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Index du forum > Gnralits > H-Mode 7

Aller la page 1 2

Reprise du message prcdent:

MGC - post le 28/03/2012 22:24:08 (16 messages posts)

❤ 0

Ayop > C'est avec la partie "DEMO : TEST MULTI LAYERS".
Tu peux créer des cartes qui dépendent de la carte en HM7 dans l'arborescence, de même dimensions et de même tileset, et dont le nom contient le nom de la carte en HM7 entre crochets, et alors elles seront considérées comme des couches de tiles supplémentaires.
Exemple :
- MAP001[HM7][#60]
- - MAP002[MAP001]
- - MAP003[MAP001]

Zeus > j'essaie de me tenir au courant de ce que font les scripteurs que je considère comme talentueux.


Suite du sujet:

Ayop - post le 28/03/2012 22:39:17 (804 messages posts)

❤ 0

Ah ok !
Je te remercie c'est vraiment super ! :)

Je vais me tenir au courant sur l'évolution de tes scripts.:D

EDIT : Voilà,je fais un petit rapport de bug après quelques tests du script, apparemment il y aurait un conflit pour je ne sais quelle raison qui fait que RGSS Player cesse de fonctionner au bout de cinq à dix secondes, a condition de se déplacer sur la map :

Spoiler (cliquez pour afficher)



Voilà l'éditeur :
image
Il s'agit de la carte pouet2[HM7][#60][X][Y][C3], soit la première en partant du bas (sans compter les deux cartes filles).

Spoiler (cliquez pour afficher)



A savoir que j'utilise un script de déplacement pixel par pixel :

Portion de code : Tout slectionner

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class Game_Player < Game_Character
TOP_SPACE = 16
BOTTOM_SPACE = 15
LEFT_SPACE = RIGHT_SPACE = 16 
attr_accessor :dot_moving
def initialize
super
@dot_moving = 0
end
def moving?(by_update = false)
if !by_update and @dot_moving
return @dot_moving != 0
else
return (!@dot_moving and (@real_x != @x * 128 or @real_y != @y * 128))
end
end
def force_move_route(move_route)
@dot_moving = 0
super(move_route)
end
def update
last_real_x, last_real_y = @real_x, @real_y
last_x, last_y = @x, @y
last_moving = moving?(true)
unless moving?(true) or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
dot_move(Input.dir4)
end
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?(true)
if last_x != @x or last_y != @y or (!@dot_moving and 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
else
@dot_moving = @dot_moving ? 0 : nil
end
end
if Input.trigger?(Input::C)
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
def move_type_custom
if jumping? or moving?
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
@dot_moving = nil
 
case command.code
when 1 # Ɉ"(r)
move_down
when 2 # ?Ɉ"(r)
move_left
when 3 # EɈ"(r)
move_right
when 4 # ?Ɉ"(r)
move_up
when 5 # ?Ɉ"(r)
move_lower_left
when 6 # EɈ"(r)
move_lower_right
when 7 # ??Ɉ"(r)
move_upper_left
when 8 # E?Ɉ"(r)
move_upper_right
when 9 # "_Ɉ"(r)
move_random
when 10 # vC?[ɋ߂Â*
move_toward_player
when 11 # vC?[(c)"(c)
move_away_from_player
when 12 # 'O?i
move_forward
when 13 # '
move_backward
when 14 # W"v
jump(command.parameters[0], command.parameters[1])
end
 
