SKRYPTY

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Wojtexx
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SKRYPTY

Post autor: Wojtexx »

Bardzo prosil bym o skrpt:
1.Skrpyt walki jak w logu
I wtedy pytanie jak dorobic skille do takicego systemy walki?
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Dae
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Post autor: Dae »

Ufff, pisanie takiego skryptu + ataki to.... ok. 3 godziny pracy NON-STOP. Łatwiej wejść na www.zerogamez.com i tam poszukaj na forum, bo jest napewno(tylko trzeba znać angielski!)
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Wojtexx
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Post autor: Wojtexx »

lol o to mi chodzilo!!! nic wiecej dzieki wielkie
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BH Daimaouji
SSJ 5
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Rejestracja: czw gru 02, 2004 6:04 pm

Re: SKRYPTY

Post autor: BH Daimaouji »

Wojtek pisze:1.Skrpyt walki jak w logu
Dlaczego taki zlom jak LoK modyfuje osoby do zrobienia gry w RPG Makerze o tym?! Ja wole klasyczny styl ala LoTSS (czyli ruchy postaci podczas walki , nie wybor kart , co chetnie by mchcial zobaczyc , choc gralem w styl LoK (charsety nie byly w LoK , ale atakowalo sie na planszy) i troche mi sie podobalo
Piszcie do mnie BH , nie BH Daimaouji

"100% JBH !!" - Nie wiem o co ci chodzi astarot , ale jesli to ma być obraza , to chyba miałeś SIEBIE na myśli

Angela Mioduńska Buga 2008-2014
Ayla Mioduńska 2003-2019
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Ikoden
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Post autor: Ikoden »

Można pomóc i powiedzieć w jakim dziale bo też szukam.Jakby ktoś mógł to bym był bardzo wdzięczny.Do każdej wersji pasuje ten skrypt? Bo nie wiem czy szukać?
www.dbo2.pl - Zapraszamy :P
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Dae
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Post autor: Dae »

Ikoden pisze:Można pomóc i powiedzieć w jakim dziale bo też szukam.Jakby ktoś mógł to bym był bardzo wdzięczny.Do każdej wersji pasuje ten skrypt? Bo nie wiem czy szukać?
1. Nie pamiętam gdzie dokładnie.

2. Kilka poprawek i z wersji 2k3 można dać na 2k i vice versa(odwrotnie)
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Ikoden
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Post autor: Ikoden »

Już dawno znalazłem to i tak robiłem jak tam pisało i mi się gra zdu....waliła. Zagadaj do mnie na gg bardzo cie prosze.
www.dbo2.pl - Zapraszamy :P
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Dae
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Post autor: Dae »

Ikoden pisze:Już dawno znalazłem to i tak robiłem jak tam pisało i mi się gra zdu....waliła. Zagadaj do mnie na gg bardzo cie prosze.
Gra się zrąbała? Możliwe, że źle wpisałeś skrypt. Zależy też to od Twojego komputera, bo takie skrypty naprawde potrzebują dużo RAM i dobrego procesora... A to przecież tylko RPG Maker XD
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Ikoden
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Post autor: Ikoden »

Kompa to ja mam mocnego. Ale jak gram to nie widać napisów i rozmów. Wogóle liter nie ma xD
www.dbo2.pl - Zapraszamy :P
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Dae
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Post autor: Dae »

Ikoden pisze:Kompa to ja mam mocnego. Ale jak gram to nie widać napisów i rozmów. Wogóle liter nie ma xD
Tylko to? Zrąbałeś kodowanie lub samo się zrąbało. Są za to odpowiedzialne jakieś dwa pliki, tylko nie pamiętam jakie... Pewnie przypadkowo je usunąłeś.

