fatigué | Domaine concerné: Script Logiciel utilisé: rpg maker VXAce bonjour a tous
comme s'est écris dans le titre un petit problème de compatibilité
avec 2 script qui non rien avoir l'un avec l'autre, mais qui utilise la même fonction apriori.
les scripte:
N°1 CP's Battle Engine v1.2b de Neon Black
https://cphouseset.wordpress.com/scripts/cp_battleview_2/
et
N°2 mode 7 ace de MGC
http://www.rpg-maker.fr/scripts-454-vxace-mode-7-semi-3d.html
sa me fais si il y a un combat:
Citation: Script'CP's Battle Engine v1.2b' line 1852: ArgumenttError occurred
wrong number of argument (2 for 1) |
voila les ligne incriminé: CP's Battle Engine v1.2b ligne 1844/1902
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| def update_animation ## Mises à jour de chaque animation dans le tableau.
return unless animation?
@ani_array.each do |ani|
ani.ani_duration -= 1
if ani.ani_duration % ani.ani_rate == 0
if ani.ani_duration > 0
frame_index = ani.animation.frame_max
frame_index -= (ani.ani_duration + ani.ani_rate - 1) / ani.ani_rate
animation_set_sprites(ani.animation.frames[frame_index], ani)
#animation_set_sprites est aussi utilise par mode7 et sa bug
ani.animation.timings.each do |timing|
animation_process_timing(timing, ani) if timing.frame == frame_index
end
else
end_animation(ani)
end
end
end
end
def end_animation(ani = nil)
dispose_animation(ani) ## I think I took something out of this.
end
def animation_set_sprites(frame, ani = nil) #<== ici aussi
return unless ani
cell_data = frame.cell_data
ani.ani_sprites.each_with_index do |sprite, i|
next unless sprite
pattern = cell_data[i, 0]
if !pattern || pattern < 0
sprite.visible = false
next
end
sprite.bitmap = pattern < 100 ? ani.ani_bitmap1 : ani.ani_bitmap2
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192,
pattern % 100 / 5 * 192, 192, 192)
if ani.ani_mirror
sprite.x = ani.ani_ox - cell_data[i, 1]
sprite.y = ani.ani_oy + cell_data[i, 2]
sprite.angle = (360 - cell_data[i, 4])
sprite.mirror = (cell_data[i, 5] == 0)
else
sprite.x = ani.ani_ox + cell_data[i, 1]
sprite.y = ani.ani_oy + cell_data[i, 2]
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
end ## Adjust the animation position.
ofs = CP::BATTLERS.sideview ? 0 : CP::BATTLERS::ANIM_OFFSET
sprite.y += ofs if ani.animation.to_screen? && @battler && @battler.actor?
sprite.z = self.z + 300 + i
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.opacity = cell_data[i, 6] ## Ignore transparency.
sprite.blend_type = cell_data[i, 7]
end
end |
et le scripte mode 7 ligne 1097/1146
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| class Sprite_Base
#--------------------------------------------------------------------------
# * Aliased methods
#--------------------------------------------------------------------------
unless @already_aliased_mgc_m7a
alias animation_set_sprites_mgc_m7a_aprite_base animation_set_sprites#<== ici :/
@already_aliased_mgc_m7a = true
end
#--------------------------------------------------------------------------
# * Set Animation Sprite
# frame : Frame data (RPG::Animation::Frame)
#--------------------------------------------------------------------------
def animation_set_sprites(frame)
if MGC.mode7_active
cell_data = frame.cell_data
@ani_sprites.each_with_index do |sprite, i|
next unless sprite
pattern = cell_data[i, 0]
if !pattern || pattern < 0
sprite.visible = false
next
end
sprite.bitmap = pattern < 100 ? @ani_bitmap1 : @ani_bitmap2
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192,
pattern % 100 / 5 * 192, 192, 192)
if @ani_mirror
sprite.x = @ani_ox - cell_data[i, 1] * zoom_y_real
sprite.y = @ani_oy + cell_data[i, 2] * zoom_y_real
sprite.angle = (360 - cell_data[i, 4])
sprite.mirror = (cell_data[i, 5] == 0)
else
sprite.x = @ani_ox + cell_data[i, 1] * zoom_y_real
sprite.y = @ani_oy + cell_data[i, 2] * zoom_y_real
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
end
sprite.z = self.z + 300 + i
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] * zoom_y_real / 100.0
sprite.zoom_y = cell_data[i, 3] * zoom_y_real / 100.0
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
else
animation_set_sprites_mgc_m7a_aprite_base(frame)#<== ici :/
end
end
end
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voila voila si il y a un craque en programmation (car moi je suis novice).
merci d’avance de me dépatouillé de se merdier.
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