Ergebnis 1 bis 11 von 11

Thema: Problem mit "Hinterherlauf-Script"

  1. #1

    Problem mit "Hinterherlauf-Script"

    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.


    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
    Danke schon mal im Vorraus !


    mfg
    Pogomon

  2. #2
    06.02.08 EDIT 1 : [FONT="Arial Black"]HILFE !!!!!!!!!!![/FONT]

    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

  3. #3
    09.02.08 Edit 2 :Kann hir wirklich niemand Scripten ????

    Kann ich ja kaum glauben.


    mfg
    Pogomon

  4. #4
    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.

  5. #5
    Solange der Code nicht mal richtig formatiert ist, wird sich den kaum jemand anschauen.

  6. #6
    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

  7. #7
    Mit Formatierung meine ich die richtige Einrückung des Codes, wie es bei deinem neusten Beispiel der Fall ist.

  8. #8
    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.

  9. #9
    @ 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

  10. #10
    Ähm, KDs Script war auch deines, nur eingerückt :3schau
    Btw - ist "Script" nicht neutrum? oO

    mfG Cherry

  11. #11
    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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