Ok das ist gut das script ist ja nur eine Game_Player erweiterung also brauch es auch das normale Game_Player. Falls noch irgentwas nich geht sagt bescheid und vergesst nicht Xiderowg in den Credits zu erwähnen
Edit: Da fällt mir noch was ein, der Movementspeed, hab das script oben nochmal aktualisiert, wenn man den player move speed jetzt ändern will kann man das mit folgendem event script befehl tun
Code:
$game_system.move_speed = 1
(1 ist der speed, 1=langsamstes 6=schnellstes)
Code:
#----- Credits an Xiderowg -----#
class Game_System
attr_accessor :move_speed
alias xas_system_initialize initialize
def initialize
xas_system_initialize
@move_speed = 4
end
end
#===============================================================================
# Game_Player
#===============================================================================
class Game_Player < Game_Character
def hero_dash_graphic?(actor)
if (Input.press?(Input::RIGHT) or Input.press?(Input::LEFT) or
Input.press?(Input::UP) or Input.press?(Input::DOWN))
RPG::Cache.character(actor.character_name.to_s + "_dash", actor.character_hue) rescue return false
end
end
def hero_dash_quarter_graphic?(actor)
if (Input.press?(Input::RIGHT) or Input.press?(Input::LEFT) or
Input.press?(Input::UP) or Input.press?(Input::DOWN))
RPG::Cache.character(actor.character_name.to_s + "_dash_quarter", actor.character_hue) rescue return false
end
end
def hero_quarter_graphic?(actor)
RPG::Cache.character(actor.character_name.to_s + "_quarter", actor.character_hue) rescue return false
end
def update
@actor = $game_party.actors[0]
if @actor != nil
actor = $game_party.actors[0]
if actor.hp <= 0
if XAS_BA::AUTOGAMEOVER == true
$scene = Scene_Gameover.new rescue nil if self.collapse_done
else
$game_switches[XAS_BA::GAMEOVER_SWITCH_ID] = true
$game_map.refresh
end
end
end
last_moving = moving?
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing #or
# $game_temp.dodge_time_real > 0
case Input.dir8
when 1
move_left
move_down
when 2
move_down
when 3
move_down
move_right
when 4
move_left
when 6
move_right
when 7
move_up
move_left
when 8
move_up
when 9
move_right
move_up
end
case Input.dir8
when 1
quarter = true
when 2
quarter = false
when 3
quarter = true
when 4
quarter = false
when 6
quarter = false
when 7
quarter = true
when 8
quarter = false
when 9
quarter = true
end
actor = $game_party.actors[0]
@move_speed = $game_system.move_speed
if (quarter != nil and quarter == true) and
hero_quarter_graphic?(actor) #and self.action == nil
@character_name = actor.character_name + "_quarter"
else
@character_name = actor.character_name
end
end
last_real_x = @real_x
last_real_y = @real_y
super
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
$game_map.scroll_down(@real_y - last_real_y)
end
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
$game_map.scroll_left(last_real_x - @real_x)
end
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
$game_map.scroll_right(@real_x - last_real_x)
end
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
$game_map.scroll_up(last_real_y - @real_y)
end
unless moving?
if last_moving
result = check_event_trigger_here([1,2])
if result == false
unless $DEBUG and Input.press?(Input::CTRL)
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
if Input.trigger?(Input::C)
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
end