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 [VX] Combats a la "FF like"

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AuteurMessage
Teraglehn
Ancien staffeux
Ancien staffeux
Teraglehn

Masculin
Messages postés : 3628
Date d'inscription : 23/09/2010
Jauge LPC :
[VX] Combats a la "FF like" 89152714007 / 1007 / 100[VX] Combats a la "FF like" 8915271400

[VX] Combats a la "FF like" Membre15
[VX] Combats a la "FF like" Travai10
[VX] Combats a la "FF like" Action10
[VX] Combats a la "FF like" Mythe_10
[VX] Combats a la "FF like" Collec10
[VX] Combats a la "FF like" Collec11
[VX] Combats a la "FF like" Collec12
[VX] Combats a la "FF like" Connar10
[VX] Combats a la "FF like" Connar10
[VX] Combats a la "FF like" Connar10


[VX] Combats a la "FF like" Empty
MessageSujet: [VX] Combats a la "FF like"   [VX] Combats a la "FF like" EmptyMer 29 Sep 2010 - 18:21

Marche sur RM VX Peut être aussi sur XP
Auteur : Claimh
Code en trois parti, tous a placer au dessus du main.



Attention les code doivent avoir un nom spécial

Précision :(j'arrive pas à le faire marcher, lors de la victoire, le perso disparait et le jeu reste bloquer. chui pas assez bon en Ruby pour trouver l'erreur a corriger ou la modif a faire, je cherche encore la solution sur internet.)

Premier code a appeler : sideview_formation

Portion de Code :
Citation :

#==============================================================================
# ■ VX-RGSS2-6 Side-View Battle System [Formation] [Ver.1.0.0] by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
#------------------------------------------------------------------------------
# Actor location [Formation]
# The same amount of damage will be given regardless of formation setup.
#==============================================================================

module Battle_Formation
#------------------------------------------------------------------------------
# [Formation Setup]
# $game_system.battle_formation = Formation ID
# It’s possible to change the formation (Even an event script is possible).
FORM = {
# Formation ID => [[Member 1 x、y], [Member2 x, y],
# [Member 3 x, y], [Member 4 x, y]]
0 => [[380,150], [400, 230], [460, 170], [480, 250]]
}
#------------------------------------------------------------------------------
end

#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
attr_accessor :battle_formation # Formation ID
#--------------------------------------------------------------------------
# ● Object initialization
#--------------------------------------------------------------------------
alias init_game_system initialize
def initialize
init_game_system
@battle_formation = 0 # Initial formation
end
end

#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● Are sprites used? [Redefinition]
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# ● Battle screen Acquiring X Coordinate
#--------------------------------------------------------------------------
def screen_x
return Battle_Formation::FORM[$game_system.battle_formation][self.index][0]
end
#--------------------------------------------------------------------------
# ● Battle screen Acquiring Y Coordinate
#--------------------------------------------------------------------------
def screen_y
return Battle_Formation::FORM[$game_system.battle_formation][self.index][1]
end
#--------------------------------------------------------------------------
# ● Battle screen Acquiring Z Coordinate
#--------------------------------------------------------------------------
def screen_z
bitmap = Cache.character(self.character_name)
# Height +Y Coordinates
return screen_y + bitmap.height / 4
end
end



#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● Battle screen Acquiring Z Coordinate [Redefinition]
#--------------------------------------------------------------------------
def screen_z
bitmap = Cache.battler(self.battler_name, self.battler_hue)
# Height +Y Coordinates
return screen_y + bitmap.height
end
end

Deuxième script a appeler : sideview_motion_ctrl

Portion de code :
Citation :

#==============================================================================
# ■ VX-RGSS2-6 Side-View Battle System [MotionCtrl] [Ver.1.0.0] by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
#------------------------------------------------------------------------------
# This script carries out the movement controls of the actors.
#==============================================================================

