åŠ ç§»å‹•åŠ› x> its for additional item, <basic moving force x> would be in the main piece, while <additional moving force x> would be in accessories that grant the character more movement Example: Knight Armor (<基本移動力 5> <åˆæœŸä½ç½® 0>), Cape of Steps (<è¿½åŠ ç§»å‹•åŠ› 2>) Armor gave 5 movement when the cape is equiped in accessory slot it adds 2 more movements # <range> Determines the range that a weapon has from the character. <射程 1> = 1 sqaure, "0" should be used in spells since it makes it so the spell has unlimited range of attack. # # <velocity correction> THis is for wait time correction, you want a skill to take longer to cast "100"(makes it take twice as long to cast), or decrease its time to cast "-100"(instant cast) # # <initial position x> <åˆæœŸä½ç½® x> I believe this is the damage placement value for knockback, 0 upfront, 1 mid, 2 back. Thats if a character gets hit with knockback that value + <knockback x>(<ノックãƒãƒƒã‚¯ x>) is how far they get thrown back. Note: the only time I see it not being "1" is with cloth body peice, its set to "2" # â— Enemy # <Force move> Determines movement distance for enemies <anime attack> enemies normal attack animation <range> the enemies normal attack range <velocity correction> Same as equipments correction Item # â— Skills # <Range x> <射程 x> Range of the skill or item used <the range x> <範囲 x> AOE, does effect one person? than its "1", if it effects an area its "2" or more <knock back> This is determined along with the opponents agi setting. The knockback gives the % of chance to delay a characters action turn. 0-100 # â— State # <Force move> makes the character move on its own?? <range> used for example state immobilize, makes it so the character cannot move <移動力 103> Edited August 5, 2012 by lawfirm Share this post Link to post Share on other sites
Kire 45 Posted August 5, 2012 (edited) #-------------------------------------------------------------------------- # Note Tags for Database #-------------------------------------------------------------------------- # # # # â— equipment # <Basic moving force x> <基本移動力 x> # Determines the movement value, IE: you have to add <基本移動力> that in one peice of equipment I would say shoes, but there are no show slots in RPGMAKER so put in the main body piece. <基本移動力 6> = means the player will be able to move 6 sqaures in any direction. Without that note tag your characters cant move. # # <additional moving force x> <è¿½åŠ ç§»å‹•åŠ› x> its for additional item, <basic moving force x> would be in the main piece, while <additional moving force x> would be in accessories that grant the character more movement Example: Knight Armor (<基本移動力 5> <åˆæœŸä½ç½® 0>), Cape of Steps (<è¿½åŠ ç§»å‹•åŠ› 2>) Armor gave 5 movement when the cape is equiped in accessory slot it adds 2 more movements # <range> Determines the range that a weapon has from the character. <射程 1> = 1 sqaure, "0" should be used in spells since it makes it so the spell has unlimited range of attack. # # <velocity correction> THis is for wait time correction, you want a skill to take longer to cast "100"(makes it take twice as long to cast), or decrease its time to cast "-100"(instant cast) # # <initial position x> <åˆæœŸä½ç½® x> I believe this is the damage placement value for knockback, 0 upfront, 1 mid, 2 back. Thats if a character gets hit with knockback that value + <knockback x>(<ノックãƒãƒƒã‚¯ x>) is how far they get thrown back. Note: the only time I see it not being "1" is with cloth body peice, its set to "2" # â— Enemy # <Force move> Determines movement distance for enemies <anime attack> enemies normal attack animation <range> the enemies normal attack range <velocity correction> Same as equipments correction Item # â— Skills # <Range x> <射程 x> Range of the skill or item used <the range x> <範囲 x> AOE, does effect one person? than its "1", if it effects an area its "2" or more <knock back> This is determined along with the opponents agi setting. The knockback gives the % of chance to delay a characters action turn. 0-100 # â— State # <Force move> makes the character move on its own?? <range> used for example state immobilize, makes it so the character cannot move <移動力 103> Do you know how to translate the stuff to put in the notetags , i can't understand how to do that , i am just coping the text in japanese Edited August 5, 2012 by Kaizer Kirin Share this post Link to post Share on other sites
