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Index du forum > Entraide > [RmXP] Chenille derrière héro non traversable


cortez - posté le 18/10/2012 à 11:03:24 (523 messages postés)

❤ 0

Domaine concerné: Script
Logiciel utilisé: RmXP
Le problème est tout bête mais je ne sais pas le résoudre :
Lorsqu'un évenement (mode fantome on) essaye de
traverser les personnages dans la chenille qui suis le héro,
il restent bloqués.
Or je voudrais qu'elle soit totalement traversable.

Element joints :
Le script

Portion de code : Tout sélectionner

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#==============================================================================
# ■ Train_Actor::Config
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
 
module Train_Actor
 
# ●Switch setup for transparent status
# When true, switch control is used
TRANSPARENT_SWITCH = true
#TRANSPARENT_SWITCH = false
 
# ●Switch number for transparent status
# When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
TRANSPARENT_SWITCHES_INDEX = 21
 
# ●Maximum number of actors
# There will be support for a large number of people in a party in the future...
TRAIN_ACTOR_SIZE_MAX = 4
 
# Constants
DOWN_LEFT  = 1
DOWN_RIGHT = 3
UP_LEFT    = 7
UP_RIGHT   = 9
JUMP       = 5
 
end
 
# rgss
 
# Spriteset_Map_Module.rb
#==============================================================================
# ■ Spriteset_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
 
module Train_Actor
 
module Spriteset_Map_Module
 def setup_actor_character_sprites?
   return @setup_actor_character_sprites_flag != nil
 end
 def setup_actor_character_sprites(characters)
   if !setup_actor_character_sprites?
     for character in characters.reverse
       @character_sprites.unshift(
         Sprite_Character.new(@viewport1, character)
       )
     end
     @setup_actor_character_sprites_flag = true
   end
 end
end
 
end
 
class Spriteset_Map
 include Train_Actor::Spriteset_Map_Module
end
 
# Scene_Map_Module.rb
#==============================================================================
# ■ Scene_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
 
module Train_Actor
 
module Scene_Map_Module
 def setup_actor_character_sprites(characters)
   @spriteset.setup_actor_character_sprites(characters)
 end
end
 
end
 
class Scene_Map
 include Train_Actor::Scene_Map_Module
end
 
# Game_Party_Module.rb
#==============================================================================
# ■ Game_Party_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
 
module Train_Actor
 
module Game_Party_Module
 attr_reader :characters
 def actors_dead?
   for actor in actors
     if actor.dead?
       return true
     end
   end
   return false
 end
 def update_party_order
   if not actors_dead?
     return actors
   end
   alive_actors = []
   dead_actors = []
   for actor in actors
     if actor.dead?
       dead_actors.push actor
     else
       alive_actors.push actor
     end
   end
   return alive_actors + dead_actors
 end
 def setup_actor_character_sprites
   if @characters.nil?
     @characters = []
     for i in 1 ... TRAIN_ACTOR_SIZE_MAX
       @characters.push(Game_Party_Actor.new)
     end
   end
   setup_actors = update_party_order
   for i in 1 ... TRAIN_ACTOR_SIZE_MAX
     @characters[i - 1].setup(setup_actors[i])
   end
   if $scene.class.method_defined?('setup_actor_character_sprites')
     $scene.setup_actor_character_sprites(@characters)
   end
 end
 def update_party_actors
   update_party_order
   setup_actor_character_sprites
   transparent = $game_player.transparent
   if transparent == false
     if TRANSPARENT_SWITCH
       transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
     end
   end
   for character in @characters
     character.transparent = transparent
     character.move_speed = $game_player.move_speed
     character.step_anime = $game_player.step_anime
     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
   move_list_setup
 end
 def move_party_actors
   if @move_list == nil
     @move_list = []
     move_list_setup
   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 move_list_setup
   for i in 0 .. TRAIN_ACTOR_SIZE_MAX
     @move_list[i] = nil
   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
 
end
 
class Game_Party
 include Train_Actor::Game_Party_Module
end
 
# Game_Player_Module.rb
#==============================================================================
# ■ Game_Player_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
 
module Train_Actor
 
module Game_Player_Module
 attr_reader :move_speed
 attr_reader :step_anime
 
 def update_party_actors
   $game_party.update_party_actors
   $game_party.actors.each do |actor|
     if actor.dead?
       next
     end
     @character_name = actor.character_name
     @character_hue = actor.character_hue
     break
   end
 end
 def update
   update_party_actors
   super
 end
 def moveto( x, y )
   $game_party.moveto_party_actors( x, y )
   super( 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
   # When possible to move from down→left or from left→down
   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
   # When possible to move from down→right or from right→down
   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
   # When possible to move from up→left or from left→up
   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
   # When possible to move from up→right or from right→up
   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 coordinates are calculated
   new_x = @x + x_plus
   new_y = @y + y_plus
   # When addition values are (0,0), it is possible to jump to the destination
   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
end
 
