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Kingdom Hearts 2- Heart of the Hero
Demo 2 incluida!!!!

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mariatalavan
Shadow
Shadow


Registrado: 28 May 2008
Mensajes: 6
Promedio por Día: 0
Mujer
Mujer


MensajePublicado: 25 Aug 2008 6:24 pm     Responder citando

TODO 10!!!!!

me ha encantado esta demo Delber, soy tu fan nº 1 !!!!!

sigue así wapooooo
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trajan
Baneadme por favor
Baneadme por favor
trajan

Registrado: 04 May 2008
Mensajes: 360
Promedio por Día: 0.26
Hombre
Hombre


MensajePublicado: 26 Aug 2008 12:12 pm     Responder citando

mariatalavan escribió:
sigue así wapooooo


Delber has ligado tio.

Usa globos.
_________________
Muy tarde, muy tarde... Quién cojones soy, el butanero??

YO soy un Gigoló. TÚ eres un Gigoló. El...el es un engendro gordo feo desesperao con aparatos, una cacho frente con coletilla de Jedi feo con granos y friki.
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Tyler Durden
Guardián de las estrellas
Guardián de las estrellas
Tyler Durden

Registrado: 18 Dec 2005
Mensajes: 6227
Promedio por Día: 2.77
Ubicación: Project Mayhem

Hombre
Hombre


MensajePublicado: 26 Aug 2008 7:07 pm     Responder citando

Trajan, llevas un tiempo floodeando muchisimo, y casi nunca pones nada en relacion con el topic en el que posteas.

La amonestacion durara dos semanas si hay un cambio en tu actitud y podras volver a tu titulo de "Capitan cansino".

Sigan circulando.
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drogas94
Shadow
Shadow
drogas94

Registrado: 24 Jul 2008
Mensajes: 9
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Hombre
Hombre


MensajePublicado: 27 Aug 2008 4:12 am    Título del mensaje: cuando Responder citando

cuando vas a sacar el full game y te califico con 10 y dime si te puedo ayudar en algo
_________________
siempre existirá luz siempre que habrá oscuridad y
siempre existirá oscuridad siempre que habrá luz
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Delber
Lord of Darkness
Lord of Darkness
Delber

Registrado: 12 Aug 2006
Mensajes: 1426
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Ubicación: Entre un sueño y la realidad...

Hombre
Hombre


MensajePublicado: 27 Aug 2008 9:25 pm     Responder citando

Bufff, por lo menos necesito 2 años como minimo para acabarlo seguro, y tranquilo no me hace ninguna falta mas ayuda, si la necesito la pedire. Yo intentare ir lo mas rapido que pueda, rapido pero bien echo claro.
Haber si un dia de estos retomo donde me quede y os traigo nuevas capturas.
_________________

Solo Acaba de empezar...

KH2-HOTH | 3D y efectos especiales | Novela | AeWorksStudio
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drogas94
Shadow
Shadow
drogas94

Registrado: 24 Jul 2008
Mensajes: 9
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Hombre
Hombre


MensajePublicado: 28 Aug 2008 9:22 am     Responder citando

mmm yo espero que algun dia pueda acabar este gran juego pero tienes razon algo grande lleva su tiempo en hacer
(ejemplo metal gear se retreso mucho pero de verdad mucho y ya lo tengo y valio la pena esperar)
_________________
siempre existirá luz siempre que habrá oscuridad y
siempre existirá oscuridad siempre que habrá luz
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Zark
Shadow
Shadow


Registrado: 22 Aug 2008
Mensajes: 2
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Hombre
Hombre


MensajePublicado: 31 Aug 2008 12:13 am     Responder citando

Me estoy descargando la demo, pero tengo varias cosas que comentar.

1. Para jugar este juego hace falta el RPG Maker, dijiste. ¿Por que no lo independizas? Es sencillo, cómodo, y rápido. Y da mejor imagen al juego.

2. He oído por ahí que tienes batallas por turnos... Pues bien, en mi juego yo la tengo en tiempo real, ¿quieres que te de los scrips necesario?

Saludos.
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Delber
Lord of Darkness
Lord of Darkness
Delber

Registrado: 12 Aug 2006
Mensajes: 1426
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Ubicación: Entre un sueño y la realidad...

Hombre
Hombre


MensajePublicado: 31 Aug 2008 2:41 am     Responder citando

Bueno te respondo:

1-Eso quizas lo haga cuando lo tenga el juego al 100% completo.

2-Hombre si me sirve podrias darmelos y me pondria hacer pruebas con el sistema de batalla tuyo, y a lo mejor con suerte lo puedo hacer por turnos.Me seria de mucha ayuda la verdad y te lo agradeceria.

Espero que te guste la demo y la disfrutes, nos vemos.
_________________

Solo Acaba de empezar...