lawfirm 4 Posted August 6, 2012 (edited) I been looking at the all the scripts Lemon used and trying to find where the changes for the note-tags would be to translate them to english cause I know it will make it easier. I'll give you a heads up if I can ever figure it out, I'm kinda new to scripting. So takes a bit to read all of it heh. I have a few of the scripts discriptions of what everything does translated to english. Once I finish that I can look through it all again and see what changes I can do to get it so you can use english note-tags. Note: Under the script for game enemy, the call up images for there sprites in the battle its real simple, if you dont understand it. Example if I wanted to make Erik an enemy I would create him in the enemies database than for the image file I would select the image Actor1-1 what that does when I go into combat with that enemy, the animation for Erik would appear. it looks inside the Actor1 image in characters folder than looks at the reference -1 for the first set, to call up his animation for combat. if you understand what I'm talking about lol. Graphics\Characters\Actor1.png after it look in that image it locates 1 which would be the first 3x4 cell. Edited August 6, 2012 by lawfirm Share this post Link to post Share on other sites
lawfirm 4 Posted August 6, 2012 (edited) Do you know how to translate the stuff to put in the notetags , i can't understand how to do that , i am just coping the text in japanese Edit: I found the locations where the tags are named, I'll be able to change them tomorrow when I get home and if I have enough time Game_Battler #============================================================================== # â– Game_Battler #------------------------------------------------------------------------------ #  スプライトや行動ã«é–¢ã™ã‚‹ãƒ¡ã‚½ãƒƒãƒ‰ã‚’è¿½åŠ ã—ãŸãƒãƒˆãƒ©ãƒ¼ã®ã‚¯ãƒ©ã‚¹ã§ã™ã€‚ã“ã®ã‚¯ãƒ©ã‚¹ # 㯠Game_Actor クラス㨠Game_Enemy クラスã®ã‚¹ãƒ¼ãƒ‘ークラスã¨ã—ã¦ä½¿ç”¨ã•れã¾ã™ã€‚ #============================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # ◠公開インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :move_pos_x # 移動先ã®X座標 attr_accessor :move_pos_y # 移動先ã®Y座標 attr_accessor :charging # è© å”±ä¸ãƒ•ラグ attr_accessor :forcing_after # 強制行動実行フラグ #-------------------------------------------------------------------------- # â— ã‚ªãƒ–ã‚¸ã‚§ã‚¯ãƒˆåˆæœŸåŒ– #-------------------------------------------------------------------------- alias srpg_battler_initialize initialize def initialize @charging = false @forcing_after = false @move_pos_x = -1; @move_pos_y = -1 srpg_battler_initialize end #-------------------------------------------------------------------------- # ◠戦闘ä¸èƒ½ã«ãªã‚‹ #-------------------------------------------------------------------------- alias srpg_die die def die srpg_die @charging = false end #-------------------------------------------------------------------------- # ◠戦闘行動ã®ã‚¯ãƒªã‚¢ #-------------------------------------------------------------------------- alias srpg_clear_actions clear_actions def clear_actions srpg_clear_actions @charging = false end #-------------------------------------------------------------------------- # â— è¡Œå‹•å›žæ•°ã®æ±ºå®š #-------------------------------------------------------------------------- def make_action_times if confusion? 