Multi-Master1988
21.02.2011, 21:33
Ich tüftel zur Zeit an einem Gegnersichtfeld welches ich einfach halten wollte also als Vorbild diente mir das von VD allerdings hatte diese auch einen Manko denn meine Figuren sollen sich Bewegen andere nachteil daran war das ich eine Menge Events platzieren müsste allerdings habe ich mich dann dazu entschlossen weniger Ereignisse zu benutzen um das Sichtfeld abfzufragen.Die wenigen Ereignisse in diesen Fall 3 Stück sollen sich dann mit dem Gegner (Chara) mitbewegen.Bis hierhin lief alles gut doch dann kam der Tiefpunkt denn es ist Leider recht kompliziert was ich mir dort angescriptet hab und nun geht an euch die Frage wie mache ich meinen Code einfacher und unkomplizierter bzw. hat jemand eine andere Idee?
Achja hier noch meine Codes die ich benötigt hab:
--- EVENT ---
Type: Common event
Name: Bewegung Gegner 1
Number of Pages: 1
-- PAGE 1 --
Start conditions:
<None>
Trigger condition: Parallel process
- SCRIPT -
<> Fork Condition: If Event #1 is facing left then ...
. <> Set Event Location: Event #5 -> (11, 16)
. <> Set Event Location: Event #8 -> (10, 16)
. <> Set Event Location: Event #7 -> (9, 16)
. <> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Mv left, Mv left, Mv left, Mv left, Mv left, Fc right
. <> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Mv left, Mv left, Mv left, Mv left, Mv left, Fc right
. <> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Mv left, Mv left, Mv left, Mv left, Mv left, Fc right
. <> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Mv left, Mv left, Mv left, Mv left, Mv left, Fc right
. <> Wait Until Moved
. <>
: End of fork
<> Fork Condition: If Event #1 is facing right then ...
. <> Set Event Location: Event #5 -> (8, 16)
. <> Set Event Location: Event #8 -> (9, 16)
. <> Set Event Location: Event #7 -> (10, 16)
. <> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Mv right, Mv right, Mv right, Mv right, Mv right
. <> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Mv right, Mv right, Mv right, Mv right, Mv right
. <> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Mv right, Mv right, Mv right, Mv right, Mv right
. <> Move Event: Event #0, Frq 8, Pattern: Mv right, Mv right, Mv right, Mv right, Mv right, Fc left
. <> Wait Until Moved
. <>
: End of fork
<> Wait: 0,0 sec.
<>
Das vierte Event im oberem Script ist der Chara welches sich ja logischer weise auch mitbewegen muss.Der zweite Code ist eig. nicht auschlaggebend für mein Problem trotzdem musste ich diesen seperat in einen PP einbauen.
- SCRIPT -
<> Change Variable: [9] = X position on map (tiles) of hero
<> Change Variable: [10] = Y position on map (tiles) of hero
<> Change Variable: [47] = X position on map (tiles) of event #8
<> Change Variable: [48] = Y position on map (tiles) of event #8
<> Change Variable: [61] = X position on map (tiles) of event #7
<> Change Variable: [62] = Y position on map (tiles) of event #7
<> Change Variable: [63] = X position on map (tiles) of event #7
<> Change Variable: [64] = Y position on map (tiles) of event #7
<> Change Variable: [65] = X position on map (tiles) of event #8
<> Change Variable: [66] = Y position on map (tiles) of event #8
<> Wait: 0,0 sec.
Achja hier noch meine Codes die ich benötigt hab:
--- EVENT ---
Type: Common event
Name: Bewegung Gegner 1
Number of Pages: 1
-- PAGE 1 --
Start conditions:
<None>
Trigger condition: Parallel process
- SCRIPT -
<> Fork Condition: If Event #1 is facing left then ...
. <> Set Event Location: Event #5 -> (11, 16)
. <> Set Event Location: Event #8 -> (10, 16)
. <> Set Event Location: Event #7 -> (9, 16)
. <> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Mv left, Mv left, Mv left, Mv left, Mv left, Fc right
. <> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Mv left, Mv left, Mv left, Mv left, Mv left, Fc right
. <> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Mv left, Mv left, Mv left, Mv left, Mv left, Fc right
. <> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Mv left, Mv left, Mv left, Mv left, Mv left, Fc right
. <> Wait Until Moved
. <>
: End of fork
<> Fork Condition: If Event #1 is facing right then ...
. <> Set Event Location: Event #5 -> (8, 16)
. <> Set Event Location: Event #8 -> (9, 16)
. <> Set Event Location: Event #7 -> (10, 16)
. <> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Mv right, Mv right, Mv right, Mv right, Mv right
. <> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Mv right, Mv right, Mv right, Mv right, Mv right
. <> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Mv right, Mv right, Mv right, Mv right, Mv right
. <> Move Event: Event #0, Frq 8, Pattern: Mv right, Mv right, Mv right, Mv right, Mv right, Fc left
. <> Wait Until Moved
. <>
: End of fork
<> Wait: 0,0 sec.
<>
Das vierte Event im oberem Script ist der Chara welches sich ja logischer weise auch mitbewegen muss.Der zweite Code ist eig. nicht auschlaggebend für mein Problem trotzdem musste ich diesen seperat in einen PP einbauen.
- SCRIPT -
<> Change Variable: [9] = X position on map (tiles) of hero
<> Change Variable: [10] = Y position on map (tiles) of hero
<> Change Variable: [47] = X position on map (tiles) of event #8
<> Change Variable: [48] = Y position on map (tiles) of event #8
<> Change Variable: [61] = X position on map (tiles) of event #7
<> Change Variable: [62] = Y position on map (tiles) of event #7
<> Change Variable: [63] = X position on map (tiles) of event #7
<> Change Variable: [64] = Y position on map (tiles) of event #7
<> Change Variable: [65] = X position on map (tiles) of event #8
<> Change Variable: [66] = Y position on map (tiles) of event #8
<> Wait: 0,0 sec.