Inna możliwość: Wkleiłeś skrypt zawierający mase błędów lub nie ustawiony pod Twoją grę...
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Ikoden
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Post autor: Ikoden »

Nie wkleiłem ja robiłem tam jakiś event z tymi punchami moge dac ci linka.
http://zerogamez.com/Forum/index.php?showtopic=3137
www.dbo2.pl - Zapraszamy :P
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Dae
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Post autor: Dae »

Heh, jeden koleś dobrze tam napisał: "To tylko animacja jak zrobić piąche, ale nic się wtedy więcej nie dzieje" XD

Poczekaj, szukam skryptu, bo nagrałęm na jakąś płyte... Jak znajde, to go wyśle tutaj(zedytuje post)


[UPDATE]

:arrow: Włącz to! Tutaj masz zasoby, dużo będzie Ci potrzebnych do skryptów!
http://www.megaupload.com/?d=049RNDIR

JEST!!! Gdy miałem już rezygnować znalazłem! Nie są to sprawdzone sposoby, ani nie chce Mi się tłumaczyć na polski, więc poradź sobie sam. A oto one wsyzstkie(nie ytlko skrypty na walke, ale inne też!):
Instant Transmission chyba pisze:Things you'll need:
-A blank event(We'll call it EV01.).
-Variable: IT(Instant Transmission.)
-Switch: IT
-Variable: Select.
-Variable: cancel.

Getting ready:
-Put EV01 somewhere on the screen, So none can reach it, And set it's Coordinates.
-Set all of the coordinates.(Including hero's and EV01's.)
-Give all of the enemies a new page, [Event condition.] Activated by switch: IT. [Event start condition.] On hero touch.
[Position.] Below hero.

Code inside IT activated enemy page:
<>Cycle:
<>Delete picture(Cursor.).
<>Show picture(Cursor flashing.).
<>Wait: 0.3s.
<>Delete picture(Cursor flashing.).
<>Show picture(Cursor.).
<>End cycle
<>Enter password:[Select].
<>Enter password:[Up].
<>Enter password:[Down].
<>Enter password:[Left].
<>Enter password:[Right].
<>Fork condition-Var Select,Var Select-same.(No else case.)
<>Enter here the codings for graphics, And damage.
<>End fork.
<>Fork condition-Var Up,Var Up-same.(No else case.)
<>Switch:IT-Off
<>End fork.
(Repeat for other directions.)

Code(In common events page.):
<>Password:[1:IT]
<>Fork- Var: IT, Var IT-same(No else case.)
<>Stop all.
<>Lock pan state.
<>Move event: EV01, Start slip through.
<>Set event place: Get coordinates from variable(Use hero's var's.).
<>Wait: 0.1.
<>Move event: EV01 change gfx to hero's.
<>Move event: Hero change graphic to cursor(Or if as a picture, Change to empty space and then, Show picture by hero's variables. And then, A prerall porcess of move picture by hero's var's.).
<>Change all of the events(Enemies, Hero, NPC's. Etc.) to start slip through mode.
<>Switch: IT- On
<>End fork
<>Enter password: cancel.
<>Fork- Var Cancel, Var Cancel- same:
<>All of the last fork on Reverse.
<>End fork
Oskryptowane Bicie i kule ki! pisze:HERO PUNCHING!
Common Event: (Goku Punch)(Parellel process)
Branch if Goku in party,
Key input Goku punch ( decision key[5])
Variable operation set Which attack? = random number 1-3(or however many attacks you have)
Branch if Which attack? = 1
Move event (first stage of punch)
Varible operation: Punching = 1
Wait 0.1
Move event (second stage of punch)
Wait 0.1
Move event (third stage of punch)
Wait 0.1
Move event (fourth stage of punch)
Varible operation: Punching = 0
else
Branch if Which attack? = 2
Move event (first stage of punch)
Varible operation: Punching = 1
Wait 0.1
Move event (second stage of punch)
Wait 0.1
Move event (third stage of punch)
Wait 0.1
Move event (fourth stage of punch)
Varible operation: Punching = 0
else
Branch if Which attack? = 3
Move event (first stage of kick)
Varible operation: Punching = 1
Wait 0.1
Move event (second stage of kick)
Wait 0.1
Move event (third stage of kick)
Wait 0.1
Move event (fourth stage of kick)
Varible operation: Punching = 0