1 else action_plus_set.inject(1) {|r, p| rand < p ? r + 1 : r } end end #-------------------------------------------------------------------------- # ◠戦闘行動ã®ä½œæˆ #-------------------------------------------------------------------------- def make_actions clear_actions @actions = Array.new(make_action_times) { Game_Action.new(self) } end #-------------------------------------------------------------------------- # ◠行動制約ãŒç”Ÿã˜ãŸã¨ãã®å‡¦ç† #-------------------------------------------------------------------------- def on_restrict states.each do |state| remove_state(state.id) if state.remove_by_restriction end end #-------------------------------------------------------------------------- # â— è¡Œå‹•é€Ÿåº¦ã®æ±ºå®š #-------------------------------------------------------------------------- def make_speed(pre_action = 0) if not @actions.empty? @speed = current_action.speed(pre_action) else @speed = $game_temp.max_agi - self.agi @speed *= 3 / 2 unless self.alive? @speed *= SRPG::BATTLE_SPEED end end #-------------------------------------------------------------------------- # â— è¡Œå‹•é€Ÿåº¦ã®æ±ºå®š #-------------------------------------------------------------------------- def speed=(speed) @speed = speed end #-------------------------------------------------------------------------- # ◠スã‚ルï¼ã‚¢ã‚¤ãƒ†ãƒ ã®åŠ¹æžœé©ç”¨ #-------------------------------------------------------------------------- def item_apply(user, item) @result.clear @result.used = item_test(user, item) @result.missed = (@result.used && rand >= item_hit(user, item)) @result.evaded = (!@result.missed && rand < item_eva(user, item)) if @result.hit? @ori_hp_bar = self.hp unless item.damage.none? @result.critical = (rand < item_cri(user, item)) make_damage_value(user, item) execute_damage(user) end item.effects.each {|effect| item_effect_apply(user, item, effect) } item_user_effect(user, item) end end #-------------------------------------------------------------------------- # â— å‘ã効果ã®é©ç”¨ #-------------------------------------------------------------------------- def direction_effect(user) effect = SRPG::DIRECTION_EFFECT if user.direction == self.direction effect *= 1 elsif (user.direction == 2 and self.direction == 8) or (user.direction == 4 and self.direction == 6) or (user.direction == 6 and self.direction == 4) or (user.direction == 8 and self.direction == 2) effect *= -1 else effect *= 0 end effect end #-------------------------------------------------------------------------- # ◠ダメージ計算 #-------------------------------------------------------------------------- def make_damage_value(user, item) value = item.damage.eval(user, self, $game_variables) value *= item_element_rate(user, item) value *= pdr if item.physical? value *= mdr if item.magical? value *= rec if item.damage.recover? value = value * (100 + direction_effect(user)) / 100 if item.physical? value = apply_critical(value) if @result.critical value = apply_variance(value, item.damage.variance) value = apply_guard(value) @result.make_damage(value.to_i, item) end #-------------------------------------------------------------------------- # ◠スã‚ルï¼ã‚¢ã‚¤ãƒ†ãƒ ã®å‘½ä¸çŽ‡è¨ˆç®— #-------------------------------------------------------------------------- def item_hit(user, item) rate = item.success_rate * 0.01 # æˆåŠŸçŽ‡ã‚’å–å¾— rate *= user.hit if item.physical? # ç‰©ç†æ”»æ’ƒï¼šå‘½ä¸çŽ‡ã‚’ä¹—ç®— rate = rate * (100 + direction_effect(user)) / 100 if item.physical? return rate # 計算ã—ãŸå‘½ä¸çŽ‡ã‚’è¿”ã™ end #-------------------------------------------------------------------------- # ◠戦闘行動ã®å¼·åˆ¶ #-------------------------------------------------------------------------- def force_action(skill_id, target_index) clear_actions action = Game_Action.new(self, true) action.set_skill(skill_id) @actions.push(action) if target_index == -2 action.target_index = last_target_index action.forcing_target = true elsif target_index == -1 action.decide_random_target else action.target_index = target_index action.forcing_target = true end end #-------------------------------------------------------------------------- # ◠床効果判定(戦闘ä¸ï¼‰ #-------------------------------------------------------------------------- def check_floor_effect_in_battle execute_floor_damage_in_battle if in_battle_on_damage_floor? end #-------------------------------------------------------------------------- # ◠ダメージ床判定(戦闘ä¸ï¼‰ #-------------------------------------------------------------------------- def in_battle_on_damage_floor? $game_map.damage_floor?