PDA

Archiv verlassen und diese Seite im Standarddesign anzeigen : Problem mit "Hinterherlauf-Script"



Pogomon
04.02.2008, 13:19
Hallo zusammen;
ich bin noch ganz neu hir, habe aber ein großes Problem mit meinem "Hinterherlauf-Script", den ich im Netz gefunden habe.
Bei diesem Script ist es so, das wenn neue Helden in die Gruppe eingefügt werden, laufen diese auch im Spiel dem "Haupthelden" hinterher, was auch gut funktionirt.
Das ganze sieht so halt besser aus, als wenn nur eine Figur rumläuft, obwohl es mehrere sind.

Jetzt zu meinem Problem:
Ändere ich die Heldengrafiken, verändern sie sich im Menü, auf dem Feld jedoch nur die des Haupthelden.
Da im Menü aber angezeigt wird, wenn eine oder mehrere/alle Heldengrafiken geändert wurden, kann es nur am Script liegen.



#
# Train_Actor
#
# fukuyama@alles.or.jp
# http://www4.big.or.jp/~fukuyama/
#

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

# ????????????
# ??????????ON???????
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 01

# ??
#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 .. 1
@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 .. 1
@characters[0].setup(actors[1])
#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

Danke schon mal im Vorraus !


mfg
Pogomon

Pogomon
06.02.2008, 12:58
06.02.08 EDIT 1 : HILFE !!!!!!!!!!!

Ich brauche dringend Hilfe von jemanden der sich mit Ruby auskennt und scripten kann. Mein Spiel liegt auf Eis, solange dieser Script nicht richtig funktionirt.

Danke schon mal im Vorraus !!!


mfg
Pogomon

Pogomon
09.02.2008, 11:26
09.02.08 Edit 2 :Kann hir wirklich niemand Scripten ???? :'(

Kann ich ja kaum glauben.


mfg
Pogomon

Mario Ana
09.02.2008, 13:02
Ich glaube du solltest dein Problem in XP Foren posten z.B. rpgxp.de. Hier ist die Kompetenz was den XP angeht nicht allzu groß. Es gibt zwar Leute die was drauf haben, aber die sind hier nicht so stark aktiv wie z.B. auf XP Seiten.

Kelven
09.02.2008, 13:54
Solange der Code nicht mal richtig formatiert ist, wird sich den kaum jemand anschauen.

Pogomon
09.02.2008, 14:35
Was heist jetzt "richtig formatiert" ?????

Den Script habe ich so im Netz gefunden.

In anderen Foren habe ich auch schon nachgefragt, da mir da aber kaum einer helfen konnte, habe ich es dann hir versucht.

Auf RMXP.de hat man mir einen kleinen Script gegeben, ....


module Game_Player_Module
def refresh
super
setup_actor_character_sprites
end
end

........ den ich an meinen dranhängen solllte, was aber nicht funzt.

Vielleicht kann ja damit jemand was anfangen.


mfg
Pogomon

Kelven
09.02.2008, 18:23
Mit Formatierung meine ich die richtige Einrückung des Codes, wie es bei deinem neusten Beispiel der Fall ist.

-KD-
09.02.2008, 19:17
Eingerückt ist sowas hier (glücklicherweise können viele Texteditoren sowas automatisch):

#
# Train_Actor
#
# fukuyama@alles.or.jp
# http://www4.big.or.jp/~fukuyama/
#

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

# ????????????
# ??????????ON???????
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 01

# ??
#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 .. 1
@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 .. 1
@characters[0].setup(actors[1])
#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
Angucken werd ichs mir derzeit aber nicht - keine Zeit.

Pogomon
11.02.2008, 11:12
@ Kelven
Stimmt, jetzt wo du es sagst.
Ist mir vorher nicht aufgefallen, hab auch ehrlich gesagt nicht so darauf geachtet.

@ -KD-
Danke für den Script.
Leider fungtioniert er genauso gut oder schlecht, wie meiner.

Die Grafiken der hinterherlaufenden Helden lässt sich immer noch nicht ändern.

Aber vielleicht mache ich ja was falsch, was aber eigentlich nicht sein kann, da es ja beim "Haupthelden" ja funzt.


mfg
Pogomon

Cherry
11.02.2008, 14:50
Ähm, KDs Script war auch deines, nur eingerückt :3schau
Btw - ist "Script" nicht neutrum? oO

mfG Cherry

Stray
16.02.2008, 19:29
Es gibt auch eine Variante die nicht nach können mit Ruby verlangt. Aber viele würden sicher wieder sagen das mit den Events ist zu nervig.:)