Event Makers
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Event Makers

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 [SCRIPT] Caterpillar

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Jaooz
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Masculino Número de Mensagens : 1
Aviso :
[SCRIPT] Caterpillar Left_bar_bleue0 / 1000 / 100[SCRIPT] Caterpillar Right_bar_bleue

Data de inscrição : 26/04/2012

[SCRIPT] Caterpillar Empty
MensagemAssunto: [SCRIPT] Caterpillar   [SCRIPT] Caterpillar Icon_minitimeQui Abr 26, 2012 11:53 pm

Boas Pessoal

Estou a mostra-te aqui

uma das grandes artes espanholas(ou italianas)
o script Caterpillar

Código:
################################################################################
################################################################################
####### T R A I N A C T O R ##################################################
################################################################################
############################ v 1.0.3 ###########################################
################################################### By: LB #####################
################## ReinoRPG.com ################################################
################################################################################

SWITCH = 1 # ID para desativar e ativar o script

PERSONAGENS = 3 # Não conta com o herói

class Game_Player < Game_Character
attr_accessor :party
alias initialize_edit initialize
def initialize
$game_switches[SWITCH] = true
@moves = []
@party = []
for i in 0...PERSONAGENS
@party[i] = Party.new
@party[i].set(i+1)
end
initialize_edit
end
alias moveto_edit moveto
def moveto(x, y)
moveto_edit(x, y)
for i in 0...PERSONAGENS
@party[i].moveto(x,y) if $scene.is_a?(Scene_Title)
end
@moves = []
end
def move(t)
for i in 0...PERSONAGENS
eval("@party[#{i}].move_#{@moves[i]}") if @moves[i] != nil
end
@moves[PERSONAGENS] = nil
@moves = [t]+@moves
end
def move_down(turn_ok = true)
super(turn_ok)
move("down") if !@move_failed
end
def move_left(turn_ok = true)
super(turn_ok)
move("left") if !@move_failed
end
def move_right(turn_ok = true)
super(turn_ok)
move("right") if !@move_failed
end
def move_up(turn_ok = true)
super(turn_ok)
move("up") if !@move_failed
end
def move_lower_left
super
move("lower_left") if !@move_failed
end
def move_lower_right
super
move("lower_right") if !@move_failed
end
def move_upper_left
super
move("upper_left") if !@move_failed
end
def move_upper_right
super
move("upper_right") if !@move_failed
end
alias update_edit update
def update
update_edit
for i in 0...PERSONAGENS
@party[i].update
end
end
end
class Party < Game_Character
def set(i)
@i = i
end
def update
super
if $game_party.members[@i] == nil or !$game_switches[SWITCH]
set_graphic("",0)
return
end
if $game_party.members[@i].character_name != @character_name or
$game_party.members[@i].character_index != @character_index
set_graphic($game_party.members[@i].character_name,$game_party.members[@i].character_index)
end
end
def dash?
return $game_player.dash?
end
def passable?(x,y)
return true
end
end
class Spriteset_Map
def create_characters
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
for vehicle in $game_map.vehicles
sprite = Sprite_Character.new(@viewport1, vehicle)
@character_sprites.push(sprite)
end
for i in 0...PERSONAGENS
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player.party[i]))
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
end
end

Bom eu desconheço o autor mas creditos a ele/eles

Brevemente postarei-te um tutorial com esse script
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