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.