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1

Samstag, 27. Oktober 2007, 20:45

suche Mausscript

hallo Leute,
ich suche ein Mausscript was ich in mein spiel benützen kann.
aber ich bräuchte dan noch ein code wen ich auf ein bestimmtes event klick
das dan ein befehl kommt.
z.B. auf ein Angriffsymbol klick und dan der angriff kommt
ich bräuchte dan noch ein script zum maus wen ich auf der map drauf klicke das der character dort hinläuft

danke schon mal für die post
mfg Blackduc

2

Samstag, 27. Oktober 2007, 21:02

Probiere mal das hier.
Es gibt da zwar nicht dieses Angriffsdingens aber das müsste eventtechnisch machbar sein
Spoiler

#==================================================================
# GMUS Guedez Mouse Use System
# Version: 1.0
# Released: 26/5/2006 Last Update: 1/6/2006
# Thx to: Cadafalso, Near Fantastica, and some guys from asylum!
#==================================================================
class Mouse_PositionCheck

def initialize
end

def main
get_pos
end

def get_window_index(window)
window.get_rect_positions
return -1 if window.index == -1
return -2 if window.index == -2
for i in 0...window.get_rect.size
if window.get_rect[0] < $bg.x and
window.get_rect[i][1] < $bg.y and
window.get_rect[i][2] > $bg.x and
window.get_rect[i][3] > $bg.y
return i
end
end
return -999999
end

def set_pos(x,y)
$setCursorPos.Call(x,y)
end

#==============================Thx to: Cadafalso===================
def get_pos
lpPoint = " " * 8 # store two LONGs
$getCursorPos.Call(lpPoint)
$bg.x, $bg.y = lpPoint.unpack("LL") # get the actual values

end
#==================================================================
end

class Window_Selectable < Window_Base

def get_rect_positions
index = self.index
@rect_position = [] if @rect_position == nil
if @rect_position == []
for i in 0...(self.row_max * @column_max)
self.index = i
update_cursor_rect
p = self.cursor_rect.to_s
p.gsub!("($1,$2,$3,$4):rect","");p.gsub!("(", ""); p.gsub!(")", "")
p = p.split(/,\s*/)
@rect_position[i] = [p[0].to_i + self.x + 16,
p[1].to_i - self.oy + self.y + 16,
p[0].to_i + p[2].to_i + self.x + 16,
p[1].to_i + p[3].to_i - self.oy + self.y + 16]
end
self.index = index
end
end

def refresh_rect_positions
@rect_position = []
get_rect_positions
end

def get_rect
return @rect_position
end

alias guedez_update update

def update
get_rect_positions
if self.active == true
old_index = self.index
new_index = $mouse.get_window_index(self)
$game_system.se_play($data_system.cursor_se) if
old_index != new_index and not new_index == -999999
@index = new_index if old_index != -1
self.cursor_rect.empty if new_index == -999999
self.index = new_index
end
guedez_update
end

end

# Actualy my script only need the mouse stuff, but i dont think
# the rest will bring any trouble :D, so i let the full script

#==============================================================================
# ** Keyboard Input Module
#==============================================================================
# Near Fantastica
# Version 5
# 29.11.05
#==============================================================================
# The Keyboard Input Module is designed to function as the default Input module
# dose. It is better then other methods keyboard input because as a key is
# tested it is not removed form the list. so you can test the same key multiple
# times the same loop.
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
#SDK.log("Keyboard Input", "Near Fantastica", 5, "29.11.05")

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
#if SDK.state("Keyboard Input") == true

