Es basiert auf dem Pokemon Essentials Starter Kit von Poccil
Für das Spiel wollen wir ein Dual-Screen Script einbauen. Das bedeutet ein Touchscreen steuerbares Menü (Wie bei Diamant/Perl/Platinum & HeartGold/SoulSilver)
Jedenfalls brauchen wir dafür Hilfe.
Und zwar habe ich mit dem SpriteResizer Script die Auflösung auf 480x650 eingestellt.
Ingame sieht es jetzt so aus. (Wirklich Ingame kein Beispielscreen)
Nun befindet sich die Fixierung des Helden aber noch in der Mitte des Screens.
Dieser soll aber durch das "Resolution Script" nach oben gesetzt werden.
Und zwar so. (Dies ist jetzt ein Beispielscreen kein Ingamescreen)
Es wäre wirklich klasse wenn uns jemand das Resolution Skript dafür umschreiben könnte....
Als Belohnung gibt es einen Creditseintrag (Ist natürlich Standard), sowie auf Wunsch eine Gastrolle (Selbstgezeichnetes DP Charset erforderlich)
Bis dann.
PS: Es kann aber auch gut möglich sein das man das mit der Heldenfixierung in einem anderen Skript regeln muss bin mir aber nicht sicher. Habs nur flüchtig in einem anderen Forum gelesen das es sich um das Resolution Skript handeln soll.
hm, bei dem script wird das ein wenig anders gehandhabt, aber die position wird per Graphics.width bzw Graphics.height berechnet.
diese attribute gibt es normalerweise nicht im Graphics Modul, müssen also iregendwo im starterkit definiert worden sein.
edit:
hab mir das kit mal geladen. müsste im script spriteresize zeile 12+13 definiert sein. habs aber nicht getestet.
--
Es ist ein magisches Liopleurodon =D
Geändert von Shining Advances (21.12.2009 um 02:38 Uhr)
Nein das ist es nicht. SpriteResizer Skript Zeile 12/13 zeigt die Fenstergröße.
Die habe ich ja bereits geändert. Es geht nur darum das die Kamerafixierung auf dem Helden auf dem oberen Teil des Screens sein soll.
Wenn man z.B. den Helden nah unten bewegt soll die Fixierung
der Kameraposition weiterhin auf dem oberen Teil sein.
Kurz gesagt der Held darf sich NICHT zum unteren Teil des Screens bewegen geschweige denn in die Mitte des Screens da er dann sonst von dem DS Script überdeckt werden könnte das Skript wird nämlich auf Pictures basieren.
So soll das dann endgültig mit DS Skript aussehen.
Es funktioniert. Danke aber ich habe dadurch noch ein Problem.
Wenn ich das Spiel lade dann steht der Held ganz oben am Rand des Bildschirms. Das gleiche passiert auch wenn ich ein Haus betrete.
Hier mal ein Screen.
Wenn ich den Helden dann bewege dann geht er wieder in die Position zurück in der ich sie haben will also in der Mitte des oberen Teils des Bildschirm
hmm.. hab zwar nicht so ne grosse ahnung aber versuch doch einfach (wenn möglich) nach den teleport event ein bewegungs event (des helden) einzufügen... nur so ein gedanke...
ist das problem schon vorher da gewesen? also bevor du die 2 mit ner 4 ersetzt hast?... wenn nein poste das aktuelle script bitte nochmal... vieleicht hat sich ja nur nen kleiner fehler eingeschlichen^^
--
[FONT="Comic Sans MS"]- = Wo gemogelt wird, fallen Zähne = -[/FONT]
Geändert von mfgpilz (23.12.2009 um 14:53 Uhr)
Grund: nochmal das script überflogen^^
guck mal ob irgendwo die methode center überschrieben wurde.
bei mir ist das im Resolution_ script ganz unten der fall, hast du da auch die 2 durch ne 4 ersetzt?
Hier mal das Resolution, Game Player und Spriteresizer Skript.
vielleicht könnt ihr damit was anfangen.
