- tedrainbowMembre
- Nombre de messages : 6
Age : 37
Localisation : Dessin
Distinction : aucune
Date d'inscription : 25/08/2012
Créer les commande de Note_table avec Note manager ?
Ven 5 Jan 2018 - 1:27
Salut a tous.
J'aimerais créer les deux commande suivante - :drop_item et :enemy_action.
et utilisé le script suivant : Victor Engine - Enemy Actions Conditions pour les actions.
J'ai dans def self.make_note_directory
make_dir(Note_Path)
make_dir(Note_Path + "Actors")
make_dir(Note_Path + "Classes")
make_dir(Note_Path + "Items")
make_dir(Note_Path + "Skills")
make_dir(Note_Path + "Weapons")
make_dir(Note_Path + "Armors")
make_dir(Note_Path + "States")
make_dir(Note_Path + "Enemies")
make_dir(Note_Path + "Enemies/Drop_items")
make_dir(Note_Path + "Enemies/Actions")
make_dir(Note_Path + "Troops")
make_dir(Note_Path + "Tilesets")
make_dir(Note_Path + "Animations")
make_dir(Note_Path + "Vehicles")
make_dir(Note_Path + "Maps")
Mais dans celuis la ils faut rajouter quel que chose ?
def self.make_note_files
make_map_dirs
make_notes(:actor, "Data/Actors.rvdata2", "actor")
make_notes(:enemy, "Data/Enemies.rvdata2", "enemy")
make_notes(:class, "Data/Classes.rvdata2", "class")
make_notes(:weapon, "Data/Weapons.rvdata2", "weapon")
make_notes(:armor, "Data/Armors.rvdata2", "armor")
make_notes(:item, "Data/Items.rvdata2", "item")
make_notes(:skill, "Data/Skills.rvdata2", "skill")
make_notes(:state, "Data/States.rvdata2", "state")
make_notes(:tileset, "Data/Tilesets.rvdata2", "tileset")
make_notes(:troop, "Data/Troops.rvdata2", "troop")
make_notes(:animation, "Data/Animations.rvdata2", "animation")
end
Ou sinon ils faut modiffier celle la ?
#----------------------------------------------------------------------------
# * Set up enemy drop items and actions notes
#----------------------------------------------------------------------------
class Enemy
def obj_type
:enemy
end
alias :note_sections_drop_items :drop_items
def drop_items
unless @drop_notes_loaded
note_sections(:drop_item).each {|noteSect| load_drop_note(noteSect)}
@drop_items.each_with_index {|drop, i|
drop.enemy_id = @id
drop.id = i + 1
drop.load_notetag
}
@drop_notes_loaded = true
end
note_sections_drop_items
end
alias :note_sections_actions :actions
def actions
unless @action_notes_loaded
note_sections(:action).each {|noteSect| load_action_note(noteSect)}
@actions.each_with_index {|action, i|
action.enemy_id = @id
action.id = i + 1
action.load_notetag
}
@action_notes_loaded = true
end
note_sections_actions
end
# Parses the note section and passes the note to the proper drop item
# Creates additional drop items as needed
def load_drop_note(noteSect)
index = (noteSect.ex_data[0].to_i) - 1
# create drop item as needed
@drop_items[index] = DropItem.new if @drop_items[index].nil?
# pass in the note and load notetags
di = @drop_items[index]
di.note = noteSect.note
end
# Parses the note section and passes the note to the proper action item
# Creates additional actions as needed
def load_action_note(noteSect)
index = (noteSect.ex_data[0].to_i) - 1
# create action if it doesn't exist
@actions[index] = Action.new if @actions[index].nil?
action = @actions[index]
action.note = noteSect.note
end
end
#----------------------------------------------------------------------------
# * Load enemy drop item note tags
#----------------------------------------------------------------------------
class Enemy::DropItem
attr_accessor :id
attr_accessor :enemy_id
attr_accessor :note
def note
@note ||= ""
return @note if @path_checked
NoteManager.load_external_notes(@note, :drop_item, @enemy_id, @id)
@path_checked = true
return @note
end
# reserved for aliasing
def load_notetag
end
end
#----------------------------------------------------------------------------
# * Load enemy action note tags
#----------------------------------------------------------------------------
class Enemy::Action
attr_accessor :id
attr_accessor :enemy_id
attr_accessor :note
def note
@note ||= ""
return @note if @path_checked
NoteManager.load_external_notes(@note, :enemy_action, @enemy_id, @id)
@path_checked = true
return @note
end
# reserved for aliasing
def load_notetag
end
end
end
Merci d'avance ^^
---------------------------
ps: Je veux fair un jeux avec une intelligence artificilé assé larges !
Entres 5 action part 50 si un interupteur est activé, le Niveaux de puissance du montres est entres 1 et 10.
Ils il y a 8 intelligence artificilé pour chaque type de monstres.
1- 300 monstres Normal --- 5 - 50 .
2- 300 monstres Nuit---9 - 90 .
3- 300 monstres Jour--- 7- 70 .
4- 200 monstres Arène--- 11 - 110 .
5- 300 monstres Rare--- 13 - 130 .
6- 300 monstres Chasse---15 - 150 .
7- 100 monstres Mini-boss--- 18 - 180 .
8- 200 monstres Boss--- 22 - 220 .
Et en plus chaque monstre ont plusieur modele de style 11 sur 22 éléments du jeux, au totals de 22 milles ennemies a programmés.