module Keyboard
#--------------------------------------------------------------------------
@keys = []
@pressed = []
Mouse_Left = 1
Mouse_Right = 2
Back= 8
Tab = 9
Enter = 13
Shift = 16
Ctrl = 17
Alt = 18
Esc = 27
Space = 32
Numberkeys = {}
Numberkeys[0] = 48
Numberkeys[1] = 49
Numberkeys[2] = 50
Numberkeys[3] = 51
Numberkeys[4] = 52
Numberkeys[5] = 53
Numberkeys[6] = 54
Numberkeys[7] = 55
Numberkeys[8] = 56
Numberkeys[9] = 57
Numberpad = {}
Numberpad[0] = 45
Numberpad[1] = 35
Numberpad[2] = 40
Numberpad[3] = 34
Numberpad[4] = 37
Numberpad[5] = 12
Numberpad[6] = 39
Numberpad[7] = 36
Numberpad[8] = 38
Numberpad[9] = 33
Letters = {}
Letters["A"] = 65
Letters["B"] = 66
Letters["C"] = 67
Letters["D"] = 68
Letters["E"] = 69
Letters["F"] = 70
Letters["G"] = 71
Letters["H"] = 72
Letters["I"] = 73
Letters["J"] = 74
Letters["K"] = 75
Letters["L"] = 76
Letters["M"] = 77
Letters["N"] = 78
Letters["O"] = 79
Letters["P"] = 80
Letters["Q"] = 81
Letters["R"] = 82
Letters["S"] = 83
Letters["T"] = 84
Letters["U"] = 85
Letters["V"] = 86
Letters["W"] = 87
Letters["X"] = 88
Letters["Y"] = 89
Letters["Z"] = 90
Fkeys = {}
Fkeys[1] = 112
Fkeys[2] = 113
Fkeys[3] = 114
Fkeys[4] = 115
Fkeys[5] = 116
Fkeys[6] = 117
Fkeys[7] = 118
Fkeys[8] = 119
Fkeys[9] = 120
Fkeys[10] = 121
Fkeys[11] = 122
Fkeys[12] = 123
Collon = 186
Equal = 187
Comma = 188
Underscore = 189
Dot = 190
Backslash = 191
Lb = 219
Rb = 221
Quote = 222
State = Win32API.new("user32","GetKeyState",['i'],'i')
Key = Win32API.new("user32","GetAsyncKeyState",['i'],'i')
#--------------------------------------------------------------------------
def Keyboard.getstate(key)
return true unless State.call(key).between?(0, 1)
return false
end
#--------------------------------------------------------------------------
def Keyboard.testkey(key)
Key.call(key) & 0x01 == 1
end
#--------------------------------------------------------------------------
def Keyboard.update
@keys = []
@keys.push(Keyboard::Mouse_Left) if Keyboard.testkey(Keyboard::Mouse_Left)
@keys.push(Keyboard::Mouse_Right) if Keyboard.testkey(Keyboard::Mouse_Right)
@keys.push(Keyboard::Back) if Keyboard.testkey(Keyboard::Back)
@keys.push(Keyboard::Tab) if Keyboard.testkey(Keyboard::Tab)
@keys.push(Keyboard::Enter) if Keyboard.testkey(Keyboard::Enter)
@keys.push(Keyboard::Shift) if Keyboard.testkey(Keyboard::Shift)
@keys.push(Keyboard::Ctrl) if Keyboard.testkey(Keyboard::Ctrl)
@keys.push(Keyboard::Alt) if Keyboard.testkey(Keyboard::Alt)
@keys.push(Keyboard::Esc) if Keyboard.testkey(Keyboard::Esc)
@keys.push(Keyboard::Space) if Keyboard.testkey(Keyboard::Space)
for key in Keyboard::Numberkeys.values
@keys.push(key) if Keyboard.testkey(key)
end
for key in Keyboard::Numberpad.values
@keys.push(key) if Keyboard.testkey(key)
end
for key in Keyboard::Letters.values
@keys.push(key) if Keyboard.testkey(key)
end
for key in Keyboard::Fkeys.values
@keys.push(key) if Keyboard.testkey(key)
end
@keys.push(Keyboard::Collon) if Keyboard.testkey(Keyboard::Collon)
@keys.push(Keyboard::Equal) if Keyboard.testkey(Keyboard::Equal)
@keys.push(Keyboard::Comma) if Keyboard.testkey(Keyboard::Comma)
@keys.push(Keyboard::Underscore) if Keyboard.testkey(Keyboard::Underscore)
@keys.push(Keyboard::Dot) if Keyboard.testkey(Keyboard::Dot)
@keys.push(Keyboard::Backslash) if Keyboard.testkey(Keyboard::Backslash)
@keys.push(Keyboard::Lb) if Keyboard.testkey(Keyboard::Lb)
@keys.push(Keyboard::Rb) if Keyboard.testkey(Keyboard::Rb)
@keys.push(Keyboard::Quote) if Keyboard.testkey(Keyboard::Quote)
@pressed = []
@pressed.push(Keyboard::Mouse_Left) if Keyboard.getstate(Keyboard::Mouse_Left)
@pressed.push(Keyboard::Mouse_Right) if Keyboard.getstate(Keyboard::Mouse_Right)
@pressed.push(Keyboard::Back) if Keyboard.getstate(Keyboard::Back)
@pressed.push(Keyboard::Tab) if Keyboard.getstate(Keyboard::Tab)
@pressed.push(Keyboard::Enter) if Keyboard.getstate(Keyboard::Enter)
@pressed.push(Keyboard::Shift) if Keyboard.getstate(Keyboard::Shift)
@pressed.push(Keyboard::Ctrl) if Keyboard.getstate(Keyboard::Ctrl)
@pressed.push(Keyboard::Alt) if Keyboard.getstate(Keyboard::Alt)
@pressed.push(Keyboard::Esc) if Keyboard.getstate(Keyboard::Esc)
@pressed.push(Keyboard::Space) if Keyboard.getstate(Keyboard::Space)
for key in Keyboard::Numberkeys.values
@pressed.push(key) if Keyboard.getstate(key)
end
for key in Keyboard::Numberpad.values
@pressed.push(key) if Keyboard.getstate(key)
end
for key in Keyboard::Letters.values
@pressed.push(key) if Keyboard.getstate(key)
end
for key in Keyboard::Fkeys.values
@pressed.push(key) if Keyboard.getstate(key)
end
@pressed.push(Keyboard::Collon) if Keyboard.getstate(Keyboard::Collon)
@pressed.push(Keyboard::Equal) if Keyboard.getstate(Keyboard::Equal)
@pressed.push(Keyboard::Comma) if Keyboard.getstate(Keyboard::Comma)
@pressed.push(Keyboard::Underscore) if Keyboard.getstate(Keyboard::Underscore)
@pressed.push(Keyboard::Dot) if Keyboard.getstate(Keyboard::Dot)
@pressed.push(Keyboard::Backslash) if Keyboard.getstate(Keyboard::Backslash)
@pressed.push(Keyboard::Lb) if Keyboard.getstate(Keyboard::Lb)
@pressed.push(Keyboard::Rb) if Keyboard.getstate(Keyboard::Rb)
@pressed.push(Keyboard::Quote) if Keyboard.getstate(Keyboard::Quote)
end
#--------------------------------------------------------------------------
def Keyboard.trigger?(key)
return true if @keys.include?(key)
return false
end
#--------------------------------------------------------------------------
def Keyboard.pressed?(key)
return true if @pressed.include?(key)
return false
end
#end

