Registrarse

[RPG - Scripting] AYUDA CON ELITE BATTLE SYSTEM

Estado
Cerrado para nuevas respuestas.

genexix05

Usuario de oro
Hola soy nuevo y me gustaria saber si puedo usar el elite battle system con los sprites sin animacion,es decir,los normales de toda la vida con una escala normal ya que he borrado todos los sprites del ebs y he puesto los normales y me corre pero con una escala muy grande

adjunto el script del elite battle sprite:

#===============================================================================
# Elite Battle system
# by Luka S.J.
# ----------------
# Sprites Script
# ----------------
# system is based off the original Essentials battle system, made by
# Poccil & Maruno
# No additional features added to AI, mechanics
# or functionality of the battle system.
# This update is purely cosmetic, and includes a B/W like dynamic scene with a
# custom interface.
#
# Enjoy the script, and make sure to give credit!
# (DO NOT ALTER THE NAMES OF THE INDIVIDUAL SCRIPT SECTIONS OR YOU WILL BREAK
# YOUR SYSTEM!)
#-------------------------------------------------------------------------------
# New methods for creating in-battle Pokemon sprites.
# * creates fixed shadows in the sprite itself
# * calculates correct positions according to metric data in here
# * sprites have a different focal point for more precise base placement
#===============================================================================
class DynamicPokemonSprite
attr_accessor :shadow
attr_accessor :sprite
attr_accessor :showshadow
attr_accessor :status
attr_accessor :hidden
attr_accessor :fainted
attr_accessor :anim
attr_accessor :charged
attr_accessor :isShadow
attr_reader :loaded
attr_reader :selected
attr_reader :isSub
attr_reader :viewport
attr_reader :pulse

def initialize(doublebattle,index,viewport=nil)
@viewport=viewport
@metrics=load_data("Data/metrics.dat")
@selected=0
@frame=0
@frame2=0
@frame3=0

@status=0
@loaded=false
@charged=false
@index=index
@doublebattle=doublebattle
@showshadow=true
@altitude=0
@yposition=0
@shadow=Sprite.new(@viewport)
@sprite=Sprite.new(@viewport)
back=(@index%2==0)
@substitute=AnimatedBitmapWrapper.new("Graphics/Battlers/"+(back ? "substitute_back" : "substitute"),POKEMONSPRITESCALE)
@overlay=Sprite.new(@viewport)
@isSub=false
@lock=false
@pokemon=nil
@still=false
@hidden=false
@fainted=false
@anim=false
@isShadow=false

@fp = {}
for i in 0...16
@fp["#{i}"] = Sprite.new(@viewport)
@fp["#{i}"].bitmap = pbBitmap("Graphics/Animations/ebShadow")
@fp["#{i}"].ox = @fp["#{i}"].bitmap.width/4
@fp["#{i}"].oy = @fp["#{i}"].bitmap.height/2
@fp["#{i}"].src_rect.set(0,0,@fp["#{i}"].bitmap.width/2,@fp["#{i}"].bitmap.height)
@fp["#{i}"].opacity = 0
end

for i in 0...16
@fp["c#{i}"] = Sprite.new(@viewport)
@fp["c#{i}"].bitmap = pbBitmap("Graphics/Animations/ebCharged")
@fp["c#{i}"].ox = @fp["c#{i}"].bitmap.width/8
@fp["c#{i}"].oy = @fp["c#{i}"].bitmap.height
@fp["c#{i}"].src_rect.set(0,0,@fp["c#{i}"].bitmap.width/4,@fp["c#{i}"].bitmap.height)
@fp["c#{i}"].opacity = 0
end

for j in 0...4
@fp["r#{j}"] = Sprite.new(viewport)
@fp["r#{j}"].bitmap = pbBitmap("Graphics/Animations/ebRipple")
@fp["r#{j}"].ox = @fp["r#{j}"].bitmap.width/2
@fp["r#{j}"].oy = @fp["r#{j}"].bitmap.height/2
@fp["r#{j}"].zoom_x = 0
@fp["r#{j}"].zoom_y = 0
@fp["r#{j}"].param = 0
end