KH2-HOTH | 3D y efectos especiales | Novela | AeWorksStudio
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Zark
Shadow
Shadow


Registrado: 22 Aug 2008
Mensajes: 2
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Hombre
Hombre


MensajePublicado: 31 Aug 2008 8:21 pm     Responder citando

Te dejo aquí una imagen de como es el sistema de batalla.

Los tres scrips:

Código:
Scene_Menu

#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
#  メニュー画面の処理を行うクラスです。
#==============================================================================

class Scene_Menu
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# menu_index : コマンドのカーソル初期位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
# コマンドウィンドウを作成
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Estado"
s5 = "Guardar"
s6 = "Salir"
s7 = "Cambiar Heroe"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
@command_window.height = 224
# パーティ人数が 0 人の場合
if $game_party.actors.size == 0
# アイテム、スキル、装備、ステータスを無効化
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
@command_window.disable_item(6)
end
# セーブ禁止の場合
if $game_system.save_disabled
# セーブを無効にする
@command_window.disable_item(4)
end
# プレイ時間ウィンドウを作成
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# 歩数ウィンドウを作成
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# ゴールドウィンドウを作成
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# ステータスウィンドウを作成
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# トランジション実行
Graphics.transition
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報を更新
Input.update
# フレーム更新
update
# 画面が切り替わったらループを中断
if $scene != self
break
end
end
# トランジション準備
Graphics.freeze
# ウィンドウを解放
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# ウィンドウを更新
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
# コマンドウィンドウがアクティブの場合: update_command を呼ぶ
if @command_window.active
update_command
return
end
# ステータスウィンドウがアクティブの場合: update_status を呼ぶ
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (コマンドウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_command
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# マップ画面に切り替え
$scene = Scene_Map.new
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# パーティ人数が 0 人で、セーブ、ゲーム終了以外のコマンドの場合
if $game_party.actors.size == 0 and @command_window.index < 4
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# コマンドウィンドウのカーソル位置で分岐
case @command_window.index
when 0 # アイテム
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# アイテム画面に切り替え
$scene = Scene_Item.new
when 1 # スキル
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# ステータスウィンドウをアクティブにする
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # 装備
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# ステータスウィンドウをアクティブにする
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # ステータス
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# ステータスウィンドウをアクティブにする
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # セーブ
# セーブ禁止の場合
if $game_system.save_disabled
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# セーブ画面に切り替え
$scene = Scene_Save.new
when 5 # ゲーム終了
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# ゲーム終了画面に切り替え
$scene = Scene_End.new
when 6
@command_window.active = false
@status_window.active = true
@status_window.index = 0
end
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (ステータスウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_status
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# コマンドウィンドウをアクティブにする
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# コマンドウィンドウのカーソル位置で分岐
case @command_window.index
when 1 # スキル
# このアクターの行動制限が 2 以上の場合
if $game_party.actors[@status_window.index].restriction >= 2
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# スキル画面に切り替え
$scene = Scene_Skill.new(@status_window.index)
when 2 # 装備
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# 装備画面に切り替え
$scene = Scene_Equip.new(@status_window.index)
when 3 # ステータス
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# ステータス画面に切り替え
$scene = Scene_Status.new(@status_window.index)
when 6
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# Change Active Actor
$ABS.active_actor = @status_window.index
actor = $game_party.actors[@status_window.index]
$game_player.character_name = actor.character_name
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
return
end
end
end


Código:
Action Battle System 1

#==============================================================================
# â–  Action Battle System
#------------------------------------------------------------------------------
#
# A key – X input – Skill Hot Key 1
# S key – Y input – Skill Hot Key 2
# D key – Z input – Skill Hot Key 3
# Q key – L input – Attacking
# W key –R input – Defending
#
# The Skill Hot Keys can be changed in the Skill Menu by cursering over to the
# skill you want and pressing the hot key you want to set that skill too ~!
#
# Thanks to Harosata, Akura, Hazarim, Deke, Arcaine and
# Thanks to everyone for testing and for your input
#==============================================================================

