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Autor Thema: Requiem Action Battle System 5.0 + AddOns  (Gelesen 5251 mal)

RPGSasuke

  • Gast
Requiem Action Battle System 5.0 + AddOns
« am: April 26, 2009, 00:22:27 »
(Credits by Vlad)

Ja! Das neue Action Battle System ist draußen.

Für die beste Benutzung empfehle ich, die Demo als Schablone für ein Neues Spiel zu benutzen.
Dann vielleicht die Maps übertragen und die Kämpfe halt so umändern, dass die Events halt die Gegner sind.

So nun kommen wir zum Tutorial für Leute die besser deutsch lesen als englisch und die Kommentare im Skript auch nicht lesen ;)

Die Kreierung eines neuen Gegners:

Um einen Gegner zu erstellen, macht ihr folgende Kommentare bei einem Event auf der Map.

Enemy X - Ersetzt X mit der ID des Gegners, den der Feind trägt wie zum beispiel Enemy 1 dann habt ihr einen gegner mit der Stärke eines Slimes;
Die Erase - Löscht das Event wenn Gegner besiegt;
Die Self Switch A - Wenn Gegner besiegt, wird Self Switch A aktiviert;
Die Self Switch B - Wenn Gegner besiegt, wird Self Switch B aktiviert;
Die Self Switch C - Wenn Gegner besiegt, wird Self Switch C aktiviert;
Die Self Switch D - Wenn Gegner besiegt, wird Self Switch D aktiviert;
Die Switch X - Ersetzt X mit der ID des Switches der nach dem ''Tot'' des Gegners aktiviert wird(NICHT NAME);
Die Variable X - Ersetzt X mit der ID der Variable die +1 bekommt;
(Für den Rest werde ich nicht mehr erklären, was X bedeutet!)
Follow X - Gegner geht selber zum Spieler und greift ihn automatisch an, wenn die Länge vom Event bis zum Spieler X Tiles lang ist(Meistens wichtig, da sich der Gegner sonst nicht bewegt);
Kill With Weapon X - Gegner kann nur ''sterben'' wenn mit einer Waffe attackiert, die die ID X trägt;
Kill With Skill X - Gegner kann nur ''sterben'' wenn mit einem Skill attackiert, der die ID X trägt;
Kill With Item X - Gegner kann nur ''sterben'' wenn mit einem Item attackiert, das die ID X trägt;
Object - Der Gegner wird zu einem Objekt und dadurch unsterblich
Puzzle - Gegner wird zu einem Puzzle, sodass die HP anzeige nicht angezeigt wird, die dann meistens 1 und die Ausweichchancen sollten auf 0 sein, und dadurch kann man diesen Gegner zu einem Schalter oder so machen, wenn man ihn angreift(Bei Kombinationen mit Switch);
Respawn X - Bei Parkour-artigen Maps meistens ungebrauchbar da der Gegner dann nach X Frames wieder erscheint. am selben Platz, an dem er getötet wurde;
Boss - Die HP Anzeige des gegners wird oben ganz Groß auf dem Bildschirm angezeigt.

Screenshot zum Bosskampf:
Spoiler for Hiden:





So da wir nun mit den Comments fertig sind, gehen wir zu den Notes von Items, Skills, Weapons, Armors und Enemies über.

Leider ist dieser Teil auf Englisch, da ich es dann nicht zu übersetzen bräuchte sondern einfach nur kopieren und einfügen ^^:

That commands, you need put on NOTES of skills, items, weapons, armors and states.
The script makes the remains.



Commands valids for skills, weapons and items:
Ranged (That command says to script, that weapon, skill or item is ranged)
Graphic = X (Change X for character name, default is nil)
Index = X (Change X for character index, default is 0)
Speed = X (Change X for movement speed of projectile, default is 4)
Range = X (Change X for distance that percorred for the projectile, default is 5)
Delay = X (Change X for delay of projectile, default is 60)
Shot SE = X (Change X for SE name that is playerd when attack, default is nil)

Commands valids only for Skills and Items:
Explosive (That command, says to script, that is a skill or item explosive)
Area = X (Change X for area (in tiles) that explosion affects the enemies, default is 3)

Command valid only for items:
Bomb (This command says to script, that item is a bomb)

Commands valids only for weapons:
Combo Hits = X (Change X for number of hits needed to gets a combo damage, default is 5)
Combo Rate = X (Change X  for % of chance to get a combo damage, default is 75%)
Ammo1 = X (Change X for ID of item that is ammunition 1, default is nil)
Ammo2 = X (Change X for ID of item that is ammunition 2, default is nil)

Commands valids only for armors:
Defense Rate = X (Change X for defense rate (in %) that shield block attacks for enemies, default is 50%)

Commands valids only for states:
Animation = X (Change X for a animation id of state, default is 0)
Walk Slower (That command says to script, that skill makes player or enemy walk slower)
Walk Faster (That command says to script, that skill makes player or enemy walk faster)
Don't Walk (That command says to script, that skill makes player or enemy don't walk)
Duration = X (Change X for duration (in frames) that actor stay infected, default is 300)

Commands valids only for enemies:
Attack Animation = X (Change X to ID of animation for attack of enemy)
Die Animation = X (Change X to ID of animation that will showed when enemy dies)
Die SE = X (Change X to a SE name that will played when enemy dies)
Weapon Icon = X (Change X for the Index of a icon that be showed like a weapon when enemy attack)
Shield Icon = X (Change X for the Index of icon that will be showed like a shield when enemy defend)
Defense Rate = X (Change X to defense rate (in %) of the enemy, default is 50%)

Die Hauptaktionstasten sind a und s. Falls ein Schwert equipped ist, wird A für Angriff und S für Block sein, bei einem Bogen A Für Munition 1 und S für Benutzung von Munition 2 (Wie zum Beispiel A für normale Pfeile und B für explosive Pfeile)



DOWNLOAD

http://www.megaupload.com/?d=M3C1BY13

-------------------------------------------------------------------------------------------------------------------------------------------------------------

                                                                        AddOns

Die FOlgenden AddOn Scripts können nur kompatibel werden, wird das Script ''Requim Masterpiece'' benötigt.
Dieses Script ist jedoch schon in der Demo dabei. Falls ihr aber lieber mit dem Original Battle System oder dem SKS arbeitet, könnt ihr es gerne einfügen(Nur Masterpiece ist in der Demo enthalten, und das HUD, der Rest NICHT:

Spoiler for Hiden:
#==============================================================================
# Requiem Masterpiece
#==============================================================================
# This module is necessary to activate and enhance compatibility of all Requiem's Scripts
#------------------------------------------------------------------------------
module Requiem_Masterpiece
 