@pulse = 8
@k = 1
end

def battleIndex; return @index; end
def x; @sprite.x; end
def y; @sprite.y; end
def z; @sprite.z; end
def ox; @sprite.ox; end
def oy; @sprite.oy; end
def zoom_x; @sprite.zoom_x; end
def zoom_y; @sprite.zoom_y; end
def visible; @sprite.visible; end
def opacity; @sprite.opacity; end
def width; @bitmap.width; end
def height; @bitmap.height; end
def tone; @sprite.tone; end
def bitmap; @bitmap.bitmap; end
def actualBitmap; @bitmap; end
def disposed?; @sprite.disposed?; end
def color; @sprite.color; end
def src_rect; @sprite.src_rect; end
def blend_type; @sprite.blend_type; end
def angle; @sprite.angle; end
def mirror; @sprite.mirror; end
def src_rect; return @sprite.src_rect; end
def src_rect=(val)
@sprite.src_rect=val
end
def lock
@lock=true
end
def bitmap=(val)
@bitmap.bitmap=val
end
def x=(val)
@sprite.x=val
@shadow.x=val
end
def ox=(val)
@sprite.ox=val
self.formatShadow
end
def addOx(val)
@sprite.ox+=val
self.formatShadow
end
def oy=(val)
@sprite.oy=val
self.formatShadow
end
def addOy(val)
@sprite.oy+=val
self.formatShadow
end
def y=(val)
@sprite.y=val
@shadow.y=val
end
def z=(val)
@shadow.z=(val==32) ? 31 : 10
@sprite.z=val
end
def zoom_x=(val)
@sprite.zoom_x=val
self.formatShadow
end
def zoom_y=(val)
@sprite.zoom_y=val
self.formatShadow
end
def visible=(val)
return if @hidden
@sprite.visible=val
if @fp
for key in @fp.keys
@fp[key].visible=val
end
end
self.formatShadow
end
def opacity=(val)
@sprite.opacity=val
self.formatShadow
end
def tone=(val)
@sprite.tone=val
end
def color=(val)
@sprite.color=val
if @fp
for key in @fp.keys
@fp[key].color=val
end
end
end
def blend_type=(val)
@sprite.blend_type=val
self.formatShadow
end
def angle=(val)
@sprite.angle=(val)
self.formatShadow
end
def mirror=(val)
@sprite.mirror=(val)
self.formatShadow
end
def dispose
@sprite.dispose
@shadow.dispose
pbDisposeSpriteHash(@fp)
end
def selected=(val)
@selected=val
@sprite.visible=true if !@hidden
end
def toneAll(val)
@sprite.tone.red+=val
@sprite.tone.green+=val
@sprite.tone.blue+=val
end

def setBitmap(file,shadow=false)
self.resetParticles
@showshadow = shadow
@bitmap = AnimatedBitmapWrapper.new(file)
@sprite.bitmap = @bitmap.bitmap.clone
@shadow.bitmap = @bitmap.bitmap.clone
@loaded = true
self.formatShadow
end

def setPokemonBitmap(pokemon,back=false,species=nil)
self.resetParticles
return if !pokemon || pokemon.nil?
@pokemon = pokemon
@isShadow = true if @pokemon.isShadow?
@altitude = @metrics[2][pokemon.species]
if back
@yposition = @metrics[0][pokemon.species]
@altitude *= 0.5
else
@yposition = @metrics[1][pokemon.species]
end
scale = back ? BACKSPRITESCALE : POKEMONSPRITESCALE
if !species.nil?
@bitmap = pbLoadPokemonBitmapSpecies(pokemon,species,back,scale)
else
@bitmap = pbLoadPokemonBitmap(pokemon,back,scale)
end
@sprite.bitmap = @bitmap.bitmap.clone
@shadow.bitmap = @bitmap.bitmap.clone
@sprite.ox = @bitmap.width/2
@sprite.oy = @bitmap.height
@sprite.oy += @altitude
@sprite.oy -= @yposition
@sprite.oy -= pokemon.formOffsetY if pokemon.respond_to?:)formOffsetY)

