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    configurar posição das tropas inimigas

    driko
    driko
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    configurar posição das tropas inimigas Empty configurar posição das tropas inimigas

    Mensagem por driko Qua Mar 28, 2018 8:15 pm

    Tô usando um script de battlers animados para batalha lateral

    Código:
    #==============================================================================
    # ** Victor Engine - Actors Battlers
    #------------------------------------------------------------------------------
    # Author : Victor Sant
    #
    # Version History:
    #  v 1.00 - 2011.12.19 > First release
    #  v 1.01 - 2011.12.30 > Faster Regular Expressions
    #  v 1.02 - 2012.01.15 > Compatibility with Target Arrow
    #  v 1.03 - 2012.01.28 > Compatibility with Animated Battle
    #  v 1.04 - 2012.03.11 > Added position distance settings
    #  v 1.05 - 2012.03.17 > lammer battle test glitch
    #  v 1.06 - 2012.05.20 > Compatibility with Map Turn Battle
    #  v 1.07 - 2012.12.13 > Compatibility with State Graphics
    #  v 1.08 - 2012.12.30 > Compatibility with Leap Attack
    #  v 1.09 - 2013.01.07 > lammer issue with custom formation and big parties
    #------------------------------------------------------------------------------
    #  This script adds visible battler graphics for the party actors actors
    # during combat. With the visible battlers, new options will be available
    # like setting actor's battlers positions and attack animations.
    #------------------------------------------------------------------------------
    # Compatibility
    #   Requires the script 'Victor Engine - Basic Module' v 1.11 or higher.
    #   If used with 'Victor Engine - Animated Battle' place this bellow it.
    #
    # * Overwrite methods
    #   class Spriteset_Battle
    #      def create_actors
    #     def update_actors
    #
    #   class Scene_Battle < Scene_Base
    #     def show_attack_animation(targets)
    #
    # * Alias methods
    #   class << DataManager
    #     def setup_new_game
    #     def create_game_objects
    #     def make_save_contents
    #     def extract_save_contents(contents)
    #
    #   class Game_Actor < Game_Battler
    #     def setup(actor_id)
    #
    #   class Game_Interpreter
    #     def comment_call
    #
    #   class Scene_Battle < Scene_Base
    #     def start
    #
    #------------------------------------------------------------------------------
    # Instructions:
    #  To instal the script, open you script editor and paste this script on
    #  a new section bellow the Materials section. This script must also
    #  be bellow the script 'Victor Engine - Basic'
    #
    #------------------------------------------------------------------------------
    # Comment calls note tags:
    #  Tags to be used in events comment box, works like a script call.
    #  
    #  <battler name id: x>
    #   This tag allows to change the actor battler graphic.
    #    id : actor ID
    #    x  : battler graphic filename
    #
    #  <battler hue id: x>
    #   This tag allows to change the actor battler graphic.
    #    id : actor ID
    #    x  : battler graphic hue (0-360)
    #
    #  <battler position i: x, y>
    #   This tag allows to change the battler position during combat.
    #   only valid if VE_BATTLE_FORMATION = :custom
    #     i : position index
    #     x : new coorditante X
    #     y : new coorditante X
    #
    #------------------------------------------------------------------------------
    # Actors and Enemies note tags:
    #   Tags to be used on the Actors and Enemies note box in the database
    #
    #  <battler name: x>
    #   This tag allows to set the initial battler graphic filename for the actor.
    #    x : battler graphic filename
    #
    #  <battler hue: x>
    #   This tag allows to set the initial battler graphic hur for the actor.
    #    x : battler graphic hue (0-360)
    #
    #------------------------------------------------------------------------------
    # Enemies note tags:
    #   Tags to be used on the Enemies note box in the database
    #
    #  <attack animation: x>
    #   This tag allows to set the normal attack animation for the enemy
    #    x : animation ID
    #  
    #==============================================================================

