RPG MAKER XP
Vous souhaitez réagir à ce message ? Créez un compte en quelques clics ou connectez-vous pour continuer.

RPG MAKER XP

Vous êtes débutant du logiciel rpg maker xp et vous souhaitez en apprendre plus c'est ici qu'il faut chercher.Vous cherchez ressource, script, tutorial ou autre c'est ici aussi.Bonne visite à vous !
 
AccueilPortailRechercherDernières imagesS'enregistrerConnexion
-39%
Le deal à ne pas rater :
Pack Home Cinéma Magnat Monitor : Ampli DENON AVR-X2800H, Enceinte ...
1190 € 1950 €
Voir le deal

 

 Héros qui se suivent.

Aller en bas 
AuteurMessage
Chasseur41
Admin
Admin
Chasseur41


Masculin
Nombre de messages : 49
Age : 31
Localisation : Vendôme (41) et Tours (37)
Loisirs : Création de jeu, musique, livre et sortit
Date d'inscription : 04/07/2007

Feuille de personnage
Prénom du Personnage: Brutus
Nom du Personnage: Macligan
Âge du Personnage: 28 ans

Héros qui se suivent. Empty
MessageSujet: Héros qui se suivent.   Héros qui se suivent. Icon_minitimeJeu 5 Juil - 19:19

Salut à tous, un petit script, pas d'image désolé, il sert à faire en sorte que les héros se suivent en file indienne Smile
Créez un script nommé : Train_Actor au dessu de main et collez-y le code ci dessous.
J'espère que ça vous aura aidé

# -- Code provenant de RTGames, ne l'enregistrez pas, faîtes un copier/coller direct.
TRAIN_ACTOR_TRANSPARENT_SWITCH = false
TRAIN_ACTOR_TRANSPARENT_SWITCH = true

TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20

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
def move_down(turn_enabled = true)
if turn_enabled
turn_down
end
if passable?(@x, @y, Input:: DOWN)
turn_down
@y += 1
end
end
def move_left(turn_enabled = true)
# ×ó¤òÏò¤¯
if turn_enabled
turn_left
end
if passable?(@x, @y, Input::LEFT)
turn_left
@x -= 1
end
end
def move_right(turn_enabled = true)
if turn_enabled
turn_right
end

if passable?(@x, @y, Input::RIGHT)
turn_right
@x += 1
end
end
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
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

def get_move_speed
return @move_speed
end
end

#Fin Du Script ^^.

class Game_Player
include Game_Player_Module
end
Revenir en haut Aller en bas
https://legend-rpg-2d.1fr1.net
 
Héros qui se suivent.
Revenir en haut 
Page 1 sur 1
 Sujets similaires
-

Permission de ce forum:Vous ne pouvez pas répondre aux sujets dans ce forum
RPG MAKER XP :: Script :: Graphique Map-
Sauter vers:  
Ne ratez plus aucun deal !
Abonnez-vous pour recevoir par notification une sélection des meilleurs deals chaque jour.
IgnorerAutoriser