[SCRIPT] Correr e ir en 8 direcciones.
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CaistsaRpg :: Rpg Maker :: Scripts Xp
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[SCRIPT] Correr e ir en 8 direcciones.
Hola!! pues dejo este script para si alguien lo necesita.
Instrucciones:
Pegar encima de main.
PD desaparece.
- Código:
#==============================================================================
# ++ グラフィック変更8方向移動 ver. 1.01 ++
# Script by パラ犬
# http://para.j-mx.com/
#------------------------------------------------------------------------------# 上下キーと左右キーを同時押しすることにより斜め移動を可能にし、
# 「Graphics/Characters」フォルダに
# 「(先頭キャラクター名)+_quarter」という名前のファイルがある場合
# 斜め移動時のグラフィックとして使用します。(例:001-Fighter01_quarter)
#------------------------------------------------------------------------------
#[設置上の注意]
# 「グラフィック変更ダッシュ」と併用する場合、このスクリプトを
# ダッシュスクリプトよりも下に置いてください。
# 斜め方向ダッシュの画像ファイル名は「(先頭キャラクター名)+_dash_quarter」に
# なります。
#==============================================================================
#==============================================================================
# ■ Game_Player
#==============================================================================
#==============================================================================
# ++ ???????????? ver. 1.11 ++
# Script by ???
# http://rpg.para.s3p.net/
#------------------------------------------------------------------------------
# ?Graphics/Characters??????
# ?(???????????????)+_dash????????????????
# ?????????????????????(?:001-Fighter01_dash)
#==============================================================================
class Game_Player < Game_Character
SPEED_DASH = 5 # ??????????
SPEED_NORMAL = 4 # ???????
# ??????????(??????Input::(???))
#(????????????????????????)
KEY_DASH = Input::A
# "_dash"??????????????????????( true:?? / false:??? )
NO_FILE_DASH = true
# ??????????????ID
# (????????????????????????????ON???????
# ??????????????)
NO_DASH_SWITCH = 999
end
#==============================================================================
# ¦ Game_Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias dash_update update
def update
# ?????????????????????
# ???????????????????????
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
if !($game_switches[NO_DASH_SWITCH])
# ????
if Input.press?(KEY_DASH)
if (dash_graphic_exist?($game_party.actors[0]) or NO_FILE_DASH)
# ??????????????
if @move_speed != SPEED_DASH
@move_speed = SPEED_DASH
@dash_on = true
$game_player.refresh
end
end
elsif @dash_on == nil or @dash_on
@move_speed = SPEED_NORMAL
@dash_on = nil
$game_player.refresh
end
end
end
dash_update
end
#--------------------------------------------------------------------------
# ? ??????????????????
#--------------------------------------------------------------------------
def dash_graphic_exist?(actor)
# ???????
begin
RPG::Cache.character(actor.character_name.to_s + "_dash", actor.character_hue)
rescue
return false
end
return true
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias dash_refresh refresh
def refresh
dash_refresh
# ??????? 0 ??????
if $game_party.actors.size != 0
actor = $game_party.actors[0]
# ??????????????????
if @dash_on and dash_graphic_exist?(actor)
fileplus = "_dash"
else
fileplus = ""
end
@character_name = actor.character_name + fileplus
@character_hue = actor.character_hue
end
end
end
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_para_quarter update
def update
update_para_quarter
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# 方向ボタンが押されていれば、その方向へプレイヤーを移動
case Input.dir8
when 1 # 左下に移動
move_lower_left
when 3 # 右下に移動
move_lower_right
when 7 # 左上に移動
move_upper_left
when 9 # 右上に移動
move_upper_right
end
end
end
end
#==============================================================================
# ■ Sprite_Character
#==============================================================================
class Sprite_Character < RPG::Sprite
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_para_quarter update
def update
update_para_quarter
if @tile_id == 0
if (@character.direction - 2) % 2 == 1
# 斜め画像の有無をチェック
if quarter_graphic_exist?(@character)
# 斜め画像をセット
if character.dash_on and dash_quarter_graphic_exist?(@character)
@character_name = @character.character_name + "_dash_quarter"
else
@character_name = @character.character_name + "_quarter"
end
self.bitmap = RPG::Cache.character(@character_name,
@character.character_hue)
# 向きを取得
case @character.direction
