Andando em 8 Direções
2 participantes
Brasil G4mes :: Scripts :: Scripts RGSS2
Página 1 de 1
Andando em 8 Direções
Plataforma:RMVX / RGSS2
Compatível com SDK:Não Testado
Compatível com XP e VX ao mesmo tempo:Não
Funciona Online:Não Testado
Incompativel com algum script conhecido:Não
Ultilização:
Faz Com Que O Herói Possa Se Mover Para As Diagonais, Assim Como Em Chrono Trigger
Script:
Substitua o Script Game_Player Por Esse:
Créditos:
Marcelo Cavaco, Criação Do Script
Greon, Modificou Para Que Fosse Adaptavel Ao VX
Compatível com SDK:Não Testado
Compatível com XP e VX ao mesmo tempo:Não
Funciona Online:Não Testado
Incompativel com algum script conhecido:Não
Ultilização:
Faz Com Que O Herói Possa Se Mover Para As Diagonais, Assim Como Em Chrono Trigger
Script:
Substitua o Script Game_Player Por Esse:
- Código:
#==============================================================================
# ? Game_Player
#------------------------------------------------------------------------------
# ??????????????????????????????????????
# ??????????????????????? $game_player ????????
# Post Na ReinoRPG.com: D.
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
CENTER_X = (544 / 2 - 16) * 8 # ????? X ?? * 8
CENTER_Y = (416 / 2 - 16) * 8 # ????? Y ?? * 8
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader :vehicle_type # ????????????? (-1:??)
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super
@vehicle_type = -1
@vehicle_getting_on = false # ??????????
@vehicle_getting_off = false # ???????????
@transferring = false # ???????
@new_map_id = 0 # ??? ??? ID
@new_x = 0 # ??? X ??
@new_y = 0 # ??? Y ??
@new_direction = 0 # ??????
@walking_bgm = nil # ???? BGM ???
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def stopping?
return false if @vehicle_getting_on
return false if @vehicle_getting_off
return super
end
#--------------------------------------------------------------------------
# ? ???????
# map_id : ??? ID
# x : X ??
# y : Y ??
# direction : ??????
#--------------------------------------------------------------------------
def reserve_transfer(map_id, x, y, direction)
@transferring = true
@new_map_id = map_id
@new_x = x
@new_y = y
@new_direction = direction
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def transfer?
return @transferring
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def perform_transfer
return unless @transferring
@transferring = false
set_direction(@new_direction)
if $game_map.map_id != @new_map_id
$game_map.setup(@new_map_id) # ???????
end
moveto(@new_x, @new_y)
end
#--------------------------------------------------------------------------
# ? ?????????
# x : X ??
# y : Y ??
#--------------------------------------------------------------------------
def map_passable?(x, y)
case @vehicle_type
when 0 # ???
return $game_map.boat_passable?(x, y)
when 1 # ???
return $game_map.ship_passable?(x, y)
when 2 # ???
return true
else # ??
return $game_map.passable?(x, y)
end
end
#--------------------------------------------------------------------------
# ? ??????
# x : X ??
# y : Y ??
#--------------------------------------------------------------------------
def can_walk?(x, y)
last_vehicle_type = @vehicle_type # ?????????
@vehicle_type = -1 # ?????????
result = passable?(x, y) # ??????
@vehicle_type = last_vehicle_type # ?????????
return result
end
#--------------------------------------------------------------------------
# ? ??????????
# x : X ??
# y : Y ??
#--------------------------------------------------------------------------
def airship_land_ok?(x, y)
unless $game_map.airship_land_ok?(x, y)
return false # ?????????????
end
unless $game_map.events_xy(x, y).empty?
return false # ????????????????????
end
return true # ???
end
#--------------------------------------------------------------------------
# ? ?????????????????
#--------------------------------------------------------------------------
def in_vehicle?
return @vehicle_type >= 0
end
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
def in_airship?
return @vehicle_type == 2
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def dash?
return false if @move_route_forcing
return false if $game_map.disable_dash?
return false if in_vehicle?
return Input.press?(Input::A)
end
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
def debug_through?
return false unless $TEST
return Input.press?(Input::CTRL)
end
#--------------------------------------------------------------------------
# ? ?????????????????????
# x : X ??
# y : Y ??
#--------------------------------------------------------------------------
def center(x, y)
display_x = x * 256 - CENTER_X # ?????
unless $game_map.loop_horizontal? # ?????????
max_x = ($game_map.width - 17) * 256 # ??????
display_x = [0, [display_x, max_x].min].max # ?????
end
display_y = y * 256 - CENTER_Y # ?????
