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Marik

Ankömmling

  • »Marik« ist der Autor dieses Themas

Motto: Was du heute kannst besorgen, das verschiebe stets auf morgen.

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1

Samstag, 2. April 2011, 11:52

Schräg-Lauf-Skript?

Titel: Ein Skript womit ich nicht nur die üblichen 4 Richtungen laufen kann, sondern auch in die 4 Schrägen.

Makerart(2k, XP, VX): XP


Beschreibung: Sollte kompatibel mit dem Schattenskript sein, sofern dies vorhanden ist.


_____
Marik <3

-----------------------------------------------------------------------------------------------------------
Ich habe die Forensuche benutzt? Ja/Nein []
Ich habe die Ressourcendatenbank durchsucht? Ja/Nein [ ]

2

Samstag, 2. April 2011, 17:10

Falls du kein Script dazu finden solltest, kannst du dies auch mit einem Common Event lösen:

Spoiler
Bild
zum Lesen den Text mit der Maus markieren


Edit: Wenn dazu die passenden Carasets hast um diagonal zu gehen kannst diese natürlich auch verwenden. Dazu änderst du einfach die Grafik des Charakters in dem Branch. Aber ich denke du kommst schon klar, wenn nicht, dann frag halt. ;)

agenty

Knappe

Motto: wenn du fragen hast dann frag, versuche aber so zu fragen, dass man dich versteht.

  • Nachricht senden

3

Samstag, 2. April 2011, 18:32

evtl hilft dir das weiter:
Pixelmovement Script | RPG Studio

gruß agy
Bild

Spoiler: Evreys epic shoutbox fail XD (30.11.09)
(21:40:17) Evrey: 7kick agenty 65536 òÓ ketzer!!!
zum Lesen den Text mit der Maus markieren

Spoiler: epic win ^-^
(20:35:45) JustSid schenkt agenty ein lila Nilpferd
zum Lesen den Text mit der Maus markieren