    #==============================================================================
    # ** Victor Engine
    #------------------------------------------------------------------------------
    #   Setting module for the Victor Engine
    #==============================================================================

    module Victor_Engine
      #--------------------------------------------------------------------------
      # * Set the battle formation
      #    Choose here how the actors battlers will be placed on the combat.
      #    :front  : horizontal placement
      #    :side   : vertical placement
      #    :iso    : isometric placement
      #    :custom : custom placement
      #--------------------------------------------------------------------------
      VE_BATTLE_FORMATION = :custom
      #--------------------------------------------------------------------------
      # * Set battler centralization
      #    When true, battlers are centralized automatically.
      #    Not valid if VE_BATTLE_FORMATION = :custom
      #--------------------------------------------------------------------------
      VE_BATTLE_CENTRALIZE = false
      #--------------------------------------------------------------------------
      # * Set battlers custom positions
      #    Only if VE_BATTLE_FORMATION = :custom, allows to set the position of
      #    all party actors, don't forget to add values for all positions
      #    available if using a party bigger than the default.
      #--------------------------------------------------------------------------
      VE_CUSTOM_POSITION = {
      # Position
        1 => {x: 240, y: 291}, # Position for the first actor.
        2 => {x: 176, y: 259}, # Position for the second actor.
        3 => {x: 176, y: 323}, # Position for the thrid actor.
        4 => {x: 112, y: 291}, # Position for the fourth actor.
      } # Don't remove
      #--------------------------------------------------------------------------
      # * Actors battlers position adjust
      #    Used to adjust the position of all actors battlers.
      #--------------------------------------------------------------------------
      VE_POSITION_ADJUST = {x: 0, y: 0}
      #--------------------------------------------------------------------------
      # * Actors battlers position adjust
      #    Used to adjust the position of all actors battlers.
      #--------------------------------------------------------------------------
      VE_DISTANCE_ADJUST = {x: 8, y: 24}
      #--------------------------------------------------------------------------
      # * required
      #   This method checks for the existance of the basic module and other
      #   VE scripts required for this script to work, don't edit this
      #--------------------------------------------------------------------------
      def self.required(name, req, version, type = nil)
        if !$imported[:ve_basic_module]
          msg = "The script '%s' requires the script\n"
          msg += "'VE - Basic Module' v%s or higher above it to work properly\n"
          msg += "Go to http://victorenginescripts.wordpress.com/ to download this script."
          msgbox(sprintf(msg, self.script_name(name), version))
          exit
        else
          self.required_script(name, req, version, type)
        end
      end
      #--------------------------------------------------------------------------
      # * script_name
      #   Get the script name base on the imported value, don't edit this
      #--------------------------------------------------------------------------
      def self.script_name(name, ext = "VE")
        name = name.to_s.gsub("_", " ").upcase.split
        name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }
        name.join(" ")
      end
    end

    $imported ||= {}
    $imported[:ve_actor_battlers] = 1.09
    Victor_Engine.required(:ve_actor_battlers, :ve_basic_module, 1.11, :above)
    Victor_Engine.required(:ve_actor_battlers, :ve_map_battle, 1.00, :bellow)
    Victor_Engine.required(:ve_actor_battlers, :ve_state_graphics, 1.00, :bellow)

    #==============================================================================
    # ** DataManager
    #------------------------------------------------------------------------------
    #  This module handles the game and database objects used in game.
    # Almost all global variables are initialized on this module
    #==============================================================================

    class << DataManager
      #--------------------------------------------------------------------------
      # * Alias method: setup_new_game
      #--------------------------------------------------------------------------
      alias :setup_new_game_ve_actor_battlers :setup_new_game
      def setup_new_game
        setup_new_game_ve_actor_battlers
        $game_custom_positions = VE_CUSTOM_POSITION.dup
        $game_custom_formation = VE_BATTLE_FORMATION
        $game_position_adjust  = VE_POSITION_ADJUST.dup
      end
      #--------------------------------------------------------------------------
      # * Alias method: setup_battle_test
      #--------------------------------------------------------------------------
      alias :setup_battle_test_ve_actor_battlers :setup_battle_test
      def setup_battle_test
        setup_battle_test_ve_actor_battlers
        $game_custom_positions = VE_CUSTOM_POSITION.dup
        $game_custom_formation = VE_BATTLE_FORMATION
        $game_position_adjust  = VE_POSITION_ADJUST.dup
      end
      #--------------------------------------------------------------------------
      # * Alias method: create_game_objects
      #--------------------------------------------------------------------------
      alias :create_game_objects_ve_actor_battlers :create_game_objects
      def create_game_objects
        create_game_objects_ve_actor_battlers
        $game_custom_positions = {}
        $game_custom_formation = VE_BATTLE_FORMATION
        $game_position_adjust  = VE_POSITION_ADJUST.dup
      end
      #--------------------------------------------------------------------------
      # * Alias method: make_save_contents
      #--------------------------------------------------------------------------
      alias :make_save_contents_ve_actor_battlers  :make_save_contents
      def make_save_contents
        contents = make_save_contents_ve_actor_battlers
        contents[:positions_ve]  = $game_custom_positions
        contents[:formation_ve]  = $game_custom_formation
        contents[:pos_adjust_ve] = $game_position_adjust
        contents
      end
      #--------------------------------------------------------------------------
      # * Alias method: extract_save_contents
      #--------------------------------------------------------------------------
      alias :extract_save_contents_ve_actor_battlers :extract_save_contents
      def extract_save_contents(contents)
        extract_save_contents_ve_actor_battlers(contents)
        $game_custom_positions = contents[:positions_ve]
        $game_custom_formation = contents[:formation_ve]
        $game_position_adjust  = contents[:pos_adjust_ve]
      end
    end