class Action_Battle_System
#--------------------------------------------------------------------------
# â—� Open instance variable
#--------------------------------------------------------------------------
attr_accessor :active_actor
attr_accessor :display
attr_accessor :player_defending
attr_accessor :skill_hot_key
attr_accessor :dash_level
#--------------------------------------------------------------------------
# â—� Initialization
#--------------------------------------------------------------------------
def initialize
@event_counter = 0
@display = Sprite.new
@display.bitmap = Bitmap.new(88, 48)
@clear_counter = 0
@active_actor = 0
@player_defending = false
@restore = false
@reduce= false
@timer = 0
@dash_level = 5
@sec = 0
@skill_hot_key = {}
@skill_hot_key[1] = 0
@skill_hot_key[2] = 0
@skill_hot_key[3] = 0
@enemy_id = {}
@enemy_name = {}
@enemy_hp = {}
@enemy_sp = {}
@enemy_str = {}
@enemy_dex = {}
@enemy_agi = {}
@enemy_int = {}
@enemy_atk = {}
@enemy_pdef = {}
@enemy_mdef = {}
@enemy_eva = {}
@enemy_animation1_id = {}
@enemy_animation2_id = {}
@enemy_exp = {}
@enemy_gold = {}
@enemy_item_id = {}
@enemy_weapon_id = {}
@enemy_armor_id = {}
@enemy_treasure_prob = {}
@enemy_engagement = {}
@enemy_movment = {}
@enemy_frequency = {}
@enemy_speed = {}
@enemy_defending = {}
@enemy_dex_loop = {}
end
#--------------------------------------------------------------------------
# â—� Enemy Setup
#--------------------------------------------------------------------------
def enemy_setup
# Setup Event Max
@event_counter = 0
for i in 1..999
if $game_map.map.events[i].id > @event_counter
@event_counter = $game_map.map.events[i].id
end
end
# Setup Event
for i in 1..@event_counter #$game_map.map.events.size
# Set the event to nill setting
@enemy_id[i] = 0
for x in 1..$data_enemies.size - 1
if $game_map.map.events[i] == nil
next i
end
if $game_map.map.events[i].name == $data_enemies[x].name
# Event is an Enemy Setup Emeny
@enemy_id[i] = $data_enemies[x].id
@enemy_name[i] = $data_enemies[x].name
@enemy_hp[i] = $data_enemies[x].maxhp
@enemy_sp[i] = $data_enemies[x].maxsp
@enemy_str[i] = $data_enemies[x].str
@enemy_dex[i] = $data_enemies[x].dex
@enemy_agi [i] = $data_enemies[x].agi
@enemy_int[i] = $data_enemies[x].int
@enemy_atk[i] = $data_enemies[x].atk
@enemy_pdef[i] = $data_enemies[x].pdef
@enemy_mdef[i] = $data_enemies[x].mdef
@enemy_eva[i] = $data_enemies[x].eva
@enemy_animation1_id[i] = $data_enemies[x].animation1_id
@enemy_animation2_id[i] = $data_enemies[x].animation2_id
@enemy_exp[i] = $data_enemies[x].exp
@enemy_gold[i] = $data_enemies[x].gold
@enemy_item_id[i] = $data_enemies[x].item_id
@enemy_weapon_id[i] = $data_enemies[x].weapon_id
@enemy_armor_id[i] = $data_enemies[x].armor_id
@enemy_treasure_prob[i] = $data_enemies[x].treasure_prob
@enemy_states = []
@enemy_engagement[i] = false
@enemy_movment[i] = 0
@enemy_frequency[i] = 0
@enemy_speed[i] = 0
@enemy_defending[i] = false
@enemy_dex_loop[i] = 0
end
end
end
end
#--------------------------------------------------------------------------
# â—� Update Dash
#--------------------------------------------------------------------------
def update_dash
# check if sheild is active
if @player_defending == true
$game_player.move_speed = 3
return
end
# check is Dash Mode Active
if Input.press?(Input::A)
if $game_player.moving?
# If A Key press enter dash mode
# reduce dash level
$game_player.move_speed=5
@restore = false
if @reduce == false
@timer = 50 # Initial time off set
@reduce = true
else
@timer-= 1
end
@sec = (@timer / Graphics.frame_rate)%60
if @sec == 0
if @dash_level != 0
@dash_level -= 1
@timer = 50 # Timer Count
end
end
if @dash_level == 0
$game_player.move_speed=4
end
end
else
# restore dash level
$game_player.move_speed=4
@reduce = false
if @restore == false
@timer = 80 # Initial time off set
@restore = true
else
@timer-= 1
end
@sec = (@timer / Graphics.frame_rate)%60
if @sec == 0
if @dash_level != 5
@dash_level+= 1
@timer = 60 # Timer Count
end
end
end
end
#--------------------------------------------------------------------------
# â—� Clear Display
#--------------------------------------------------------------------------
def clear_display
@clear_counter += 1
if @clear_counter == 50
@clear_counter = 0
@display.bitmap.clear
end
end
#--------------------------------------------------------------------------
# â—� Update
#--------------------------------------------------------------------------
def update
update_dash
clear_display
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id[i] == 0
next
else
# Enemy Engaged
if @enemy_engagement[i] == true
# Check Range
if in_range?(i,5)
# Update Battle
if in_range?(i,1)
event_melee_attack(i)
else
event_skill_attack(i)
end
next
else
@enemy_engagement[i] = false
# Change Movement
$game_map.events[i].move_type = @enemy_movment[i]
$game_map.events[i].move_frequency = @enemy_frequency[i]
$game_map.events[i].move_speed = @enemy_speed[i]
next
end
end
# Check Range
if in_range?(i,5)
# Check Event Direction
if facing_player?(i)
# Set Enemy Engaged
@enemy_engagement[i] = true
# Change Movement
@enemy_movment[i] = $game_map.events[i].move_type
$game_map.events[i].move_type = 2
@enemy_frequency[i] = $game_map.events[i].move_frequency
