Vieleicht gibt ees das ja schon
Ich suche eine Methode wie ich alle Team Mittglieder in meinem Team als Reihe hinter mir anzeigen kann also das die mir folgen geht sowas?
Die Idee bekamm ich beim spielen von Vampires Dawn 2 da geht das nähmlich!
Für alle die es nicht wissen Vampires Dawn 1+2 sind mit dem RPG Maker 2k und 3k erstellt worden und beinahe überall zu bekommen!
Die Idee bekamm ich beim spielen von Vampires Dawn 2 da geht das nähmlich!
Für alle die es nicht wissen Vampires Dawn 1+2 sind mit dem RPG Maker 2k und 3k erstellt worden und beinahe überall zu bekommen!
Mein derzeitiges Projekt HDF (Herz der Finsternis)
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HDFVoller Name: Herz der Finsternis
Maker: RPG Maker VX
Story: Keine (Noch im Aufbau) -
HDF:
Status
Story: c.a 5%
Maps: c.a 2%
Musik: c.a 20%
Skipte: c.a 10%
Total: c.a 11% (Auf Eis.) -
HDF:
ScreenshotsBald verfügbar
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HDF:
Downloads
Demo:
Nicht verfügbar (Erscheinung: Ende ????/Anfang-Mitte ????)
Vollversion:
Nicht verfügbar (Erscheinung: ????)
zum Lesen den Text mit der Maus markieren
Re:
Du meinst bestimmt sowas wie Train-Actor.
Füge dieses Script im Script-Editor über Main ein.
MFG
Füge dieses Script im Script-Editor über Main ein.
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Quellcode |
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# # Train_Actor # # fukuyama@alles.or.jp # http://www4.big.or.jp/~fukuyama/ # # ???????????? # true ??????????? # TRAIN_ACTOR_TRANSPARENT_SWITCH = false TRAIN_ACTOR_TRANSPARENT_SWITCH = true # ???????????? # ??????????ON??????? TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20 # ?? #Input::DOWN = 2 #Input::LEFT = 4 #Input::RIGHT = 6 #Input::UP = 8 DOWN_LEFT = 1 DOWN_RIGHT = 3 UP_LEFT = 7 UP_RIGHT = 9 JUMP = 5 class Game_Party_Actor < Game_Character def initialize super() @through = true end def setup(actor) # ?????????????????? if actor != nil @character_name = actor.character_name @character_hue = actor.character_hue else @character_name = "" @character_hue = 0 end # ????????????? @opacity = 255 @blend_type = 0 end def screen_z(height = 0) if $game_player.x == @x and $game_player.y == @y return $game_player.screen_z(height) - 1 end super(height) end #-------------------------------------------------------------------------- # ? ???? # turn_enabled : ????????????????? #-------------------------------------------------------------------------- def move_down(turn_enabled = true) # ???? if turn_enabled turn_down end # ??????? if passable?(@x, @y, Input::DOWN) # ???? turn_down # ????? @y += 1 end end #-------------------------------------------------------------------------- # ? ???? # turn_enabled : ????????????????? #-------------------------------------------------------------------------- def move_left(turn_enabled = true) # ???? if turn_enabled turn_left end # ??????? if passable?(@x, @y, Input::LEFT) # ???? turn_left # ????? @x -= 1 end end #-------------------------------------------------------------------------- # ? ???? # turn_enabled : ????????????????? #-------------------------------------------------------------------------- def move_right(turn_enabled = true) # ???? if turn_enabled turn_right end # ??????? if passable?(@x, @y, Input::RIGHT) # ???? turn_right # ????? @x += 1 end end #-------------------------------------------------------------------------- # ? ???? # turn_enabled : ????????????????? #-------------------------------------------------------------------------- def move_up(turn_enabled = true) # ???? if turn_enabled turn_up end # ??????? if passable?(@x, @y, Input::UP) # ???? turn_up # ????? @y -= 1 end end #-------------------------------------------------------------------------- # ? ????? #-------------------------------------------------------------------------- def move_lower_left # ????????? unless @direction_fix # ????????????????????????? @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction) end # ??????? ????????????????? if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN)) # ????? @x -= 1 @y += 1 end end #-------------------------------------------------------------------------- # ? ????? #-------------------------------------------------------------------------- def move_lower_right # ????????? unless @direction_fix # ????????????????????????? @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction) end # ??????? ????????????????? if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN)) # ????? @x += 1 @y += 1 end end #-------------------------------------------------------------------------- # ? ????? #-------------------------------------------------------------------------- def move_upper_left # ????????? unless @direction_fix # ????????????????????????? @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction) end # ??????? ????????????????? if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP)) # ????? @x -= 1 @y -= 1 end end #-------------------------------------------------------------------------- # ? ????? #-------------------------------------------------------------------------- def move_upper_right # ????????? unless @direction_fix # ????????????????????????? @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction) end # ??????? ????????????????? if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP)) # ????? @x += 1 @y -= 1 end end def set_move_speed(move_speed) @move_speed = move_speed end end class Spriteset_Map def setup_actor_character_sprites? return @setup_actor_character_sprites_flag != nil end def setup_actor_character_sprites(characters) if !setup_actor_character_sprites? index_game_player = 0 @character_sprites.each_index do |i| if @character_sprites[i].character.instance_of?