  Version = 1.1
 
  @scripts = {}
  @warnings = {}
 
  def self.register(script, version, date)
    @scripts[script] = [version, date]
  end
 
  def self.enabled?(script, version = nil)
    if version != nil and @scripts.include?(script)
      if @scripts[script][0] >= version
        return true
      elsif @warnings[script].nil?
        print "'#{script}' is obsolete.\r\nSome functions won't work correctly"
        @warnings[script] = ["is obsolete"]
        self.write_log
      end
    end
    return true if @scripts[script] != nil
    if @scripts[script].nil? and $TEST and @warnings[script].nil?
      print "Unable to find script '#{script}' or it is placed in wrong place.\r\nSome functions won't work correctly"
      @warnings[script] = ["Unable to find"]
      self.write_log
    end
    return false
  end
 
  def self.show_scripts(alert=true)
    list = "Requiem Scripts [#{@scripts.size}]:\r\n\r\n"
    @scripts.each { |key, value| list += "#{key.gsub("Requiem ", "")}   #{value[0]}   #{value[1]}\r\n" }
    list += "\r\nWarnings:\r\n" if @warnings != {}
    @warnings.each { |key, value| list += "#{key}  #{value}\r\n" }
    return print list if alert
    return list
  end
 
  def self.write_log
    file = File.new("Requiem_Log-#{Time.now.strftime("%m_%d_%Y")}.txt", "wb")
    file.write(self.show_scripts(false))
    file.close
  end
 
end




So nun kommen wir zu den AddOns:

8-Dir Movement (Ihr könnt in alle 8 richtungen Laufen)
Spoiler for Hiden:
#==============================================================================
# Requiem 8 Dir Movement
#==============================================================================
#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem 8 Dir Mov", 1.0, "04/02/2009")
#------------------------------------------------------------------------------
class Game_Player < Game_Character
 
  def move_by_input
    if Requiem_Masterpiece.enabled?("Requiem ABS")
      return if self.freeze or (self.anime_attack/2) > 0
    end
    return unless movable?
    return if $game_map.interpreter.running?
    case Input.dir8
    when 1
      move_lower_left
    when 2
      move_down
    when 3
      move_lower_right
    when 4
      move_left
    when 6
      move_right
    when 7
      move_upper_left
    when 8
      move_up
    when 9
      move_upper_right
    end
  end
 
end

Advanced Message:
Spoiler for Hiden:
#==============================================================================
# Requiem Requiem Advanced Message
#==============================================================================

Name_Window_Font_Name = Font.default_name # Font Name of the name window

=begin
\D[X] - Shows text in X speed
\E[X] - Shows enemy X name
\I[X] - Shows the name and icon of X item
\W[X] - Shows the name and icon of X weapon
\A[X] - Shows the name and icon of X armor
\S[X] - Shows the name and icon of X skill
\SE[X] - Plays the SE X
\FN[X] - Changes the current font to X (nil return to default font)
\FS[X] - Changes the current font size to X (0 returns to default font size)
\Name[X] - Shows X written in a window
\Map - Shows the map name
=end
#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem Advanced Message", 1.0, "03/30/2009")
#------------------------------------------------------------------------------
class Window_Message < Window_Selectable

  alias requiem_message_initialize initialize
  alias requiem_message_update update
  alias requiem_message_dispsoe dispose
  alias requiem_message_terminate_message terminate_message
  alias requiem_message_convert_special_characters convert_special_characters
 
  def initialize
    requiem_message_initialize
    @text_delay = 0
  end
 
  def update
    requiem_message_update
    @name_window.update if @name_window != nil
  end
 
  def dispose
    requiem_message_dispsoe
    close_name_window
  end
 
  def terminate_message
    requiem_message_terminate_message
    close_name_window
  end
 
  def convert_special_characters
    requiem_message_convert_special_characters
    @text.gsub!(/\\D\[([0-9]+)\]/i) { "\x09[#{$1}]" }
    @text.gsub!(/\\E\[([0-9]+)\]/i) { "#{$data_enemies[$1.to_i].name}" }
    @text.gsub!(/\\I\[([0-9]+)\]/i) { "\x10[#{$data_items[$1.to_i].icon_index}]#{$data_items[$1.to_i].name}" }
    @text.gsub!(/\\W\[([0-9]+)\]/i) { "\x10[#{$data_weapons[$1.to_i].icon_index}]#{$data_weapons[$1.to_i].name}" }
    @text.gsub!(/\\A\[([0-9]+)\]/i) { "\x10[#{$data_armors[$1.to_i].icon_index}]#{$data_armors[$1.to_i].name}" }
    @text.gsub!(/\\S\[([0-9]+)\]/i) { "\x10[#{$data_skills[$1.to_i].icon_index}]#{$data_skills[$1.to_i].name}" }
    @text.gsub!(/\\SE\[(.*?)\]/i) { "\x11[#{$1}]" }
    @text.gsub!(/\\Map/i) { "#{$game_map.map_name}" }
    @text.gsub!(/\\CE/i) { "#{$game_map.map_name}" }
    @text.gsub!(/\\Name\[(.*?)\]/i) { "\x12[#{$1}]" }
    @text.gsub!(/\\FN\[(.*?)\]/i) { "\x13[#{$1}]" }
    @text.gsub!(/\\FS\[(.*?)\]/i) { "\x14[#{$1}]" }
  end
 
  def update_message
    loop do
      c = @text.slice!(/./m)
      case c
      when nil
        finish_message
        break
      when "\x00"
        new_line
        if @line_count >= MAX_LINE
          unless @text.empty?
            self.pause = true
            break
          end
        end
      when "\x01"
        @text.sub!(/\[([0-9]+)\]/, "")
        contents.font.color = text_color($1.to_i)
        next
      when "\x02"
        @gold_window.refresh
        @gold_window.open
      when "\x03"
        @wait_count = 15
        break
      when "\x04"
        @wait_count = 60
        break
      when "\x05"
        self.pause = true
        break
      when "\x06"
        @line_show_fast = true
      when "\x07"
        @line_show_fast = false
      when "\x08"
        @pause_skip = true
      when "\x09"
        @text.sub!(/\[([0-9]+)\]/, "")
        @text_delay = $1.to_i
      when "\x10"
        @text.sub!(/\[([0-9]+)\]/, "")
        bitmap = Cache.system("Iconset")
        draw_icon($1.to_i, @contents_x, @contents_y)
        @contents_x += 26
      when "\x11"
        @text.sub!(/\[(.*?)\]/, "")
        RPG::SE.new($1.to_s).play
      when "\x12"
        @text.sub!(/\[(.*?)\]/, "")
        create_name_window("#{$1}")
      when "\x13"
        @text.sub!(/\[(.*?)\]/, "")
        if $1.to_s != "nil"
          self.contents.font.name = $1.to_s
        else
          self.contents.font.name = Font.default_name
        end
      when "\x14"
        @text.sub!(/\[(.*?)\]/, "")
        if $1.to_i > 0
          self.contents.font.size = $1.to_i
        else
          self.contents.font.size = Font.default_size
        end
      else
        contents.draw_text(@contents_x, @contents_y, 40, self.contents.font.size+2, c)
        c_width = contents.text_size(c).width
        @contents_x += c_width
        if @text_delay > 0
          for i in 0..@text_delay - 1
            Graphics.update
          end
        end
      end
      break unless @show_fast or @line_show_fast
    end
  end
 
