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[制作教程] Tactical Movement Template

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    灌水之王

    发表于 3 天前 | 显示全部楼层 |阅读模式
     This is Manofdusk's Tactical Movement Template. It's a generic project with some coding and events added.

     It tracks the Actor IDs and the Formation locations of up to 50 characters (meaning it keeps up with which party member is in each formation at any given time)

     It allows the user to break up the formation into up to 10 different parties of 5 and switch between them.

     It grants a primitive AI to up to 5 on screen enemies at once.

     It should be compatible with most scripts unless those scripts use variables or switches above 1000.

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

     To Use

     Download the template, copy it, and then begin your new project using the Tactical Movement Template.

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

     How it works

    Spoiler1)  Set Variable 1091 to the current Map ID (if you want to battle across multiple maps, there are variables that support up to 10 maps at once).

    2) Disable Running

    3) Create events representing your units (leave them blank but name them) and turn party transparency ON.

    4) Set Variables 1052-1072 with the X and Y Coordinates of the events representing your party on the map

    5) Set Variables 1081-1090 to the ACT values of each of your 10 parties (the ACT can be determined any way you want but it determines the number of steps the party takes before it switches to the next party). If you want to switch parties some other way, don't set ACT.

    6) When you are ready to break up your party, run the Tactical Movement Initialization Common Event. This will set each Actor's ID to a variable based on their position in the formation and disable access to the formation option.

    7) Use the Remove Party Members Common Event. This will remove all party members from your party.

    8)  Call Common Event "Unit 1". This will set your party to the first 5 members in your formation before you removed all the party members.

    9) If you are using ACT, set Variable 1074 to equal variable 1081 (this sets the current ACT to Unit 1's ACT.

    10) Use the Transfer Player movement option to move the player to variables 1091, 1052, and 1053. Set the direction they need to be facing with no fade. This moves your player to the location of the first event.

    11) Even though the Set Event Graphics are placed in a common event, don't use them (as they are set to be used in the test work I was doing). Instead, copy/paste them into the event and set up the $game_map.events[x].set_graphic("ActorY", z) events.

    the $game_map.events[x] refers to the ID of the event being used to represent each unit. It can be seen in the top left hand corner above the event name.

    the set_graphic("y", z) refers to the sprite sheet and location of the sprite on the sheet. For example: ("Actor4", 0) refers to the top left character on the "Actor4" sprite sheet.

     once you set up the set_graphic("y", z) part of the events, once, you'll only ever need to change the $game_map.events[x] between maps (since set_graphic("y", z) won't be changing unless your actors change graphics at some point later in the game)

    12) Turn the Unit 1 switch ON

    13) If you are using the Primitive AI, set variables 1103, 1106, 1109, 1112, and 1115 to the agro radius you want them to have.

    14) Set a Parallel Process that sets variables 1076 and 1077 to the player's current X and Y coordinates.

    15) Set another Parallel Process that sets variable 1051 to Game Data: Party Members

    16) Set Up your Unit switches (my test map will show you how. It's event ID 14 on Map 002 called "Unit Switch"). This is based on using ACT.

    17) Set up your Determine Steps Parallel Process. (once again, look at my test map. It's event ID 16 on Map 002 called "Determine Steps". Again, it's based on ACT)

    18) If you plan on using visible enemies, set up a parallel process to record the enemy event X and Y coordinates to variables 1101,1102,

    1104,1105,

    1107,1108,

    1110,1111,

    1113,1114

    19) copy the contents of the enemy aggro commonevents each into separate parallel processes and make sure the event that the process is trying to manipulate is the correct one.



    The Link

    https://drive.google.com/file/d/0B78Z030Is3McR2x1R2xBazRxZW8/edit?usp=sharing


    本贴来自国际rpgmaker官方论坛作者:Manofdusk处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/tactical-movement-template.30740/
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