# IvV" ["(r)ł"Ȃ??-]  OFF ?A"(r)"s??
if not @move_route.skippable and not moving? and not jumping?
return
end
@move_route_index += 1
return
end
# EFCg??
if command.code == 15
# EFCgJE"g?'
@wait_count = command.parameters[0] * 2 - 1
@move_route_index += 1
return
end
# "?XñR}"h??
if command.code >= 16 and command.code <= 26
# R}"hR?[hŕ
case command.code
when 16 # *
turn_down
when 17 # ?*
turn_left
when 18 # E*
turn_right
when 19 # ?*
turn_up
when 20 # E 90 "x"]
turn_right_90
when 21 # ? 90 "x"]
turn_left_90
when 22 # 180 "x"]
turn_180
when 23 # E(c)? 90 "x"]
turn_right_or_left_90
when 24 # "_ɕ"]
turn_random
when 25 # vC?[̕*
turn_toward_player
when 26 # vC?[̋t*
turn_away_from_player
end
@move_route_index += 1
return
end
# "'1/4̃R}"h??
if command.code >= 27
# R}"hR?[hŕ
case command.code
when 27 # XCb` ON
$game_switches[command.parameters[0]] = true
$game_map.need_refresh = true
when 28 # XCb` OFF
$game_switches[command.parameters[0]] = false
$game_map.need_refresh = true
when 29 # "(r)'"x̕?X
@move_speed = command.parameters[0]
when 30 # "(r)p"x̕?X
@move_frequency = command.parameters[0]
when 31 # "(r)Aj? ON
@walk_anime = true
when 32 # "(r)Aj? OFF
@walk_anime = false
when 33 # '~Aj? ON
@step_anime = true
when 34 # '~Aj? OFF
@step_anime = false
when 35 # "' ON
@direction_fix = true
when 36 # "' OFF
@direction_fix = false
when 37 # " ON
@through = true
when 38 # " OFF
@through = false
when 39 # ?'O-ʂɕ ON
@always_on_top = true
when 40 # ?'O-ʂɕ OFF
@always_on_top = false
when 41 # OtBbN?X
@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 # s"-3/4"x̕?X
@opacity = command.parameters[0]
when 43 # ??-@̕?X
@blend_type = command.parameters[0]
when 44 # SE ̉'t
$game_system.se_play(command.parameters[0])
when 45 # XNvg
result = eval(command.parameters[0])
end
@move_route_index += 1
end
end
end
#------------------------------------------
# ? t?[?X?V ("(r))
#------------------------------------------
def update_move
# hbg"(r)'-Ȃ_-??W?X?V
unless @dot_moving
# "(r)'"x(c)}bv?Wnł̈"(r)--ɕϊ
distance = 2 ** @move_speed
# _-??W?W艺??
if @y * 128 > @real_y
# Ɉ"(r)
@real_y = [@real_y + distance, @y * 128].min
end
# _-??W?W???
if @x * 128 < @real_x
# ?Ɉ"(r)
@real_x = [@real_x - distance, @x * 128].max
end
# _-??W?WE??
if @x * 128 > @real_x
# EɈ"(r)
@real_x = [@real_x + distance, @x * 128].min
end
# _-??W?W???
if @y * 128 < @real_y
# ?Ɉ"(r)
@real_y = [@real_y - distance, @y * 128].max
end
end
# "(r)Aj? ON ??
if @walk_anime
# Aj?JE"g 1.5 '?₷
@anime_count += 1.5
# "(r)Aj? OFF ?A'~Aj? ON ??
elsif @step_anime
# Aj?JE"g 1 '?₷
@anime_count += 1
end
end
#------------------------------------------
# ? hbg"(r)?i'lj?j
# dir : ?i0,2,4,6,8?j
#------------------------------------------
def dot_move(dir)
@dot_moving = dir
# -~܂Ă(c)hbg"(r)'łȂȂ*(r)Ƀ^?["
if dir == 0 or !dir
return
end
# ?W̕'
last_real_x, last_real_y = @real_x, @real_y
last_x, last_y = @x, @y
# "(r)'"x(c)}bv?Wnł̈"(r)--ɕϊ
distance = 2 ** @move_speed
# ?W?X?V?A?i?s'"?W"3/4
case dir
when 2
turn_down
@real_y += distance
dx, dy = 0, 1
x1, y1 = @real_x + LEFT_SPACE, @real_y + 127 - BOTTOM_SPACE
x2, y2 = @real_x + 127 - RIGHT_SPACE, y1
 
when 4
turn_left
@real_x -= distance
dx, dy = -1, 0
x1, y1 = @real_x + LEFT_SPACE, @real_y + TOP_SPACE
x2, y2 = x1, @real_y + 127 - BOTTOM_SPACE
when 6
turn_right
@real_x += distance
dx, dy = 1, 0
x1, y1 = @real_x + 127 - RIGHT_SPACE, @real_y + TOP_SPACE
x2, y2 = x1, @real_y + 127 - BOTTOM_SPACE
 
when 8
turn_up
@real_y -= distance
dx, dy = 0, -1
x1, y1 = @real_x + LEFT_SPACE, @real_y + TOP_SPACE
x2, y2 = @real_x + 127 - RIGHT_SPACE, y1
 