@fainted = false
@loaded = true
@hidden = false
self.visible = true
@pulse = 8
@k = 1
self.formatShadow
end

def resetParticles
if @fp
for key in @fp.keys
@fp[key].visible = false
end
end
@isShadow = false
@charged = false
end

def refreshMetrics(metrics)
@metrics = metrics
@altitude = @metrics[2][@pokemon.species]
if (@index%2==0)
@yposition = @metrics[0][@pokemon.species]
@altitude *= 0.5
else
@yposition = @metrics[1][@pokemon.species]
end

@sprite.ox = @bitmap.width/2
@sprite.oy = @bitmap.height
@sprite.oy += @altitude
@sprite.oy -= @yposition
@sprite.oy -= @pokemon.formOffsetY if @pokemon.respond_to?:)formOffsetY)
end

def setSubstitute
@isSub = true
@sprite.bitmap = @substitute.bitmap.clone
@shadow.bitmap = @substitute.bitmap.clone
@sprite.ox = @substitute.width/2
@sprite.oy = @substitute.height
self.formatShadow
end

def removeSubstitute
@isSub = false
@sprite.bitmap = @bitmap.bitmap.clone
@shadow.bitmap = @bitmap.bitmap.clone
@sprite.ox = @bitmap.width/2
@sprite.oy = @bitmap.height
@sprite.oy += @altitude
@sprite.oy -= @yposition
@sprite.oy -= @pokemon.formOffsetY if @pokemon && @pokemon.respond_to?:)formOffsetY)
self.formatShadow
end

def still
@still = true
end

def clear
@sprite.bitmap.clear
@bitmap.dispose
end

def formatShadow
@shadow.zoom_x = @sprite.zoom_x*0.90
@shadow.zoom_y = @sprite.zoom_y*0.30
@shadow.ox = @sprite.ox - 6
@shadow.oy = @sprite.oy - 6
@shadow.opacity = @sprite.opacity*0.3
@shadow.tone = Tone.new(-255,-255,-255,255)
@shadow.visible = @sprite.visible
@shadow.mirror = @sprite.mirror
@shadow.angle = @sprite.angle

@shadow.visible = false if !@showshadow
end

def update(angle=74)
if @still
@still = false
return
end
return if @Lock
return if !@bitmap || @bitmap.disposed?
if @isSub
@substitute.update
@sprite.bitmap=@substitute.bitmap.clone
@shadow.bitmap=@substitute.bitmap.clone
else
@bitmap.update
@sprite.bitmap=@bitmap.bitmap.clone
@shadow.bitmap=@bitmap.bitmap.clone
end
@shadow.skew(angle)
if !@anim && !@pulse.nil?
@pulse += @k
@k *= -1 if @pulse == 128 || @pulse == 8
case @status
when 0
@sprite.color = Color.new(0,0,0,0)
when 1 #PSN
@sprite.color = Color.new(109,55,130,@pulse)
when 2 #PAR
@sprite.color = Color.new(204,152,44,@pulse)
when 3 #FRZ
@sprite.color = Color.new(56,160,193,@pulse)
when 4 #BRN
@sprite.color = Color.new(206,73,43,@pulse)
end
end
@anim = false
# Pokémon sprite blinking when targeted or damaged
@Frame += 1
@Frame = 0 if @Frame > 256
if @selected==2 # When targeted or damaged
@sprite.visible = (@frame%10<7) && !@hidden
end
self.formatShadow
end