$game_map.events[i].move_frequency = 5
@enemy_speed[i] = $game_map.events[i].move_speed
$game_map.events[i].move_speed = 4
# Update Battle
if in_range?(i,1)
event_melee_attack(i)
else
event_skill_attack(i)
end
end
end
end
end
end
#--------------------------------------------------------------------------
# â—� Check If Event Is In Range
#--------------------------------------------------------------------------
def in_range?(event_index, range)
playerx = $game_player.x
playery = $game_player.y
eventx = $game_map.events[event_index].x
eventy = $game_map.events[event_index].y
# Determine x and y of circle
x = (playerx - eventx) * (playerx - eventx)
y = (playery - eventy) * (playery - eventy)
# Determine raduis
r = x +y
if r <= (range * range)
return true
else
return false
end
end
#--------------------------------------------------------------------------
# â—� Check If Event Is Facing Player
#--------------------------------------------------------------------------
def facing_player?(event_index)
playerx = $game_player.x
playery = $game_player.y
eventx = $game_map.events[event_index].x
eventy = $game_map.events[event_index].y
event_direction = $game_map.events[event_index].direction
# Check down
if event_direction == 2
if playery >= eventy
return true
end
end
# Check Left
if event_direction == 4
if playerx <= eventx
return true
end
end
# Check Right
if event_direction == 6
if playerx >= eventx
return true
end
end
# Check Up
if event_direction == 8
if playery <= eventy
return true
end
end
return false
end
#--------------------------------------------------------------------------
# â—� Check Event Attack Condisions
# NOTE : there is no turns in the ABS therfore there is no turn percondition
#--------------------------------------------------------------------------
def event_melee_preconditions(event_index)
if @enemy_dex_loop[event_index] >= @enemy_dex[event_index] * 20
@enemy_dex_loop[event_index] = 0
for i in 0..$data_enemies[@enemy_id[event_index]].actions.size - 1
if $data_enemies[@enemy_id[event_index]].actions[i].kind == 0
actions = $data_enemies[@enemy_id[event_index]].actions[i]
# Check Hp Level condition
if @enemy_hp[event_index] * 100.0 / $data_enemies[@enemy_id[event_index]].maxhp > actions.condition_hp
next
end
# Check Max Level condition
if $game_party.max_level < actions.condition_level
next
end
# Check switch condition
switch_id = actions.condition_switch_id
if actions.condition_switch_id > 0 and $game_switches[switch_id] == false
next
end
# Check Rank to see if it is larger then the dice roll
n = rand(10)
if actions.rating < n
next
end
# Return Action
case actions.basic
when 0
return 0
when 1
return 1
when 2
return 2
when 3
return 3
end
end
end
# No action taken
return 3
else
# add to the dex loop
@enemy_dex_loop[event_index] += @enemy_dex[event_index]
return 3
end
end
#--------------------------------------------------------------------------
# â—� Check Event Attack Condisions
# NOTE : there is no turns in the ABS therfore there is no turn percondition
#--------------------------------------------------------------------------
def event_skill_preconditions(event_index)
if @enemy_dex_loop[event_index] >= @enemy_dex[event_index] * 100
@enemy_dex_loop[event_index] = 0
for i in 0..$data_enemies[@enemy_id[event_index]].actions.size - 1
if $data_enemies[@enemy_id[event_index]].actions[i].kind == 1
actions = $data_enemies[@enemy_id[event_index]].actions[i]
# Check Hp Level condition
if @enemy_hp[event_index] * 100.0 / $data_enemies[@enemy_id[event_index]].maxhp > actions.condition_hp
return 0
end
# Check Max Level condition
if $game_party.max_level < actions.condition_level
return 0
end
# Check switch condition
switch_id = actions.condition_switch_id
if actions.condition_switch_id > 0 and $game_switches[switch_id] == false
return 0
end
return actions.skill_id
end
end
return 0
else
# add to the dex loop
@enemy_dex_loop[event_index] += @enemy_dex[event_index]
return 0
end
end
#--------------------------------------------------------------------------
# â—� Calculation of attribute correction
# element_set : Attribute
#--------------------------------------------------------------------------
def player_elements_correct(element_set)
# In case of non attribute
if element_set == []
# return 100
return 100
end
# The weakest one is returned in the attribute which is given * method element_rate
# is defined in Game_Actor and the Game_Enemy class which are succeeded from this class
weakest = -100
for i in element_set
weakest = [weakest, $game_party.actors[@active_actor].element_rate(i)].max
end
return weakest
end
#--------------------------------------------------------------------------
# â—� Event Melee Attack
#--------------------------------------------------------------------------
def event_melee_attack(event_index)
kind = event_melee_preconditions(event_index)
case kind
when 0 # Enemy Attacking
@enemy_defending[event_index] = false
# First on-target hit decision
hit_rate = 100
for i in @enemy_states
hit_rate *= $data_states[i].hit_rate / 100.0
end
hit_result = (rand(100) < hit_rate)
# In case of on-target hit
if hit_result == true
# Calculating the basic damage
atk = [@enemy_atk[event_index] - $game_party.actors[@active_actor].pdef / 2, 0].max