  def create_name_window(text="")
    close_name_window
    @name_window = Window.new
    @name_window.windowskin = Cache.system("Window")
    @name_window.x = self.x
    @name_window.y = self.y-(((Font.default_size+32)/3)*2)
    @name_window.contents = Bitmap.new(text.size*10,Font.default_size)
    @name_window.width = @name_window.contents.width + 32
    @name_window.height = @name_window.contents.height + 32
    @name_window.z = self.z + 1
    @name_window.back_opacity = 200
    @name_window.contents.font.name = Name_Window_Font_Name
    @name_window.contents.draw_text(0,0,@name_window.contents.width,@name_window.contents.height,text,1)
  end
 
  def close_name_window
    return if @name_window.nil?
    @name_window.dispose
    @name_window = nil
  end
 
end

#------------------------------------------------------------------------------
class Game_Map

  def map_name
    mpname = load_data("Data/MapInfos.rvdata")
    mpname[@map_id].name
  end
 
end

Bestiary:
Spoiler for Hiden:
#==============================================================================
# Requiem Bewstiary
#==============================================================================
module Requiem_Bestiary
 
# Show all enemies? (true = yes / false = no)
Show_All = false

# Enemies that will not appear in bestiary:
Dont_Appear = []
 
# Attributes that will be showed in bestiary:
Attributes = [1, 2, 3, 4, 5, 6, 7, 8]
 
# Attributes Icons:
Attribute_Icons = {1  => 104,  2 => 105,  3 => 106,  4 => 107,  5 => 108,  6 => 109,  7 => 110,  8 => 111}
 
end
#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem Bestiary",  1.0,  "03/30/2009")
#------------------------------------------------------------------------------
class Window_RequiemBestiaryMenu < Window_Selectable
 
  def initialize
    super(0, 0, 128, 416)
    @index = 0
    refresh
  end
 
  def refresh
    @data = []
    self.contents.clear
    for i in $data_enemies
      next if Requiem_Bestiary::Dont_Appear.include?(i.id)
      @data << i
    end
    @data.compact!
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
 
  def enemy
    return @data[@index]
  end
 
  def draw_item(index,  enabled = true)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 4
    self.contents.clear_rect(rect)
    i = @data[index]
    return if i.nil?
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    if $game_system.enemy_defeated[i.id] >= 1 or Requiem_Bestiary::Show_All == true
      self.contents.draw_text(rect,  "#{i.name}")
    else
      self.contents.draw_text(rect,  "?????")
    end
  end
 
end

#------------------------------------------------------------------------------
class Window_RequiemBestiaryInfo < Window_Base
 
  def initialize
    super(128, 0, 416, 416)
  end
 
  def update(enemy)
    self.contents.clear
    if Requiem_Bestiary::Show_All == false
      return if $game_system.enemy_defeated[enemy.id] < 1
    end
    bitmap = Cache.battler(enemy.battler_name, enemy.battler_hue)
    self.contents.blt(0, WLH, bitmap, bitmap.rect)
    self.contents.font.color = crisis_color
    self.contents.draw_text(0, 0, contents.width, WLH, "#{enemy.name}", 1)
    self.contents.font.color = system_color
    self.contents.draw_text(224, WLH, 128, WLH, Vocab.hp+":")
    self.contents.draw_text(224, WLH*2, 128, WLH, Vocab.mp+":")
    self.contents.draw_text(224, WLH*3, 128, WLH, Vocab.atk+":")
    self.contents.draw_text(224, WLH*4, 128, WLH, Vocab.def+":")
    self.contents.draw_text(224, WLH*5, 128, WLH, Vocab.spi+":")
    self.contents.draw_text(224, WLH*6, 128, WLH, Vocab.agi+":")
    self.contents.draw_text(224, WLH*8, 128, WLH, "EXP:")
    self.contents.draw_text(224, WLH*10, 128, WLH, "Drop:")
    self.contents.draw_text(224, WLH*11, 128, WLH, Vocab::gold)
    self.contents.draw_text(224, WLH*15, 128, WLH, "Killed:")
    self.contents.font.color = normal_color
    self.contents.draw_text(288, WLH, 96, WLH, enemy.maxhp, 2)
    self.contents.draw_text(288, WLH*2, 96, WLH, enemy.maxmp, 2)
    self.contents.draw_text(288, WLH*3, 96, WLH, enemy.atk, 2)
    self.contents.draw_text(288, WLH*4, 96, WLH, enemy.def, 2)
    self.contents.draw_text(288, WLH*5, 96, WLH, enemy.spi, 2)
    self.contents.draw_text(288, WLH*6, 96, WLH, enemy.agi, 2)
    self.contents.draw_text(288, WLH*8, 96, WLH, enemy.exp, 2)
    self.contents.draw_text(288, WLH*11, 96, WLH, enemy.gold, 2)
    self.contents.draw_text(288, WLH*15, 96, WLH, "#{$game_system.enemy_defeated[enemy.id]}", 2)
    draw_dropped_item(enemy, 224, WLH*12)
    draw_weakness(enemy, 0, WLH*10)
    draw_resistences(enemy, 0, WLH*13)
  end
 
  def draw_dropped_item(enemy, x, y)
    items = []
    for i in [enemy.drop_item1,  enemy.drop_item2]
      case i.kind
      when 1
        items.push($data_items[i.item_id])
      when 2
        items.push($data_weapons[i.weapon_id])
      when 3
        items.push($data_armors[i.armor_id])
      end
    end
    for i in 0...items.size
      next if i.nil?
      draw_item_name(items[i], x, y+(i*24))
    end
  end
 
  def draw_weakness(enemy, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 96, WLH, "Weakness:")
    enemy = Game_Enemy.new(0, enemy.id)
    weakness = []
    for element_id in Requiem_Bestiary::Attributes
      weakness << element_id if enemy.element_rate(element_id) > 100
    end
    for i in 0...weakness.size
      element_id = weakness[i]
      x = 32 * (i%5)
      y2 = WLH * (i/5)
      icon_index = Requiem_Bestiary::Attribute_Icons[element_id]
      draw_icon(icon_index, x, y2+(y+WLH))
      element = $data_system.elements[element_id]
    end
  end
 