(Game_Player) index_game_player = i break end end for character in characters.reverse @character_sprites.unshift( Sprite_Character.new(@viewport1, character) ) end @setup_actor_character_sprites_flag = true end end end class Scene_Map def setup_actor_character_sprites(characters) @spriteset.setup_actor_character_sprites(characters) end end class Game_Party def set_transparent_actors(transparent) @transparent = transparent end def setup_actor_character_sprites if @characters == nil @characters = [] for i in 1 .. 4 @characters.push(Game_Party_Actor.new) end end if @actors_chach == nil @actors_chach = [] end if @actors_chach != @actors @actors_chach = @actors.clone for i in 1 .. 4 @characters[i - 1].setup(actors[i]) end end if $scene.instance_of?(Scene_Map) $scene.setup_actor_character_sprites(@characters) end end def update_party_actors setup_actor_character_sprites transparent = $game_player.transparent if transparent == false if TRAIN_ACTOR_TRANSPARENT_SWITCH transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX] else transparent = $game_player.transparent end end for character in @characters character.transparent = transparent character.set_move_speed($game_player.get_move_speed) character.update end end def moveto_party_actors( x, y ) setup_actor_character_sprites for character in @characters character.moveto( x, y ) end if @move_list == nil @move_list = [] end for i in 0 .. 10 @move_list[i] = nil end end def move_party_actors if @move_list == nil @move_list = [] for i in 0 .. 10 @move_list[i] = nil end end @move_list.each_index do |i| if @characters[i] != nil case @move_list[i].type when Input::DOWN @characters[i].move_down(@move_list[i].args[0]) when Input::LEFT @characters[i].move_left(@move_list[i].args[0]) when Input::RIGHT @characters[i].move_right(@move_list[i].args[0]) when Input::UP @characters[i].move_up(@move_list[i].args[0]) when DOWN_LEFT @characters[i].move_lower_left when DOWN_RIGHT @characters[i].move_lower_right when UP_LEFT @characters[i].move_upper_left when UP_RIGHT @characters[i].move_upper_right when JUMP @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1]) end end end end class Move_List_Element def initialize(type,args) @type = type @args = args end def type() return @type end def args() return @args end end def add_move_list(type,*args) @move_list.unshift(Move_List_Element.new(type,args)).pop end def move_down_party_actors(turn_enabled = true) move_party_actors add_move_list(Input::DOWN,turn_enabled) end def move_left_party_actors(turn_enabled = true) move_party_actors add_move_list(Input::LEFT,turn_enabled) end def move_right_party_actors(turn_enabled = true) move_party_actors add_move_list(Input::RIGHT,turn_enabled) end def move_up_party_actors(turn_enabled = true) move_party_actors add_move_list(Input::UP,turn_enabled) end def move_lower_left_party_actors move_party_actors add_move_list(DOWN_LEFT) end def move_lower_right_party_actors move_party_actors add_move_list(DOWN_RIGHT) end def move_upper_left_party_actors move_party_actors add_move_list(UP_LEFT) end def move_upper_right_party_actors move_party_actors add_move_list(UP_RIGHT) end def jump_party_actors(x_plus, y_plus) move_party_actors add_move_list(JUMP,x_plus, y_plus) end end module Game_Player_Module def update $game_party.update_party_actors super end def moveto( x, y ) super $game_party.moveto_party_actors( x, y ) end def move_down(turn_enabled = true) if passable?(@x, @y, Input::DOWN) $game_party.move_down_party_actors(turn_enabled) end super(turn_enabled) end def move_left(turn_enabled = true) if passable?(@x, @y, Input::LEFT) $game_party.move_left_party_actors(turn_enabled) end super(turn_enabled) end def move_right(turn_enabled = true) if passable?(@x, @y, Input::RIGHT) $game_party.move_right_party_actors(turn_enabled) end super(turn_enabled) end def move_up(turn_enabled = true) if passable?(@x, @y, Input::UP) $game_party.move_up_party_actors(turn_enabled) end super(turn_enabled) end def move_lower_left # ??????? ????????????????? if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN)) $game_party.move_lower_left_party_actors end super end def move_lower_right # ??????? ????????????????? if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN)) $game_party.move_lower_right_party_actors end super end def move_upper_left # ??????? ????????????????? if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP)) $game_party.move_upper_left_party_actors end super end def move_upper_right # ??????? ????????????????? if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP)) $game_party.move_upper_right_party_actors end super end def jump(x_plus, y_plus) # ???????? new_x = @x + x_plus new_y = @y + y_plus # ???? (0,0) ?????????????????? if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0) $game_party.jump_party_actors(x_plus, y_plus) end super(x_plus, y_plus) end # ----------------------------------------------- # move_speed ?????????? # ----------------------------------------------- def get_move_speed return @move_speed end end class Game_Player include Game_Player_Module end |
zum Lesen den Text mit der Maus markieren
MFG
Realität ist auch nur eine Art von Rollenspiel.
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