Resolution
class Game_Map
TILEWIDTH = 32
TILEHEIGHT = 32
def self.realResX
return 4 * TILEWIDTH
end
def self.realResY
return 4 * TILEHEIGHT
end
def display_x=(value)
@display_x=value
$MapFactory.setMapsInRange if $MapFactory
end
def display_y=(value)
@display_y=value
$MapFactory.setMapsInRange if $MapFactory
end
def start_scroll(direction, distance, speed)
@scroll_direction = direction
if direction==2 || direction==8
@scroll_rest = distance * Game_Map.realResY
else
@scroll_rest = distance * Game_Map.realResX
end
@scroll_speed = speed
end
def scroll_down(distance)
self.display_y+=distance
end
def scroll_left(distance)
self.display_x-=distance
end
def scroll_right(distance)
self.display_x+=distance
end
def scroll_up(distance)
self.display_y-=distance
end
end
class Game_Player < Game_Character
def center(x, y)
center_x = (Graphics.width/2 - Game_Map::TILEWIDTH/2) * 4 # X coordinate in the center of the screen
center_y = (Graphics.height/2 - Game_Map::TILEHEIGHT/2) * 4 # Y coordinate in the center of the screen
max_x = ($game_map.width - Graphics.width*1.0/Game_Map::TILEWIDTH) * Game_Map.realResX
max_y = ($game_map.height - Graphics.height*1.0/Game_Map::TILEHEIGHT) * Game_Map.realResY
dispx=x * Game_Map.realResX - center_x
dispy=y * Game_Map.realResY - center_y
$game_map.display_x = dispx#[0, [dispx, max_x].min].max
$game_map.display_y = dispy#[0, [dispy, max_y].min].max
end
end
Game_Player
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. Its functions include event starting
# determinants and map scrolling. Refer to "$game_player" for the one
# instance of this class.
#==============================================================================
def pbAddDependency(event)
$game_player.addDependentEvent(event)
end
def pbRemoveDependency(event)
$game_player.removeDependentEvent(event)
end
def pbTurnTowardEvent(event,otherEvent)
sx = event.x - otherEvent.x
sy = event.y - otherEvent.y
if sx == 0 and sy == 0
return
end
if sx.abs > sy.abs
sx > 0 ? event.turn_left : event.turn_right
else
sy > 0 ? event.turn_up : event.turn_down
end
if event.is_a?(Game_Event)
$PokemonMap.addMovedEvent(event.id)
end
end
def pbMoveBehindEvent(leader,follower)
d=leader.direction
newX = leader.x + (d == 6 ? -1 : d == 4 ? 1 : 0)
newY = leader.y + (d == 2 ? -1 : d == 8 ? 1 : 0)
if follower.x!=newX || follower.y!=newY
follower.moveto(newX,newY)
end
case leader.direction
when 2 # down
follower.turn_down
when 4 # left
follower.turn_left
when 6 # right
follower.turn_right
when 8 # up
follower.turn_up
end
if follower.is_a?(Game_Event)
$PokemonMap.addMovedEvent(follower.id)
end
end
def pbFollowEvent(leader,follower)
d=leader.direction
newX = leader.x + (d == 6 ? -1 : d == 4 ? 1 : 0)
newY = leader.y + (d == 2 ? -1 : d == 8 ? 1 : 0)
posX = newX + (d == 6 ? -1 : d == 4 ? 1 : 0)
posY = newY + (d == 2 ? -1 : d == 8 ? 1 : 0)
if follower.x-newX==-1 && follower.y==newY
follower.move_right
elsif follower.x-newX==1 && follower.y==newY
follower.move_left
elsif follower.y-newY==-1 && follower.x==newX
follower.move_down
elsif follower.y-newY==1 && follower.x==newX
follower.move_up
elsif follower.x!=posX || follower.y!=posY
follower.moveto(posX,posY)
case leader.direction
when 2 # down
follower.move_down
when 4 # left
follower.move_left
when 6 # right
follower.move_right
when 8 # up
follower.move_up
end
end
if follower.is_a?(Game_Event)
$PokemonMap.addMovedEvent(follower.id)
end
end
def pbFollowEventJumping(leader,follower)
d=leader.direction
newX = leader.x + (d == 6 ? -1 : d == 4 ? 1 : 0)
newY = leader.y + (d == 2 ? -1 : d == 8 ? 1 : 0)
posX = newX + (d == 6 ? -1 : d == 4 ? 1 : 0)
posY = newY + (d == 2 ? -1 : d == 8 ? 1 : 0)
if follower.x-newX==-1 && follower.y==newY
follower.jump(1,0)
return
elsif follower.x-newX==1 && follower.y==newY
follower.jump(-1,0)
return