damage = atk * (20 + @enemy_str[event_index] ) / 20
# Attribute correction
damage *= player_elements_correct([])
damage /= 100
# When the mark of the damage is correct
if damage > 0
# Critical correction
if rand(100) < 4 * @enemy_dex[event_index] / $game_party.actors[@active_actor].agi
damage *= 2
end
# Defense correction
if @player_defending == true
damage /= 2
end
end
# Dispersion
if damage.abs > 0
amp = [damage.abs * 15 / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * $game_party.actors[@active_actor].agi / @enemy_dex[event_index] + $game_party.actors[@active_actor].eva
hit = damage < 0 ? 100 : 100 - eva
# Check evade
cant_evade = false
for i in $game_party.actors[@active_actor].states
if $data_states[i].cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
end
# In case of on-target hit
if hit_result == true
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# From HP damage subtraction
damage = damage.abs
$game_party.actors[@active_actor].hp -= damage
hit_player(damage, @enemy_animation2_id[event_index])
if $game_party.actors[@active_actor].hp <= 0
player_dead
end
# State change
# Note : I still can not get the states effects to work correctly
# states_plus(@enemy_states)
# states_minus(@enemy_states)
end
when 1 # Enemy Defening
if @enemy_defending[event_index] != true
@enemy_defending[event_index] = true
$game_map.events[event_index].move_speed = $game_map.events[event_index].move_speed - 1
end
when 2 # Enemy Escaping
# Note : Could Add a Teleport Event to make the Event jump far away from player
when 3 # No Action Taken
end
end
#--------------------------------------------------------------------------
# â—� Event Skill Attack
#--------------------------------------------------------------------------
def event_skill_attack(event_index)
# Check Percondisions of the Enemy
skill_id = event_skill_preconditions(event_index)
# If Condisions not meet
if skill_id == 0
return
end
skill = $data_skills[skill_id]
# Check Sp Cost
if skill.sp_cost > @enemy_sp[event_index]
return
end
@enemy_sp[event_index] -= skill.sp_cost
# When the effective range of skill with friend of HP 1 or more, your own HP 0,
# or the effective range of skill with the friend of HP 0, your own HP are 1 or more,
if ((skill.scope == 3 or skill.scope == 4) and @enemy_hp == 0) or
((skill.scope == 5 or skill.scope == 6) and @enemy_hp >= 1)
# メソッド終了
return
end
# Clearing the effective flag
effective = false
# When common event ID is effective, setting the effective flag
effective |= skill.common_event_id > 0
# First on-target hit decision
skill_hit = 100
for i in @enemy_states
skill_hit *= $data_states[i].hit_rate / 100.0
end
user_hit = 100
for i in @enemy_states
user_hit *= $data_states[i].hit_rate / 100.0
end
hit = skill_hit
if skill.atk_f > 0
hit *= user_hit / 100
end
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
# In case of on-target hit
if hit_result == true
# Calculating power
power = skill.power + @enemy_atk[event_index] * skill.atk_f / 100
if power > 0
power -= $game_party.actors[@active_actor].pdef * skill.pdef_f / 200
power -= $game_party.actors[@active_actor].mdef * skill.mdef_f / 200
power = [power, 0].max
end
# Calculating magnification ratio
rate = 20
rate += (@enemy_str[event_index] * skill.str_f / 100)
rate += (@enemy_dex[event_index] * skill.dex_f / 100)
rate += (@enemy_agi[event_index] * skill.agi_f / 100)
rate += (@enemy_int[event_index] * skill.int_f / 100)
# Calculating the basic damage
damage = power * rate / 20
# Attribute correction
damage *= player_elements_correct(skill.element_set)
damage /= 100
# When the mark of the damage is correct,
if damage > 0
# Defense correction
if @player_defending == true
damage /= 2
end
end
# Dispersion
if skill.variance > 0 and damage.abs > 0
amp = [damage.abs * skill.variance / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * $game_party.actors[@active_actor].agi / @enemy_dex[event_index] + $game_party.actors[@active_actor].eva
hit = damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
cant_evade = false
for i in $game_party.actors[@active_actor].states
if $data_states[i].cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
end
# In case of on-target hit
if hit_result == true
# In case of physical attack other than power 0
if skill.power != 0 and skill.atk_f > 0
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# Setting the effective flag
effective = true
end
# From HP damage subtraction
last_hp = $game_party.actors[@active_actor].hp
$game_party.actors[@active_actor].hp -= damage
effective |= $game_party.actors[@active_actor].hp != last_hp
# State change
# Note : I still can not get the states effects to work correctly
# effective |= states_plus(skill.plus_state_set)
# effective |= states_minus(skill.minus_state_set)
if skill.power == 0 # When power is 0
# Set Damage to Zero
damage = 0
end
hit_player(damage, skill.animation2_id)
if $game_party.actors[@active_actor].hp <= 0
player_dead
end
end
end
#--------------------------------------------------------------------------
# â—� Display Hit Animation
#--------------------------------------------------------------------------
def player_dead
if $game_party.all_dead?
