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HESEE 




Preferowany:
RPG Maker VX

Pomógł: 1 raz
Dołączył: 31 Mar 2010
Posty: 145
Wysłany: Wto 06 Kwi, 2010 17:25
Gąsienica
Skrypt na gąsienice.
Nazwa:Setup

Spoiler:

module Caterpillar
#--------------------------------------------------------------------------
# * Maximum Size of Party
#--------------------------------------------------------------------------
MAX_SIZE = 4
#--------------------------------------------------------------------------
# * Switch to Enable Party Followers
# syntax: nil for none (always active) or switch_id
#--------------------------------------------------------------------------
INVISIBLE = nil
#--------------------------------------------------------------------------
# * Switch to Enable Movement
# syntax: nil for none (always active) or switch_id
# note: this does not disable $game_player.moveto(x, y)
#--------------------------------------------------------------------------
ENABLE_MOVEMENT = nil
#--------------------------------------------------------------------------
# * Switch for followers to activate events
# syntax: nil for none (always active) or switch_id
#--------------------------------------------------------------------------
FOLLOWER_EVENTS = nil
#--------------------------------------------------------------------------
# * Do Not Touch
#--------------------------------------------------------------------------
def self.active?(symbol)
value = const_get(symbol)
return value == nil || $game_switches[value]
end
end





Nazwa:Game_Follower

Spoiler:

class Game_Follower < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :actor
attr_accessor :move_speed
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor)
super()
@through = true
@actor = actor
end
#--------------------------------------------------------------------------
# * Set Actor
#--------------------------------------------------------------------------
def actor=(actor)
if actor != @actor
@actor = actor
refresh
end
end
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def refresh
if @actor != nil
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ''
@character_hue = 0
end
@opacity = 255
@blend_type = 0
end
#--------------------------------------------------------------------------
# * Screen Z
#--------------------------------------------------------------------------
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
if !Caterpillar.active?(:FOLLOWER_EVENTS)
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == @x and event.y == @y and triggers.include?(event.trigger)
# If starting determinant is same position event (other than jumping)
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
if !Caterpillar.active?(:FOLLOWER_EVENTS)
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
if !Caterpillar.active?(:FOLLOWER_EVENTS)
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == x and event.y == y and [1,2].include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
return result
end
end



Nazwa:Spriteset_Map

Spoiler:

class Spriteset_Map
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Make viewports
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
# Make tilemap
@tilemap = Tilemap.new(@viewport1)
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
# Make panorama plane
@panorama = Plane.new(@viewport1)
@panorama.z = -1000
# Make fog plane
@fog = Plane.new(@viewport1)
@fog.z = 3000
# Make character sprites
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
$game_party.followers.each do |char|
@character_sprites << Sprite_Character.new(@viewport1, char)
end
# Make weather
@weather = RPG::Weather.new(@viewport1)
# Make picture sprites
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
# Make timer sprite
@timer_sprite = Sprite_Timer.new
# Frame update
update
end
end



Nazwa:Game_Party

Spoiler:

class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :followers
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_party_initialize, :initialize
def initialize
trick_caterpillar_party_initialize
@followers = Array.new(Caterpillar::MAX_SIZE - 1) {Game_Follower.new(nil)}
@move_list = Array.new(Caterpillar::MAX_SIZE - 1) {nil}
end
#--------------------------------------------------------------------------
# * Update Followers
#--------------------------------------------------------------------------
def update_followers
transparent = !(Caterpillar.active?(:INVISIBLE) ? true :
$game_player.transparent)
@followers.each_with_index do |char, i|
char.actor = @actors[i + 1]
char.transparent = transparent
char.move_speed = $game_player.move_speed
char.update
end
end
#--------------------------------------------------------------------------
# * Move To Party
#--------------------------------------------------------------------------
def moveto_party(x, y)
@followers.each {|char| char.moveto(x, y)}
@move_list.fill(nil)
end
#--------------------------------------------------------------------------
# * Move Party
#--------------------------------------------------------------------------
def move_party
@move_list.each_index do |i|
case @move_list[i].type
when 2
@followers[i].move_down(*@move_list[i].args)
when 4
@followers[i].move_left(*@move_list[i].args)
when 6
@followers[i].move_right(*@move_list[i].args)
when 8
@followers[i].move_up(*@move_list[i].args)
when 1
@followers[i].move_lower_left
when 3
@followers[i].move_lower_right
when 7
@followers[i].move_upper_left
when 9
@followers[i].move_upper_right
when 5
@followers[i].jump(*@move_list[i].args)
end
end
end
#--------------------------------------------------------------------------
# * Add Move List
#--------------------------------------------------------------------------
def update_move(type, *args)
if Caterpillar.active?(:ENABLE_MOVEMENT)
move_party
@move_list.unshift(Game_MoveListElement.new(type, args))
@move_list.pop
end
end
end