elsif follower.y-newY==-1 && follower.x==newX
follower.jump(0,1)
return
elsif follower.y-newY==1 && follower.x==newX
follower.jump(0,-1)
return
elsif follower.x!=posX || follower.y!=posY
follower.moveto(posX,posY)
end
case leader.direction
when 2 # down
follower.jump(0,1)
when 4 # left
follower.jump(-1,0)
when 6 # right
follower.jump(1,0)
when 8 # up
follower.jump(0,-1)
end
if follower.is_a?(Game_Event)
$PokemonMap.addMovedEvent(follower.id)
end
end
class Game_Player < Game_Character
def map
@map=nil
return $game_map
end
#--------------------------------------------------------------------------
# * Invariables
#--------------------------------------------------------------------------
def initialize(*arg)
super(*arg)
@lastdir=0
@lastdirframe=0
end
def pbHasDependentEvents?
return @dependentEvents && (@dependentEvents.length>0)
end
def addDependentEvent(event)
@dependentEvents=[] if !@dependentEvents
for i in 0...@dependentEvents.length
if @dependentEvents[i][0]==$game_map.map_id&&
@dependentEvents[i][1]==event.id
# Already exists
return
end
end
@dependentEvents.push([$game_map.map_id,event.id,event.through])
event.through=true
end
def removeDependentEvent(event)
if @dependentEvents
mapid=$game_map.map_id
for i in 0...@dependentEvents.length
if @dependentEvents[i][0]==mapid &&
@dependentEvents[i][1]==event.id
event.through=@dependentEvents[i][2]
@dependentEvents[i]=nil
end
end
@dependentEvents.compact!
end
end
def updateDependentEvents
if @dependentEvents
for i in 0...@dependentEvents.length
@dependentEvents[i]=nil if @dependentEvents[i][0]!=$game_map.map_id
end
@dependentEvents.compact!
end
end
def getDependentEvent(evt)
event=$game_map.events[evt[1]]
if event
event.through=true
end
return event
end
def move_down(turn_enabled = true)
if turn_enabled
turn_down
end
pbBridgeCheck(2)
if passable?(@x, @y, 2)
return if pbLedge(0,1)
return if pbEndSurf(0,1)
turn_down
@y += 1
pbMoveDependentEvents
increase_steps
else
if !check_event_trigger_touch(@x, @y+1)
Audio.se_play("Audio/SE/bump.wav")
end
end
end
def move_left(turn_enabled = true)
if turn_enabled
turn_left
end
pbBridgeCheck(4)
if passable?(@x, @y, 4)
return if pbLedge(-1,0)
return if pbEndSurf(-1,0)
turn_left
@x -= 1
pbMoveDependentEvents
increase_steps
else
if !check_event_trigger_touch(@x-1, @y)
Audio.se_play("Audio/SE/bump.wav")
end
end
end
def move_right(turn_enabled = true)
if turn_enabled
turn_right
end
pbBridgeCheck(6)
if passable?(@x, @y, 6)
return if pbLedge(1,0)
return if pbEndSurf(1,0)
turn_right
@x += 1
pbMoveDependentEvents
increase_steps
else
if !check_event_trigger_touch(@x+1, @y)
Audio.se_play("Audio/SE/bump.wav")
end
end
end
def move_up(turn_enabled = true)
if turn_enabled
turn_up
end
pbBridgeCheck(8)
if passable?(@x, @y, 8)
return if pbLedge(0,-1)
return if pbEndSurf(0,-1)
turn_up
@y -= 1
pbMoveDependentEvents
increase_steps
else
if !check_event_trigger_touch(@x, @y-1)
Audio.se_play("Audio/SE/bump.wav")
end
end
end
def pbMoveDependentEvents
return if !@dependentEvents
updateDependentEvents
leader=self
for evt in @dependentEvents
event=getDependentEvent(evt)
if event
pbFollowEvent(leader,event)
leader=event
end
end
end
def pbJumpDependentEvents
return if !@dependentEvents
updateDependentEvents
leader=self
for evt in @dependentEvents
event=getDependentEvent(evt)
if event
pbFollowEventJumping(leader,event)
leader=event
end
end
end
def pbTurnDependentEvents
return if !@dependentEvents
updateDependentEvents
leader=self
for evt in @dependentEvents
event=getDependentEvent(evt)
if event
pbTurnTowardEvent(event,leader)
leader=event
end
end
end
def pbTriggeredTrainerEvents(triggers,checkIfRunning=true)
result = []
# If event is running
if checkIfRunning && $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
next if !event.name[/^Trainer\((\d+)\)$/]
distance=$~[1].to_i