def shadowUpdate
return if !@loaded
return if self.disposed? || @bitmap.disposed?
for i in 0...16
next if i > @frame2/4
@fp["#{i}"].visible = @showshadow
@fp["#{i}"].visible = false if @hidden
@fp["#{i}"].visible = false if !@isShadow
next if !@isShadow
if @fp["#{i}"].opacity <= 0
@fp["#{i}"].toggle = 2
z = [0.5,0.6,0.7,0.8,0.9,1.0][rand(6)]
@fp["#{i}"].param = z
@fp["#{i}"].x = self.x - self.bitmap.width*self.zoom_x/2 + rand(self.bitmap.width)*self.zoom_x
@fp["#{i}"].y = self.y - 64*self.zoom_y + rand(64)*self.zoom_y
@fp["#{i}"].z = (rand(2)==0) ? self.z - 1 : self.z + 1
@fp["#{i}"].speed = (rand(2)==0) ? +1 : -1
@fp["#{i}"].src_rect.x = rand(2)*@fp["#{i}"].bitmap.width/2
end
@fp["#{i}"].zoom_x = @fp["#{i}"].param*self.zoom_x
@fp["#{i}"].zoom_y = @fp["#{i}"].param*self.zoom_y
@fp["#{i}"].param -= 0.01
@fp["#{i}"].y -= 1
@fp["#{i}"].opacity += 8*@fp["#{i}"].toggle
@fp["#{i}"].toggle = -1 if @fp["#{i}"].opacity >= 255
end
@frame2 += 1 if @frame2 < 128
end

def chargedUpdate
return if !@loaded
return if self.disposed? || @bitmap.disposed?
for i in 0...16
next if i > @frame3/16
@fp["c#{i}"].visible = @showshadow
@fp["c#{i}"].visible = false if @hidden
@fp["c#{i}"].visible = false if !@charged
next if !@charged
if @fp["c#{i}"].opacity <= 0
x = @sprite.x - @sprite.ox + rand(@sprite.bitmap.width)
y = @sprite.y - @sprite.oy*0.7 + rand(@sprite.bitmap.height*0.8)
@fp["c#{i}"].x = x
@fp["c#{i}"].y = y
@fp["c#{i}"].z = (rand(2)==0) ? self.z - 1 : self.z + 1
@fp["c#{i}"].src_rect.x = rand(4)*@fp["c#{i}"].bitmap.width/4
@fp["c#{i}"].zoom_y = 0.6
@fp["c#{i}"].opacity = 166 + rand(90)
@fp["c#{i}"].mirror = (x < @sprite.x) ? false : true
end
@fp["c#{i}"].zoom_y += 0.1
@fp["c#{i}"].opacity -= 16
end
for j in 0...4
next if j > @frame3/32
@fp["r#{j}"].visible = @showshadow
@fp["r#{j}"].visible = false if @hidden
@fp["r#{j}"].visible = false if !@charged
if @fp["r#{j}"].opacity <= 0
@fp["r#{j}"].opacity = 255
@fp["r#{j}"].zoom_x = 0
@fp["r#{j}"].zoom_y = 0
@fp["r#{j}"].param = 0
end
@fp["r#{j}"].param += 0.01
@fp["r#{j}"].zoom_x = @fp["r#{j}"].param*self.zoom_x
@fp["r#{j}"].zoom_y = @fp["r#{j}"].param*self.zoom_x
@fp["r#{j}"].x = self.x
@fp["r#{j}"].y = self.y
@fp["r#{j}"].opacity -= 2
end
@frame3 += 1 if @frame3 < 256
end
end
#-------------------------------------------------------------------------------
# Animated trainer sprites
#-------------------------------------------------------------------------------
class DynamicTrainerSprite < DynamicPokemonSprite

def initialize(doublebattle,index,viewport=nil,trarray=false)
@viewport=viewport
@trarray=trarray
@selected=0
@frame=0
@frame2=0