#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Battle Start Process
#--------------------------------------------------------------------------
alias process_battle_start_sideview process_battle_start
def process_battle_start
for battler in $game_party.members + $game_troop.members
battler.move_mode = SideView::M_MODE_WAIT
end
process_battle_start_sideview
end
#--------------------------------------------------------------------------
# ● Victory Process
#--------------------------------------------------------------------------
alias process_victory_sideview process_victory
def process_victory
for actor in $game_party.members
actor.move_mode = SideView::M_MODE_WIN
end
process_victory_sideview
end
#--------------------------------------------------------------------------
# ● Wait Until Motion Control Is Finished
#--------------------------------------------------------------------------
def wait_for_motion
while @active_battler.motion_stop
update_basic
end
end
#--------------------------------------------------------------------------
# ● Execute Combat Operations: Attack [Redefinition]
#--------------------------------------------------------------------------
def execute_action_attack
text = sprintf(Vocab::DoAttack, @active_battler.name)
@message_window.add_instant_text(text)
targets = @active_battler.action.make_targets
#---Enemy attack sound reproduced.
if @active_battler.is_a?(Game_Enemy)
Sound.play_enemy_attack
wait(15, true)
end
#--- Proximity (Going)
SideView.set_target_point(@active_battler, targets[0])
@active_battler.move_mode = SideView::M_MODE_ATK1
@active_battler.motion_stop = true
wait_for_motion
#--- Attack
wait(5)
@active_battler.move_mode = SideView::M_MODE_ATK2
#---
display_attack_animation(targets)
wait(20)
for target in targets
target.attack_effect(@active_battler)
display_action_effects(target)
end
#--- Proximity (Return)
@active_battler.move_mode = SideView::M_MODE_ATK3
@active_battler.motion_stop = true
wait_for_motion
#---Wait
for target in targets
target.move_mode = SideView::M_MODE_WAIT
end
@active_battler.move_mode = SideView::M_MODE_WAIT
#---
end
#--------------------------------------------------------------------------
# ● Execute Combat Operations: Skill [Redefinition]
#--------------------------------------------------------------------------
def execute_action_skill
skill = @active_battler.action.skill
text = @active_battler.name + skill.message1
@message_window.add_instant_text(text)
unless skill.message2.empty?
wait(10)
@message_window.add_instant_text(skill.message2)
end
#--- Enemy attack sound reproduced.
if @active_battler.is_a?(Game_Enemy)
Sound.play_enemy_attack
wait(15, true)
end
#--- Long distance attack
@active_battler.move_mode = SideView::M_MODE_MAGI
#---
targets = @active_battler.action.make_targets
display_animation(targets, skill.animation_id)
@active_battler.mp -= @active_battler.calc_mp_cost(skill)
$game_temp.common_event_id = skill.common_event_id
for target in targets
target.skill_effect(@active_battler, skill)
display_action_effects(target, skill)
end
#---Wait
for target in targets
target.move_mode = SideView::M_MODE_WAIT
end
@active_battler.move_mode = SideView::M_MODE_WAIT
#---
end
#--------------------------------------------------------------------------
# ● Execute Combat Operations: Item [Redefinition]
#--------------------------------------------------------------------------
def execute_action_item
item = @active_battler.action.item
text = sprintf(Vocab::UseItem, @active_battler.name, item.name)
@message_window.add_instant_text(text)
#--- Enemy attack sound reproduced.
if @active_battler.is_a?(Game_Enemy)
Sound.play_enemy_attack
wait(15, true)
end
#--- Long distance attack
@active_battler.move_mode = SideView::M_MODE_MAGI
#---
targets = @active_battler.action.make_targets
display_animation(targets, item.animation_id)
$game_party.consume_item(item)
$game_temp.common_event_id = item.common_event_id
for target in targets
target.item_effect(@active_battler, item)
display_action_effects(target, item)
end
#---Wait
for target in targets
target.move_mode = SideView::M_MODE_WAIT
end
@active_battler.move_mode = SideView::M_MODE_WAIT
#---
end
#--------------------------------------------------------------------------
# ● Attack Animation Display [Redefinition]
# Targets : Object's Arrangement
#--------------------------------------------------------------------------
# 【Changed part】
# Enemy sound effect is changed so it can be used in each phase of operation.
# However, it changes so that the attack animation of an enemy can be displayed.
#--------------------------------------------------------------------------
def display_attack_animation(targets)
display_normal_animation(targets, @active_battler.atk_animation_id, false)
display_normal_animation(targets, @active_battler.atk_animation_id2, true)
wait_for_animation
end
#--------------------------------------------------------------------------
# ● HP Damage display [Redefinition]
# target : Candidate
# obj : Skill or item
#--------------------------------------------------------------------------
def display_hp_damage(target, obj = nil)
if target.hp_damage == 0 # No damage
return if obj != nil and obj.damage_to_mp
return if obj != nil and obj.base_damage == 0
fmt = target.actor? ? Vocab::ActorNoDamage : Vocab::EnemyNoDamage
text = sprintf(fmt, target.name)
elsif target.absorbed # Absorption
fmt = target.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain
text = sprintf(fmt, target.name, Vocab::hp, target.hp_damage)
elsif target.hp_damage > 0 # Damage
if target.actor?
text = sprintf(Vocab::ActorDamage, target.name, target.hp_damage)
Sound.play_actor_damage
$game_troop.screen.start_shake(5, 5, 10)
target.blink = true # Only adds here
else
text = sprintf(Vocab::EnemyDamage, target.name, target.hp_damage)
Sound.play_enemy_damage
target.blink = true
end
else # Recovery
fmt = target.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery
text = sprintf(fmt, target.name, Vocab::hp, -target.hp_damage)
Sound.play_recovery
end
@message_window.add_instant_text(text)
wait(30)
end
end

