Jaooz Iniciante
Número de Mensagens : 1 Aviso : Data de inscrição : 26/04/2012
| Assunto: [SCRIPT] Caterpillar Qui Abr 26, 2012 11:53 pm | |
| Boas Pessoal Estou a mostra-te aqui uma das grandes artes espanholas(ou italianas) o script Caterpillar - Código:
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################################################################################ ################################################################################ ####### 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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