Enemy Event:
1st Page
Collision with hero
Change the charsets, and put waits in between
Simulate Enemy attack 5(or however much damage you want)
Flash sprite 0.3 red
(do the move events if you want)

2nd page
action key
precondition if Punch = 1
Variable Enemy HP + 10 (or however much damage)
(do the damage events)(changing the charsets to getting hit of enemy)

HERO KI BLAST

Common Event: (Ki blast)

Branch if switch of var ki blast is on,
Branch if ki greater than 2,
Key input(cancel[6])
Change char(shooting ki)
wait 0.1
switch Ki start on

Ki Blast event(on map)
Parrellel
1st page blank( and have char set blank)
2nd page:
Precondition if switch Ki start on
then inside put
wait 0.1
Branch if Direction of Fire = 8,6,2,4(up,right,down,left) NO ELSE CASES just 4 branches...
in the 8 branch put a move event(this event) phase mode on, move up, phase off
in the 6 branch put a move event(this event) phase mode on, move right, phase off
in the 2 branch put a move event(this event) phase mode on, move down, phase off
in the 4 branch put a move event(this event) phase mode on, move left, phase off

Put this on speed 4 times normal
Variable Event(on map)
Parellel process
set variable goku X to hero X coordinate
set variable goku Y to hero Y coordinate
set variable Ki X to Ki blast X coordinate
set variable Ki Y to Ki blast Y coordinate
set variable Enemy X to (enemy) X coordinate
set variable Enemy Y to (enemy) Y coordinate

Ki effects:
Parellel Process
Precondition if switch Ki start on
change event location(Ki Blast) to variable Goku X and Goku Y
Variable operation: Ki - 3
Move event(hero) change char (back to normal)
wait 1.0(if the ki goes too far or something lower time if it's not enough raise the time
switch Ki start off

Last Event! Ki hit:
Parellel process
If Ki X = Enemy X
If Ki Y = Enemy Y
(do the damage stuff here)

I'll give you enemy ki when I finish and btw this works for kamehameha too just make sure you show battle animation and make Ki blast event invisible!
That should work =D if it doesnt I'll be home and you can ask me there
Tylko animacja bicia pisze:HERO PUNCHING!
Common Event: (Goku Punch)(Parellel process)
Branch if Goku in party,
Key input Goku punch ( decision key[5])
<-- Insert branch if Goku punch = 5
Variable operation set Which attack? = random number 1-3(or however many attacks you have)
Branch if Which attack? = 1
Move event (first stage of punch)
Varible operation: Punching = 1
Wait 0.1
Move event (second stage of punch)
Wait 0.1
Move event (third stage of punch)
Wait 0.1
Move event (fourth stage of punch)
Varible operation: Punching = 0
else
MENU w grze, jak w LoG! Sprawdzone, działa, ale potrzeba ściągnąć pewne pliki! pisze:HP Bar Call Blank

Branch or Cond. Branch Or Fork options (different on some versions of rm2k3 but I will refer to it as "Branch")

Branch: If "HERO" is in party
Varible oper. "HEROs Health" set to "HERO"s HP
Varible Oper. "HEROs MAX Health" set to "HERO"s MAX HP
Varible oper. "HEROs Health" multiply by 100
Varible oper. "HEROs Health" divide by varible "HEROs MAX Health"

Wait 0.0secs
Show Pic: 1, "HP TEMPLATE" at X=35 Y=15 (X & Y depend on the size of the pic)
Branch: if Varible "HEROs Health" is 100
Wait 0.0secs
Show Pic: 2, "HP bar 100%" at X=50 y=10 est.

Branch: if Varible "HEROs Health" is 99
Wait 0.0secs
Show Pic: 2, "HP bar 99%" at X=50 y=10 est.

Branch: if Varible "HEROs Health" is 98
Wait 0.0secs
Show Pic: 2, "HP bar 98%" at X=50 y=10 est.

and so on until you reach 0

Branch: if Varible "HEROs Health" is 0
Wait 0.0secs
Show Pic: 2, "HP bar 0%" at X=50 y=10 est.
Dieing poses
GAME OVER

See that wasn't so hard now If you have any questions just ask me

CYA MATES

Unknown Ripper





ALSO to anybody who is wondering how to do skill switch...

