*seufz* Ich dachte du hättest das SDK bei dir drauf =( Ohne SDK muss das Script so aussehen: Code: class Game_Character #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def pf_game_character_update # Branch with jumping, moving, and stopping if jumping? update_jump elsif moving? update_move else update_stop end # If animation count exceeds maximum value # * Maximum value is move speed * 1 taken from basic value 18 if @anime_count > 18 - @move_speed * 2 # If stop animation is OFF when stopping if not @step_anime and @stop_count > 0 # Return to original pattern @pattern = @original_pattern # If stop animation is ON when moving else # Update pattern @pattern = (@pattern + 1) % 4 end # Clear animation count @anime_count = 0 end # If waiting if @wait_count > 0 # Reduce wait count @wait_count -= 1 return end # If move route is forced if @move_route_forcing # Custom move move_type_custom return end # When waiting for event execution or locked if @starting or lock? # Not moving by self return end unless @stop then # If stop count exceeds a certain value (computed from move frequency) if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency) # Branch by move type case @move_type when 1 # Random move_type_random when 2 # Approach move_type_toward_player when 3 # Custom move_type_custom end end end end def stop! @stop = true end def go! @stop = false true end alias stop_run_path run_path def run_path unless @stop then stop_run_path end end end
class Game_Character #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def pf_game_character_update # Branch with jumping, moving, and stopping if jumping? update_jump elsif moving? update_move else update_stop end # If animation count exceeds maximum value # * Maximum value is move speed * 1 taken from basic value 18 if @anime_count > 18 - @move_speed * 2 # If stop animation is OFF when stopping if not @step_anime and @stop_count > 0 # Return to original pattern @pattern = @original_pattern # If stop animation is ON when moving else # Update pattern @pattern = (@pattern + 1) % 4 end # Clear animation count @anime_count = 0 end # If waiting if @wait_count > 0 # Reduce wait count @wait_count -= 1 return end # If move route is forced if @move_route_forcing # Custom move move_type_custom return end # When waiting for event execution or locked if @starting or lock? # Not moving by self return end unless @stop then # If stop count exceeds a certain value (computed from move frequency) if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency) # Branch by move type case @move_type when 1 # Random move_type_random when 2 # Approach move_type_toward_player when 3 # Custom move_type_custom end end end end def stop! @stop = true end def go! @stop = false true end alias stop_run_path run_path def run_path unless @stop then stop_run_path end end end
--Ruby/RGSS-Kurs
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