unless $game_map.loop_vertical? # ?????????
max_y = ($game_map.height - 13) * 256 # ??????
display_y = [0, [display_y, max_y].min].max # ?????
end
$game_map.set_display_pos(display_x, display_y) # ??????
end
#--------------------------------------------------------------------------
# ? ???????
# x : X ??
# y : Y ??
#--------------------------------------------------------------------------
def moveto(x, y)
super
center(x, y) # ??????
make_encounter_count # ?????????
if in_vehicle? # ?????????
vehicle = $game_map.vehicles[@vehicle_type] # ??????
vehicle.refresh # ??????
end
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def increase_steps
super
return if @move_route_forcing
return if in_vehicle?
$game_party.increase_steps
$game_party.on_player_walk
end
#--------------------------------------------------------------------------
# ? ?????? ??????
#--------------------------------------------------------------------------
def encounter_count
return @encounter_count
end
#--------------------------------------------------------------------------
# ? ?????? ??????
#--------------------------------------------------------------------------
def make_encounter_count
if $game_map.map_id != 0
n = $game_map.encounter_step
@encounter_count = rand(n) + rand(n) + 1 # ????? 2 ???????
end
end
#--------------------------------------------------------------------------
# ? ??????
# area : ?????? (RPG::Area)
#--------------------------------------------------------------------------
def in_area?(area)
return false if area == nil
return false if $game_map.map_id != area.map_id
return false if @x < area.rect.x
return false if @y < area.rect.y
return false if @x >= area.rect.x + area.rect.width
return false if @y >= area.rect.y + area.rect.height
return true
end
#--------------------------------------------------------------------------
# ? ?????????????? ID ???
#--------------------------------------------------------------------------
def make_encounter_troop_id
encounter_list = $game_map.encounter_list.clone
for area in $data_areas.values
encounter_list += area.encounter_list if in_area?(area)
end
if encounter_list.empty?
make_encounter_count
return 0
end
return encounter_list[rand(encounter_list.size)]
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
if $game_party.members.size == 0
@character_name = ""
@character_index = 0
else
actor = $game_party.members[0] # ??????????
@character_name = actor.character_name
@character_index = actor.character_index
end
end
#--------------------------------------------------------------------------
# ? ????????????
# triggers : ???????
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
return false if $game_map.interpreter.running?
result = false
for event in $game_map.events_xy(@x, @y)
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
result = true if event.starting
end
end
return result
end
#--------------------------------------------------------------------------
# ? ???????????
# triggers : ???????
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
return false if $game_map.interpreter.running?
result = false
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
for event in $game_map.events_xy(front_x, front_y)
if triggers.include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
if result == false and $game_map.counter?(front_x, front_y)
front_x = $game_map.x_with_direction(front_x, @direction)
front_y = $game_map.y_with_direction(front_y, @direction)
for event in $game_map.events_xy(front_x, front_y)
if triggers.include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# ? ???????????
# x : X ??
# y : Y ??
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
return false if $game_map.interpreter.running?
result = false
for event in $game_map.events_xy(x, y)
if [1,2].include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
return result
end
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
def move_by_input
return unless movable?
return if $game_map.interpreter.running?
case Input.dir8
when 1
move_lower_left
when 2
move_down
when 3
move_lower_right
when 4
move_left
when 6
move_right
when 7
move_upper_left
when 8
move_up
when 9
move_upper_right
end
end #--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def movable?
return false if moving? # ???
return false if @move_route_forcing # ????????
return false if @vehicle_getting_on # ???????
return false if @vehicle_getting_off # ????????
return false if $game_message.visible # ????????
return false if in_airship? and not $game_map.airship.movable?
return true
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
last_real_x = @real_x
last_real_y = @real_y
last_moving = moving?
move_by_input
super
update_scroll(last_real_x, last_real_y)
update_vehicle
update_nonmoving(last_moving)
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def update_scroll(last_real_x, last_real_y)
ax1 = $game_map.adjust_x(last_real_x)
ay1 = $game_map.adjust_y(last_real_y)
ax2 = $game_map.adjust_x(@real_x)
ay2 = $game_map.adjust_y(@real_y)
if ay2 > ay1 and ay2 > CENTER_Y
$game_map.scroll_down(ay2 - ay1)
end
if ax2 < ax1 and ax2 < CENTER_X
$game_map.scroll_left(ax1 - ax2)
end
if ax2 > ax1 and ax2 > CENTER_X
$game_map.scroll_right(ax2 - ax1)
end
if ay2 < ay1 and ay2 < CENTER_Y
$game_map.scroll_up(ay1 - ay2)
end
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update_vehicle
return unless in_vehicle?
vehicle = $game_map.vehicles[@vehicle_type]
if @vehicle_getting_on # ?????
if not moving?