4

Samstag, 2. April 2011, 23:21

Ich hätte noch dieses Pixelmovement Script von Cogwheel anzubieten.
Spoiler

Ruby Quellcode

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# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# Game_Player
#==============================================================================
class Game_Player < Game_Character
UP	= 0
DOWN  = 0
SIDE  = 0
SLANT = false
#--------------------------------------------------------------------------
attr_reader   :event
attr_accessor :move_speed
#--------------------------------------------------------------------------
alias :update_original :update
def update
  @walk  = 4
  @dash  = 5
  @event = 4
  @dot_m = true
  unless moving? or $game_system.map_interpreter.running? or
      	@move_route_forcing or $game_temp.message_window_showing
	if @walk != @dash
  	if Input.press?(Input::C)
    	if @move_speed != @dash
      	@move_speed = @dash
    	end
  	else
    	if @move_speed != @walk
      	@move_speed = @walk
    	end
  	end
	end
  end
  if @revise_x == nil and @revise_y == nil
	@revise_x = 0
	@revise_y = 0
  end
  unless @dot_m
	update_original
	return
  end
  if @move_route_forcing
	last_moving = moving?
	last_real_x = @real_x
	last_real_y = @real_y
	if (@revise_x != 0 or @revise_y != 0) and not jumping? and @move == true
  	if @revise_x != @real_x - @x * 128 or @revise_y != @real_y - @y * 128
    	@revise_x = @real_x - @x * 128
    	@revise_y = @real_y - @y * 128
  	end
  	distance1 = 2 ** @move_speed
  	distance2 = Math.sqrt(@revise_x ** 2 + @revise_y ** 2)
  	if distance1 > distance2
    	@real_x = @real_x - @revise_x
    	@real_y = @real_y - @revise_y
    	@revise_x = 0
    	@revise_y = 0
    	anime_update
  	else
    	@real_x -= (distance1 * @revise_x / distance2).round
    	@real_y -= (distance1 * @revise_y / distance2).round
    	@revise_x = @real_x - @x * 128
    	@revise_y = @real_y - @y * 128
    	anime_update
  	end
	else
  	super
	end
  else
	@move = false
	unless moving? or $game_system.map_interpreter.running? or
       	@move_route_forcing or $game_temp.message_window_showing
  	@event_run = false
  	case Input.dir8
  	when 1
    	move_lower_left_p
  	when 2
    	move_down_p
  	when 3
    	move_lower_right_p
  	when 4
    	move_left_p
  	when 6
    	move_right_p
  	when 7
    	move_upper_left_p
  	when 8
    	move_up_p
  	when 9
    	move_upper_right_p
  	end
	end
	last_real_x = @real_x
	last_real_y = @real_y
	@real_x = @x * 128 + @revise_x
	@real_y = @y * 128 + @revise_y
	last_moving = moving?
	move_on
	if (last_real_x != @real_x or last_real_y != @real_y)
  	@move_distance = 0 if @move_distance == nil
  	@move_distance += Math.sqrt((last_real_x - @real_x) ** 2 +
                                	(last_real_y - @real_y) ** 2)
  	if @move_distance >= 128
    	@move_distance %= 128
    	increase_steps
  	end
  	anime_update
	else
  	@pattern = 0
	end
  end
  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
  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_event_trigger_here([0])
	check_event_trigger_there([0,1,2])
  end
end
#--------------------------------------------------------------------------
def initialize
  @revise_x = 0
  @revise_y = 0
  @move == false
  super
end
#--------------------------------------------------------------------------
def moving?
  unless @dot_m
	result = super
	return result
  end
  if @move_route_forcing
	if @move == false
  	return false
	end
	super
  else
	return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
  end
end
#--------------------------------------------------------------------------
def moving_a?
  if @move == false
	if (@move_route.list[@move_route_index].code <= 14 or
    	@move_route.list[@move_route_index].code == 25)
  	@move = true
	end
	return false
  end
  moving?
end
#--------------------------------------------------------------------------
def update_jump
  @jump_count -= 1
  @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
  @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
  if @jump_count == 0
	@revise_x = 0
	@revise_y = 0
  end
end
#--------------------------------------------------------------------------
def move_type_custom
  unless @dot_m
	super
	return
  end
  if jumping? or moving_a?
	return
  end
  while @move_route_index < @move_route.list.size
	command = @move_route.list[@move_route_index]
	if command.code == 0
  	if @move_route.repeat
    	@move_route_index = 0
  	end
  	unless @move_route.repeat
    	if @move_route_forcing and not @move_route.repeat
      	@move_route_forcing = false
      	@move_route = @original_move_route
      	@move_route_index = @original_move_route_index
      	@original_move_route = nil
    	end
    	@stop_count = 0
  	end
  	return
	end
	if command.code <= 14
  	case command.code
  	when 1
    	move_down
  	when 2
    	move_left
  	when 3
    	move_right
  	when 4
    	move_up
  	when 5
    	move_lower_left
  	when 6
    	move_lower_right
  	when 7
    	move_upper_left
  	when 8
    	move_upper_right
  	when 9
    	move_random
  	when 10
    	move_toward_player
  	when 11
    	move_away_from_player
  	when 12
    	move_forward
  	when 13
    	move_backward
  	when 14
    	jump(command.parameters[0], command.parameters[1])
  	end
  	if not @move_route.skippable and not moving? and not jumping?
    	return
  	end
  	@move_route_index += 1
  	return
	end
	if command.code == 15
  	@wait_count = command.parameters[0] * 2 - 1
  	@move_route_index += 1
  	return
	end
	if command.code >= 16 and command.code <= 26
  	case command.code
  	when 16
    	turn_down
  	when 17
    	turn_left
  	when 18
    	turn_right
  	when 19
    	turn_up
  	when 20
    	turn_right_90
  	when 21
    	turn_left_90
  	when 22
    	turn_180
  	when 23