# If event coordinates and triggers are consistent
if pbEventCanReachPlayer?(event,self,distance) and triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
result.push(event)
end
end
end
return result
end
def pbTriggeredCounterEvents(triggers,checkIfRunning=true)
result = []
# If event is running
if checkIfRunning && $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
next if !event.name[/^Counter\((\d+)\)$/]
distance=$~[1].to_i
# If event coordinates and triggers are consistent
if pbEventFacesPlayer?(event,self,distance) and triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
result.push(event)
end
end
end
return result
end
def pbCheckEventTriggerAfterTurning
end
def pbCheckEventTriggerFromDistance(triggers)
ret=pbTriggeredTrainerEvents(triggers)
ret.concat(pbTriggeredCounterEvents(triggers))
return false if ret.length==0
for event in ret
event.start
end
return true
end
def pbFacingEvent
if $game_system.map_interpreter.running?
return nil
end
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
for event in $game_map.events.values
if event.x == new_x and event.y == new_y
if not event.jumping? and not event.over_trigger?
return event
end
end
end
if $game_map.counter?(new_x, new_y)
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
for event in $game_map.events.values
if event.x == new_x and event.y == new_y
if not event.jumping? and not event.over_trigger?
return event
end
end
end
end
return nil
end
#--------------------------------------------------------------------------
# * Passable Determinants
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.validLax?(new_x, new_y)
# Impassable
return false
end
if !$game_map.valid?(new_x, new_y)
return false if !$MapFactory
return $MapFactory.isPassableFromEdge?(new_x, new_y)
end
# If debug mode is ON and ctrl key was pressed
if $DEBUG and Input.press?(Input::CTRL)
# Passable
return true
end
super
end
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
#--------------------------------------------------------------------------
def center(x, y)
center_x = (Graphics.width/2 - 16) * 4 # Center screen x-coordinate * 4
center_y = (Graphics.height/4 - 16) * 4 # Center screen y-coordinate * 4
max_x = ($game_map.width - Graphics.width/32.0) * 128
max_y = ($game_map.height - Graphics.height/32.0) * 128
$game_map.display_x = [0, [x * 128 - center_x, max_x].min].max
$game_map.display_y = [0, [y * 128 - center_y, max_y].min].max
end
#--------------------------------------------------------------------------
# * Move to Designated Position
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def moveto(x, y)
super
# Centering
center(x, y)
# Make encounter count
make_encounter_count
end
#--------------------------------------------------------------------------
# * Increase Steps
#--------------------------------------------------------------------------
def increase_steps
super
end
#--------------------------------------------------------------------------
# * Get Encounter Count
#--------------------------------------------------------------------------
def encounter_count
return @encounter_count
end
#--------------------------------------------------------------------------
# * Make Encounter Count
#--------------------------------------------------------------------------
def make_encounter_count
# Image of two dice rolling
if $game_map.map_id != 0
n = $game_map.encounter_step
@encounter_count = rand(n) + rand(n) + 1
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
@opacity = 255
@blend_type = 0
end
#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers,keypress=false)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == @x and event.y == @y and triggers.include?(event.trigger)
# If starting determinant is same position event (other than jumping)
if not event.jumping? and event.over_trigger?