#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end

#=========================Game_Fixes=============================

$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ''
$showm.call(18,0,0,0)
$showm.call(13,0,0,0)
$showm.call(13,0,2,0)
$showm.call(18,0,2,0)
$mouse = Mouse_PositionCheck.new
$getCursorPos = Win32API.new("user32", "GetCursorPos", ['P'], 'V')
$setCursorPos = Win32API.new("user32", "SetCursorPos", ['I','I'], 'V')
$bg = Sprite.new
$bg.bitmap = RPG::Cache.icon('001-Weapon01')
$bg.z = 999999
$bg.y = 0
$bg.x = 0

module Input

if @self_update == nil
@self_update = method('update')
@self_press = method('press?')
@self_rep = method('repeat?')
end

def self.update
@self_update.call
$mouse.main
Keyboard.update
end

def self.trigger?(key_code)
if @self_press.call(key_code)
return true
end
if key_code == C
return Keyboard.trigger?(Keyboard::Mouse_Left)
elsif key_code == B
return Keyboard.trigger?(Keyboard::Mouse_Right)
else
return @self_press.call(key_code)
end
end

def self.repeat?(key_code)
if @self_rep.call(key_code)
return true
end
if key_code == C
return Keyboard.pressed?(Keyboard::Mouse_Left)
elsif key_code == B
return Keyboard.pressed?(Keyboard::Mouse_Right)
else
return @self_rep.call(key_code)
end
end

end

class Arrow_Enemy < Arrow_Base

def update
super
$game_troop.enemies.size.times do
break if self.enemy.exist?
@index += 1
@index %= $game_troop.enemies.size
end
#size = 0
#for i in 0...$game_troop.enemies.size
# size += 1 if $game_troop.enemies[i].hp > 0
#end
size = $game_troop.enemies.size if size == nil
@index = ((size / 640.0) * $bg.x.to_f).to_i
if self.enemy != nil
self.x = self.enemy.screen_x
self.y = self.enemy.screen_y
end
end