(self.x, self.y) end #-------------------------------------------------------------------------- # ◠床ダメージã®å‡¦ç† #-------------------------------------------------------------------------- def execute_floor_damage_in_battle damage = (basic_floor_damage_in_battle * fdr).to_i self.hp -= [damage, max_floor_damage].min perform_map_damage_effect if damage > 0 end #-------------------------------------------------------------------------- # ◠床ダメージã®åŸºæœ¬å€¤ã‚’å–å¾— #-------------------------------------------------------------------------- def basic_floor_damage_in_battle return self.hp / 10 end #-------------------------------------------------------------------------- # â— åºŠãƒ€ãƒ¡ãƒ¼ã‚¸ã®æœ€å¤§å€¤ã‚’å–å¾— #-------------------------------------------------------------------------- def max_floor_damage $data_system.opt_floor_death ? hp : [hp - 1, 0].max end #-------------------------------------------------------------------------- # ◠マップ上ã§ã®ãƒ€ãƒ¡ãƒ¼ã‚¸åŠ¹æžœã®å®Ÿè¡Œ #-------------------------------------------------------------------------- def perform_map_damage_effect $game_map.screen.start_flash_for_damage end #-------------------------------------------------------------------------- # ◠パラメータをè¨å®š # 射程:st_w_range = -1 ã¨ã™ã‚‹ã¨ã€æ¦å™¨å°„程を代入ã™ã‚‹ # ノックãƒãƒƒã‚¯ï¼šst_knock_back 0~100% #  攻撃時ã€ç›¸æ‰‹ã®agiã®è¨å®šãƒ‘ーセント分ã€ç›¸æ‰‹ã®è¡Œå‹•ã‚’é…らã›ã‚‹ã€‚ #-------------------------------------------------------------------------- def set_skill_add_status(skill, require) st_skill_range = /<range\s+(\d+)>/ =~ skill.note ? $1.to_i : 0 st_skill_scope = /<scope\s+(\d+)>/ =~ skill.note ? $1.to_i : 0 st_knock_back = /<knock back\s+(\d+)>/ =~ skill.note ? $1.to_i : 0 st_skill_range = self.w_range if st_skill_range == 100 array = [st_skill_range, st_skill_scope, st_knock_back] return array[require] end #-------------------------------------------------------------------------- # â— è¿½åŠ ã®ã‚¹ãƒ†ãƒ¼ãƒˆã‚’è¨å®š #-------------------------------------------------------------------------- def set_state_add_status(state, require) st_state_move = /<move\s+(\d+)>/ =~ state.note ? $1.to_i : 0 st_state_w_range = /<range\s+(\d+)>/ =~ state.note ? $1.to_i : 0 st_state_move = st_state_move > 100 ? (st_state_move - 100) * -1 : st_state_move st_state_w_range = st_state_w_range > 100 ? (st_state_w_range - 100) * -1 : st_state_w_range array = [st_state_move, st_state_w_range] return array[require] end end Game_Actor #============================================================================== # â– Game_Actor #------------------------------------------------------------------------------ #  アクターを扱ã†ã‚¯ãƒ©ã‚¹ã§ã™ã€‚ã“ã®ã‚¯ãƒ©ã‚¹ã¯ Game_Actors クラス($game_actors) # ã®å†…部ã§ä½¿ç”¨ã•れã€Game_Party クラス($game_party)ã‹ã‚‰ã‚‚å‚ç…§ã•れã¾ã™ã€‚ #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ◠戦闘行動ã®ä½œæˆ #-------------------------------------------------------------------------- def make_actions super end #-------------------------------------------------------------------------- # ◠戦闘行動ã®ä½œæˆ #-------------------------------------------------------------------------- def make_actions_auto if auto_battle? make_auto_battle_actions elsif confusion? make_confusion_actions end end #-------------------------------------------------------------------------- # ◠コマンド入力å¯èƒ½ã‹ï¼Ÿ #-------------------------------------------------------------------------- def actor_inputable? return true if not auto_battle? and not confusion? return false end #-------------------------------------------------------------------------- # ◠移動力ã®å–å¾— #-------------------------------------------------------------------------- def move n = 7 for item in equips.compact check = set_equip_add_status(item, 0) n = (check < n and check != 0) ? check : n end for item in equips.compact do n += set_equip_add_status(item, 4) end for state in states do n += set_state_add_status(state, 0) end [[integer(n), 1].max, 7].min end #-------------------------------------------------------------------------- # â— æ¦å™¨å°„程ã®å–å¾— #-------------------------------------------------------------------------- def