Troisième parti du script a appeler : sideview_motion_exe

Portion de code :
Citation :

#==============================================================================
# ■ VX-RGSS2-6 Side-View Battle System[MotionExe] [Ver.1.0.0] by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
#------------------------------------------------------------------------------
# This script executes movement controls of the actors.
#==============================================================================

module SideView
#----------------------------------------------------------------------------
#-----[Operation Setup]-----
# Operation Speed
MOTION_SPEED = 20

#-----[Animation Setup]-----
# Usual enemy attack animation setup.
E_ANIME = {
# EnemyID => [Usually atttack and additional attack animations.]
1 => [1, 0]
}

#----------------------------------------------------------------------------
#----------------------------------------------------------------------------
# Motion Control Mode
M_MODE_WAIT = 0 # Standby
M_MODE_MAGI = 1 # Attack
M_MODE_DAMG = 2 # Non-Damage Attack
M_MODE_WIN = 3 # Victory
M_MODE_ATK1 = 4 # Direct Attack (Approaching)
M_MODE_ATK2 = 5 # Direct Attack (Attacking)
M_MODE_ATK3 = 6 # Direct Attack (Returning)

module_function
#--------------------------------------------------------------------------
# ● Movement-Zone Calculation
#--------------------------------------------------------------------------
def set_target_point(attacker, target)
case target
when Game_Actor
bits = Cache.character(target.character_name)
attacker.target_x = target.screen_x + (bits.width / 8)
attacker.target_y = target.screen_y
when Game_Enemy
bits = Cache.battler(target.battler_name, target.battler_hue)
attacker.target_x = target.screen_x + (bits.width / 2)
attacker.target_y = target.screen_y
end
end
end

class Game_Battler
attr_accessor :move_mode # Operation Mode
# 0:Standby 1:Attack 2: Un-useless 3:Victory
attr_accessor :motion_stop # Operation Stop Flag (Under Movement Flag)
attr_accessor :target_x # Move Position(x)
attr_accessor :target_y # Move Position(y)
#--------------------------------------------------------------------------
# ● Object Initialization
#--------------------------------------------------------------------------
alias initialize_sdva_corpse initialize
def initialize
initialize_sdva_corpse
@move_mode = 0
@motion_stop = false
@target_x = 0
@target_y = 0
end
end

#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● Attack Animation ID Acquisition
#--------------------------------------------------------------------------
def atk_animation_id
return 0 if SideView::E_ANIME[@enemy_id].nil?
return SideView::E_ANIME[@enemy_id][0]
end
#--------------------------------------------------------------------------
# ● Attack Animation ID Acquisition (2 Sword Style:2 Weapons )
#--------------------------------------------------------------------------
def atk_animation_id2
return 0 if SideView::E_ANIME[@enemy_id].nil?
return SideView::E_ANIME[@enemy_id][1]
end
end