event.start(keypress)
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers,keypress=false)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and (keypress || !event.over_trigger?)
event.start(keypress)
result = true
end
end
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and (keypress || !event.over_trigger?)
event.start
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
if event.name[/^Trainer\((\d+)\)$/]
distance=$~[1].to_i
next if !pbEventCanReachPlayer?(event,self,distance)
end
if event.name[/^Counter\((\d+)\)$/]
distance=$~[1].to_i
next if !pbEventFacesPlayer?(event,self,distance)
end
# If event coordinates and triggers are consistent
if event.x == x and event.y == y and [1,2].include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
updateDependentEvents
# Remember whether or not moving in local variables
last_moving = moving?
# If moving, event running, move route forcing, and message window
# display are all not occurring
dir=Input.dir4
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing or
$PokemonTemp.miniupdate
# Move player in the direction the directional button is being pressed
if dir==@lastdir && Graphics.frame_count-@lastdirframe>2
case dir
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
elsif dir!=@lastdir
case dir
when 2
turn_down
when 4
turn_left
when 6
turn_right
when 8
turn_up
end
end
end
if dir!=@lastdir
@lastdirframe=Graphics.frame_count
end
@lastdir=dir
# Remember coordinates in local variables
last_real_x = @real_x
last_real_y = @real_y
super
center_x = (Graphics.width/2 - 16) * 4 # Center screen x-coordinate * 4
center_y = (Graphics.height/4 - 16) * 4 # Center screen y-coordinate * 4
# If character moves down and is positioned lower than the center
# of the screen
if @real_y > last_real_y and @real_y - $game_map.display_y > center_y
# Scroll map down
$game_map.scroll_down(@real_y - last_real_y)
end
# If character moves left and is positioned more let on-screen than
# center
if @real_x < last_real_x and @real_x - $game_map.display_x < center_x
# Scroll map left
$game_map.scroll_left(last_real_x - @real_x)
end
# If character moves right and is positioned more right on-screen than
# center
if @real_x > last_real_x and @real_x - $game_map.display_x > center_x
# Scroll map right
$game_map.scroll_right(@real_x - last_real_x)
end
# If character moves up and is positioned higher than the center
# of the screen
if @real_y < last_real_y and @real_y - $game_map.display_y < center_y
# Scroll map up
$game_map.scroll_up(last_real_y - @real_y)
end
# If not moving
unless moving?
# If player was moving last time
if last_moving
pbTurnDependentEvents
result = pbCheckEventTriggerFromDistance([2])
# Event determinant is via touch of same position event
result |= check_event_trigger_here([1,2])
# If event which started does not exist
Kernel.pbOnStepTaken(result) # *Added function call
if result == false
# Disregard if debug mode is ON and ctrl key was pressed
unless $DEBUG and Input.press?(Input::CTRL)
# Encounter countdown
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
# If C button was pressed
if Input.trigger?(Input::C) && !$PokemonTemp.miniupdate
# Same position and front event determinant
check_event_trigger_here([0],true)
check_event_trigger_there([0,2],true) # *Modified to prevent unnecessary triggers
end
end
end
end
SpriteResizer
=begin
A sprite whose sole purpose is to display an animation. This sprite
can be displayed anywhere on the map and is disposed
automatically when its animation is finished.