@status=0
@loaded=false
@index=index
@doublebattle=doublebattle
@showshadow=true
@altitude=0
@yposition=0
@shadow=Sprite.new(@viewport)
@sprite=Sprite.new(@viewport)
@overlay=Sprite.new(@viewport)
@lock=false
end

def totalFrames; @bitmap.animationFrames; end
def toLastFrame
@bitmap.toFrame(@bitmap.totalFrames-1)
self.update
end
def selected; end

def setTrainerBitmap(file)
@bitmap=AnimatedBitmapWrapper.new(file,TRAINERSPRITESCALE)
@sprite.bitmap=@bitmap.bitmap.clone
@shadow.bitmap=@bitmap.bitmap.clone
@sprite.ox=@bitmap.width/2
if @doublebattle && @trarray
if @index==-2
@sprite.ox-=50
elsif @index==-1
@sprite.ox+=50
end
end
@sprite.oy=@bitmap.height-16

self.formatShadow
@shadow.skew(74)
end

end
#-------------------------------------------------------------------------------
# New class used to configure and animate battle backgrounds
#-------------------------------------------------------------------------------
class AnimatedBattleBackground < Sprite

def setBitmap(backdrop,scene)
blur = 4; blur = BLURBATTLEBACKGROUND if BLURBATTLEBACKGROUND.is_a?(Numeric)
@eff = {}
@scene = scene
if $INEDITOR
@defaultvector = VECTOR1
else
@defaultvector = (@scene.battle.doublebattle ? VECTOR2 : VECTOR1)
end
@canAnimate = !pbResolveBitmap("Graphics/BattleBacks/Animation/eff1"+backdrop).nil?
bg = pbBitmap("Graphics/BattleBacks/battlebg/"+backdrop)
@bmp = Bitmap.new(bg.width*BACKGROUNDSCALAR,bg.width*BACKGROUNDSCALAR)
@bmp.stretch_blt(Rect.new(0,0,@bmp.width,@bmp.height),bg,Rect.new(0,0,bg.width,bg.height))
self.bitmap = @bmp.clone
self.blur_sprite(blur) if BLURBATTLEBACKGROUND
sx, sy = @scene.vector.spoof(@defaultvector)
self.ox = 256 + sx
self.oy = 192 + sy
for i in 1..3
next if !@canAnimate
@eff["#{i}"] = Sprite.new(self.viewport)
bmp = pbBitmap("Graphics/BattleBacks/Animation/eff#{i}"+backdrop)
@eff["#{i}"].bitmap = Bitmap.new(@bmp.width*2,@bmp.height)
@eff["#{i}"].bitmap.stretch_blt(Rect.new(0,0,@bmp.width*2,@bmp.height),bmp,Rect.new(0,0,bmp.width,bmp.height))
@eff["#{i}"].src_rect.set([0,128,0,-128]*BACKGROUNDSCALAR,0,bmp.width*BACKGROUNDSCALAR/2,bmp.height*BACKGROUNDSCALAR)
@eff["#{i}"].ox = self.ox
@eff["#{i}"].oy = self.oy
@eff["#{i}"].blur_sprite(blur) if BLURBATTLEBACKGROUND
end
self.update
end

def update
if @canAnimate
@eff["1"].src_rect.x -= 1
@eff["1"].src_rect.x = 512*BACKGROUNDSCALAR if @eff["1"].src_rect.x <= -256*BACKGROUNDSCALAR
@eff["2"].src_rect.x += 1
@eff["2"].src_rect.x = -256*BACKGROUNDSCALAR if @eff["2"].src_rect.x >= 512*BACKGROUNDSCALAR
@eff["3"].src_rect.x -= 2
@eff["3"].src_rect.x = 512*BACKGROUNDSCALAR if @eff["3"].src_rect.x <= -256*BACKGROUNDSCALAR
end
# coordinates
self.x = @scene.vector.x2
self.y = @scene.vector.y2
self.angle = ((@scene.vector.angle - @defaultvector[2])*0.5).to_i if $PokemonSystem.screensize < 2 && @scene.sendingOut
sx, sy = @scene.vector.spoof(@defaultvector)
self.zoom_x = ((@scene.vector.x2 - @scene.vector.x)*1.0/(sx - @defaultvector[0])*1.0)**0.6
self.zoom_y = ((@scene.vector.y2 - @scene.vector.y)*1.0/(sy - @defaultvector[1])*1.0)**0.6
for i in 1..3
next if !@canAnimate
@eff["#{i}"].x = self.x
@eff["#{i}"].y = self.y
@eff["#{i}"].zoom_x = self.zoom_x
@eff["#{i}"].zoom_y = self.zoom_y
@eff["#{i}"].visible = true
@eff["#{i}"].tone = self.tone
if self.angle!=0
@eff["#{i}"].opacity -= 51
else
@eff["#{i}"].opacity += 51
end
end
end