    	turn_right_or_left_90
  	when 24
    	turn_random
  	when 25
    	turn_toward_player
  	when 26
    	turn_away_from_player
  	end
  	@move_route_index += 1
  	return
	end
	if command.code >= 27
  	case command.code
  	when 27
    	$game_switches[command.parameters[0]] = true
    	$game_map.need_refresh = true
  	when 28
    	$game_switches[command.parameters[0]] = false
    	$game_map.need_refresh = true
  	when 29
    	@move_speed = command.parameters[0]
  	when 30
    	@move_frequency = command.parameters[0]
  	when 31
    	@walk_anime = true
  	when 32
    	@walk_anime = false
  	when 33
    	@step_anime = true
  	when 34
    	@step_anime = false
  	when 35
    	@direction_fix = true
  	when 36
    	@direction_fix = false
  	when 37
    	@through = true
  	when 38
    	@through = false
  	when 39
    	@always_on_top = true
  	when 40
    	@always_on_top = false
  	when 41
    	@tile_id = 0
    	@character_name = command.parameters[0]
    	@character_hue = command.parameters[1]
    	if @original_direction != command.parameters[2]
      	@direction = command.parameters[2]
      	@original_direction = @direction
      	@prelock_direction = 0
    	end
    	if @original_pattern != command.parameters[3]
      	@pattern = command.parameters[3]
      	@original_pattern = @pattern
    	end
  	when 42
    	@opacity = command.parameters[0]
  	when 43
    	@blend_type = command.parameters[0]
  	when 44
    	$game_system.se_play(command.parameters[0])
  	when 45
    	result = eval(command.parameters[0])
  	end
  	@move_route_index += 1
  	return
	end
  end
end
#--------------------------------------------------------------------------
def move_down_p
  turn_down
  distance = 2 ** @move_speed
  down1(((@x * 128 + @revise_x) / 128.0).round,
    	((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
def down1(x, y, distance, down = false)
  result = down2(x, y, distance)
  if result == false
	@event_run = check_event_trigger_touch(x, y+1)
	return result
  end
  if @revise_x < -SIDE
	result = down2(x, y + 1, distance, 4)
	result &= down2(x - 1, y, distance)
	if result == false
  	if down
    	move_lower_right_p
    	if @revise_x > SIDE
      	@revise_x = SIDE
    	end
  	end
  	return result
	end
  elsif @revise_x > SIDE
	result = down2(x, y + 1, distance, 6)
	result &= down2(x + 1, y, distance)
	if result == false
  	if down
    	move_lower_left_p
    	if @revise_x < -SIDE
      	@revise_x = -SIDE
    	end
  	end
  	return result
	end
  end
  @revise_y += distance
  return result
end
#--------------------------------------------------------------------------
def down2(x, y, distance, d = 2)
  if @revise_y + distance > DOWN
	unless passable?(x, y, d)
  	if @revise_y < DOWN
    	@revise_y = DOWN
  	end
  	return false
	end
  end
  return true
end
#--------------------------------------------------------------------------
def move_left_p
  turn_left
  distance = 2 ** @move_speed
  left1(((@x * 128 + @revise_x) / 128.0).round,
    	((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
def left1(x, y, distance, left = false)
  result = left2(x, y, distance)
  if result == false
	@event_run = check_event_trigger_touch(x-1, y)
	return result
  end
  if @revise_y < -UP
	result = left2(x - 1, y, distance, 8)
	result &= left2(x, y - 1, distance)
	if result == false
  	if left
    	move_lower_left_p
    	if @revise_y > DOWN
      	@revise_y = DOWN
    	end
  	end
  	return result
	end
  elsif @revise_y > DOWN
	result = left2(x - 1, y, distance, 2)
	result &= left2(x, y + 1, distance)
	if result == false
  	if left
    	move_upper_left_p
    	if @revise_y < -UP
      	@revise_y = -UP
    	end
  	end
  	return result
	end
  end
  @revise_x -= distance
  return result
end
#--------------------------------------------------------------------------
def left2(x, y, distance, d = 4)
  if @revise_x - distance < -SIDE
	unless passable?(x, y, d)
  	if @revise_x > -SIDE
    	@revise_x = -SIDE
  	end
  	return false
	end
  end
  return true
end
#--------------------------------------------------------------------------
def move_right_p
	turn_right
  distance = 2 ** @move_speed
  right1(((@x * 128 + @revise_x) / 128.0).round,
      	((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
def right1(x, y, distance, right = false)
  result = right2(x, y, distance)
  if result == false
	@event_run = check_event_trigger_touch(x+1, y)
	return result
  end
  if @revise_y < -UP
	result = right2(x + 1, y, distance, 8)
	result &= right2(x, y - 1, distance)
	if result == false
  	if right
    	move_lower_right_p
    	if @revise_y > DOWN
      	@revise_y = DOWN
    	end
  	end
  	return result
	end
  elsif @revise_y > DOWN
	result = right2(x + 1, y, distance, 2)
	result &= right2(x, y + 1, distance)
	if result == false
  	if right
    	move_upper_right_p
    	if @revise_y < -UP
      	@revise_y = -UP
    	end
  	end
  	return result
	end
  end
  @revise_x += distance
  return result
end
#--------------------------------------------------------------------------
def right2(x, y, distance, d = 6)
  if @revise_x + distance > SIDE
	unless passable?(x, y, d)
  	if @revise_x < SIDE
    	@revise_x = SIDE
  	end
  	return false
	end
  end
  return true
end
#--------------------------------------------------------------------------
def move_up_p
  turn_up
  distance = 2 ** @move_speed
  up1(((@x * 128 + @revise_x) / 128.0).round,
  	((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
def up1(x, y, distance, up = false)
  result = up2(x, y, distance)
  if result == false
	@event_run = check_event_trigger_touch(x, y-1)
	return result
  end
  if @revise_x < -SIDE
	result = up2(x, y - 1, distance, 4)
	result &= up2(x - 1, y, distance)
	if result == false
  	if up
    	move_upper_right_p
    	if @revise_x > SIDE