    #==============================================================================
    # ** Game_Actor
    #------------------------------------------------------------------------------
    #  This class handles actors. It's used within the Game_Actors class
    # ($game_actors) and referenced by the Game_Party class ($game_party).
    #==============================================================================

    class Game_Actor < Game_Battler
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :screen_x                 # Coordenada X na tela
      attr_accessor :screen_y                 # Coordenada Y na tela
      #--------------------------------------------------------------------------
      # * Alias method: setup
      #--------------------------------------------------------------------------
      alias :setup_ve_actor_battlers :setup
      def setup(actor_id)
        setup_ve_actor_battlers(actor_id)
        @battler_name = actor_battler_name
        @battler_hue  = actor_battler_hue
      end
      #--------------------------------------------------------------------------
      # * Aquisição do índice do herói
      #--------------------------------------------------------------------------
      def index
        $game_party.members.index($game_actors[@actor_id])
      end
      #--------------------------------------------------------------------------
      # * Overwrite method: use_sprite?
      #--------------------------------------------------------------------------
      def use_sprite?
        return true
      end
      #--------------------------------------------------------------------------
      # * Overwrite method: screen_z
      #--------------------------------------------------------------------------
      def screen_z
        return 100
      end
      #--------------------------------------------------------------------------
      # * New method: actor_battler_name
      #--------------------------------------------------------------------------
      def actor_battler_name
        actor.note =~ /<BATTLER NAME: ([^><]*)>/i ? $1.to_s : ""
      end
      #--------------------------------------------------------------------------
      # * New method: actor_battler_hue
      #--------------------------------------------------------------------------
      def actor_battler_hue
        actor.note =~ /<BATTLER HUE: (\d+)>/i ? $1.to_i : 0
      end
      #--------------------------------------------------------------------------
      # * New method: battler_name
      #--------------------------------------------------------------------------
      def battler_name=(name)
        @battler_name = name if name.is_a?(String)
      end
      #--------------------------------------------------------------------------
      # * New method: battler_hue
      #--------------------------------------------------------------------------
      def battler_hue=(hue)
        @battler_hue = hue if hue.numeric?
      end
      #--------------------------------------------------------------------------
      # * New method: screen_x
      #--------------------------------------------------------------------------
      def screen_x
        setup_x
      end
      #--------------------------------------------------------------------------
      # * New method: screen_y
      #--------------------------------------------------------------------------
      def screen_y
        setup_y
      end
      #--------------------------------------------------------------------------
      # * New method: setup_x
      #--------------------------------------------------------------------------
      def setup_x
        case $game_custom_formation
        when :front  then position = get_frontal_x
        when :side   then position = get_sideview_x
        when :iso    then position = get_isometric_x
        when :custom then position = $game_custom_positions[index + 1][:x]
        end
        position + $game_position_adjust[:x]
      end
      #--------------------------------------------------------------------------
      # * New method: setup_y
      #--------------------------------------------------------------------------
      def setup_y
        case $game_custom_formation
        when :front  then position = get_frontal_y
        when :side   then position = get_sideview_y
        when :iso    then position = get_isometric_y
        when :custom then position = $game_custom_positions[index + 1][:y]
        end
        position + $game_position_adjust[:y]
      end
      #--------------------------------------------------------------------------
      # * New method: get_frontal_x
      #--------------------------------------------------------------------------
      def get_frontal_x
        if VE_BATTLE_CENTRALIZE
          size = $game_party.battle_members.size
          position = (index + 1) * Graphics.width / (size + 1)
        else
          size = $game_party.max_battle_members
          position = index * Graphics.width / size + 64
        end
        position
      end
      #--------------------------------------------------------------------------
      # * New method: get_frontal_y
      #--------------------------------------------------------------------------
      def get_frontal_y
        Graphics.height - 16
      end
      #--------------------------------------------------------------------------
      # * New method: get_sideview_x
      #--------------------------------------------------------------------------
      def get_sideview_x
        if VE_BATTLE_CENTRALIZE
          size = $game_party.max_battle_members
          x    = dist[:x] / 8
          position = -index * (index * x - x * size) + Graphics.width - 160
        else
          position = index * dist[:x] + Graphics.width - 192
        end
        position
      end
      #--------------------------------------------------------------------------
      # * New method: get_sideview_y
      #--------------------------------------------------------------------------
      def get_sideview_y
        if VE_BATTLE_CENTRALIZE
          size   = $game_party.battle_members.size
          height = Graphics.height
          position = (index - size) * dist[:y] + size * dist[:y] / 2 + height - 160
        else
          position = index * dist[:y] +  Graphics.height - 200
        end
        position
      end
      #--------------------------------------------------------------------------
      # * New method: get_isometric_x
      #--------------------------------------------------------------------------
      def get_isometric_x
        if VE_BATTLE_CENTRALIZE
          position = -index * (index * dist[:x] - 32) + Graphics.width - 160
        else
          position = index * dist[:x] +  Graphics.width - 192
        end
        position
      end
      #--------------------------------------------------------------------------
      # * New method: get_isometric_y
      #--------------------------------------------------------------------------
      def get_isometric_y
        if VE_BATTLE_CENTRALIZE
          position = index * (dist[:y] - index *  + Graphics.height - 160
        else
          position = Graphics.height - 96 - index * dist[:y]
        end
        position
      end
      #--------------------------------------------------------------------------
      # * New method: dist
      #--------------------------------------------------------------------------
      def dist
        VE_DISTANCE_ADJUST
      end
    end