$game_temp.gameover = true
end
$scene = Scene_Menu.new
end
#--------------------------------------------------------------------------
# â—� Display Hit Animation
#--------------------------------------------------------------------------
def hit_player(damage, animation_id)
if damage != 0
$game_player.jump(0, 0)
$game_player.animation_id = animation_id
@display.bitmap.clear
@clear_counter = 0
@display.bitmap.font.name = $defaultfonttype # Unknown At This Time
@display.bitmap.font.size = 32
@display.x = ($game_player.real_x - $game_map.display_x) / 4
@display.y = ($game_player.real_y - $game_map.display_y) / 4
@display.z = 500
@display.bitmap.font.color.set(255, 0, 0)
@display.bitmap.draw_text(@display.bitmap.rect, damage.to_s, 1)
end
end
#--------------------------------------------------------------------------
# â—� Calculation of attribute correction
# element_set : Attribute
#--------------------------------------------------------------------------
def event_elements_correct(element_set, event_index)
# In case of non attribute
if element_set == []
# return 100
return 100
end
# The weakest one is returned in the attribute which is given * method element_rate
# is defined in Game_Actor and the Game_Enemy class which are succeeded from this class
weakest = -100
for i in element_set
# Note: I still can not get the states effects to work correctly
weakest = [weakest, $data_enemies[@enemy_id[event_index]].element_rate(i)].max
end
return weakest
end
#--------------------------------------------------------------------------
# â—� Player Melee Attack Preconditions
#--------------------------------------------------------------------------
def player_melee_preconditions
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id[i] == 0
next
end
if in_range?(i,1)
player_melee_attack(i)
next
end
end
end
#--------------------------------------------------------------------------
# â—� Event Melee Attack
#--------------------------------------------------------------------------
def player_melee_attack(event_index)
# First on-target hit decision
hit_rate = 100
for i in $game_party.actors[@active_actor].states
hit_rate *= $data_states[i].hit_rate / 100.0
end
hit_result = (rand(100) < hit_rate)
# In case of on-target hit
if hit_result == true
# Calculating the basic damage
atk = [$game_party.actors[@active_actor].atk - @enemy_pdef[event_index] / 2, 0].max
damage = atk * (20 + $game_party.actors[@active_actor].str) / 20
# Attribute correction
damage *= 100 #event_elements_correct($game_party.actors[@active_actor].element_set, event_index)
damage /= 100
# When the mark of the damage is correct
if damage > 0
# Critical correction
if rand(100) < 4 * $game_party.actors[@active_actor].dex / @enemy_agi[event_index]
damage *= 2
end
# Defense correction
if @enemy_defending== true
damage /= 2
end
end
# Dispersion
if damage.abs > 0
amp = [damage.abs * 15 / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * @enemy_agi[event_index] / $game_party.actors[@active_actor].dex + @enemy_eva[event_index]
hit = damage < 0 ? 100 : 100 - eva
# Check evade
cant_evade = false
for i in @enemy_states
if $data_states[i].cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
end
# In case of on-target hit
if hit_result == true
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# From HP damage subtraction
damage = damage.abs
@enemy_hp[event_index] -= damage
# State change
# Note : I still can not get the states effects to work correctly
# states_plus($game_party.actors[@active_actor].states)
# states_minus($game_party.actors[@active_actor].states)
hit_event(event_index,damage, $game_party.actors[@active_actor].animation2_id)
if @enemy_hp[event_index] <= 0
battle_spoils(event_index)
end
end
end
#--------------------------------------------------------------------------
# â—� Player Skill Attack Preconditions
#--------------------------------------------------------------------------
def player_skill_preconditions(index)
if$game_party.actors[@active_actor].skill_learn?(@skill_hot_key[index])
# Set Skill
skill = $data_skills[@skill_hot_key[index]]
# Check Sp Cost
if skill.sp_cost > $game_party.actors[@active_actor].sp
return
end
# Set Sp
$game_party.actors[@active_actor].sp -= skill.sp_cost
# Check Skills Scope
case skill.scope
when 1 # One Enemy
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id[i] == 0
next
else
case $data_classes[$game_party.actors[@active_actor].class_id].position
when 0
if in_range?(i,1)
player_skill_attack(skill, i)
return
end
when 1
if in_range?(i,2)
player_skill_attack(skill, i)
return
end
when 2
if in_range?(i,5)
player_skill_attack(skill, i)
return
end
end
end
end
when 2 # All Emenies
for i in 1..@event_counter
# Check if Event is an Enemy
if @enemy_id[i] == 0
next
else
case $data_classes[$game_party.actors[@active_actor].class_id].position
when 0
if in_range?(i,1)
player_skill_attack(skill, i)
return
end
when 1
if in_range?(i,2)
player_skill_attack(skill, i)
return
end
when 2
if in_range?(i,5)
player_skill_attack(skill, i)
return
end
end
end
end
when 3 # One Ally
# Note : I still can not get the states effects to work correctly and therefore
# can not scrîpt this but these skill can skill be actived from the Main Menu
when 4 # All Allies