  def draw_resistences(enemy, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 128, WLH, "Resistences:")
    enemy = Game_Enemy.new(0, enemy.id)
    resistences = []
    for element_id in Requiem_Bestiary::Attributes
      resistences << element_id if enemy.element_rate(element_id) < 100
    end
    for i in 0...resistences.size
      element_id = resistences[i]
      x = 32 * (i%5)
      y2 = WLH * (i/5)
      icon_index = Requiem_Bestiary::Attribute_Icons[element_id]
      draw_icon(icon_index, x, y2+(y+WLH))
      element = $data_system.elements[element_id]
    end
  end
 
end

#------------------------------------------------------------------------------
class Game_System
  
  attr_accessor:enemy_defeated
 
  alias requiem_sbabs_gsystem_initialize initialize
 
  def initialize
    requiem_sbabs_gsystem_initialize
    @enemy_defeated = []
    for i in 1...$data_enemies.size
      @enemy_defeated[i] = 0
    end
  end
  
end

#------------------------------------------------------------------------------
if Requiem_Masterpiece.enabled?("Requiem ABS",  5.0)
 
class Game_Event < Game_Character
 
  alias requiem_bestiary_kill_enemy kill_enemy
 
  def kill_enemy
    $game_system.enemy_defeated[@enemy_id] += 1 unless @killed
    requiem_bestiary_kill_enemy
  end
 
end

end

#------------------------------------------------------------------------------
class Scene_RequiemBestiary < Scene_Base
 
  def initialize(from_menu=false)
    @from_menu = from_menu
  end
 
  def start
    super
    create_menu_background
    @menu_window = Window_RequiemBestiaryMenu.new
    @info_window = Window_RequiemBestiaryInfo.new
  end
 
  def update
    super
    update_menu_background
    @menu_window.update
    @info_window.update(@menu_window.enemy)
    if Input.trigger?(Input::B)
      Sound.play_cancel
      if @from_menu
        $scene = Scene_Menu.new(6)
      else
        $scene = Scene_Map.new
      end
    end
  end
 
  def terminate
    super
    dispose_menu_background
    @menu_window.dispose
    @info_window.dispose
  end
 
end

Customized Vehicles
Spoiler for Hiden:
#==============================================================================
# Requiem Customized Vehicles
#==============================================================================

BOAT_GRAPHIC = ["",0] # Sprite Name and Index of Boat

SHIP_GRAPHIC = ["",0] # Sprite Name and Index of Ship

AIRSHIP_GRAPHIC = ["",0] # Sprite Name and Index of Airplane

#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem Custom Vehicles", 1.0, "03/30/2009")
#------------------------------------------------------------------------------
class Game_Vehicle < Game_Character
 
  alias requiem_change_vehicle_get_on get_on
  alias requiem_change_vehicle_get_off get_off
 
  def get_on
    requiem_change_vehicle_get_on
    @char_bak = @character_name
    @index_bak = @character_index
    case @type
    when 0
      return if BOAT_GRAPHIC[0] == ""
      @character_name = BOAT_GRAPHIC[0]
      @character_index = BOAT_GRAPHIC[1]
    when 1
      return if SHIP_GRAPHIC[0] == ""
      @character_name = SHIP_GRAPHIC[0]
      @character_index = SHIP_GRAPHIC[1]
    when 2
      return if AIRSHIP_GRAPHIC[0] == ""
      @character_name = AIRSHIP_GRAPHIC[0]
      @character_index = AIRSHIP_GRAPHIC[1]
    end
  end
 
  def get_off
    requiem_change_vehicle_get_off
    @character_name = @char_bak
    @character_index = @index_bak
  end
 
end

Day & Night
Spoiler for Hiden:
#==============================================================================
# Requiem Day and Night
#==============================================================================

Day_Lengh = 5 # Minutes that have 1 day

Day_Tone = Tone.new(0,0,0,0)

Afternoon_Tone = Tone.new(25,0,-25,0)

Night_Tone = Tone.new(-75, -75, -75, 25)

#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem Day & Night", 1.0, "04/05/2009")
#------------------------------------------------------------------------------
class Game_Map
 
  alias requiem_day_night_setup setup
  alias requiem_day_night_update update
 
  def setup(map_id)
    requiem_day_night_setup(map_id)
    reset_screen_tone
  end
 
  def update
    requiem_day_night_update
    update_day_night
  end
 
  def update_day_night
    @hour = Graphics.frame_count % (60*60*Day_Lengh)
    if map_name.include?("&")
      if is_day? and !@day
        @screen.start_tone_change(Day_Tone, 60)
        @day = true; @afternoon = @night = false
      elsif is_afternoon? and !@afternoon
        @screen.start_tone_change(Afternoon_Tone, 60)
        @afternoon = true; @day = @night = false
      elsif is_night? and !@night
        @screen.start_tone_change(Night_Tone, 60)
        @night = true; @day = @afternoon = false
      end
    end
  end
 
  def reset_screen_tone
    if map_name.include?("&")
      if is_day?
        @screen.start_tone_change(Day_Tone, 0)
      elsif is_afternoon?
        @screen.start_tone_change(Afternoon_Tone, 0)
      elsif is_night?
        @screen.start_tone_change(Night_Tone, 0)
      end
    else
      @screen.start_tone_change(Tone.new(0,0,0,0), 0)
    end
  end
 
  def is_day?
    return true if @hour < ((60*60*Day_Lengh)/3)
    return false
  end
 
  def is_afternoon?
    return true if @hour > ((60*60*Day_Lengh)/3) and @hour < (((60*60*Day_Lengh)/3)*2)
    return false
  end
 
  def is_night?
    return true if @hour > (((60*60*Day_Lengh)/3)*2)
    return false
  end
 
  def map_name
    map = load_data("Data/MapInfos.rvdata")
    return map[@map_id].name
  end
 
end

Extendet Movements
Spoiler for Hiden:
#==============================================================================
# Requiem Extended Movements
#==============================================================================
#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem Extended Movements", 1.0, "03/31/2009")
#------------------------------------------------------------------------------
class Game_Character
 
  attr_accessor (:character_name, :character_index, :move_route, :direction_fix,
                 :walk_anime, :step_anime, :move_speed, :through, :priority_type)
 
  def in_range?(parent, target, range)
    x = (parent.x - target.x) * (parent.x - target.x)
    y = (parent.y - target.y) * (parent.y - target.y)
    r = x + y
    return true if r <= (range * range)
    return false
  end
 
  def in_direction?(parent, target)
    return true if parent.direction == 2 and target.y >= parent.y and target.x == parent.x
    return true if parent.direction == 4 and target.x <= parent.x and target.y == parent.y
    return true if parent.direction == 6 and target.x >= parent.x and target.y == parent.y
    return true if parent.direction == 8 and target.y <= parent.y and target.x == parent.x
    return false
  end
 
