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, .... Code: 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
module Game_Player_Module def refresh super setup_actor_character_sprites end end
Mit Formatierung meine ich die richtige Einrückung des Codes, wie es bei deinem neusten Beispiel der Fall ist.
Eingerückt ist sowas hier (glücklicherweise können viele Texteditoren sowas automatisch): Code: # # 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.
# # 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
--Ruby/RGSS-Kurs
@ 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
Ähm, KDs Script war auch deines, nur eingerückt :3schau Btw - ist "Script" nicht neutrum? oO mfG Cherry
-- Mir war nichtmal bewusst dass ich nominiert wurde, aber: Cool! Hälfte des Lobes muss aber unbedingt an Archeia!Now all new and shiny: CherryShare | Patches und Tools | Programmwunschthread | www.cherrytree.at | Cherry = CherryDT
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.
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