#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# ● Object Initialization
# viewport : View Port
# battler : Battler (Game_Battler)
#--------------------------------------------------------------------------
alias initialize_sideview initialize
def initialize(viewport, battler = nil)
initialize_sideview(viewport, battler)
init_direct_attack
end
#--------------------------------------------------------------------------
# ● Set Proximity Value For Attack
#--------------------------------------------------------------------------
def init_direct_attack
@direct_attack_cnt = 0
@direct_attack_phase = 0
@direct_move_cnt = 0
@battler_x_plus = 0
@battler_y_plus = 0
@moving_mode = 0
@pattern = 0
@direction = 0
end
#--------------------------------------------------------------------------
# ● Frame Renewal [Redefinition]
#--------------------------------------------------------------------------
def update
super
if @battler == nil
self.bitmap = nil
else
@use_sprite = @battler.use_sprite?
if @use_sprite
self.x = @battler.screen_x + @battler_x_plus
self.y = @battler.screen_y + @battler_y_plus
self.z = @battler.screen_z
update_battler_bitmap
end
setup_new_effect
update_effect
end
end
#--------------------------------------------------------------------------
# ● Bitmap Transfer Source Renewal
#--------------------------------------------------------------------------
alias update_battler_bitmap_sideview update_battler_bitmap
def update_battler_bitmap
case @battler
when Game_Actor
if @battler.character_name != @battler_name or
@battler.character_index != @battler_hue
@battler_name = @battler.character_name
@battler_hue = @battler.character_index
draw_pre_character
draw_character
if (@battler.dead? or @battler.hidden) and !@battler.dead_delay
self.opacity = 0
end
end
when Game_Enemy
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
draw_battler
if (@battler.dead? or @battler.hidden) and !@battler.dead_delay
self.opacity = 0
end
end
end
motion_control
end
#--------------------------------------------------------------------------
# ● Battler Drawing
#--------------------------------------------------------------------------
def draw_battler
self.bitmap = Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
end
#--------------------------------------------------------------------------
# ● Pre-Character Drawing [Common]
#--------------------------------------------------------------------------
def draw_pre_character
self.bitmap = Cache.character(@battler_name)
sign = @battler_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
@width = bitmap.width / 3
@height = bitmap.height / 4
else
@width = bitmap.width / 12
@height = bitmap.height / 8
end
self.ox = @width / 2
self.oy = @height
end
#--------------------------------------------------------------------------
# ● Character Drawing [Common]
#--------------------------------------------------------------------------
def draw_character
index = @battler_hue
pattern = @pattern < 3 ? @pattern : 1
sx = (index % 4 * 3 + pattern) * @width
sy = (index / 4 * 4 + (@direction - 2) / 2) * @height
self.src_rect.set(sx, sy, @width, @height)
end
#--------------------------------------------------------------------------
# ● Motion Control
#--------------------------------------------------------------------------
def motion_control
# Memory Operation Mode
@moving_mode = @battler.move_mode
# Battler Drawing
case @battler
when Game_Actor # Actor
actor_motion_control
when Game_Enemy # Enemy
enemy_motion_control
end
end
#--------------------------------------------------------------------------
# ● Motion Control (Actor)
#--------------------------------------------------------------------------
def actor_motion_control
# Operation Change
case @moving_mode
when SideView::M_MODE_WAIT # Standby
init_direct_attack
@battler_x_plus = 0
@direction = 4
@pattern = 1
when SideView::M_MODE_MAGI # Attack
@battler_x_plus = -10
@direction = 4
@pattern = 3
when SideView::M_MODE_DAMG # Non-Damage Attack
@battler_x_plus = 10
@direction = 4
@pattern = 3
when SideView::M_MODE_WIN # Victory
@direction = 2
@pattern = 1
when SideView::M_MODE_ATK1 # Direct Attack (Approaching)
exe_moving_attack_start
@end_pos_x = @battler_x_plus
when SideView::M_MODE_ATK2 # Direct Attack (Attacking)
@battler_x_plus = @end_pos_x - 10
when SideView::M_MODE_ATK3 # Direct Attack (Returning)
exe_moving_attack_end
else
p "error:Sprite_Battler>> @moving_mode"
end
draw_character
end
#--------------------------------------------------------------------------