=end
class AnimationSprite < RPG::Sprite
def initialize(animID,map,tileX,tileY,viewport=nil)
super(viewport)
@tileX=tileX
@tileY=tileY
self.bitmap=Bitmap.new(1,1)
self.bitmap.clear
@map=map
self.x=((@tileX*Game_Map.realResX)-@map.display_x+3)/4+(Game_Map::TILEWIDTH/2)
self.y=((@tileY*Game_Map.realResY)-@map.display_y+3)/4+(Game_Map::TILEHEIGHT)
self.animation($data_animations[animID],true)
end
def dispose
self.bitmap.dispose
super
end
def update
if !self.disposed?
self.x=((@tileX*Game_Map.realResX)-@map.display_x+3)/4+(Game_Map::TILEWIDTH/2)
self.y=((@tileY*Game_Map.realResY)-@map.display_y+3)/4+(Game_Map::TILEHEIGHT)
super
self.dispose if !self.effect?
end
end
end
=begin
Modifying Spriteset_Map
=end
def pbDayNightTint(object)
if !$scene.is_a?(Scene_Map)
return
else
if $game_map && pbGetMetadata($game_map.map_id,1)
tone=$game_temp.dayNightTone
object.tone.set(tone.red,tone.green,tone.blue,tone.gray)
else
object.tone.set(0,0,0,0)
end
end
end
class Spriteset_Map
alias _animationSprite_initialize initialize
alias _animationSprite_update update
alias _animationSprite_dispose dispose
def initialize(map=nil)
@usersprites=[]
_animationSprite_initialize(map)
end
def addUserAnimation(animID,x,y)
viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
viewport.z=99999
sprite=AnimationSprite.new(animID,$game_map,x,y,viewport)
addUserSprite(sprite)
return sprite
end
def addUserSprite(sprite)
for i in 0...@usersprites.length
if @usersprites[i]==nil || @usersprites[i].disposed?
@usersprites[i]=sprite
return
end
end
@usersprites.push(sprite)
end
def dispose
_animationSprite_dispose
for i in 0...@usersprites.length
@usersprites[i].dispose
end
@usersprites.clear
end
def update
return if @tilemap.disposed?
if $RPGVX || $PokemonSystem.tilemap==0
if self.map==$game_map
pbDayNightTint(@viewport3)
else
@viewport3.tone.set(0,0,0,0)
end
else
pbDayNightTint(@tilemap)
@viewport3.tone.set(0,0,0,0)
end
_animationSprite_update
for i in 0...@usersprites.length
@usersprites[i].update if !@usersprites[i].disposed?
end
end
end
@Shining Advances
Ich hab das Resolution Skript mal ersetzt durch das originale.
Nun ist der Held beim Teleportieren bzw. Spiel laden in der Mitte des
Screens.
Wenn ich die 2 durch die 4 ersetze gibts keinen effekt.
Hallo Leute,
ich bin der Projektleiter dieses Spiels, und ich habe alles gemacht was hier steht,
nun habe ich es geschafft alles auf der Raptor Edition so zu bearbeiten damit alles
nach oben fixiert wird, aber man den unteren Screen noch benutzen kann.
Mir ist erst im nach hinein aufgefallen, dass das nicht unser Projekt war,
und meine Script funktionieren komischerweise nur bei Raptor, beim
Skriptprojekt bekomme ich andauernd Error Meldungen.
Könnte sich vll. ein fähiger Scripter bei mir melden, und mir helfen?
Er sollte sich wenn möglich mit dem StarterKit auskennen.
Das aktuelleste gibt es immer im Main-Thread, habe aber hier auch
einen Thread eröffnet.
MfG ToxinX
PS: Wir brauchen auch noch Mapper, Spriter und vorallem Komponisten(wir haben nur einen) und Scripter(nur mich und Itachihro).
EDIT: Achja, ihr dürft nur bei der Y-Achse auf 4 erhöhen, dann gehts.