Pour que les combat ne soi moi facile a deviné et que les monstres est réelement un intéligence artificiels.
J'aimerais créer les deux commande suivante - :drop_item et :enemy_action.
et utilisé le script suivant : Victor Engine - Enemy Actions Conditions pour les actions.
J'ai dans def self.make_note_directory
make_dir(Note_Path)
make_dir(Note_Path + "Actors")
make_dir(Note_Path + "Classes")
make_dir(Note_Path + "Items")
make_dir(Note_Path + "Skills")
make_dir(Note_Path + "Weapons")
make_dir(Note_Path + "Armors")
make_dir(Note_Path + "States")
make_dir(Note_Path + "Enemies")
make_dir(Note_Path + "Enemies/Drop_items")
make_dir(Note_Path + "Enemies/Actions")
make_dir(Note_Path + "Troops")
make_dir(Note_Path + "Tilesets")
make_dir(Note_Path + "Animations")
make_dir(Note_Path + "Vehicles")
make_dir(Note_Path + "Maps")
Mais dans celuis la ils faut rajouter quel que chose ?
def self.make_note_files
make_map_dirs
make_notes(:actor, "Data/Actors.rvdata2", "actor")
make_notes(:enemy, "Data/Enemies.rvdata2", "enemy")
make_notes(:class, "Data/Classes.rvdata2", "class")
make_notes(:weapon, "Data/Weapons.rvdata2", "weapon")
make_notes(:armor, "Data/Armors.rvdata2", "armor")
make_notes(:item, "Data/Items.rvdata2", "item")
make_notes(:skill, "Data/Skills.rvdata2", "skill")
make_notes(:state, "Data/States.rvdata2", "state")
make_notes(:tileset, "Data/Tilesets.rvdata2", "tileset")
make_notes(:troop, "Data/Troops.rvdata2", "troop")
make_notes(:animation, "Data/Animations.rvdata2", "animation")
end
Ou sinon ils faut modiffier celle la ?
#----------------------------------------------------------------------------
# * Set up enemy drop items and actions notes
#----------------------------------------------------------------------------
class Enemy
def obj_type
:enemy
end
alias :note_sections_drop_items :drop_items
def drop_items
unless @drop_notes_loaded
note_sections(:drop_item).each {|noteSect| load_drop_note(noteSect)}
@drop_items.each_with_index {|drop, i|
drop.enemy_id = @id
drop.id = i + 1
drop.load_notetag
}
@drop_notes_loaded = true
end
note_sections_drop_items
end
alias :note_sections_actions :actions
def actions
unless @action_notes_loaded
note_sections(:action).each {|noteSect| load_action_note(noteSect)}
@actions.each_with_index {|action, i|
action.enemy_id = @id
action.id = i + 1
action.load_notetag
}
@action_notes_loaded = true
end
note_sections_actions
end
# Parses the note section and passes the note to the proper drop item
# Creates additional drop items as needed
def load_drop_note(noteSect)
index = (noteSect.ex_data[0].to_i) - 1
# create drop item as needed
@drop_items[index] = DropItem.new if @drop_items[index].nil?
# pass in the note and load notetags
di = @drop_items[index]
di.note = noteSect.note
end
# Parses the note section and passes the note to the proper action item
# Creates additional actions as needed
def load_action_note(noteSect)
index = (noteSect.ex_data[0].to_i) - 1
# create action if it doesn't exist
@actions[index] = Action.new if @actions[index].nil?
action = @actions[index]
action.note = noteSect.note
end
end
#----------------------------------------------------------------------------
# * Load enemy drop item note tags
#----------------------------------------------------------------------------
class Enemy::DropItem
attr_accessor :id
attr_accessor :enemy_id
attr_accessor :note
def note
@note ||= ""
return @note if @path_checked
NoteManager.load_external_notes(@note, :drop_item, @enemy_id, @id)
@path_checked = true
return @note
end
# reserved for aliasing
def load_notetag
end
end
#----------------------------------------------------------------------------
# * Load enemy action note tags
#----------------------------------------------------------------------------
class Enemy::Action
attr_accessor :id
attr_accessor :enemy_id
attr_accessor :note
def note
@note ||= ""
return @note if @path_checked
NoteManager.load_external_notes(@note, :enemy_action, @enemy_id, @id)
@path_checked = true
return @note
end
# reserved for aliasing
def load_notetag
end
end
end
Merci d'avance ^^
---------------------------
ps: Je veux fair un jeux avec une intelligence artificilé assé larges !
Entres 5 action part 50 si un interupteur est activé, le Niveaux de puissance du montres est entres 1 et 10.
Ils il y a 8 intelligence artificilé pour chaque type de monstres.
1- 300 monstres Normal --- 5 - 50 .
2- 300 monstres Nuit---9 - 90 .
3- 300 monstres Jour--- 7- 70 .
4- 200 monstres Arène--- 11 - 110 .
5- 300 monstres Rare--- 13 - 130 .
6- 300 monstres Chasse---15 - 150 .
7- 100 monstres Mini-boss--- 18 - 180 .
8- 200 monstres Boss--- 22 - 220 .
Et en plus chaque monstre ont plusieur modele de style 11 sur 22 éléments du jeux, au totals de 22 milles ennemies a programmés.
Pour que les combat ne soi moi facile a deviné et que les monstres est réelement un intéligence artificiels.
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