  def in_front?(parent, target)
    return true if parent.direction == 2 and parent.x == target.x and (parent.y+1) == target.y
    return true if parent.direction == 4 and (parent.x-1) == target.x and parent.y == target.y
    return true if parent.direction == 6 and (parent.x+1) == target.x and parent.y == target.y
    return true if parent.direction == 8 and parent.x == target.x and (parent.y-1) == target.y
    return false
  end
 
  def in_behind?(parent, target)
    return true if parent.direction == 2 and target.direction == 2 and parent.x == target.x and (parent.y+1) == target.y
    return true if parent.direction == 4 and target.direction == 4 and (parent.x-1) == target.x and parent.y == target.y
    return true if parent.direction == 6 and target.direction == 6 and (parent.x+1) == target.x and parent.y == target.y
    return true if parent.direction == 8 and target.direction == 8 and parent.x == target.x and (parent.y-1) == target.y
    return false
  end
 
  def in_beside?(parent, target)
    return true if target.direction == 2 and parent.direction == 4 and target.x == (parent.x-1) and target.y == parent.y
    return true if target.direction == 2 and parent.direction == 6 and target.x == (parent.x+1) and target.y == parent.y
    return true if target.direction == 4 and parent.direction == 2 and target.x == parent.x and target.y == (parent.y+1)
    return true if target.direction == 4 and parent.direction == 8 and target.x == parent.x and target.y == (parent.y-1)
    return true if target.direction == 6 and parent.direction == 2 and target.x == parent.x and target.y == (parent.y+1)
    return true if target.direction == 6 and parent.direction == 8 and target.x == parent.x and target.y == (parent.y-1)
    return true if target.direction == 8 and parent.direction == 4 and target.x == (parent.x-1) and target.y == parent.y
    return true if target.direction == 8 and parent.direction == 6 and target.x == (parent.x+1) and target.y == parent.y
    return false
  end
 
  def face_to_face?(parent, target)
    return true if parent.direction == 2 and target.direction == 8
    return true if parent.direction == 4 and target.direction == 6
    return true if parent.direction == 6 and target.direction == 4
    return true if parent.direction == 8 and target.direction == 2
    return false
  end
 
  def is_passable?(object, dir)
    x = dir == 4 ? -1 : dir == 6 ? 1 : 0
    y = dir == 2 ? 1 : dir == 8 ? -1 : 0
    return false if !$game_map.passable?(object.x+x, object.y+y)
    return true
  end
 
  def events_xy(object, dir)
    x = dir == 4 ? -1 : dir == 6 ? 1 : 0
    y = dir == 2 ? 1 : dir == 8 ? -1 : 0
    for i in $game_map.events.values
      return true if i.x == object.x+x and i.y == object.y+y and !i.through
    end
    return false
  end
 
  def move_toward(target)
    sx = distance_x_from(target)
    sy = distance_y_from(target)
    if sx != 0 or sy != 0
      if sx.abs > sy.abs
        sx > 0 ? move_left : move_right
        if @move_failed and sy != 0
          sy > 0 ? move_up : move_down
        end
      else
        sy > 0 ? move_up : move_down
        if @move_failed and sx != 0
          sx > 0 ? move_left : move_right
        end
      end
    end
  end
 
  def turn_toward(target)
    sx = distance_x_from(target)
    sy = distance_y_from(target)
    if sx.abs > sy.abs
      sx > 0 ? turn_left : turn_right
    elsif sx.abs < sy.abs
      sy > 0 ? turn_up : turn_down
    end
  end
 
  def distance_x_from(target)
    sx = @x - target.x
    if $game_map.loop_horizontal?
      if sx.abs > $game_map.width / 2
        sx -= $game_map.width
      end
    end
    return sx
  end
 
  def distance_y_from(target)
    sy = @y - target.y
    if $game_map.loop_vertical?
      if sy.abs > $game_map.height / 2
        sy -= $game_map.height
      end
    end
    return sy
  end
 
end

#------------------------------------------------------------------------------
class Game_Event < Game_Character
 
  def check_value(comment)
    return 0 if @list.nil? or @list.size <= 0
    for item in @list
      if item.code == 108 or item.code == 408
        if item.parameters[0].downcase =~ /#{comment.downcase}[ ]?(\d+)?/
          return $1.to_i
        end
      end
    end
    return 0
  end
 
  def check_comment(comment)
    return false if @list.nil? or @list.size <= 0
    for item in @list
      if item.code == 108 or item.code == 408
        if item.parameters[0].downcase.include?(comment.downcase)
          return true
        end
      end
    end
    return false
  end
 
end

Fog
Spoiler for Hiden:
#==============================================================================
# Requiem Fog
#==============================================================================

# To create a fog, put in Parallax folder, a image with "_Fog" in its name (without quote)

#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem Fog", 1.0, "03/30/2009")
#------------------------------------------------------------------------------
class Spriteset_Map
 
  alias requiem_fog_initialize initialize
  alias requiem_fog_update update
  alias requiem_fog_dispose dispose
  alias requiem_fog_update_parallax update_parallax
 
  def initialize
    create_fog
    requiem_fog_initialize
  end
 
  def update
    requiem_fog_update
    update_fog
  end
 
  def dispose
    requiem_fog_dispose
    dispose_fog
  end
 
  def create_fog
    @fog = Plane.new(@viewport1)
    @fog.z = 200
    @fog.opacity = 64
  end
 
  def update_parallax
    return if $game_map.parallax_name.include?("Fog")
    requiem_fog_update_parallax
  end
 
  def update_fog
    return unless $game_map.parallax_name.include?("Fog")
    if @fog_name != $game_map.parallax_name
      @fog_name = $game_map.parallax_name
      if @fog.bitmap != nil
        @fog.bitmap.dispose
        @fog.bitmap = nil
      end
      if @fog_name != ""
        @fog.bitmap = Cache.parallax(@fog_name)
      end
      Graphics.frame_reset
    end
    @fog.ox = $game_map.calc_parallax_x(@fog.bitmap)
    @fog.oy = $game_map.calc_parallax_y(@fog.bitmap)
  end
 
  def dispose_fog
    @fog.dispose
  end
 
end

Global Self Switches
Spoiler for Hiden:
#==============================================================================
# Requiem Global Self Switches
#==============================================================================

# Call: Requiem_GSS.turn_on(event_id, switch_id) to turn on the switch
# Call: Requiem_GSS.turn_off(event_id, switch_id) to turn off the switch
# switch_id is: ""A", "B", "C" od "D" (WITH QUOTES!!!)