@direction = vehicle.direction # ?????
@move_speed = vehicle.speed # ???????
@vehicle_getting_on = false # ??????
@transparent = true # ???
end
elsif @vehicle_getting_off # ??????
if not moving? and vehicle.altitude == 0
@vehicle_getting_off = false # ???????
@vehicle_type = -1 # ????????
@transparent = false # ?????
end
else # ?????????
vehicle.sync_with_player # ????????????
end
end
#--------------------------------------------------------------------------
# ? ???????????
# last_moving : ??????????
#--------------------------------------------------------------------------
def update_nonmoving(last_moving)
return if $game_map.interpreter.running?
return if moving?
return if check_touch_event if last_moving
if not $game_message.visible and Input.trigger?(Input::C)
return if get_on_off_vehicle
return if check_action_event
end
update_encounter if last_moving
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_encounter
return if $TEST and Input.press?(Input::CTRL) # ????????
return if in_vehicle? # ??????????
if $game_map.bush?(@x, @y) # ????
@encounter_count -= 2 # ????? 2 ???
else # ??????
@encounter_count -= 1 # ????? 1 ???
end
end
#--------------------------------------------------------------------------
# ? ??????????????????
#--------------------------------------------------------------------------
def check_touch_event
return false if in_airship?
return check_event_trigger_here([1,2])
end
#--------------------------------------------------------------------------
# ? ????????????????
#--------------------------------------------------------------------------
def check_action_event
return false if in_airship?
return true if check_event_trigger_here([0])
return check_event_trigger_there([0,1,2])
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def get_on_off_vehicle
return false unless movable?
if in_vehicle?
return get_off_vehicle
else
return get_on_vehicle
end
end
#--------------------------------------------------------------------------
# ? ??????
# ??????????????????
#--------------------------------------------------------------------------
def get_on_vehicle
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
if $game_map.airship.pos?(@x, @y) # ???????????
get_on_airship
return true
elsif $game_map.ship.pos?(front_x, front_y) # ??????????
get_on_ship
return true
elsif $game_map.boat.pos?(front_x, front_y) # ??????????
get_on_boat
return true
end
return false
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def get_on_boat
@vehicle_getting_on = true # ????????
@vehicle_type = 0 # ????????
force_move_forward # ????
@walking_bgm = RPG::BGM::last # ???? BGM ??
$game_map.boat.get_on # ??????
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def get_on_ship
@vehicle_getting_on = true # ??
@vehicle_type = 1 # ????????
force_move_forward # ????
@walking_bgm = RPG::BGM::last # ???? BGM ??
$game_map.ship.get_on # ??????
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def get_on_airship
@vehicle_getting_on = true # ???????
@vehicle_type = 2 # ????????
@through = true # ???? ON
@walking_bgm = RPG::BGM::last # ???? BGM ??
$game_map.airship.get_on # ??????
end
#--------------------------------------------------------------------------
# ? ????????
# ?????????????????
#--------------------------------------------------------------------------
def get_off_vehicle
if in_airship? # ???
return unless airship_land_ok?(@x, @y) # ???????
else # ???????
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
return unless can_walk?(front_x, front_y) # ???????
end
$game_map.vehicles[@vehicle_type].get_off # ?????
if in_airship? # ???
@direction = 2 # ????
else # ???????
force_move_forward # ????
@transparent = false # ?????
end
@vehicle_getting_off = true # ????????
@move_speed = 4 # ???????
@through = false # ???? OFF
@walking_bgm.play # ???? BGM ??
make_encounter_count # ?????????
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def force_move_forward
@through = true # ???? ON
move_forward # ????
@through = false # ???? OFF
end
end
Créditos:
Marcelo Cavaco, Criação Do Script
Greon, Modificou Para Que Fosse Adaptavel Ao VX
john oliv- Membro
- Mensagens : 262
Fama : 32
Re: Andando em 8 Direções
É legal o script, porém, vc podia colocar uma screen ou um download para que as pessoas que não conhecem este script, entendam-no melhor.
Silver- Membro
- Mensagens : 923
Fama : 36
Re: Andando em 8 Direções
Não fica muito aparente na screen, mas vou postar um download.
john oliv- Membro
- Mensagens : 262
Fama : 32
Brasil G4mes :: Scripts :: Scripts RGSS2
Página 1 de 1
Permissões neste sub-fórum
Não podes responder a tópicos