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Posts posted by Luigi
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Grazie luigi, gran bello script che hai fatto!Posso usarlo nel mio gioco?naturalmente nei crediti ci sara' anche il tuo nome

certo che lo puoi usare, l'idea dello script è tua, ho deciso di provare a farlo dopo aver letto il topic in cui chiedevi uno script del genere.
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sebbene sia fattibilissimo a eventi, vedo finalmente qualcuno che chiama l'oceania OCEANIA e non Australia, odio quelli che confondono le 2 cose ^^;;;
XD vero, ma è il primo script, mi avventuro in luoghi nuovi
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ho messo mediafire
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Teleport in World
Descrizione
Questo script permette di aprire una finestra da cui sarà possibile scegliere un continente e subito ci si sarà teletrasportati. Siate clementi, è il mio primo script!
Autore
Luigi (+ Window_Base by 桜雅 在土 da me modificata)
Allegatihttp://img88.imageshack.us/img88/2066/catturaid6.png
Demo:
http://www.megaupload.com/?d=RF1KRZFBLink Scadutohttp://www.mediafire.com/?9og7cmmvwtdLink ScadutoScript:
Ho modificato il codice, adesso attivando la switch 1 sarà possibile andare in "Europa" altrimenti no (e così via per tutti i continenti)
#============================================================================== # ** Scene_Teleport #------------------------------------------------------------------------------ # by Luigi #============================================================================== class Scene_Teleport #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Impostazioni della grafica della finestra s1 = "Europa" s2 = "America" s3 = "Asia" s4 = "Oceania" s5 = "Antartide" @command_window = Window_Command.new(192, [s1, s2, s3, s4, s5]) @command_window.x = 100 - @command_window.width / 2 @command_window.y = 380 - @command_window.height / 2 if $game_switches[1] == false @command_window.disable_item(0) end if $game_switches[2] == false @command_window.disable_item(1) end if $game_switches[3] == false @command_window.disable_item(2) end if $game_switches[4] == false @command_window.disable_item(3) end if $game_switches[5] == false @command_window.disable_item(4) end Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update @command_window.update # Se è premuto il pulsante B if Input.trigger?(Input::B) # Suona la "cancel SE" $game_system.se_play($data_system.cancel_se) # Torna alla mappa $scene = Scene_Map.new return end # Sei il pulsante C è premuto if Input.trigger?(Input::C) case @command_window.index when 0 command_europa when 1 command_america when 2 command_asia when 3 command_oceania when 4 command_antartide end return end end #-------------------------------------------------------------------------- # Europa #-------------------------------------------------------------------------- def command_europa if $game_switches[1] == true $game_system.se_play($data_system.decision_se) # Teletrasporto in Europa $scene = Scene_Map.new $game_temp.player_transferring = true #Lasciate sempre true $game_temp.player_new_map_id = 002 #è l'id della mappa $game_temp.player_new_x = 14 #è la coordinata x sulla mappa $game_temp.player_new_y = 7 #è la coordinata y sulla mappa $game_temp.player_new_direction = 02 #è la posizione dell'eroe (su/giù/dx/sx) $game_temp.transition_processing = true $game_temp.transition_name = "020-Flat01" end end #-------------------------------------------------------------------------- # America #-------------------------------------------------------------------------- def command_america if $game_switches[2] == true $game_system.se_play($data_system.decision_se) $game_temp.transition_name = "020-Flat01" $scene = Scene_Map.new $game_temp.player_transferring = true $game_temp.player_new_map_id = 003 $game_temp.player_new_x = 5 $game_temp.player_new_y = 6 $game_temp.player_new_direction = 02 $game_temp.transition_processing = true end end #-------------------------------------------------------------------------- # Asia #-------------------------------------------------------------------------- def command_asia if $game_switches[1] == true $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new $game_temp.transition_name = "020-Flat01" $game_temp.player_transferring = true $game_temp.player_new_map_id = 004 $game_temp.player_new_x = 4 $game_temp.player_new_y = 5 $game_temp.player_new_direction = 02 $game_temp.transition_processing = true end end #-------------------------------------------------------------------------- # Oceania #-------------------------------------------------------------------------- def command_oceania if $game_switches[1] == true $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new $game_temp.player_transferring = true $game_temp.player_new_map_id = 005 $game_temp.player_new_x = 10 $game_temp.player_new_y = 6 $game_temp.player_new_direction = 02 $game_temp.transition_processing = true $game_temp.transition_name = "020-Flat01" end end #-------------------------------------------------------------------------- # Antartide #-------------------------------------------------------------------------- def command_antartide if $game_switches[1] == true $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new $game_temp.player_transferring = true $game_temp.player_new_map_id = 006 $game_temp.player_new_x = 9 $game_temp.player_new_y = 5 $game_temp.player_new_direction = 02 $game_temp.transition_processing = true $game_temp.transition_name = "020-Flat01" end end end
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Lo conosco, è molto ben fatto
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Scusa, potresti dirmi, se esiste, il comando in RGSS per teletrasportare il PG in un'altra mappa?
EDIT: no scusa l'ho trovato
Edit2: Ora mi servirebbe un modo per fare una transizione
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+ Baldo
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Guardate questo BS!