end

class Arrow_Actor < Arrow_Base

def update
super
@index = 0 if $bg.x > 0 and $bg.x <= 160 and 0 <= ($game_party.actors.size - 1)
@index = 1 if $bg.x > 160 and $bg.x <= 320 and 1 <= ($game_party.actors.size - 1)
@index = 2 if $bg.x > 320 and $bg.x <= 480 and 2 <= ($game_party.actors.size - 1)
@index = 3 if $bg.x > 480 and $bg.x <= 640 and 3 <= ($game_party.actors.size - 1)
if self.actor != nil
self.x = self.actor.screen_x
self.y = self.actor.screen_y
end
end

end

class Window_Target < Window_Selectable

alias gupdate update

def update
@defaultx = 0 if @defaultx == nil
if @defaultx != self.x
@defaultx = self.x
self.refresh_rect_positions
return
else
gupdate
end
end

def update_cursor_rect
if @index == -1
self.cursor_rect.set(0, 0, self.width - 32, @item_max * 116 - 20)
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end

end

class Scene_Battle

def phase3_setup_command_window
@party_command_window.active = false
@party_command_window.visible = false
@actor_command_window.active = true
@actor_command_window.visible = true
@actor_command_window.x = @actor_index * 160
@actor_command_window.refresh_rect_positions
@actor_command_window.index = 0
end

end

class Scene_Equip

def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
@actor = $game_party.actors[@actor_index]
end

alias gmain main

def main
@dummy = Window_EquipItem.new(@actor, 99)
gmain
@dummy.dispose
end

alias gupdate_right update_right

def update_right
if @right_window.index == -999999
if Input.trigger?(Input::C)
$game_system.se_play($data_system.buzzer_se)
end
else
gupdate_right
end
end

def refresh
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
@dummy.visible = (@right_window.index == -999999)
item1 = @right_window.item
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
when -999999
return
end
if @right_window.active
@left_window.set_new_parameters(nil, nil, nil)
end
if @item_window.active
item2 = @item_window.item
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
end
end

end

class Scene_Skill

def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
unless @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
if @target_window.index == -2
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
if @target_window.index <= -3
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
if used
$game_system.se_play(@skill.menu_se)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end

end

class Scene_File

def update
@help_window.update
for i in @savefile_windows
i.update
end
if Input.trigger?(Input::C)
if @file_index == -1
$game_system.se_play($data_system.buzzer_se)
else
on_decision(make_filename(@file_index))
$game_temp.last_file_index = @file_index
return
end
end
if Input.trigger?(Input::B)
on_cancel
return
end
if $bg.y > 64 and $bg.y < 168
if @savefile_windows[0].selected == false
$game_system.se_play($data_system.cursor_se)
end
@savefile_windows[0].selected = true
@savefile_windows[1].selected = false
@savefile_windows[2].selected = false
@savefile_windows[3].selected = false
@file_index = 0
elsif $bg.y > 168 and $bg.y < 272
if @savefile_windows[1].selected == false
$game_system.se_play($data_system.cursor_se)
end
@savefile_windows[0].selected = false
@savefile_windows[1].selected = true
@savefile_windows[2].selected = false
@savefile_windows[3].selected = false
@file_index = 1
elsif $bg.y > 272 and $bg.y < 376
if @savefile_windows[2].selected == false
$game_system.se_play($data_system.cursor_se)
end
@savefile_windows[0].selected = false
@savefile_windows[1].selected = false
@savefile_windows[2].selected = true
@savefile_windows[3].selected = false
@file_index = 2
elsif $bg.y > 376 and $bg.y < 480
if @savefile_windows[3].selected == false
$game_system.se_play($data_system.cursor_se)
end
@savefile_windows[0].selected = false
@savefile_windows[1].selected = false
@savefile_windows[2].selected = false
@savefile_windows[3].selected = true
@file_index = 3
else
@file_index = -1
@savefile_windows[0].selected = false
@savefile_windows[1].selected = false
@savefile_windows[2].selected = false
@savefile_windows[3].selected = false
end
end


end
class Scene_Menu

def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
unless @status_window.index < 0
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end

end

class Game_Player

def update
last_moving = moving?
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing or
@cant_move
case Input.dir4
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
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_curor_field
if (@field_x == self.x + 1 and @field_y == self.y and
self.direction == 6) or (@field_x == self.x - 1 and
@field_y == self.y and self.direction == 4) or
(@field_x == self.x and @field_y == self.y + 1 and
self.direction == 2) or (@field_x == self.x and
@field_y == self.y - 1 and self.direction == 8)
check_event_trigger_there([0,1,2])
end
end
if Input.repeat?(Input::C)
check_curor_field
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing or
@cant_move and not (@field_x == self.x and @field_y == self.y)
move_by_mouse
end
check_event_trigger_here([0])
end
end
end