      	@revise_x = SIDE
    	end
  	end
  	return result
	end
  elsif @revise_x > SIDE
	result = up2(x, y - 1, distance, 6)
	result &= up2(x + 1, y, distance)
	if result == false
  	if up
    	move_upper_left_p
    	if @revise_x < -SIDE
      	@revise_x = -SIDE
    	end
  	end
  	return result
	end
  end
  @revise_y -= distance
  return result
end
#--------------------------------------------------------------------------
def up2(x, y, distance, d = 8)
  if @revise_y - distance < -UP
	unless passable?(x, y, d)
  	if @revise_y > -UP
    	@revise_y = -UP
  	end
  	return false
	end
  end
  return true
end
#--------------------------------------------------------------------------
def move_lower_left_p
  unless @direction_fix
	@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
  end
  distance = (2 ** @move_speed) / Math.sqrt(2)
  turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
                      	((@y * 128 + @revise_y) / 128.0).round, distance)
  turn_down if @event_run
  unless @event_run
	if last_move?(@real_x, @real_y, 2, distance)
  	result = check_event_trigger_here([1,2], false)
  	if result == true
    	return
  	end
	end
	move_on
	if @revise_y > DOWN and -UP > @revise_y - distance
  	@revise_y = DOWN
	end
	turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
                      	((@y * 128 + @revise_y) / 128.0).round, distance)
	turn_left if @event_run
  end
end
#--------------------------------------------------------------------------
def move_lower_right_p
  unless @direction_fix
	@direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
  end
  distance = (2 ** @move_speed) / Math.sqrt(2)
  turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
                      	((@y * 128 + @revise_y) / 128.0).round, distance)
  turn_down if @event_run
  unless @event_run
	if last_move?(@real_x, @real_y, 2, distance)
  	result = check_event_trigger_here([1,2], false)
  	if result == true
    	return
  	end
	end
	move_on
	if @revise_y > DOWN and -UP > @revise_y - distance
  	@revise_y = DOWN
	end
	turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
                      	((@y * 128 + @revise_y) / 128.0).round, distance)
	turn_right if @event_run
  end
end
#--------------------------------------------------------------------------
def move_upper_left_p
  unless @direction_fix
	@direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
  end
  distance = (2 ** @move_speed) / Math.sqrt(2)
  turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
                    	((@y * 128 + @revise_y) / 128.0).round, distance)
  turn_up if @event_run
  unless @event_run
	if last_move?(@real_x, @real_y, 8, distance)
  	result = check_event_trigger_here([1,2], false)
  	if result == true
    	return
  	end
	end
	move_on
	if @revise_y + distance > DOWN and -UP > @revise_y
  	@revise_y = -UP
	end
	turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
                      	((@y * 128 + @revise_y) / 128.0).round, distance)
	turn_left if @event_run
  end
end
#--------------------------------------------------------------------------
def move_upper_right_p
  unless @direction_fix
	@direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
  end
  distance = (2 ** @move_speed) / Math.sqrt(2)
  turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
                    	((@y * 128 + @revise_y) / 128.0).round, distance)
  turn_up if @event_run
  unless @event_run
	if last_move?(@real_x, @real_y, 8, distance)
  	result = check_event_trigger_here([1,2], false)
  	if result == true
    	return
  	end
	end
	move_on
	if @revise_y + distance > DOWN and -UP > @revise_y
  	@revise_y = -UP
	end
	turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
                      	((@y * 128 + @revise_y) / 128.0).round, distance)
	turn_right if @event_run
  end
end
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers, run = true)
  result = false
  if $game_system.map_interpreter.running?
	return result
  end
  for event in $game_map.events.values
	if event.x == ((@x * 128 + @revise_x) / 128.0).round and
    	event.y == ((@y * 128 + @revise_y) / 128.0).round and
    	triggers.include?(event.trigger)
  	if not event.jumping? and event.over_trigger?
    	if event.list.size > 1
      	if run == true
        	event.start
      	end
      	result = true
    	end
  	end
	end
  end
  return result
end
#--------------------------------------------------------------------------
def move_on
  if @y < (@y + @revise_y / 128.0).round
	@y += 1
	@revise_y -= 128
  end
  if @x > (@x + @revise_x / 128.0).round
	@x -= 1
	@revise_x += 128
  end
  if @x < (@x + @revise_x / 128.0).round
	@x += 1
	@revise_x -= 128
  end
  if @y > (@y + @revise_y / 128.0).round
	@y -= 1
	@revise_y += 128
  end
end
#--------------------------------------------------------------------------
def anime_update
  if @walk_anime
	@anime_count += 1.5
  elsif @step_anime
	@anime_count += 1
  end
  if @anime_count > 18 - @move_speed * 2
	if not @step_anime and @stop_count > 0
  	@pattern = @original_pattern
	else
  	@pattern = (@pattern + 1) % 4
	end
	@anime_count = 0
  end
end
#--------------------------------------------------------------------------
alias :moveto_original :moveto
def moveto(x, y)
  @revise_x = 0
  @revise_y = 0
  moveto_original(x, y)
end
#--------------------------------------------------------------------------
def last_move?(x, y, direction, distance)
  if direction == 2 or direction == 6
	distance *= -1
  end
  if (direction == 2 or direction == 8) and
  	(y / 128.0).round != ((y - distance) / 128.0).round
	return true
  end
  if (direction == 4 or direction == 6) and
  	(x / 128.0).round != ((x - distance) / 128.0).round
	return true
  end
  return false
end
end
 