when 1
n = 0
when 3
n = 2
when 7
n = 1
when 9
n = 3
end
else
@character.direction = @character.sub_direction
# 斜め画像が存在しないときの向き
n = (@character.direction - 2) / 2
end
# 転送元の矩形を設定
sx = @character.pattern * @cw
sy = n * @ch
self.src_rect.set(sx, sy, @cw, @ch)
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
# 転送元の矩形を設定
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end
end
#--------------------------------------------------------------------------
# ○ 斜め画像の有無をチェック
#--------------------------------------------------------------------------
def quarter_graphic_exist?(character)
# 読み込みテスト
begin
RPG::Cache.character(character.character_name.to_s + "_quarter", character.character_hue)
rescue
return false
end
return true
end
#--------------------------------------------------------------------------
# ○ 斜めダッシュ画像の有無をチェック
#--------------------------------------------------------------------------
def dash_quarter_graphic_exist?(character)
# 読み込みテスト
begin
RPG::Cache.character(character.character_name.to_s + "_dash_quarter", character.character_hue)
rescue
return false
end
return true
end
end
#==============================================================================
# ■ Game_Character
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :direction # 向き
attr_accessor :sub_direction # 斜め画像が存在しないときの向き
#--------------------------------------------------------------------------
# ● 左下に移動
#--------------------------------------------------------------------------
def move_lower_left
# 向き固定でない場合
unless @direction_fix
@sub_direction = @direction
@direction = 1
# 右向きだった場合は左を、上向きだった場合は下を向く
@sub_direction = (@sub_direction == 6 ? 4 : @sub_direction == 8 ? 2 : @sub_direction)
end
# 下→左、左→下 のどちらかのコースが通行可能な場合
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
# 座標を更新
@x -= 1
@y += 1
# 歩数増加
increase_steps
end
end
#--------------------------------------------------------------------------
# ● 右下に移動
#--------------------------------------------------------------------------
def move_lower_right
# 向き固定でない場合
unless @direction_fix
@sub_direction = @direction
@direction = 3
# 左向きだった場合は右を、上向きだった場合は下を向く
@sub_direction = (@sub_direction == 4 ? 6 : @sub_direction == 8 ? 2 : @sub_direction)
end
# 下→右、右→下 のどちらかのコースが通行可能な場合
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
# 座標を更新
@x += 1
@y += 1
# 歩数増加
increase_steps
end
end
#--------------------------------------------------------------------------
# ● 左上に移動
#--------------------------------------------------------------------------
def move_upper_left
# 向き固定でない場合
unless @direction_fix
@sub_direction = @direction
@direction = 7
# 右向きだった場合は左を、下向きだった場合は上を向く
@sub_direction = (@sub_direction == 6 ? 4 : @sub_direction == 2 ? 8 : @sub_direction)
end
# 上→左、左→上 のどちらかのコースが通行可能な場合
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
# 座標を更新
@x -= 1
@y -= 1
# 歩数増加
increase_steps
end
end
#--------------------------------------------------------------------------
# ● 右上に移動
#--------------------------------------------------------------------------
def move_upper_right
# 向き固定でない場合
unless @direction_fix
@sub_direction = @direction
@direction = 9
# 左向きだった場合は右を、下向きだった場合は上を向く
@sub_direction = (@sub_direction == 4 ? 6 : @sub_direction == 2 ? 8 : @sub_direction)
end
# 上→右、右→上 のどちらかのコースが通行可能な場合
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
# 座標を更新
@x += 1
@y -= 1
# 歩数増加
increase_steps
end
end
#--------------------------------------------------------------------------
# ○ ダッシュスクリプト導入判定
#--------------------------------------------------------------------------
def dash_on
if @dash_on != nil
return @dash_on
else
return false
end
end
end
Instrucciones:
Pegar encima de main.
PD desaparece.
PepDracko- Hijo De Artemisa
- Cantidad de envíos : 66
Edad : 28
Localización : In your room, above your sister
Fecha de inscripción : 10/03/2008
Re: [SCRIPT] Correr e ir en 8 direcciones.
Wow pep este script esta muy bueno(sin pensar mal e?)Mr gusto mucho aunque ya lo conosia no lo tenia ahora lo cojo me gustalo de las 8 direcciones nose hace enos monotono el juego en si porque nose...Esta bien lo de usar cosas del RTP Del Rpg pero nose busca otro tile sets u otras cosas porque si no se hace pesado aunque no sean tuyas pones los creditos y ya esta queda mas original Gracias por postear el script pep me sirvio de mucho (joé para decir eso lo que me enrrolle x.x)
Caistsa
Caistsa
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