#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem Global Self Switches", 1.0, "04/05/2009")
#------------------------------------------------------------------------------
module Requiem_GSS
 
  def self.turn_on(event_id, self_switch)
    key = [$game_map.map_id, $game_map.events[event_id].id, self_switch]
    $game_self_switches[key] = true
    $game_map.need_refresh = true
  end
 
  def self.turn_off(event_id, self_switch)
    key = [$game_map.map_id, $game_map.events[event_id].id, self_switch]
    $game_self_switches[key] = false
    $game_map.need_refresh = true
  end
 
end

Grab
Spoiler for Hiden:
#==============================================================================
# Requiem Grab
#==============================================================================

Grab_Button = Input::Letters["H"]

Move_Sound = "Push" # Sound playerd when you move the object

Throw_Sound = "Earth1" # Sound playerd when you yhrow the object

Hit_Animation_id = 84 # Animation showed when object colide when something

Item_Needed = 0 # ID of Item needed to allows player to grab objects

# Add folowing comments in a event that will be a movable object:
# Grabable - Allows the event to be grabable and pushable;
# Throwable - Allows the event to be throwable;

# Add folowing comments in a event that will be a place to put the object:
# Place X . Change X to ID of Event taht is the Object;
# Place Self Switch A: If Object is above the Place, self switch A will be activated;
# Place Self Switch B: If Object is above the Place, self switch B will be activated;
# Place Self Switch C: If Object is above the Place, self switch C will be activated;
# Place Self Switch D: If Object is above the Place, self switch D will be activated;
# Place Switch X: If Object is above the Place, switch X will be activated;
# Place Variable X: If Object is above the Place, variable X will increased +1;

# PS: Script REQUIEM EXTENDED MOVEMETS is needed!

#------------------------------------------------------------------------------
if Requiem_Masterpiece.enabled?("Requiem Extended Movements")
#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem Grab", 1.1, "03/31/2009")
#------------------------------------------------------------------------------
class Game_Player < Game_Character
 
  attr_accessor (:grabbed, :grabbed_event)
 
  alias requiem_grab_gplayer_update update
  alias requiem_grab_gplayer_dash dash?
 
  def update
    requiem_grab_gplayer_update
    update_grab
  end
 
  def move_by_input
    return unless movable?
    return if $game_map.interpreter.running?
    case Input.dir4
    when 2
      return unless move_grabing?(2)
      move_down
      grab_event(2)
    when 4
      return unless move_grabing?(4)
      move_left
      grab_event(4)
    when 6
      return unless move_grabing?(6)
      move_right
      grab_event(6)
    when 8
      return unless move_grabing?(8)
      move_up
      grab_event(8)
    end
  end
 
  def update_grab
    return unless Item_Needed <= 0 or $game_party.has_item?($data_items[Item_Needed])
    for event in $game_map.events.values
      if event.grabable and Input.press?(Grab_Button) and in_front?(self, event) and !Input.trigger?(Input::C)
        next if event.grabbed
        @grabbed_event = event
        old_direction_fix = @direction_fix
        old_event_dir_fix = event.direction_fix
        @direction_fix = true
        event.direction_fix = true
        event.move_speed = 4
        event.grabbed = true
      elsif Input.trigger?(Input::C) and event.throwable and event.grabbed
        RPG::SE.new(Throw_Sound, 80).play if Throw_Sound != ""
        event.direction_fix = false
        event.set_direction(@direction)
        event.direction_fix = true
        event.move_speed = 6
        event.throw = true
        event.grabbed = false
        @grabbed_event = nil
      elsif !Input.press?(Grab_Button)
        if event.grabbed
          event.direction_fix = old_event_dir_fix
          event.grabbed = false
        end
        @direction_fix = old_direction_fix
        @grabbed_event = nil
      end
    end
  end
 
  def grab_event(dir)
    return if @grabbed_event.nil?
    return if @grabbed_event.moving?
    case dir
    when 2
      @grabbed_event.move_down
    when 4
      @grabbed_event.move_left
    when 6
      @grabbed_event.move_right
    when 8
      @grabbed_event.move_up
    end
    RPG::SE.new(Move_Sound, 80).play if Move_Sound != ""
  end
 
  def move_grabing?(dir)
    return true if @grabbed_event.nil?
    return false if events_xy(@grabbed_event, dir)
    return false if !is_passable?(@grabbed_event, dir)
    case dir
    when 2
      return false if events_xy(self, dir) and @direction != 2
      return false if !is_passable?(self, dir)
    when 4
      return false if events_xy(self, dir) and @direction != 4
      return false if !is_passable?(self, dir)
    when 6
      return false if events_xy(self, dir) and @direction != 6
      return false if !is_passable?(self, dir)
    when 8
      return false if events_xy(self, dir) and @direction != 8
      return false if !is_passable?(self, dir)
    end
    return true
  end
 
  def dash?
    return false unless @grabbed_event.nil?
    requiem_grab_gplayer_dash
  end
 
end

#------------------------------------------------------------------------------
class Game_Event < Game_Character
 
  attr_reader (:grabable, :throwable, :place, :place_self_switch_a, :place_self_switch_b,
               :place_self_switch_c, :place_self_switch_d, :place_switch, :place_variable)
  attr_accessor (:grabbed, :throw)
 
  alias requiem_grab_gevent_initialize initialize
  alias requiem_grab_gevent_update update
  alias requiem_grab_gevent_refresh refresh
  alias requiem_grab_gevent_check_event_trigger_touch check_event_trigger_touch
 
  def initialize(map_id, event)
    @grabable = false
    @grabbed = false
    @throwable = false
    @throw = false
    @place = false
    @place_properties = false
    requiem_grab_gevent_initialize(map_id, event)
  end
 
  def update
    requiem_grab_gevent_update
    throwself if @throw
    put_in_place
  end
 
  def refresh
    requiem_grab_gevent_refresh
    @grabable = check_comment("Grabable")
    @throwable = check_comment("Throwable")
    @place = check_value("Place")
    @place_self_switch_a = check_comment("Place Self Switch A")
    @place_self_switch_b = check_comment("Place Self Switch B")
    @place_self_switch_c = check_comment("Place Self Switch C")
    @place_self_switch_d = check_comment("Place Self Switch D")
    @place_switch = check_value("Place Switch")
    @place_variable = check_value("Place Variable")
  end
 
  def throwself
    move_forward unless moving?
    @throw = false if stopping?
  end
 
  def check_event_trigger_touch(x, y)
    requiem_grab_gevent_check_event_trigger_touch(x, y)
    return unless Requiem_Masterpiece.enabled?("Requiem ABS", 5.0)
    for event in $game_map.events.values
      next unless event.x == x and event.y == y and event.in_battle and @throw
      event.animation_id = Hit_Animation_id
      event.actor.attack_effect($game_player.actor)
      @throw = false
    end
  end
 