    #==============================================================================
    # ** Game_Enemy
    #------------------------------------------------------------------------------
    #  This class handles enemy characters. It's used within the Game_Troop class
    # ($game_troop).
    #==============================================================================

    class Game_Enemy < Game_Battler
      #--------------------------------------------------------------------------
      # * Alias method: initialize
      #--------------------------------------------------------------------------
      alias :initialize_ve_actor_battlers :initialize
      def initialize(index, enemy_id)
        initialize_ve_actor_battlers(index, enemy_id)
        @battler_name = enemy_battler_name if enemy_battler_name
        @battler_hue  = enemy_battler_hue  if enemy_battler_hue
      end
      #--------------------------------------------------------------------------
      # * New method: enemy_battler_name
      #--------------------------------------------------------------------------
      def enemy_battler_name
        enemy.note =~ /<BATTLER NAME: ([^><]*)>/i ? $1.to_s : nil
      end
      #--------------------------------------------------------------------------
      # * New method: enemy_battler_hue
      #--------------------------------------------------------------------------
      def enemy_battler_hue
        enemy.note =~ /<BATTLER HUE: (\d+)>/i ? $1.to_i : nil
      end
      #--------------------------------------------------------------------------
      # * New method: atk_animation_id1
      #--------------------------------------------------------------------------
      def atk_animation_id1
        enemy.note =~ /<ATTACK ANIM(?:ATION): (\d+)>/i ? $1.to_i : 1
      end
      #--------------------------------------------------------------------------
      # * New method: atk_animation_id2
      #--------------------------------------------------------------------------
      def atk_animation_id2
        return 0
      end
    end

    #==============================================================================
    # ** Game_Unit
    #------------------------------------------------------------------------------
    #  This class handles units. It's used as a superclass of the Game_Party and
    # Game_Troop classes.
    #==============================================================================

    class Game_Unit
      #--------------------------------------------------------------------------
      # * New method: setup_in_battle
      #--------------------------------------------------------------------------
      def setup_in_battle
        @in_battle = true
      end
    end