alias dispose_bg_ebs dispose unless self.method_defined?:)dispose_bg_ebs)
def dispose
pbDisposeSpriteHash(@eff)
dispose_bg_ebs
end

alias :color_bg= :color= unless self.method_defined?:)color_bg=)
def color=(val)
for i in 1..3
next if !@canAnimate
@eff["#{i}"].color = val
end
self.color_bg = val
end
end
#-------------------------------------------------------------------------------
# New class used to render the Mother Beast Lusamine styled VS background
#-------------------------------------------------------------------------------
class CrazyRainbowBackground

def initialize(viewport)
@viewport = viewport
@sprites = {}

@sprites["bg"] = Sprite.new(@viewport)
@sprites["bg"].drawRect(@viewport.rect.width,@viewport.rect.height,Color.new(0,0,0))
@sprites["bg"].z = 200
for j in 0...3
@sprites["b#{j}"] = RainbowSprite.new(@viewport)
@sprites["b#{j}"].setBitmap("Graphics/Transitions/smC#{j}",8)
@sprites["b#{j}"].ox = @sprites["b#{j}"].bitmap.width/2
@sprites["b#{j}"].oy = @sprites["b#{j}"].bitmap.height/2
@sprites["b#{j}"].x = @viewport.rect.width/2
@sprites["b#{j}"].y = @viewport.rect.height/2
@sprites["b#{j}"].zoom_x = 0.6 + 0.6*j
@sprites["b#{j}"].zoom_y = 0.6 + 0.6*j
@sprites["b#{j}"].opacity = 64 + 64*(1+j)
@sprites["b#{j}"].z = 250
end
for j in 0...64
@sprites["p#{j}"] = Sprite.new(@viewport)
@sprites["p#{j}"].z = 300
width = 16 + rand(48)
height = 16 + rand(16)
@sprites["p#{j}"].bitmap = Bitmap.new(width,height)
bmp = pbBitmap("Graphics/Transitions/smCParticle")
@sprites["p#{j}"].bitmap.stretch_blt(Rect.new(0,0,width,height),bmp,Rect.new(0,0,bmp.width,bmp.height))
@sprites["p#{j}"].bitmap.hue_change(rand(360))
@sprites["p#{j}"].ox = width/2
@sprites["p#{j}"].oy = height + 192 + rand(32)
@sprites["p#{j}"].angle = rand(360)
@sprites["p#{j}"].speed = 1 + rand(4)
@sprites["p#{j}"].x = @viewport.rect.width/2
@sprites["p#{j}"].y = @viewport.rect.height/2
@sprites["p#{j}"].zoom_x = (@sprites["p#{j}"].oy/192.0)*1.5
@sprites["p#{j}"].zoom_y = (@sprites["p#{j}"].oy/192.0)*1.5
end
@Frame = 0
end