w_range n = 0 if not dual_wield? for item in equips.compact do n += set_equip_add_status(item, 1) end else weapon1 = weapons[0] != nil ? set_equip_add_status(weapons[0], 1) : 0 weapon2 = weapons[1] != nil ? set_equip_add_status(weapons[1], 1) : 0 n += weapon1 >= weapon2 ? weapon1 : weapon2 for item in armors.compact do n += set_equip_add_status(item, 1) end end for state in states do n += set_state_add_status(state, 1) end [[integer(n), 1].max, 7].min end #-------------------------------------------------------------------------- # â— æ¦å™¨ç¯„囲ã®å–å¾— #-------------------------------------------------------------------------- def w_scope n = 0 if not dual_wield? for item in equips.compact do n += set_equip_add_status(item, 5) end else weapon1 = weapons[0] != nil ? set_equip_add_status(weapons[0], 5) : 0 weapon2 = weapons[1] != nil ? set_equip_add_status(weapons[1], 5) : 0 n += weapon1 >= weapon2 ? weapon1 : weapon2 for item in armors.compact do n += set_equip_add_status(item, 5) end end [[integer(n), 1].max, 5].min end #-------------------------------------------------------------------------- # ◠待機時間補æ£ã®å–å¾— #-------------------------------------------------------------------------- def correct_wait n = 0 for item in equips.compact do n += set_equip_add_status(item, 2) end [[integer(n), -100].max, 100].min end #-------------------------------------------------------------------------- # â— åˆæœŸä½ç½®ã®å–å¾— #-------------------------------------------------------------------------- def position n = 0 for item in equips.compact n = set_equip_add_status(item, 3) > n ? set_equip_add_status(item, 3) : n end [[integer(n), 0].max, 2].min end #-------------------------------------------------------------------------- # ◠パラメータをè¨å®š # 移動力:st_move 移動力ã®å›ºå®šå€¤ã€‚装備ä¸ã§æœ€ã‚‚å°ã•ã„æ•°å—ãŒé©å¿œã•れる。 # è¿½åŠ ç§»å‹•åŠ›ï¼šst_move_plus 移動力ã®è¿½åŠ å€¤ã€‚å›ºå®šå€¤ã«åŠ ç®—ã•れる。 # スã‚ルã®è© å”±ãŠã‚ˆã³è¿½åŠ å¾…æ©Ÿã®è£œæ£ï¼šst_correct_waitã¯-100% ~ 100%ã®ç¯„囲ã§è¨å®šã€‚ # è² ã§å¾…æ©Ÿæ™‚é–“æ¸›å°‘ã€æ£ã§å¾…æ©Ÿæ™‚é–“å¢—åŠ ã€‚ä¾‹ï¼š-20 → 20%減少ã€100 → 100%å¢—åŠ ï¼ˆï¼’å€ï¼‰ # åˆæœŸä½ç½®ï¼šst_position 0:å‰è¡›ã€1:ä¸è¡›ã€2:後衛 #-------------------------------------------------------------------------- def set_equip_add_status(item, require) # åˆæœŸåŒ– st_move = 0; st_move_plus = 0; st_w_range = 0; st_w_scope = 0 st_correct_wait = 0; st_position = 0 # メモã‹ã‚‰æƒ…å ±ã‚’å–å¾— st_move = /<move\s+(\d+)>/ =~ item.note ? $1.to_i : 0 st_move_plus = /<add move\s+(\d+)>/ =~ item.note ? $1.to_i : 0 st_w_range = /<range\s+(\d+)>/ =~ item.note ? $1.to_i : 0 st_w_scope = /<scope\s+(\d+)>/ =~ item.note ? $1.to_i : 0 st_correct_wait = /<wait\s+(\d+)>/ =~ item.note ? $1.to_i : 0 st_position = /<initial position\s+(\d+)>/ =~ item.note ? $1.to_i : 0 st_correct_wait = st_correct_wait > 100 ? (st_correct_wait - 100) * -1 : st_correct_wait array = [st_move, st_w_range, st_correct_wait, st_position, st_move_plus, st_w_scope] return array[require] end end Game_Enemy #============================================================================== # â– Game_Enemy #------------------------------------------------------------------------------ #  敵ã‚ャラを扱ã†ã‚¯ãƒ©ã‚¹ã§ã™ã€‚ã“ã®ã‚¯ãƒ©ã‚¹ã¯ Game_Troop クラス ($game_troop) ã® # 内部ã§ä½¿ç”¨ã•れã¾ã™ã€‚ #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ◠公開インスタンス変数 #-------------------------------------------------------------------------- attr_reader :character_name # æ©è¡Œã‚°ãƒ©ãƒ•ィック ファイルå attr_reader :character_index # æ©è¡Œã‚°ãƒ©ãƒ•ィック インデックス attr_accessor :slg_x # æˆ¦é—˜ç”»é¢ X 座標(ãƒãƒƒãƒ—å˜ä½ï¼‰ attr_accessor :slg_y # æˆ¦é—˜ç”»é¢ Y 座標(ãƒãƒƒãƒ—å˜ä½ï¼‰ #-------------------------------------------------------------------------- # â— ã‚ªãƒ–ã‚¸ã‚§ã‚¯ãƒˆåˆæœŸåŒ– # index : 敵グループ内インデックス # enemy_id : 敵ã‚ャラ ID #-------------------------------------------------------------------------- alias srpg_b_initialize initialize def initialize(index, enemy_id) srpg_b_initialize(index, enemy_id) enemy = $data_enemies[@enemy_id] char = character_g @character_name = char[0] @character_index = char[1] @slg_x = 0; @slg_y = 0 @note = enemy.note end #-------------------------------------------------------------------------- # ◠戦闘行動ã®ä½œæˆ #-------------------------------------------------------------------------- def make_actions super end #-------------------------------------------------------------------------- # ◠戦闘行動ã®ä½œæˆ #-------------------------------------------------------------------------- def make_actions_auto return if @actions.empty? action_list = enemy.actions.select {|a| action_valid?