# ● Motion Control (Enemy)
#--------------------------------------------------------------------------
def enemy_motion_control
# 動作チェンジ
case @moving_mode
when SideView::M_MODE_WAIT # Standby
init_direct_attack
when SideView::M_MODE_MAGI # Attack
@battler_x_plus = 10
when SideView::M_MODE_DAMG # Non-Damage Attack
@battler_x_plus = -10
@shake_flg = true
when SideView::M_MODE_ATK1 # Direct Attack (Approaching)
exe_moving_attack_start
@end_pos_x = @battler_x_plus
when SideView::M_MODE_ATK2 # Direct Attack (Attacking)
@battler_x_plus = @end_pos_x + 10
when SideView::M_MODE_ATK3 # Direct Attack (Returning)
exe_moving_attack_end
else
p "error:Sprite_Battler>> @moving_mode", @moving_mode
end
end
#--------------------------------------------------------------------------
# ● Proximity Attack Execution Method
#--------------------------------------------------------------------------
def exe_moving_attack_start
return unless @battler.motion_stop
case @direct_attack_phase
when 0 # Start Operation Preparation
diratk_start
when 1 # Move Operation (Going)
diratk_move
when 2 # After-Movement Wait
diratk_wait
end
end
def exe_moving_attack_end
case @direct_attack_phase
when 0 # Attack Operation
diratk_attack
when 1 # Move Operation (Return)
diratk_back
when 2 # Operation End
diratk_end
end
end
#--------------------------------------------------------------------------
# ● Proximity Attack Execution [Start Operation Preparation]
#--------------------------------------------------------------------------
def diratk_start
# Pose Change
@pattern = 1
# The number of frames needed is the distance between current position
# and target position.
pos_x = @battler.target_x - self.x
pos_y = @battler.target_y - self.y
# Caculation for ammount of frames needed.
@direct_move_cnt = @direct_attack_cnt = (pos_x.abs / SideView::MOTION_SPEED).round
# NEXT Phase
@direct_attack_phase += 1
end
#--------------------------------------------------------------------------
# ● Proximity Attack Execution [Move Operation (Going)]
#--------------------------------------------------------------------------
def diratk_move
case @battler
when Game_Actor
x_plus = @width
y_plus = -@height / 4
when Game_Enemy
x_plus = -@width - 10
y_plus = @height / 4
end
# The next movement location is figured out by the distance between
# current position and target position.
pos_x = @battler.target_x - self.x + x_plus
pos_y = @battler.target_y - self.y + y_plus
@battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
@battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
# End count
@direct_attack_cnt -= 1
# Last movement (Insurance: Last correction)
if @direct_attack_cnt <= 0
@battler_x_plus = @battler.target_x - @battler.screen_x + x_plus
@battler_y_plus = @battler.target_y - @battler.screen_y + y_plus
# NEXT Phase
@direct_attack_cnt = 5
@direct_attack_phase += 1
end
end
#--------------------------------------------------------------------------
# ● Proximity Attack Execution [Attack Operation Return]
#--------------------------------------------------------------------------
def diratk_wait
# End Count
@direct_attack_cnt -= 1
# Last Movement
if @direct_attack_cnt <= 0
# Pose Change
@pattern = 3
# END Phase
@direct_attack_phase = 0
@battler.motion_stop = false
end
end
#--------------------------------------------------------------------------
# ● Proximity Attack Execution [Attack Operation Return]
#--------------------------------------------------------------------------
def diratk_attack
# Pose Change
@pattern = 1
# End Wait Count
@direct_attack_cnt = @direct_move_cnt
# NEXT Phase
@direct_attack_phase += 1
end
#--------------------------------------------------------------------------
# ● Proximity Attack Execution [Move Operation (Return)]
#--------------------------------------------------------------------------
def diratk_back
# The next movement location is figured out by the distance between
# current position and target position.
pos_x = @battler.screen_x - self.x
pos_y = @battler.screen_y - self.y
@battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
@battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
# End Count
@direct_attack_cnt -= 1
# Last Movement
if @direct_attack_cnt == 0
@battler_x_plus = 0
@battler_y_plus = 0
# NEXT Phase
@direct_attack_phase += 1
end
end
#--------------------------------------------------------------------------
# ● Proximity attack execution [Operation End]
#--------------------------------------------------------------------------
def diratk_end
init_direct_attack
@battler.motion_stop = false
# END Phase
@direct_attack_phase = 0
end
end


