script de batalla a lo final fantasy 4
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CaistsaRpg :: Rpg Maker :: Scripts Xp
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script de batalla a lo final fantasy 4
Holas !
soy shiro y nuevo aki
pero necesito pedir algo.....
(siempre me puediera responder).......
necesito un script de batalla(para el rpg maker vxya ke el ke hay es una mierda)
ke sea tipo final fantasy 4....
es ke el estilo de batalla de ese juego me fascina
de antemano muchas gracias
soy shiro y nuevo aki
pero necesito pedir algo.....
(siempre me puediera responder).......
necesito un script de batalla(para el rpg maker vxya ke el ke hay es una mierda)
ke sea tipo final fantasy 4....
es ke el estilo de batalla de ese juego me fascina
de antemano muchas gracias
Re: script de batalla a lo final fantasy 4
Bueno te pongo aqui el de menu aver si encuentro el de batalla suerte
Pegalo encima de main ^^
Caistsa
- Código:
==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================
class Window_Basic < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
self.contents = Bitmap.new(width - 32, height - 32)
@writtentext = ""
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
rect = Rect.new(0, 0, self.contents.text_size(@writtentext).width, self.contents.text_size(@writtentext).height)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @writtentext, 1)
end
def setText(newText)
@writtentext = newText
refresh
end
end
class Scene_Title
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# If battle test
if $BTEST
battle_test
return
end
# Load database
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# Make system object
$game_system = Game_System.new
# Make title graphic
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
# Make command window
s1 = "Nueva Partida"
s2 = "Continuar"
s3 = "Salir a Windows"
@text_window = Window_Basic.new(20,30,570,60)
@text_window.setText("Comenzar una Nueva Partida.")
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.x = 400
@command_window.y = 95
# Continue enabled determinant
# Check if at least one save file exists
# If enabled, make @continue_enabled true; if disabled, make it false
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# If continue is enabled, move cursor to "Continue"
# If disabled, display "Continue" text in gray
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
# Play title BGM
$game_system.bgm_play($data_system.title_bgm)
# Stop playing ME and BGS
Audio.me_stop
Audio.bgs_stop
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of command window
@text_window.dispose
@command_window.dispose
# Dispose of title graphic
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update command window
@text_window.update
@command_window.update
# If C button was pressed
# Branch by command window cursor position
if Input.trigger?(Input::C)
case @command_window.index
when 0 # New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
case @command_window.index
when 0 # New game
@text_window.setText("Comenzar una Nueva Partida.")
when 1 # Continue
@text_window.setText("Cargar una Partida Guardada.")
when 2 # Shutdown
@text_window.setText("Salir del Juego.")
end
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Stop BGM
Audio.bgm_stop
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each type of game object
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# Set up initial party
$game_party.setup_starting_members
# Set up initial map position
$game_map.setup($data_system.start_map_id)
# Move player to initial position
$game_player.moveto($data_system.start_x, $data_system.start_y)
# Refresh player
$game_player.refresh
# Run automatic change for BGM and BGS set with map
$game_map.autoplay
# Update map (run parallel process event)
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
# If continue is disabled
unless @continue_enabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to load screen
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
def command_shutdown
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Shutdown
$scene = nil
end
#--------------------------------------------------------------------------
# * Battle Test
#--------------------------------------------------------------------------
def battle_test
# Load database (for battle test)
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each game object
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# Set up party for battle test
$game_party.setup_battle_test_members
# Set troop ID, can escape flag, and battleback
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Switch to battle screen
$scene = Scene_Battle.new
end
end
Pegalo encima de main ^^
Caistsa
Re: script de batalla a lo final fantasy 4
Ah si ya lo comocia, por cierto shiro podrias explicar como es su sistema de batalla? Me acuedo de un scrip Raise Field que estaba muy bien igual se asemeja a lo que tu quieres
SilverNigth- Competidor
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Fecha de inscripción : 05/09/2008
Re: script de batalla a lo final fantasy 4
Oh si ese script es buenisimo se lo recomiendo a todo el mundo jaja.Bueno shiro espero que te sirva ese de menu porque el de batalla no lo encuentro.He jugado al final Fantasy 5 y poco al 4 por eso nose si son iguales.Del 5 tengo el script si quieres lo subo.
Caistsa
Caistsa
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