Game_MoveListElement = Struct.new(:type, :args)




Nazwa:Game_Player

Spoiler:

class Game_Player
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :move_speed
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_update, :update
def update
$game_party.update_followers
trick_caterpillar_player_update
end
#--------------------------------------------------------------------------
# * Moveto
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_moveto, :moveto
def moveto(x, y)
$game_party.moveto_party(x, y)
trick_caterpillar_player_moveto(x, y)
end
#--------------------------------------------------------------------------
# * Move Down
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_down, :move_down
def move_down(turn_enabled = true)
if passable?(@x, @y, 2)
$game_party.update_move(2, turn_enabled)
end
trick_caterpillar_player_move_down(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Left
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_left, :move_left
def move_left(turn_enabled = true)
if passable?(@x, @y, 4)
$game_party.update_move(4, turn_enabled)
end
trick_caterpillar_player_move_left(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Right
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_right, :move_right
def move_right(turn_enabled = true)
if passable?(@x, @y, 6)
$game_party.update_move(6, turn_enabled)
end
trick_caterpillar_player_move_right(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Up
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_up, :move_up
def move_up(turn_enabled = true)
if passable?(@x, @y, 8)
$game_party.update_move(8, turn_enabled)
end
trick_caterpillar_player_move_up(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Lower Left
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_lower_left, :move_lower_left
def move_lower_left
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
$game_party.update_move(1)
end
trick_caterpillar_player_move_lower_left
end
#--------------------------------------------------------------------------
# * Move Lower Right
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_lower_right, :move_lower_right
def move_lower_right
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
$game_party.update_move(3)
end
trick_caterpillar_player_move_lower_right
end
#--------------------------------------------------------------------------
# * Move Upper Left
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_upper_left, :move_upper_left
def move_upper_left
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
$game_party.update_move(7)
end
trick_caterpillar_player_move_upper_left
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_upper_right, :move_upper_right
def move_upper_right
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
$game_party.update_move(9)
end
trick_caterpillar_player_move_upper_right
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_jump, :jump
def jump(x_plus, y_plus)
new_x = @x + x_plus
new_y = @y + y_plus
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
$game_party.update_move(5, x_plus, y_plus)
end
trick_caterpillar_player_jump(x_plus, y_plus)
end
end




DEMO
http://www.rmxpunlimited....rpillar-system/

[ Dodano: Wto 06 Kwi, 2010 17:31 ]
Tylko mam jeden problem jak jakiś członek drużyny zginie to on dalej za mną chodzi.
Ostatnio zmieniony przez Czeliosss Wto 06 Kwi, 2010 17:29, w całości zmieniany 2 razy  
 
 
 
xamieno 




Preferowany:
RPG Maker XP

Dołączył: 07 Mar 2010
Posty: 47
Wysłany: Wto 06 Kwi, 2010 17:32
A co to robi??? :-D
________________________


C.S.
To DNO !!!

WarRock to jedyna:

-Fajna
-Logiczna
-Moralna

Strzelanina online...
 
 
HESEE 




Preferowany:
RPG Maker VX

Pomógł: 1 raz
Dołączył: 31 Mar 2010
Posty: 145
Wysłany: Wto 06 Kwi, 2010 17:36
To że widać jak ludzie z twojej drużyny chodzą za tobą.
Spoiler:


Ostatnio zmieniony przez Nhadala Sro 07 Kwi, 2010 12:38, w całości zmieniany 1 raz  
 
 
 
Czeliosss 



Ranga RM:
1 gra

Pomógł: 49 razy
Dołączył: 02 Lis 2009
Posty: 661
Skąd: Wa-wa
Wysłany: Wto 06 Kwi, 2010 17:37
xamieno ten skrypt powoduje, że osoby z drużyny chodzą za tobą.
Tu jest w jednym i pewnie krótsze.
Info do tego:
_____Control Switches: [0020] = ON (postacie są niewidoczne)
_____Control Switches: [0020] = OFF (postacie są widoczne)
Spoiler:

#
# Train_Actor
#
#
# Translated by Myzrael
#

# ????????????
# true ???????????
# TRAIN_ACTOR_TRANSPARENT_SWITCH = false
TRAIN_ACTOR_TRANSPARENT_SWITCH = true

# ????????????
# ??????????ON???????
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20

# ??
#Input::DOWN = 2
#Input::LEFT = 4
#Input::RIGHT = 6
#Input::UP = 8
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5

class Game_Party_Actor < Game_Character
def initialize
super()
@through = true
end
def setup(actor)
# ??????????????????
if actor != nil
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
# ?????????????
@opacity = 255
@blend_type = 0
end
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
#--------------------------------------------------------------------------
# ? ????
# turn_enabled : ?????????????????
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# ????
if turn_enabled
turn_down
end
# ???????
if passable?(@x, @y, Input::DOWN)
# ????
turn_down
# ?????
@y += 1
end
end
#--------------------------------------------------------------------------
# ? ????
# turn_enabled : ?????????????????
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# ????
if turn_enabled
turn_left
end
# ???????
if passable?(@x, @y, Input::LEFT)
# ????
turn_left
# ?????
@x -= 1
end
end
#--------------------------------------------------------------------------
# ? ????
# turn_enabled : ?????????????????
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# ????
if turn_enabled
turn_right
end
# ???????
if passable?(@x, @y, Input::RIGHT)
# ????
turn_right
# ?????
@x += 1
end
end
#--------------------------------------------------------------------------
# ? ????
# turn_enabled : ?????????????????
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# ????
if turn_enabled
turn_up
end
# ???????
if passable?(@x, @y, Input::UP)
# ????
turn_up
# ?????
@y -= 1
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def move_lower_left
# ?????????
unless @direction_fix
# ?????????????????????????
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
# ??????? ?????????????????
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
# ?????
@x -= 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def move_lower_right
# ?????????
unless @direction_fix
# ?????????????????????????
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
# ??????? ?????????????????
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
# ?????
@x += 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def move_upper_left
# ?????????
unless @direction_fix
# ?????????????????????????
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
# ??????? ?????????????????
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
# ?????
@x -= 1
@y -= 1
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def move_upper_right
# ?????????
unless @direction_fix
# ?????????????????????????
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
# ??????? ?????????????????
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
# ?????
@x += 1
@y -= 1
end
end

def set_move_speed(move_speed)
@move_speed = move_speed
end
end

class Spriteset_Map
def setup_actor_character_sprites?
return @setup_actor_character_sprites_flag != nil
end
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
index_game_player = 0
@character_sprites.each_index do |i|
if @character_sprites[i].character.instance_of?(Game_Player)
index_game_player = i
break
end
end
for character in characters.reverse
@character_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end

class Scene_Map
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end

class Game_Party
def set_transparent_actors(transparent)
@transparent = transparent
end
def setup_actor_character_sprites
if @characters == nil
@characters = []
for i in 1 .. 4
@characters.push(Game_Party_Actor.new)
end
end
if @actors_chach == nil
@actors_chach = []
end
if @actors_chach != @actors
@actors_chach = @actors.clone
for i in 1 .. 4
@characters[i - 1].setup(actors[i])
end
end
if $scene.instance_of?(Scene_Map)
$scene.setup_actor_character_sprites(@characters)
end
end
def update_party_actors
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false
if TRAIN_ACTOR_TRANSPARENT_SWITCH
transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
else
transparent = $game_player.transparent
end
end
for character in @characters
character.transparent = transparent
character.set_move_speed($game_player.get_move_speed)
character.update
end
end
def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
if @move_list == nil
@move_list = []
end
for i in 0 .. 10
@move_list[i] = nil
end
end
def move_party_actors
if @move_list == nil
@move_list = []
for i in 0 .. 10
@move_list[i] = nil
end
end
@move_list.each_index do |i|
if @characters[i] != nil
case @move_list[i].type
when Input::DOWN
@characters[i].move_down(@move_list[i].args[0])
when Input::LEFT
@characters[i].move_left(@move_list[i].args[0])
when Input::RIGHT
@characters[i].move_right(@move_list[i].args[0])
when Input::UP
@characters[i].move_up(@move_list[i].args[0])
when DOWN_LEFT
@characters[i].move_lower_left
when DOWN_RIGHT
@characters[i].move_lower_right
when UP_LEFT
@characters[i].move_upper_left
when UP_RIGHT
@characters[i].move_upper_right
when JUMP
@characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
end
end
end
end
class Move_List_Element
def initialize(type,args)
@type = type
@args = args
end
def type() return @type end
def args() return @args end
end
def add_move_list(type,*args)
@move_list.unshift(Move_List_Element.new(type,args)).pop
end
def move_down_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::DOWN,turn_enabled)
end
def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::LEFT,turn_enabled)
end
def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::RIGHT,turn_enabled)
end
def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::UP,turn_enabled)
end
def move_lower_left_party_actors
move_party_actors
add_move_list(DOWN_LEFT)
end
def move_lower_right_party_actors
move_party_actors
add_move_list(DOWN_RIGHT)
end
def move_upper_left_party_actors
move_party_actors
add_move_list(UP_LEFT)
end
def move_upper_right_party_actors
move_party_actors
add_move_list(UP_RIGHT)
end
def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(JUMP,x_plus, y_plus)
end
end