    #==============================================================================
    # ** Game_Interpreter
    #------------------------------------------------------------------------------
    #  An interpreter for executing event commands. This class is used within the
    # Game_Map, Game_Troop, and Game_Event classes.
    #==============================================================================

    class Game_Interpreter
      #--------------------------------------------------------------------------
      # * Alias method: comment_call
      #--------------------------------------------------------------------------
      alias :comment_call_ve_actor_battlers :comment_call
      def comment_call
        change_battler_name
        change_battler_hue
        change_position
        comment_call_ve_actor_battlers
      end
      #--------------------------------------------------------------------------
      # * New method: change_battler_name
      #--------------------------------------------------------------------------
      def change_battler_name
        note.scan(/<BATTLER NAME (\d+): ([^><]*)>/i) do |id, name|
          $game_actors[id.to_i].battler_name = name
        end
      end
      #--------------------------------------------------------------------------
      # * New method: change_battler_hue
      #--------------------------------------------------------------------------
      def change_battler_hue
        note.scan(/<BATTLER HUE (\d+): (\d+)>/i) do |id, hue|
          $game_actors[id.to_i].battler_hue = hue
        end
      end
      #--------------------------------------------------------------------------
      # * New method: change_position
      #--------------------------------------------------------------------------
      def change_position
        regexp = /<BATTLER POSITION (\d+): (\d+) *, *(\d+)>/i
        note.scan(regexp) do |i, x, y|
          $game_custom_positions[i.to_i][:x] = x.to_i
          $game_custom_positions[i.to_i][:y] = y.to_i
        end
      end
    end

    #==============================================================================
    # ** Spriteset_Battle
    #------------------------------------------------------------------------------
    #  This class brings together battle screen sprites. It's used within the
    # Scene_Battle class.
    #==============================================================================

    class Spriteset_Battle
      #--------------------------------------------------------------------------
      # * Overwrite method: create_actors
      #--------------------------------------------------------------------------
      def create_actors
        @actor_sprites = $game_party.battle_members.reverse.collect do |actor|
          Sprite_Battler.new(@viewport1, actor)
        end
        @actors_party = $game_party.battle_members.dup
      end
      #--------------------------------------------------------------------------
      # * Overwrite method: update_actors
      #--------------------------------------------------------------------------
      def update_actors
        update_party if $game_party.battle_members != @actors_party
        @actor_sprites.each {|sprite| sprite.update }
      end
      #--------------------------------------------------------------------------
      # * New method: update_party
      #--------------------------------------------------------------------------
      def update_party
        @actor_sprites.each_index do |i|
          next if $game_party.battle_members.include?(@actor_sprites[i].battler)
          @actor_sprites[i].dispose
          @actor_sprites[i] = nil
        end
        $game_party.battle_members.collect do |actor|
          next if @actors_party.include?(actor)
          @actor_sprites.push(Sprite_Battler.new(@viewport1, actor))
        end
        @actor_sprites.compact!
        @actors_party = $game_party.battle_members.dup
        $game_party.battle_members.each do |actor|
          old_position = [actor.screen_x, actor.screen_y]
          actor.default_direction if $imported[:ve_animated_battle]
          if old_position != [actor.screen_x, actor.screen_y]
            sprite(actor).start_effect(:appear)
          end
        end
      end
    end

    #==============================================================================
    # ** Scene_Battle
    #------------------------------------------------------------------------------
    #  This class performs battle screen processing.
    #==============================================================================

    class Scene_Battle < Scene_Base
      #--------------------------------------------------------------------------
      # * Alias method: start
      #--------------------------------------------------------------------------
      alias :start_ve_actor_battlers :start
      def start
        $game_party.setup_in_battle
        start_ve_actor_battlers
      end
      #--------------------------------------------------------------------------
      # * Overwrite method: show_attack_animation
      #--------------------------------------------------------------------------
      def show_attack_animation(targets)
        show_normal_animation(targets, @subject.atk_animation_id1, false)
        show_normal_animation(targets, @subject.atk_animation_id2, true)
      end
    end

    Nele mesmo tem como configurar a posição dos battlers dos personagens:

    configurar posição das tropas inimigas YHtNGns
    Código:
    #--------------------------------------------------------------------------


    VE_CUSTOM_POSITION = {


    # Position


    1 => {x: 240, y: 291}, # Position for the first actor.


    2 => {x: 176, y: 259}, # Position for the second actor.


    3 => {x: 176, y: 323}, # Position for the thrid actor.


    4 => {x: 112, y: 291}, # Position for the fourth actor.


    } # Don't remove


    #--------------------------------------------------------------------------

    O que eu queria era algum script com essa função, porém para reposicionar os battlers animados das tropas inimigas.

      Data/hora atual: Seg Nov 25, 2024 1:59 pm