# Note : I still can not get the states effects to work correctly and therefore
# can not scrîpt this but these skill can skill be actived from the Main Menu
end
else
return
end
end
#--------------------------------------------------------------------------
# â—� Player Skill Attack
#--------------------------------------------------------------------------
def player_skill_attack(skill, event_index)
# When the effective range of skill with friend of HP 1 or more, your own HP 0,
# or the effective range of skill with the friend of HP 0, your own HP are 1 or more,
if ((skill.scope == 3 or skill.scope == 4) and @enemy_hp == 0) or
((skill.scope == 5 or skill.scope == 6) and @enemy_hp >= 1)
return
end
# Clearing the effective flag
effective = false
# When common event ID is effective, setting the effective flag
effective |= skill.common_event_id > 0
# First on-target hit decision
skill_hit = 100
for i in $game_party.actors[@active_actor].states
skill_hit *= $data_states[i].hit_rate / 100.0
end
user_hit = 100
for i in $game_party.actors[@active_actor].states
user_hit *= $data_states[i].hit_rate / 100.0
end
hit = skill_hit
if skill.atk_f > 0
hit *= user_hit / 100
end
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
# In case of on-target hit
if hit_result == true
# Calculating power
power = skill.power + $game_party.actors[@active_actor].atk * skill.atk_f / 100
if power > 0
power -= @enemy_pdef[event_index] * skill.pdef_f / 200
power -= @enemy_mdef[event_index] * skill.mdef_f / 200
power = [power, 0].max
end
# Calculating magnification ratio
rate = 20
rate += ($game_party.actors[@active_actor].str * skill.str_f / 100)
rate += ($game_party.actors[@active_actor].dex * skill.dex_f / 100)
rate += ($game_party.actors[@active_actor].agi * skill.agi_f / 100)
rate += ($game_party.actors[@active_actor].int * skill.int_f / 100)
# Calculating the basic damage
damage = power * rate / 20
# Attribute correction
damage *= 100 #event_elements_correct(skill.element_set, event_index)
damage /= 100
# When the mark of the damage is correct,
if damage > 0
# Defense correction
if @enemy_defending == true
damage /= 2
end
end
# Dispersion
if skill.variance > 0 and damage.abs > 0
amp = [damage.abs * skill.variance / 100, 1].max
damage += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * @enemy_agi[event_index] / $game_party.actors[@active_actor].dex + @enemy_eva[event_index]
hit = damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
cant_evade = false
for i in @enemy_states
if $data_states[i].cant_evade
cant_evade = true
end
end
hit = cant_evade ? 100 : hit
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
end
# In case of on-target hit
if hit_result == true
# In case of physical attack other than power 0
if skill.power != 0 and skill.atk_f > 0
# State shocking cancellation
# Note : I still can not get the states effects to work correctly
# remove_states_shock
# Setting the effective flag
effective = true
end
# From HP damage subtraction
last_hp = @enemy_hp[event_index]
@enemy_hp[event_index] -= damage
effective |= @enemy_hp[event_index] != last_hp
# State change
# Note : I still can not get the states effects to work correctly
# effective |= states_plus(skill.plus_state_set)
# effective |= states_minus(skill.minus_state_set)
if skill.power == 0 # When power is 0
# Set Damage to Zero
damage = 0
end
hit_event(event_index, damage, skill.animation2_id)
if @enemy_hp[event_index] <= 0
battle_spoils(event_index)
end
return
end
end
#--------------------------------------------------------------------------
# â—� Display Hit Animation
#--------------------------------------------------------------------------
def hit_event(event_index, damage, animation_id)
if damage != 0
$game_map.events[event_index].jump(0, 0)
$game_map.events[event_index].animation_id = animation_id
@display.bitmap.clear
@clear_counter = 0
@display.bitmap.font.name = $defaultfonttype # Unknown At This Time
@display.bitmap.font.size = 32
@display.x = ($game_map.events[event_index].real_x - $game_map.display_x) / 4
@display.y = ($game_map.events[event_index].real_y - $game_map.display_y) / 4
@display.z = 500
@display.bitmap.font.color.set(255, 0, 0)
@display.bitmap.draw_text(@display.bitmap.rect, damage.to_s, 1)
end
end
#--------------------------------------------------------------------------
# â—� Spoils of Battle
#--------------------------------------------------------------------------
def battle_spoils(event_index)
$game_map.map.events[event_index].name = "Dead"
@enemy_id[event_index] = 0
$game_map.events[event_index].erase
treasures = []
if rand(100) < @enemy_treasure_prob[event_index]
if @enemy_item_id[event_index] > 0
treasures.push($data_items[@enemy_item_id[event_index]])
end
if @enemy_weapon_id[event_index]> 0
treasures.push($data_weapons[@enemy_weapon_id[event_index]])
end
if @enemy_armor_id[event_index] > 0
treasures.push($data_armors[@enemy_armor_id[event_index]])
end
end
# トレジャー�数を 6 個����定
treasures = treasures[0..5]
# EXP �得
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += @enemy_exp[event_index]
end
end
# ゴールド�得
$game_party.gain_gold(@enemy_gold[event_index] )
# トレジャー�得
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
end
end