def update
for j in 0...3
@sprites["b#{j}"].zoom_x -= 0.025
@sprites["b#{j}"].zoom_y -= 0.025
@sprites["b#{j}"].opacity -= 4
if @sprites["b#{j}"].zoom_x <= 0 || @sprites["b#{j}"].opacity <= 0
@sprites["b#{j}"].zoom_x = 2.25
@sprites["b#{j}"].zoom_y = 2.25
@sprites["b#{j}"].opacity = 255
end
@sprites["b#{j}"].update if @frame%8==0
end
for j in 0...64
@sprites["p#{j}"].angle -= @sprites["p#{j}"].speed
@sprites["p#{j}"].opacity -= @sprites["p#{j}"].speed
@sprites["p#{j}"].oy -= @sprites["p#{j}"].speed/2 if @sprites["p#{j}"].oy > @sprites["p#{j}"].bitmap.height
@sprites["p#{j}"].zoom_x = (@sprites["p#{j}"].oy/192.0)*1.5
@sprites["p#{j}"].zoom_y = (@sprites["p#{j}"].oy/192.0)*1.5
if @sprites["p#{j}"].zoom_x <= 0 || @sprites["p#{j}"].oy <= 0 || @sprites["p#{j}"].opacity <= 0
@sprites["p#{j}"].angle = rand(360)
@sprites["p#{j}"].oy = @sprites["p#{j}"].bitmap.height + 192 + rand(32)
@sprites["p#{j}"].zoom_x = (@sprites["p#{j}"].oy/192.0)*1.5
@sprites["p#{j}"].zoom_y = (@sprites["p#{j}"].oy/192.0)*1.5
@sprites["p#{j}"].opacity = 255
@sprites["p#{j}"].speed = 1 + rand(4)
end
end
@Frame += 1
@Frame = 0 if @Frame > 128
end

def dispose
pbDisposeSpriteHash(@sprites)
end

end
#===============================================================================
# New functions for the Sprite class
# adds new bitmap transformations
#===============================================================================
def setPictureSpriteEB(sprite,picture)
sprite.visible = picture.visible
# Set sprite coordinates
sprite.y = picture.y
sprite.z = picture.number
# Set zoom rate, opacity level, and blend method
sprite.zoom_x = picture.zoom_x / 100.0
sprite.zoom_y = picture.zoom_y / 100.0
sprite.opacity = picture.opacity
sprite.blend_type = picture.blend_type
# Set rotation angle and color tone
angle = picture.angle
sprite.tone = picture.tone
sprite.color = picture.color
while angle < 0
angle += 360
end
angle %= 360
sprite.angle=angle
end
#-------------------------------------------------------------------------------
# Utilities used for move animations
#-------------------------------------------------------------------------------
class PokeBattle_Scene
def getCenter(sprite,zoom=false)
zoom = zoom ? sprite.zoom_y : 1
x = sprite.x
y = sprite.y + (sprite.bitmap.height-sprite.oy)*zoom - sprite.bitmap.height*zoom/2
return x, y
end

def alignSprites(sprite,target)
sprite.ox = sprite.src_rect.width/2
sprite.oy = sprite.src_rect.height/2
sprite.x, sprite.y = getCenter(target)
sprite.zoom_x, sprite.zoom_y = target.zoom_x/2, target.zoom_y/2
end

def getRealVector(targetindex,player)
vector = (player ? PLAYERVECTOR : ENEMYVECTOR).clone
if @battle.doublebattle && !USEBATTLEBASES
case targetindex
when 0
vector[0] = vector[0] + 80
when 1
vector[0] = vector[0] + 192
when 2
vector[0] = vector[0] - 64
when 3
vector[0] = vector[0] - 36
end
end
return vector
end

def applySpriteProperties(sprite1,sprite2)
sprite2.x = sprite1.x
sprite2.y = sprite1.y
sprite2.z = sprite1.z
sprite2.zoom_x = sprite1.zoom_x
sprite2.zoom_y = sprite1.zoom_y
sprite2.opacity = sprite1.opacity
sprite2.angle = sprite1.angle
sprite2.tone = sprite1.tone
sprite2.color = sprite1.color
sprite2.visible = sprite1.visible
end
end
#===============================================================================
# Misc. scripting tools
#===============================================================================
def checkEBFolderPath
if !pbResolveBitmap("Graphics/Pictures/EBS/pokeballs").nil?
return "Graphics/Pictures/EBS"
else
return "Graphics/Pictures"
end
end

def checkEBFolderPathDS
if !pbResolveBitmap("Graphics/Pictures/EBS/DS/background").nil?
return "Graphics/Pictures/EBS/DS"
else
return "Graphics/Pictures"
end
end


PD:uso essentials 16.2 y gracias 😆
 

Adjuntos

Última edición:
Estado
Cerrado para nuevas respuestas.
Arriba