end
 
class Game_Player
 include Train_Actor::Game_Player_Module
end
 
# Game_Event_Module.rb
#==============================================================================
# ■ Game_Event_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
 
module Train_Actor
 
module Game_Event_Module
 #--------------------------------------------------------------------------
 # ● Judgement determined
 #     x  : X coordinates
 #     y  : Y coordinates
 #     d  : Direction (0,2,4,6,8)  ※ 0 = Checks if all directions are not able to be passed (for a jump)
 # return : Passing is impossible (false), possible (true)
 #--------------------------------------------------------------------------
 def passable?(x, y, d)
   result = super(x, y, d)
   if result
     # New coordinates are searched for
     new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
     new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
     # Loops for actor in train
     for actor in $game_party.characters
       # When displayed
       if not actor.character_name.empty?
         # When actor's coordinates correspond to the destination
         if actor.x == new_x and actor.y == new_y
           # When event
           if self != $game_player
             # Passing is impossible
             return false
           end
         end
       end
     end
   end
   return result
 end
end
 
end
 
class Game_Event
 include Train_Actor::Game_Event_Module
end
 
# Game_Party_Actor.rb
#==============================================================================
# ■ Game_Party_Actor
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
 
module Train_Actor
 
class Game_Party_Actor < Game_Character
 attr_writer :move_speed
 attr_writer :step_anime
 
 def initialize
   super()
   @through = true
 end
 def setup(actor)
   # The file name and hue of the character are set
   if actor != nil and (not actor.dead?) # When dead, it is erased for the time being...
     @character_name = actor.character_name
     @character_hue = actor.character_hue
   else
     @character_name = ""
     @character_hue = 0
   end
   # Opacity and blending method are initialized
   @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
 #--------------------------------------------------------------------------
 # ● Move down
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_down(turn_enabled = true)
   # Face down
   if turn_enabled
     turn_down
   end
   # When possible to pass
   if passable?(@x, @y, Input::DOWN)
     # Face down
     turn_down
     # Update coordinates
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move left
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_left(turn_enabled = true)
   # Face left
   if turn_enabled
     turn_left
   end
   # When possible to pass
   if passable?(@x, @y, Input::LEFT)
     # Face left
     turn_left
     # Update coordinates
     @x -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move right
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_right(turn_enabled = true)
   # Face right
   if turn_enabled
     turn_right
   end
   # When possible to pass
   if passable?(@x, @y, Input::RIGHT)
     # Face right
     turn_right
     # Update coordinates
     @x += 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move up
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_up(turn_enabled = true)
   # Face up
   if turn_enabled
     turn_up
   end
   # When possible to pass
   if passable?(@x, @y, Input::UP)
     # Face up
     turn_up
     # Update coordinates
     @y -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move lower left
 #--------------------------------------------------------------------------
 def move_lower_left
   # When no direction fixation
   unless @direction_fix
     # Turn left when facing right, turn down when facing up
     @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
   end
   # When possible to move from down→left or from left→down
   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))
     # Update coordinates
     @x -= 1
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move lower right
 #--------------------------------------------------------------------------
 def move_lower_right
   # When no direction fixation
   unless @direction_fix
     # Turn right when facing left, turn down when facing up
     @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
   end
   # When possible to move from down→right or from right→down
   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))
     # Update coordinates
     @x += 1
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ● move upper left
 #--------------------------------------------------------------------------
 def move_upper_left
   # When no direction fixation
   unless @direction_fix
     # Turn left when facing right, turn up when facing down
     @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
   end
   # When possible to move from up→left or from left→up
   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))
     # Update coordinates
     @x -= 1
     @y -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ● move upper right
 #--------------------------------------------------------------------------
 def move_upper_right
   # When no direction fixation
   unless @direction_fix
     # Turn right when facing left, turn up when facing down
     @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
   end
   # When possible to move from up→right or from right→up
   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))
     # Update coordinates
     @x += 1
     @y -= 1
   end
 end
end
 
end



Un extrait du game event (la passabilité est gérée avec @through = true)

Portion de code : Tout sélectionner

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#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  This class deals with events. It handles functions including event page 
#  switching via condition determinants, and running parallel process events.
#  It's used within the Game_Map class.
#==============================================================================
 
class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :trigger                  # trigger
  attr_reader   :list                     # list of event commands
  attr_reader   :starting                 # starting flag
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     map_id : map ID
  #     event  : event (RPG::Event)
  #--------------------------------------------------------------------------
  def initialize(map_id, event)
    super()
    @map_id = map_id
    @event = event
    @id = @event.id
    @erased = false
    @starting = false
    @through = true
    # Move to starting position
    moveto(@event.x, @event.y)
    refresh
  end



Il y a aussi un @through = true dans le script (ligne 419) de chenille mais il ne change rien.

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