(a) } return if action_list.empty? rating_max = action_list.collect {|a| a.rating }.max rating_zero = rating_max - 3 action_list.reject! {|a| a.rating <= rating_zero } @actions.each do |action| action.set_enemy_action(select_enemy_action(action_list, rating_zero)) end end #-------------------------------------------------------------------------- # ◠変身 #-------------------------------------------------------------------------- def transform(enemy_id) @enemy_id = enemy_id if enemy.name != @original_name @original_name = enemy.name @letter = '' @plural = false end @battler_name = enemy.battler_name @battler_hue = enemy.battler_hue char = character_g @character_name = char[0] @character_index = char[1] @hp = mhp if @hp > mhp @mp = mmp if @mp > mmp refresh make_actions unless @actions.empty? end #-------------------------------------------------------------------------- # ◠移動力ã®å–å¾— #-------------------------------------------------------------------------- def move n = set_enemy_add_status(@original_name, 0) for state in states do n += set_state_add_status(state, 0) end [[integer(n), 0].max, 7].min end #-------------------------------------------------------------------------- # â— æ¦å™¨å°„程ã®å–å¾— #-------------------------------------------------------------------------- def w_range n = set_enemy_add_status(@original_name, 1) for state in states do n += set_state_add_status(state, 1) end [[integer(n), 1].max, 7].min end #-------------------------------------------------------------------------- # â— æ¦å™¨ç¯„囲ã®å–å¾— #-------------------------------------------------------------------------- def w_scope n = set_enemy_add_status(@original_name, 4) [[integer(n), 1].max, 5].min end #-------------------------------------------------------------------------- # ◠待機時間補æ£ã®å–å¾— #-------------------------------------------------------------------------- def correct_wait n = set_enemy_add_status(@original_name, 3) [[integer(n), -100].max, 100].min end #-------------------------------------------------------------------------- # â— æ¦å™¨ã®æ”»æ’ƒã‚¢ãƒ‹ãƒ¡ãƒ¼ã‚·ãƒ§ãƒ³ã®å–å¾— #-------------------------------------------------------------------------- def w_atk_anime_id set_enemy_add_status(@original_name, 2) end #-------------------------------------------------------------------------- # ◠パラメータをè¨å®š # スã‚ルã®è© å”±ãŠã‚ˆã³è¿½åŠ å¾…æ©Ÿã®è£œæ£ï¼šst_correct_waitã¯-100% ~ 100%ã®ç¯„囲ã§è¨å®šã€‚ # è² ã§å¾…æ©Ÿæ™‚é–“æ¸›å°‘ã€æ£ã§å¾…æ©Ÿæ™‚é–“å¢—åŠ ã€‚ä¾‹ï¼š-20 → 20%減少ã€100 → 100%å¢—åŠ ï¼ˆï¼’å€ï¼‰ #-------------------------------------------------------------------------- def set_enemy_add_status(name, require) st_move = /<move\s+(\d+)>/ =~ @note ? $1.to_i : 5 st_w_atk_anime = /<attack animation\s+(\d+)>/ =~ @note ? $1.to_i : 1 st_w_range = /<range\s+(\d+)>/ =~ @note ? $1.to_i : 0 st_w_scope = /<scope\s+(\d+)>/ =~ @note ? $1.to_i : 0 st_correct_wait = /<wait\s+(\d+)>/ =~ @note ? $1.to_i : 0 st_correct_wait = st_correct_wait > 100 ? (st_correct_wait - 100) * -1 : st_correct_wait array = [st_move, st_w_range, st_w_atk_anime, st_correct_wait, st_w_scope] return array[require] end end And here's the Note-tag help file New Note-Tag #------------------------------------------------------------------------------ # Note-Tags for Equipment/Enemies/Skills #------------------------------------------------------------------------------ # # # --Equipment -- # # <move x> # Movement value that primary body armor gives # # <add move x> # Movement add-on value that accesories give # # <range x> # Determines the range of a