def check_curor_field
dummyx = $game_map.display_x > 0 ? $bg.x + 16 : $bg.x
@field_x = dummyx / 32 + $game_map.display_x / 128
@field_y = $bg.y / 32 + $game_map.display_y / 128
end

def move_by_mouse
dy = @field_x - self.x
dx = self.y - @field_y
if dx > 0 and dy > 0 #quarter 1
if dx > dy
if passable?(self.x, self.y, 8)
move_up
else
move_right
end
return
elsif dx < dy
if passable?(self.x, self.y, 6)
move_right
else
move_up
end
return
elsif dx == dy
if passable?(self.x, self.y, 8)
move_up
else
move_right
end
return
end
elsif dx > 0 and dy < 0 #quarter 2
if dx > -dy
if passable?(self.x, self.y, 8)
move_up
else
move_left
end
return
elsif dx < -dy
if passable?(self.x, self.y, 4)
move_left
else
move_up
end
return
elsif dx == -dy
if passable?(self.x, self.y, 8)
move_up
else
move_left
end
return
end
elsif dx < 0 and dy < 0 #quarter 2
if -dx > -dy
if passable?(self.x, self.y, 2)
move_down
else
move_left
end
return
elsif -dx < -dy
if passable?(self.x, self.y, 4)
move_left
else
move_down
end
return
elsif -dx == -dy
if passable?(self.x, self.y, 2)
move_down
else
move_left
end
return
end
elsif dx < 0 and dy > 0 #quarter 4
if -dx > dy
if passable?(self.x, self.y, 2)
move_down
else
move_right
end
return
elsif -dx < dy
if passable?(self.x, self.y, 6)
move_right
else
move_down
end
return
elsif -dx == dy
if passable?(self.x, self.y, 2)
move_down
else
move_right
end
return
end
elsif dx == 0 and dy < 0
move_left
elsif dx == 0 and dy > 0
move_right
elsif dx < 0 and dy == 0
move_down
elsif dx > 0 and dy == 0
move_up
end
end
end
zum Lesen den Text mit der Maus markieren
:jagen:

3

Samstag, 27. Oktober 2007, 21:04

danke, aber das angriffevent will ich ja nicht, ich will das wen ich auf diesen event draufklick das dan was passiert oder so.
wen ich den script einfüge dan kommt so eine fehler meldung das es bei der zeile 21 was nicht in ordnung ist, am besten
ist es wen du mir ein download zu verfügen stellst ^^

lol, ich basstel grad auch ein ninja spiel :D

4

Samstag, 27. Oktober 2007, 21:13

Es gibt auf Creationasylum, www.creationasylum.net einige Scripts, die ein Baldurs Gate Gameplay
ermöglichen sollen(Ich glaub es war Baldurs Gate, habs nie gespielt). Naja jedenfalls kannst du da mit der Maus
immer deine Leute wie bei nem Strategiespiel auswählen und dann rumscheuchen. Richtig schön mit Kriegsnebel und
sowas. Das Kampfsystem dürfte das sein, was du suchst, denn du kannst kämpfen durchs anklicken der Gegner.

Schau einfach mal nach auf der Seite.

Edit Hier der direkte LInk:
http://www.creationasylum.net/index.php?showtopic=18033

5

Samstag, 27. Oktober 2007, 21:24

Danke, für den Link. Aber ich bräuchte dan eine Deutsche Seite, den dan könnte ich noch fragen Stellen ^^ .
Aufjedenfall brauche ich nur ein Mausscript, und kein Vollbild, etc.
Also ich werde euch nochmal ganz genau sagen was ich bräuchte :D .
Liste:
Wenn ich i-wo hin klicke das der Character auch dorthin läuft
Wenn ich auf ein Event klicke, z.B. so ein Menüsymbol, das dan was passiert was ich befehle
und sollte am besten nur ein Mausscript sein und nix anderes, auser es muss dazu gehören.

Credits Eintrag aufjedenfall!!!!

mfg Blackduc

6

Sonntag, 28. Oktober 2007, 08:00

und das heist wenn du gerade ein Ninja Game machst?
ich mache gerade ja auch ein ninja game.....
und bräcuhte jetzt ein mausscript das ich mein kampfsystem machen kann.
und menü und den rest :D .

mfg Blackduc

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