New common event:

Skill switch Parralel Process Blank

Key Input in Varible "PRESS 1" wait until key is pressed. and only tick 1-10
Branch: If Switch "KI BLAST" is on
Branch:If Varible. "PRESS 1" is 11
Switch Operation. "Kamehameha" ON
Switch Operation. "Ki Blast" Off

just repeat this but replace the switches....... now plz lets go slowly on the requests:

STILL TO GO:

CMS 50%
ABS 12%
Kamehameha pisze:Kamehameha Tutorial for RPG Maker 2003


The first thing you need is 1 switch and 1 variable. Then you need to name them kamehameha. Also make sure you have a variable for your hero&#8217;s energy power or you can use the default energy. Now I am not very good at coding so you must think you can have all this coding you can steal from me&#8230;&#8230;&#8230;well you&#8217;re right! I have much coding edited from many different tutorials I found and it&#8217;s all put together into one working kamehameha.

Step1: You must create 1 common event for each hero who can use the kamehameha.
Name it kamehameha obviously. Here is the coding:

<>Branch if Hero- Blank- In the party then;
<>Main Menu access Forbid
<>Key input:[0003-Kamehameha] (Cancel Key)
<>Variable [0003-Kamehameha] Set &#8211; 1
<>Variable [0002-EP] minus 10
<>
: Else Handler
<>
: End
<>Move Event Hero: Wait, Wait, Wait, Wait
<>Switch [0001-Kamehameha] On
<>Branch if Hero Facing Right;
<>Change Sprite- Hero- Charging 1
<>Wait 0.1 sec
<>Change Sprite- Hero- Charging 2
<>Wait 0.1 sec
<>Change Sprite- Hero- Charging 3
<>Wait 0.1 sec
<>Change Sprite- Hero- Shooting 1
<>Wait 0.1 sec
<>Change Sprite- Hero- Shooting 2
<>Show B.A.- Shooting Kamehameha Right
<>Halt All Movement
<>Wait 0.1 sec
<>Change Sprite- Hero- Shooting 1
<>Wait 0.1 sec
<>Change Sprite- Hero- Shooting 2
<>Wait 0.1 sec
<>Change Sprite- Hero- Walking Position


Now do that for every direction except with different B.A.&#8217;s for each direction.


Here is the enemy:

First you need to make 4 variables for this part of the tutorial. The first two are to be called [0004-Hero X] and [0005-Hero Y]. The next two you have to make are to be called [0006-Enemy1 X] and [0007-Enemy1 Y]. Here is the coding for it;


You need to add 1 page to your enemy event
Parallel Process
Enemy walking event
Switch [0001-Kamehameha] is on


<>Variable [0004-Hero X] set Hero X position
<>Variable [0005-Hero Y] set Hero Y position
<>Variable [0006-Enemy1 X] set Enemy1 X position
<>Variable [0007-Enemy1 Y] set Enemy1 Y position
<>Branch if hero facing up;
<>If [0004] = [0006];
<>If [0005] greater than [0007];
<>Show damage and calculate damage


Same for other facings just change the variable things

That&#8217;s it thank you, and good night.





BY:
SS5BALIN777
Nasz bohater traci życia po dotknięciu z wrogiem pisze:So...if our hero touches the enemy, then he gets hurt, right? So let's make the villain's event begin "On Touch (Event, Hero)", and add code for damaging the hero, such as:

<>Flash Screen: (R31,G00,B00,V31),0.5sec(W)
<>Take Damage: AlexAttack 5 Damage

So, if the enemy attacks Alex, he takes 5 damage. That's easy enough. But what if the hero attacks the enemy? Well...in this case, let us add some code to the Parallel Process event. Start by using the Enter Password script to ask the player for the Decision Key (5) (and store the result in "Temp"). Make sure you check the "Wait Until Key Hit" option!