#==============================================================================
# Game_Character
#==============================================================================
class Game_Character
def update_move
  distance = 2 ** @move_speed
  if @x * 128 != @real_x and @y * 128 != @real_y and Game_Player::SLANT
	distance /= Math.sqrt(2)
  end
  if @y * 128 > @real_y
	@real_y = [@real_y + distance, @y * 128].min
  end
  if @x * 128 < @real_x
	@real_x = [@real_x - distance, @x * 128].max
  end
  if @x * 128 > @real_x
	@real_x = [@real_x + distance, @x * 128].min
  end
  if @y * 128 < @real_y
	@real_y = [@real_y - distance, @y * 128].max
  end
  if @walk_anime
	@anime_count += 1.5
  elsif @step_anime
	@anime_count += 1
  end
end
end
#==============================================================================
# Game_Event
#==============================================================================
class Game_Event < Game_Character
def start
  if @list.size > 1
	if $game_player.event != 0
  	$game_player.move_speed = $game_player.event
	end
	@starting = true
  end
end
end
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Dieses Script erlaubt dir Pixelgenaues gehen in alle 8 Richtungen.
MFG
Realität ist auch nur eine Art von Rollenspiel.

Neo-Bahamut

Himmelsgleicher

Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.

  • Nachricht senden

5

Samstag, 2. April 2011, 23:25

In diesem älteren Tutorial von mir kannst du dir die Demo runterladen, die ein solches Skript enthält. Ob es mit "dem Schattenskript" kompatibel ist, kann ich nicht sagen, vor allem, weil es mehr als eins gibt ;)
Spoiler: Wurstinator
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Spoiler: Lazer-Wurst
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Spoiler: Hallowurst
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