Recursos do RPG Maker VX Ace - Animations Collection III - Thaumaturgy Clique no botão 'Obter' para obter as melhores ofertas mais recentes na GameDeal. Você pode baixar RPG Maker VX Ace - Animations Collection III - Thaumaturgy e os principais jogos do Steam com GameLoop para jogar no PC. RPG Maker VX Ace - Animations Collection III - Thaumaturgy, é um popular jogo de vapor desenvolvido por Andy Chen,Dreams Circle. # but its not all commented.Obtenha o jogo a vapor RPG Maker VX Ace - Animations Collection III - Thaumaturgy #= class Game_Actor # something that need to be explained have a comment. # for some customfixes look in the forum. done # 11th Fullbackground implemented (done) # bugfixes and code cleaning/improvements. done # 9th different poses for sickness or low hp done # 10th automaticly select the sprite. done # 8th each skill has its own animation. done # 7th each weapon has its own animation. done / replaced with movement animation # 6th enemy movement during attack. done # 5th enemy apears at the enemy while attacking. done / replaced with movement animation # 3nd character movement during attack. done # 2rd character apears at the enemy while attacking. # of course the fine edit needs to be done so it looks and works great with your # game too. # of course this is just the begining of the code. (the digits) # 0 = move (during battle) # 1 = standby # 2 = defend # 3 = hit (being attacked) # 4 = attack # 5 = skill use # 6 = dead # 7 = winning pose. (this time in only one sprite.) # explains about the animation sprites. ("pose(4, 8)") this will tell the script that the 4th animation # have 8 frames. # so now if you add a number after the n (the n stands for witch sprite is used) # fo example 8. # when you look at the script you'll find line with "pose(n)" or "enemy_pose(n)" # since i want my sprites have different sprites. # and i'm trying to work on some other additions. # at the forum via pm, email: # or via AIM: cych4n or ICQ: 73130840 # remember this is still in testing phase. but if you still have questions or # sugestions then you can contact me #- # how or where you can contact me. # but some snipplet you'll know witch one when read the comments # if you want some more explaines about this script. missy provided me with realy good ideas # that helped me alot when i didnt find a way to some of these features. # but i'll let it here since it helped me a lot. # the credits for this goes to the guy who made this. # i got the battler changing script in this script. # i edit it a little so it can show more sprites and sprite animations # and added some other stuff. # this makes the script very easy to implement # just add a new script above the "Main" script # and insert this whole thing in there # as you can see the sprite changing code is from the japanese script # so the credits for the sprite changin goes to them. #= # Full Animated Side View Battle System (CBS) (v2.5) by cybersam #= # here we go. frame_count return true end return false end end frame_count end if > 1 # Check if sprite can't reach that point self. (here) #- # A class for animated sprites. #= # * Animated_Sprite Scripted by: RPG # Edited by: cybersam # i just removed the stuff that i dont need for my script.
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