end
# "LN^̘_-??W(c)͂?oĂ??
if (x1 / 128 != @x or y1 / 128 != @y) and (x2 / 128 != @x or y2 / 128 != @y)
# ?i?s"Ƃ'?s"(c)'ׂ
@x, @y = x1 / 128 - dx, y1 / 128 - dy
pass1 = passable?(@x, @y, dir)
@x, @y = x2 / 128 - dx, y2 / 128 - dy
pass2 = passable?(@x, @y, dir)
# ?W-߂
@x, @y = last_x, last_y
# '?s"??
if pass1 and pass2
# ?V?W̌vZ
@x, @y = (@real_x + 64) / 128, (@real_y + 64) / 128
# ?Wω"1/2Ȃ?"?X?V
if last_x != @x or last_y != @y
increase_steps
end
# '?ss"??
else
# -~܂
@dot_moving = 0
# ?W?
case dir
when 2
@real_y = [(last_real_y + 64) / 128 * 128, last_real_y].max
# E'ɊĂƂ"
if @real_x / 128 < @x
# ẼCx"g??-?
x1, x2 = x2, x1
end
when 4
@real_x = [(last_real_x + 64) / 128 * 128, last_real_x].min
# 'ɊĂƂ"
if @real_y / 128 < @y
# ̃Cx"g??-?
y1, y2 = y2, y1
end
when 6
@real_x = [(last_real_x + 64) / 128 * 128, last_real_x].max
# 'ɊĂƂ"
if @real_y / 128 < @y
# ̃Cx"g??-?
y1, y2 = y2, y1
end
when 8
@real_y = [(last_real_y + 64) / 128 * 128, last_real_y].min
# E'ɊĂƂ"
if @real_x / 128 < @x
# ẼCx"g??-?
x1, x2 = x2, x1
end
end
# ??GCx"g̋N"(r)""'?i‹N"(r)1/2‚-?j
check_event_trigger_touch(x1 / 128, y1 / 128) or
check_event_trigger_touch(x2 / 128, y2 / 128)
end
end
end
end
 
class Scene_Map
def update
# ?[v
loop do
# }bv?AC"^v^?AvC?[??X?V
# (?X?V???ACx"g?s??-1/2ĂƂ"
# vC?[Ɉ?u"(r)@-^ȂȂǂ-?-R?d-v)
$game_map.update
$game_system.map_interpreter.update
$game_player.update
# VXe (^C}?[)?A-ʂ?X?V
$game_system.update
$game_screen.update
# vC?[??"(r)'łȂ΃?[v''f
unless $game_temp.player_transferring
break
end
# ??"(r)?s
transfer_player
# g"WV"?-?'???A?[v''f
if $game_temp.transition_processing
break
end
end
# XvCgZbg?X?V
@spriteset.update
# ?bZ?[WEB"hE?X?V
@message_window.update
# Q?[I?[o?[??
if $game_temp.gameover
# Q?[I?[o?[-ʂ?؂'ւ
$scene = Scene_Gameover.new
return
end
# ^Cg-ʂ-߂??
if $game_temp.to_title
# ^Cg-ʂ?؂'ւ
$scene = Scene_Title.new
return
end
# g"WV"?-?'??
if $game_temp.transition_processing
# g"WV"?-?'tONA
$game_temp.transition_processing = false
# g"WV"?s
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# ?bZ?[WEB"hE'??
if $game_temp.message_window_showing
return
end
# G"JE"g JE"g 0 ?AG"JE"gXgł͂Ȃ??
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
# Cx"g?s'(c)G"JE"g֎~'łȂ
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
# g?[v'
n = rand($game_map.encounter_list.size)
troop_id = $game_map.encounter_list[n]
# g?[v-LȂ
if $data_troops[troop_id] != nil
# ogĂ?otOZbg
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end
# B {^"1/2??
if Input.trigger?(Input::B)
# Cx"g?s'(c)?j...?[֎~'łȂ
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
# ?j...?[Ă?otO SE 'ttOZbg
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
# fobO?[h ON (c) F9 L?[Ă??
if $DEBUG and Input.press?(Input::F9)
# fobOĂ?otOZbg
$game_temp.debug_calling = true
end
# hbg"(r)'łȂ*vC?[̈"(r)'ł ???"
unless !$game_player.dot_moving and $game_player.moving?
# e-ʂ̌Ă?o?s
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
end
end
end
end 



Et un script japonais permettant le déplacement en diagonale (qui par ailleurs désactive les quatre poses de trois quart), je peux pas le poster puisque apparemment ça dépasse la limite de caractère.

Aller la page 1 2

Index du forum > Gnralits > H-Mode 7

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Suite de nombreux abus, le post en invits a t dsactiv. Veuillez vous inscrire si vous souhaitez participer la conversation.

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