Ulquiorra Colaborador
Mensagens : 13 Reputação : 3 Data de inscrição : 09/09/2011 Idade : 26
| Assunto: Inimigos que voam Sex Set 09, 2011 8:52 pm | |
| (traduzido por min ) Inimigos que voamAutores: game_guyVersão: 1.0IntroduçãoScript foi criado totalmente de inspiração. Inimigos que voam acrescenta algum realismo ao seu jogo. Ele basicamente dá a aparência ea sensação de que os inimigos estão flutuando fora da terra. Únicas armas com o elemento "voando" pode atacar inimigos que não estão no terreno. por exemplo, uma arma ou um arco. Um cara com uma espada não poderia muito bem saltar 20 pés e matar alguma coisa poderiam? (talvez, é apenas um jogo) Características*Inimigos que voam *Magias específicas e Armas pode ferir *Animação flutuante para os inimigos ScreenshotScript- Spoiler:
#=============================================================================== # Flying Enemies # Version 1.0 # Author game_guy #------------------------------------------------------------------------------- # Intro: # Flying Enemies adds some realism to your game. It basically gives the # appearance and feel that enemies are floating off the ground. Only weapons # with the "flying" element can attack enemies that aren't on the ground. e.g. # a gun or a bow. A guy with a sword couldn't very well jump 20 feet and kill # something could they? (maybe, it is just a game) # # Features: # -Flying Enemies # -Specific Spells and Weapons can hurt # -Floating animation for enemies # # Instructions: # -Go to the config, set the following data there. To make a weapon hit a flying # enemy, you must give it the flying element you specified below. The same for # skills, except some skills get exceptions. Read Notes. # # Notes: # -Only weapons marked with the Flying_Element can hit a flying enemy. # -Skills with a higher INT F then ATK F will hit a flying enemy since these # skills are considered "Magic". (Think Fire over Double Slash or something) # -Skills with a higher ATK F will need to be marked with the Flying Element in # order to hit a flying enemy. # # Compatibility: # -Not tested with SDK. # -Not tested with any custom battle systems. # -Attacking flying enemies (and missing) will most likely work throughout all # custom battle systems. # -Animating enemy up and down may or may not work in any custom battle system. # # Credits: # -game_guy ~ For creating it. # -Final Fantasy X ~ Started playing this game again and Tidus was unable to # hit any flying enemies. ;_; Hence inspiration. :3 #===============================================================================
module GG_Fly #--------------------------------------------- # Weapons and skill must have this element # in order to attack flying enemies. #--------------------------------------------- Flying_Element = 17 #--------------------------------------------- # Place enemy ids in the array below to mark # them as flying enemies. #--------------------------------------------- Flying_Enemies = [1, 2] #--------------------------------------------- # The 'miss' message displayed when an out of # reach attacker attempts to hit a flying # enemy. #--------------------------------------------- Miss_Message = "Out of reach!" #--------------------------------------------- # Moves flying enemies up and down to give # the "floating" feeling. #--------------------------------------------- Animate_Enemy = true end
class Game_Enemy def flying? return GG_Fly::Flying_Enemies.include?(self.id) end end
class Game_Battler alias gg_fly_attack_effect_lat attack_effect def attack_effect(attacker) if self.is_a?(Game_Enemy) && attacker.is_a?(Game_Actor) if self.flying? && !attacker.element_set.include?(GG_Fly::Flying_Element) self.damage = GG_Fly::Miss_Message return true end end return gg_fly_attack_effect_lat(attacker) end alias gg_fly_skill_effect_lat skill_effect def skill_effect(user, skill) if self.is_a?(Game_Enemy) && user.is_a?(Game_Actor) if self.flying? && !skill.element_set.include?(GG_Fly::Flying_Element) if skill.atk_f >= skill.int_f self.damage = GG_Fly::Miss_Message return true end end end return gg_fly_skill_effect_lat(user, skill) end end
class Sprite_Battler < RPG::Sprite alias gg_init_flying_enemy_lat initialize def initialize(viewport, battler = nil) gg_init_flying_enemy_lat(viewport, battler) if battler != nil && battler.is_a?(Game_Enemy) @update_frame = 0 @speed = 2 @new_y = battler.screen_y end end alias gg_animate_flying_enemy_lat update def update gg_animate_flying_enemy_lat if GG_Fly::Animate_Enemy && @battler.is_a?(Game_Enemy) && @battler.flying? @update_frame += 1 if @update_frame == 2 @update_frame = 0 @new_y += @speed if @new_y == @battler.screen_y @speed = 1 elsif @new_y == @battler.screen_y + 16 @speed = -1 end end self.y = @new_y end end end
By:Ulquiorra | |
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