weapon, <range 0> = the whole map, <range 2> = # two sqaures from the character # # <wait x> # Extra wait time to execute an action # # <position x> # Uknown at the moment. "0", "1" <- heavy body armor, "2" <-cloth body armor # # --Enemies-- # # <move x> # Same as above's move # # <attack animation x> # Determines enemies default attack animation x = animation ID # # <range x> # Same as above's range # # <wait x> # Saqme as above's wait # # --Items/Skills-- # # <range x> # Same as above's range # # <scope x> # Determines splash area or AOE # # <knock back x> # defines whether an attack does knock back goes by percentage values ie: 1-100 # # --Status Add(example immobilize skill, so someone cant move)-- # # <move x> # Same as before # # <range x> # Same as before # # Cheers, and hope this is what you all wanted Edited August 6, 2012 by lawfirm Share this post Link to post Share on other sites
Kire 45 Posted August 6, 2012 Dude you just ninjed this , thank you !! You made my life allot more easier !! Share this post Link to post Share on other sites
lawfirm 4 Posted August 6, 2012 (edited) Dude you just ninjed this , thank you !! You made my life allot more easier !! No problem, just glad I could help out. I have most of the scripts descriptions for the entire SRPG tbs changed to English. I'll post all of it in a new demo, in a day or two. I believe for the status add the number has to 100+, since the math for it in the script subtracts 100, thats why if you look at the immobilze skill he has set its set to "103" so it would reduce the movement range by 3. Edited August 6, 2012 by lawfirm Share this post Link to post Share on other sites
Kire 45 Posted August 7, 2012 Hey i am getting an error : SystemStackError occurred. stack level too deep Share this post Link to post Share on other sites
lawfirm 4 Posted August 7, 2012 Thats a script error, means you have 2 of the same scripts somewhere. Share this post Link to post Share on other sites
Kire 45 Posted August 7, 2012 Yeah its alright now ^^ Share this post Link to post Share on other sites
Caedmon 4 Posted September 5, 2012 lawfirm just curious if you were able to get that demo posted elsewhere. Really interested in seeing what this system looks like. Thanks. Share this post Link to post Share on other sites
Megablackdragon31 1 Posted September 5, 2012 That battle system is in beta stage... You could have problems in the future,wait a few months until bug are fixed. Excuse me for my bad enlgish. Share this post Link to post Share on other sites
Caedmon 4 Posted September 5, 2012 Thanks for the advice and your english was great! Share this post Link to post Share on other sites
lawfirm 4 Posted September 13, 2012 Yea sorry, been sick pass few weeks. Didn't get to finish a quick demo for it yet. When I get around to it I'll post it here in this topic. Share this post Link to post Share on other sites
Caedmon 4 Posted September 14, 2012 looking forward to it! Glad you are feeling better. Share this post Link to post Share on other sites
lawfirm 4 Posted September 15, 2012 (edited) Alright here is the demo for the translated TBS. Note to the user the battle order is determined by agility. In a sense if a characters agility is so high, they can in turn go twice or more in one turn without the enemy or another character going next. Noticed it in the test when I made Eric lv 10, he went twice before Alice would get her turn than it went to the surviving enemies and back to Eric. Also I edited the images for the battle order list, it looks better than just a blue and red transparent sqaure, and I also edited the image for the Hornets status display so it doesnt seem so plain. Note: Forgot to mention I've changed this script so it works in 640x480 thats why it has the YEA - Core engine script. http://www.mediafire...lo51ojig5qrw2e0 Edited September 15, 2012 by lawfirm Share this post Link to post Share on other sites
Caedmon 4 Posted September 16, 2012 Thanks Lawfirm. I will test it out this weekend hopefully! Share this post Link to post Share on other sites