EDIT: Maldita sea, no me deja poner el último código -.-. Lo pondré en el siguiente post que haga.

Saludos.
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Delber
Lord of Darkness
Lord of Darkness
Delber

Registrado: 12 Aug 2006
Mensajes: 1426
Promedio por Día: 0.71
Ubicación: Entre un sueño y la realidad...

Hombre
Hombre


MensajePublicado: 15 Oct 2008 10:41 pm     Responder citando

Bueno despues de tanto tiempo sin decir nada de mi juego, os traigo informacion fresca.
Estoy pensando en sacar una demo 3 y de ser asi seria mas larga que las dos anteriores.
En la demo 3 podreis jugar controlando a Ven en un tipo de flashback que hare que tendra una duracion estimada a la del mundo de midgar. En el flashback tambien saldran terra y aqua, pero no tendran tanta importancia como lo tendra Ven. Ya os ire dando informacion estos dias, y si puedo os traere alguna imagen.

Si sacara la demo 3 lo mas seguro que no la sacara hasta el proximo verano, que es como siempre hago. Asi que para los que se pregunten que cuando tendre el juego, yo os respondo, lo tendre como minimo en 2 años.
Espero qeu sigais mi juego de cerca y os este gustando.

Hasta pronto ^^.
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KH2-HOTH | 3D y efectos especiales | Novela | AeWorksStudio
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cloudkh
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Hombre
Hombre


MensajePublicado: 16 Nov 2008 7:12 am     Responder citando

wooow
te qedo ree bueno el juego
no me enseniarias a usar rpg maker
porq lo tube un tempo pero como no savia
como editar los personajes
lo borre!
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Feel The Pain
Shadow
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Hombre
Hombre


MensajePublicado: 19 Dec 2008 12:26 am     Responder citando

Delber, me sigue encantando tu juegoooo!!!
Uno de tus mayores fans a vuelto, sigue así!
ANIMO!

Saludos
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miragemigue
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Hombre
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MensajePublicado: 23 Jan 2009 2:03 am     Responder citando

Hola me esta encantando tu juego y espero que no lo dejes no la vas a actualizar mas?
Salu2!
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Delber
Lord of Darkness
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Delber

Registrado: 12 Aug 2006
Mensajes: 1426
Promedio por Día: 0.71
Ubicación: Entre un sueño y la realidad...

Hombre
Hombre


MensajePublicado: 23 Jan 2009 4:25 pm     Responder citando

No tranquilos no lo voy a dejar, pero ultimamente no tengo mucho tiempo y no puedo hacer nada del juego. Cuando pueda lo retomare, y os mostrare avances de los siguientes mundos.
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KH2-HOTH | 3D y efectos especiales | Novela | AeWorksStudio
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Delber
Lord of Darkness
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Delber

Registrado: 12 Aug 2006
Mensajes: 1426
Promedio por Día: 0.71
Ubicación: Entre un sueño y la realidad...

Hombre
Hombre


MensajePublicado: 15 Mar 2009 5:21 pm     Responder citando

Despues de tanto tiempo os traigo un avance del flashback de ven, pronto os traere nuevos avances:


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