  def put_in_place
    for event in $game_map.events.values
      next if event == self
      next unless event.place > 0
      next if @id != event.place
      next unless @x == event.x and @y == event.y
      if event.place_self_switch_a
        key = [$game_map.map_id, event.id, "A"]
        $game_self_switches[key] = !$game_self_switches[key]
      elsif event.place_self_switch_b
        key = [$game_map.map_id, event.id, "B"]
        $game_self_switches[key] = !$game_self_switches[key]
      elsif event.place_self_switch_c
        key = [$game_map.map_id, event.id, "C"]
        $game_self_switches[key] = !$game_self_switches[key]
      elsif event.place_self_switch_d
        key = [$game_map.map_id, event.id, "D"]
        $game_self_switches[key] = !$game_self_switches[key]
      elsif event.place_switch > 0
        $game_switches[event.place_switch] = !$game_switches[event.place_switch]
      elsif event.place_variable > 0
        $game_variables[event.place_variable] += 1
      end
      $game_map.need_refresh = true
    end
  end
 
end

#------------------------------------------------------------------------------
end

Jump
Spoiler for Hiden:
#==============================================================================
# Requiem Jump
#==============================================================================

Jump_Key = Input::Letters["C"] # Key used to jump

Jump_Far_When_Dashing = true # Jump far when dashing? (true = yes/ false = no)

Jump_Distance = 2 # Range (in tiles) that hero jump

Jump_Dash_Distance = 3 # Range of jump when player is dashing

Jump_Item = 0 # Item needed to jump (keep 0 if item is not necessary)

Jump_Switch = 0 # Switch needed to jump (keep 0 if switch is not necessary)

#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem Jump", 1.1, "03/30/2009")
#------------------------------------------------------------------------------
class Game_Player
 
  alias requiem_jump_initialize initialize
  alias requiem_jump_update update
 
  def initialize
    requiem_jump_initialize
    @jump_delay = 0
  end
 
  def update
    requiem_jump_update
    @jump_delay -= 1 if @jump_delay > 0
    jumping
  end
 
  def jumping
    return if Requiem_Masterpiece.enabled?("Requiem Transformations") and @bat_form
    return if Jump_Item > 0 and !$game_party.has_item?($data_items[Jump_Item])
    return if Jump_Switch > 0 and !$game_switches[Jump_Switch]
    return if $game_map.interpreter.running?
    if Input.trigger?(Jump_Key) and @jump_delay <= 0
      if Input.press?(Input::DOWN)
        if dash? and Jump_Far_When_Dashing
          jump(0, Jump_Dash_Distance) if passable?(@x, @y+Jump_Dash_Distance)
        else
          jump(0, Jump_Distance) if passable?(@x, @y+Jump_Distance)
        end
      elsif Input.press?(Input::LEFT)
        if dash? and Jump_Far_When_Dashing
          jump(-Jump_Dash_Distance, 0) if passable?(@x-Jump_Dash_Distance, @y)
        else
          jump(-Jump_Distance, 0) if passable?(@x-Jump_Distance, @y)
        end
      elsif Input.press?(Input::RIGHT)
        if dash? and Jump_Far_When_Dashing
          jump(Jump_Dash_Distance, 0) if passable?(@x+Jump_Dash_Distance, @y)
        elsif passable?(@x+Jump_Distance, @y)
          jump(Jump_Distance, 0) if passable?(@x+Jump_Distance, @y)
        end
      elsif Input.press?(Input::UP)
        if dash? and Jump_Far_When_Dashing
          jump(0, -Jump_Dash_Distance) if passable?(@x, @y-Jump_Dash_Distance)
        else
          jump(0, -Jump_Distance) if passable?(@x, @y-Jump_Distance)
        end
      else
        jump(0, 0)
      end
      @jump_delay = 30
    end
  end
 
end

Map Name
Spoiler for Hiden:
#==============================================================================
# Requiem Map Name
#==============================================================================

# To show the names of the maps, put "*" in the name of the map (whitout quotes)

Font_Name = "Arial" # Name of the font

Font_Size = 32 # Size of the font

#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem Map Name", 1.0, "03/30/2009")
#------------------------------------------------------------------------------
class Game_Map
 
  def map_name
    map = load_data("Data/MapInfos.rvdata")
    return map[@map_id].name
  end
 
end

#------------------------------------------------------------------------------
class Window_MapName < Window_Base
 
  def initialize
    super(0, 320, 544, 64)
    self.opacity = self.contents_opacity = 0
    self.visible = false
    refresh
  end
 
  def refresh
    self.contents.clear
    self.contents.font.name = Font_Name
    self.contents.font.size = Font_Size
    self.contents.font.color = Color.new(0,0,0)
    self.contents.draw_text(0, 0, contents.width, self.contents.font.size, $game_map.map_name.gsub("*", ""), 1)
    self.contents.font.color = Color.new(255,255,255)
    self.contents.draw_text(1, 1, contents.width, self.contents.font.size, $game_map.map_name.gsub("*", ""), 1)
  end
 
end

#------------------------------------------------------------------------------
class Scene_Map < Scene_Base
 
  attr_reader (:mapname_delay, :showed)
 
  alias requiem_mapname_start start
  alias


Max Level Changer
Spoiler for Hiden:
[code]#====================================================================
« Letzte Änderung: Mai 21, 2009, 12:25:45 von RPGSasuke »

Re: Requiem ABS 5.0 + AddOns

Offline Colonios

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Re: Requiem ABS 5.0 + AddOns
« Antwort #1 am: April 28, 2009, 00:13:18 »
Ich kenne das Requiem ABS schon was länger. Es ist wirklich einen Blick wert! Hat er seeeehr schön gemacht!

Und das du alle anderen Requiem Scripts hier auch noch einfügst finde ich gut! Alles schön kompackt auf einem haufen :D


Ein "Must try" für jeden Zelda (etc.) fan!