module Game_Player_Module
def update
$game_party.update_party_actors
super
end
def moveto( x, y )
super
$game_party.moveto_party_actors( x, y )
end
def move_down(turn_enabled = true)
if passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_left(turn_enabled = true)
if passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_right(turn_enabled = true)
if passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_up(turn_enabled = true)
if passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_lower_left
# ??????? ?????????????????
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
end
super
end
def move_lower_right
# ??????? ?????????????????
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
end
super
end
def move_upper_left
# ??????? ?????????????????
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
end
super
end
def move_upper_right
# ??????? ?????????????????
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
end
super
end
def jump(x_plus, y_plus)
# ????????
new_x = @x + x_plus
new_y = @y + y_plus
# ???? (0,0) ??????????????????
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end

# -----------------------------------------------
# move_speed ??????????
# -----------------------------------------------
def get_move_speed
return @move_speed
end
end

class Game_Player
include Game_Player_Module
end #

________________________
...Amelanduil & FireBlade words will be remembered...
...Amelanduil & FireBlade acts will be remembered...
...Amelanduil & FireBlade never gonna die...

Nie pisać, bo nie odpiszę.
Ostatnio zmieniony przez Czeliosss Wto 06 Kwi, 2010 17:38, w całości zmieniany 1 raz  
 
 
HESEE 




Preferowany:
RPG Maker VX

Pomógł: 1 raz
Dołączył: 31 Mar 2010
Posty: 145
Wysłany: Wto 06 Kwi, 2010 17:38
Tylko mam jeden problem jak jakiś członek drużyny zginie to on dalej za mną chodzi.
Ostatnio zmieniony przez Czeliosss Wto 06 Kwi, 2010 18:18, w całości zmieniany 2 razy  
 
 
 
xamieno 




Preferowany:
RPG Maker XP

Dołączył: 07 Mar 2010
Posty: 47
Wysłany: Wto 06 Kwi, 2010 19:36
Fajne... ale szkoda że nie znika po śmierci gość ;( EJ ja gdzies pytanko zadalem jedno skond wezme animacje wiedźmina i zgubilem ten temat gdzies xD

[ Dodano: Sro 07 Kwi, 2010 16:55 ]
P.S.

Wiem do czego można wykorzystać ten skrypt... :mrgreen: :-D
Można zrobić tak żeby twój koń za tobą chodził a jak
wsiądziesz na niego (zmienisz grafikę na jazdę konno)
to poprostu wywalić go z drużyny.
ale jest taki problem żeby był skrypt który pozwoli w dodolnym momencie gry
wywołać zdarzenie... :->
________________________


C.S.
To DNO !!!

WarRock to jedyna:

-Fajna
-Logiczna
-Moralna

Strzelanina online...
 
 
Tomekproer2 



Preferowany:
RPG Maker XP

Dołączył: 29 Sty 2012
Posty: 9
Skąd: Z ciekawości
Wysłany: Sro 25 Kwi, 2012 12:55
Nie działa 16 linijka nie wiem o co chodzi z tym x
________________________
-----------------------------------------------------------
Polski Fajny Rpg maker xp
-----------------------------------------------------------
 
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Pią 04 Maj, 2012 17:06
Jaki dokładnie komunikat się wyświetla?
________________________


 
 
 
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