Now, store the Hero's X and Y coordinates in the HeroX and HeroY parameters, and the enemy's coordinates in the WatchX and WatchY parameters. Your code should look like this:

<>Enter Password: [0005:Temp]
<>Variable: Ch[0001:HeroX] Set, Hero XPos
<>Variable: Ch[0002:HeroY] Set, Hero YPos
<>Variable: Ch[0003:WatchX] Set, EvilVillainguy XPos
<>Variable: Ch[0004:WatchY] Set, EvilVillainguy YPos

Now we can use the coordinates to our advantage. First, make a fork condition that executes when the hero is FACING UPWARD. In this FORK statement, start off by showing a uber-1337 "Hero swinging sword" animation or something, so the hero will look like he/she's attacking.

Now, if the hero is facing up and attacking, then the enemy must be directly north of the hero, right? Right. That means the hero's X coordinate should be the same as the enemy's X coordinate. which means:

<>FORK Optn:Varbl[0001:HeroX]-V[0003]Equivl

Remember to change 0001 and 0003 to whatever variable numbers that you used!

Also, the hero must be one block below the enemy, so HeroY should be one greater than WatchY (remember that the Y coordinate INCREASES as you go down). Therefore, let's use the Temp variable again:

Variable Ch:[0005:Temp] Set, Var.[0002]val.
Variable Ch:[0005:Temp] -, Var.[0004]val.
<>FORK Optn:Varbl[0005:Temp]-1

OK, you first set the Temp variable to the Hero's X Coordinate. Now, you subtract the enemy's Y coordinate from temp, which will give you the difference between the hero and the enemy's Y coordinates. If the difference equals one, then BINGO! The enemy is only one block above from the hero! Remember that if the enemy is one block BELOW the hero, you would get negative one (-1) as the difference instead of positive one, so you don't have to check for that.

Now, inside the final FORK statement, add the damage code and whatnot, like:

<>Flash Character...: EvilVillainguy, 1.0s.(W)
<>Move Event...: EvilVillainguy, Fix Dir., Escape from Hero, Escape from Hero, CancelFixDir
<>Variable Ch:[0006:Enemy1HP] -, 1
<>FORK Optn:Varbl[0006:Enemy1HP]-0less
    <>Change Switch: [0015:Enemy1Die]-ON Set
 :END Case

This will flash the villain red and knock him/her back 2 spaces. It will also reduce a variable called Enemy1HP by one, and when it reaches or is less than 0, the enemy DIES!!! You should initialize Enemy1HP to 1 when the player enters the map.

Don't forget to add another page to the villain event and set it's start conditions to "Enemy1Die-ON" to get rid of the enemy!

Remember to add three more FORK statements for when the hero is facing DOWN, LEFT, and RIGHT:

DOWN: HeroX = WatchX, HeroY - WatchY = -1
LEFT: HeroY = WatchY, HeroX - WatchX = 1
RIGHT: HeroY = WatchY, HeroX - WatchX = -1

Here's the full code for the other three directions:
Bieganie? pisze:Key Input Processing: Right Arrow Key
Variable Run +1
Conditional Branch
if var run = 2
Turn Switch Run on
Conditional Branch
if switch run = on
Change Sprite Graphic{to hero running right}
Move event{hero}: Increase speed


Then make a new common event, parallel process and do:

Conditional Branch
if switch run = on
Key Input Processing: Right Arrow Key
variable run set to 0
Change Sprite Graphic{hero to standing right}
Move event{hero}: Decrease speed
Turn Switch Run off

It may or may not work, I dont know I just thought of it from the top of my head.. But what I was aiming for in this was to make it so that when you press right x2, the character will start running right, but if you pressed it again, then he will stop running... Dunno if its gonna work anyway
Narazie tyle, może kiedyś jeszcze coś dodam
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Ikoden
SSJ 2
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Rejestracja: śr lip 19, 2006 7:37 pm

Post autor: Ikoden »

A mógłbyś podać która są do RPG Makera 2k. Wiesz co? Próbowałem zrobić "Ustaw animację walki", a potem zmień grafike i zrobilem tak żeby były punche ale coś się nie udało. ;/
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