MfG

Re: Requiem ABS 5.0 + AddOns

Yojiri

  • Gast
Re: Requiem ABS 5.0 + AddOns
« Antwort #2 am: April 28, 2009, 15:08:49 »
Hi Zusammen,
ich habe mir das requim mal downgeloadet nur weiss ich nun nicht was genau ich machen muss?? BZw wo kriege ich den skript her weil das Kampfsystem ist richtig geil
« Letzte Änderung: April 28, 2009, 22:05:21 von Yojiri »

Re: Requiem ABS 5.0 + AddOns

RPGSasuke

  • Gast
Re: Requiem ABS 5.0 + AddOns
« Antwort #3 am: April 29, 2009, 14:25:12 »
Du kannst doch die Demo als SCHABLONE benutzen ^^

Re: Requiem ABS 5.0 + AddOns

Yojiri

  • Gast
Re: Requiem ABS 5.0 + AddOns
« Antwort #4 am: April 29, 2009, 16:25:28 »
Du kannst doch die Demo als SCHABLONE benutzen ^^
Hallo,
also ähm ich bin noch nicht so erfahren mit dem umgang von RPG maker VX bin grad noch bei einem projekt wo ich die story noch machen muss.
Hier dann mal ein aufruf ^^ wer lust hat kann sich meinem projekt anschliessen einfach kurz per pm oder hier ins forum reinposten und dann sehen wir mal =)

LG Daniel

Re: Requiem ABS 5.0 + AddOns

Offline Sk!p

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Re: Requiem ABS 5.0 + AddOns
« Antwort #5 am: April 29, 2009, 17:30:07 »
Du solltest irgendwas zu deinem Spiel präsentieren bevor du so einen Aufruf startest.
(Hatte ich doch schonmal erwähnt oder?)

Keiner wird denken 'Wow cool, ein Spiel, und der Kerl hat noch nicht viel Ahnung, also um so besser =D'
und sich deinem Projekt anschließen. Das ist eine Spur unrealistisch.
Eine Fiktive Vorstellung deines Spiels oder der Ideen, welche du vorhast umzusetzen, einfach mal
in die Storyvorstellung im 'Schnelle-Hilfe' Bereich Posten und dann kannst du auch vllt
mit ein wenig Hilfe rechnen ;)

Sk!p

Klischee Antagonist! | Back From Hell To Conquer The World!


Re: Requiem ABS 5.0 + AddOns

Yojiri

  • Gast
Re: Requiem ABS 5.0 + AddOns
« Antwort #6 am: April 29, 2009, 18:09:33 »
Ja haste schonmal gsagt und sorry ich frage nie nie wieder .. :-( ist scho gut
bis dann Yojiri

Re: Requiem ABS 5.0 + AddOns

Offline Sk!p

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Re: Requiem ABS 5.0 + AddOns
« Antwort #7 am: April 29, 2009, 18:27:14 »
Ne versteh das jetzt nicht falsch..
Du sollst nicht 'nie wieder fragen' ich wollte dich lediglich darauf aufmerksam machen,
dass so warscheinlich kein Erfolg in Sicht ist.

Klar kannst du fragen, ob sich jemand an deinem Projekt beteiligt, nur glaube ich,
dass dies der Falsche Weg ist dies zu tun^^

Sk!p

Klischee Antagonist! | Back From Hell To Conquer The World!


Re: Requiem ABS 5.0 + AddOns

Lion

  • Gast
Re: Requiem ABS 5.0 + AddOns
« Antwort #8 am: April 29, 2009, 21:10:15 »
Normal dass 'Bestiary' nicht in dieser Demo funktioniert?

Re: Requiem ABS 5.0 + AddOns

RPGSasuke

  • Gast
Re: Requiem ABS 5.0 + AddOns
« Antwort #9 am: April 30, 2009, 00:13:30 »
Naja ich weiß nicht was du meinst, erklär mir doch das Problem.
« Letzte Änderung: April 30, 2009, 00:14:32 von RPGSasuke »

Re: Requiem Action Battle System 5.0 + AddOns

Offline PD

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Re: Requiem Action Battle System 5.0 + AddOns
« Antwort #10 am: Mai 07, 2009, 13:18:26 »
also ich hab des script von der demo + des jump addon in mein projekt eingefügt aber es werden weder beim spieler noch beim gegner waffen/schild Icons beim angreifen/blocken angezeigt...kp worans liegt

Re: Requiem Action Battle System 5.0 + AddOns

RPGSasuke

  • Gast
Re: Requiem Action Battle System 5.0 + AddOns
« Antwort #11 am: Mai 08, 2009, 16:42:36 »
also ich hab des script von der demo + des jump addon in mein projekt eingefügt aber es werden weder beim spieler noch beim gegner waffen/schild Icons beim angreifen/blocken angezeigt...kp worans liegt

Versuch mal das ganze Projekt in die Demo einzufügen inklusive Grafiken und so dann die Events entsprechend ändern falls später benötigt

Re: Requiem Action Battle System 5.0 + AddOns

Riishah

  • Gast
Re: Requiem Action Battle System 5.0 + AddOns
« Antwort #12 am: Mai 18, 2009, 21:51:50 »
Schönen guten Abend Alle miteinander! Ich habe eine Frage zum Requiem ABS. Wenn ich das Requiem ABS 6 verwende, kann ich nicht mit Woratana's Maus-Steuerungs-Skript per Maus Steuern. Mit dem Requiem Maus Skript kann ich nicht steuern. Kann mir jemand einen Tipp geben wie ich wie ich die Kombination zum laufen bringe?
Danke im Voraus, Riishah

Re: Requiem Action Battle System 5.0 + AddOns

RPGSasuke

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Re: Requiem Action Battle System 5.0 + AddOns
« Antwort #13 am: Mai 19, 2009, 13:45:23 »
Schönen guten Abend Alle miteinander! Ich habe eine Frage zum Requiem ABS. Wenn ich das Requiem ABS 6 verwende, kann ich nicht mit Woratana's Maus-Steuerungs-Skript per Maus Steuern. Mit dem Requiem Maus Skript kann ich nicht steuern. Kann mir jemand einen Tipp geben wie ich wie ich die Kombination zum laufen bringe?
Danke im Voraus, Riishah

Also meinst du dass das Maus Script mit dem Reqiuem ABS 6 nicht kompatibel ist?
Hast du das etwa von der Homepage des Herstellers schon weil ich hab im Moment keine Zeit, mir ist halt schon bekannt dass die Version 6 draußen ist aber hab halt im Moment keine Zeit um den Thread zu aktualisieren. Ich guck mal ob ich das heute noch schaffe.

Naja bitte erklär mir dein Problem etwas genauer was genau nicht funzt.

Re: Requiem Action Battle System 5.0 + AddOns

Riishah

  • Gast
Re: Requiem Action Battle System 5.0 + AddOns
« Antwort #14 am: Mai 19, 2009, 19:37:18 »
Ich habe das Requiem ABS6 eingebaut, über Main. Anschließend habe ich unterhalb dessen Woratana's Maus Skript eingebaut (die drei zusammenhängenden Skripts). Ich konnte den Cursor sehen, jedoch ihn nicht verwenden. Ich habe einige Reihenfolgen probiert, das einzige was ich jedoch erreichte, war, dass ich in Menüs navigieren konnte, jedoch nichts auswählen/aktivieren. An den Skripts habe ich nichts geändert. Bis bald, Riishah
« Letzte Änderung: Mai 20, 2009, 12:58:47 von Riishah »

 


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