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Elekami
Fondateur
Fondateur
Elekami

Masculin
Messages postés : 19071
Date d'inscription : 19/07/2008
Jauge LPC :
[VX] Combats a la "FF like" 8915271400100 / 100100 / 100[VX] Combats a la "FF like" 8915271400

[VX] Combats a la "FF like" Pater_10
[VX] Combats a la "FF like" Staffe10
[VX] Combats a la "FF like" Mythe_10
[VX] Combats a la "FF like" Membre11
[VX] Combats a la "FF like" Doyen10
[VX] Combats a la "FF like" Scanar10
[VX] Combats a la "FF like" Compos10
[VX] Combats a la "FF like" Testeu10
[VX] Combats a la "FF like" Membre15
[VX] Combats a la "FF like" Partag10
[VX] Combats a la "FF like" Projet10
[VX] Combats a la "FF like" Projet16
[VX] Combats a la "FF like" Riche_10
[VX] Combats a la "FF like" Travai10
[VX] Combats a la "FF like" Collec10
[VX] Combats a la "FF like" Collec11
[VX] Combats a la "FF like" Collec12
[VX] Combats a la "FF like" Collec13
[VX] Combats a la "FF like" Connar10


[VX] Combats a la "FF like" Empty
MessageSujet: Re: [VX] Combats a la "FF like"   [VX] Combats a la "FF like" EmptyVen 1 Oct 2010 - 15:10

Testé et approuvé, bon script qui peut dépanner en attendant d'avoir un système de combat plus développé.
Revenir en haut Aller en bas
https://www.ledijonshow.fr https://twitter.com/EleKoptes
Pet007
Ancien staffeux
Ancien staffeux
Pet007

Masculin
Messages postés : 941
Date d'inscription : 19/07/2009
Jauge LPC :
[VX] Combats a la "FF like" 891527140017 / 10017 / 100[VX] Combats a la "FF like" 8915271400

[VX] Combats a la "FF like" Scanar10
[VX] Combats a la "FF like" Travai10
[VX] Combats a la "FF like" Mythe_10


[VX] Combats a la "FF like" Empty
MessageSujet: Re: [VX] Combats a la "FF like"   [VX] Combats a la "FF like" EmptyVen 1 Oct 2010 - 19:05

Fonctionne bien ?

Animation des attaques ?
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[VX] Combats a la "FF like" 8915271400100 / 100100 / 100[VX] Combats a la "FF like" 8915271400

[VX] Combats a la "FF like" Pater_10
[VX] Combats a la "FF like" Staffe10
[VX] Combats a la "FF like" Mythe_10
[VX] Combats a la "FF like" Membre11
[VX] Combats a la "FF like" Doyen10
[VX] Combats a la "FF like" Scanar10
[VX] Combats a la "FF like" Compos10
[VX] Combats a la "FF like" Testeu10
[VX] Combats a la "FF like" Membre15
[VX] Combats a la "FF like" Partag10
[VX] Combats a la "FF like" Projet10
[VX] Combats a la "FF like" Projet16
[VX] Combats a la "FF like" Riche_10
[VX] Combats a la "FF like" Travai10
[VX] Combats a la "FF like" Collec10
[VX] Combats a la "FF like" Collec11
[VX] Combats a la "FF like" Collec12
[VX] Combats a la "FF like" Collec13
[VX] Combats a la "FF like" Connar10


[VX] Combats a la "FF like" Empty
MessageSujet: Re: [VX] Combats a la "FF like"   [VX] Combats a la "FF like" EmptySam 2 Oct 2010 - 10:10

Animation des attaques, le héros s'avance, sans plus.

Ouais fonctionne bien, faut pas oublier de replacer les monstres au centre d' l'écran (au bas comme dans ce screen, ça fait tâche).
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[VX] Combats a la "FF like" Empty
MessageSujet: Re: [VX] Combats a la "FF like"   [VX] Combats a la "FF like" Empty

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