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No, non mi da errore, è che il mio battle sistem è una sorta di tempo reale, è quello alla Tales of..
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utile, ma con il mio bs non è compatibile
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Grazie! Schiarendo i capelli dovrebbe diventare ancora più somigliante
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sarà faticosissimo creare tutti quelli sprite, anche se da come hai iniziato sembri bravo.
Io sto riadattando battlers per il BS laterale e usando sprite rippati dal DS, GBA, ecc..
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di nulla, poi se impareri ad usarlo meglio di me ti assillerò di domande XD
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non trovo il link alla pagina web ma posto direttamente la demo
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C'era una versione più nuova in english su un forum inglese, i ce l'ho e la uso per il mio gioco, ma è molto difficile da programmare
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Qualcuno potrebbe farmi i chara di questi due battler in stile RTP?
(anche edit di chara già fatti)
http://img182.imageshack.us/img182/7604/arsheruy7.png http://img136.imageshack.us/img136/7402/kirabx2.png
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Isometric View version 1.0
Descrizione:
Questa demo permette di creare delle mappe con un evolutissimo sistema di visuale isometrica, alternandolo anche a mappe normali, in cui sarà anche possibile creare scalinate che i pg potranno salire e scendere o mappe isometriche su più livelli d'altezza.
Autore:
by MGCaladtogel and Siegfried
Translated (in english) enhancements by GubiD
Screen
http://i218.photobucket.com/albums/cc200/GubiD/Iso3.jpg
http://i218.photobucket.com/albums/cc200/GubiD/Iso2.jpg
http://i218.photobucket.com/albums/cc200/GubiD/Iso1.jpg
Allegati
DemoIstruzioni
Create 2 nuove classi e incollateci questi 2 script. Le istruzioni sono all'interno della demoScript
#------------------------------------------------------------------------------- # ? Script 2D_ISO, created by MGCaladtogel tranlated by GubiD #------------------------------------------------------------------------------- #============================================================================== # New Variables: # $game_map indicates the map of data (where you will place events) # $game_map_iso indicates the map into 2d-isometric view, although containing no events. #============================================================================== #============================================================================== # ¦ Game_Map #============================================================================== class Game_Map #-------------------------------------------------------------------------- # ? The scrolling must be carried out according to dimensions of chart # into isometric #-------------------------------------------------------------------------- def scroll_down(distance) if $game_map.iso? corr = (($game_map.height + $game_map.width)%2 == 0 ? 0 : 4*16) @display_y = [@display_y + distance, 128*$game_map_iso.height - 4*480 - corr].min else @display_y = [@display_y + distance, (self.height - 15) * 128].min end end #-------------------------------------------------------------------------- def scroll_right(distance) if $game_map.iso? @display_x = [@display_x + distance, 128*$game_map_iso.width - 4 * 640].min else @display_x = [@display_x + distance, (self.width - 20) * 128].min end end end #============================================================================== # ¦ Game_Character #============================================================================== class Game_Character #-------------------------------------------------------------------------- # ? Update the position of the characters to the screen according to x,y in isometric #-------------------------------------------------------------------------- def screen_x if $game_map.iso? return (@real_x - @real_y)/4 + 32*$game_map.height - 0 - $game_map.display_x/4 else return (@real_x - $game_map.display_x + 3) / 4 + 16 end end #-------------------------------------------------------------------------- def screen_y if $game_map.iso? y = (@real_y + @real_x) / 8 + 24 - $game_map.display_y/4 if @jump_count >= @jump_peak n = @jump_count - @jump_peak else n = @jump_peak - @jump_count end return y - (@jump_peak * @jump_peak - n * n) / 2 else y = (@real_y - $game_map.display_y + 3) / 4 + 32 # Make y-coordinate smaller via jump count if @jump_count >= @jump_peak n = @jump_count - @jump_peak else n = @jump_peak - @jump_count end return y - (@jump_peak * @jump_peak - n * n) / 2 end end #-------------------------------------------------------------------------- def screen_z(height = 0) if $game_map.iso? if @always_on_top return 999 end z = 9999#screen_y if @tile_id > 0 return z + $game_map_iso.priorities[@tile_id] * (32 + (8*screen_th)) end else # use default method if @always_on_top # 999, unconditional return 999 end # Get screen coordinates from real coordinates and map display position z = (@real_y - $game_map.display_y + 3) / 4 + 32 # If tile if @tile_id > 0 # Add tile priority * 32 return z + $game_map.priorities[@tile_id] * 32 # If character else # If height exceeds 32, then add 31 return z + ((height > 32) ? 31 : 0) end end end end #============================================================================== # ¦ Game_Player #============================================================================== class Game_Player < Game_Character #-------------------------------------------------------------------------- # ? Sets up use for directions using 1,3,7,9 coordinated to up/down/left/right # so that the scrolling occurs cleaner. #-------------------------------------------------------------------------- alias gmpl_iso_update update def update if $game_map.iso? last_moving = moving? unless moving? or $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing case Input.dir8 when 1..2 move_down when 3 move_right when 4 move_left when 7 move_left when 6 move_right when 8..9 move_up end end last_real_x = @real_x last_real_y = @real_y super disp_y = screen_y + $game_map.display_y/4 disp_x = screen_x + $game_map.display_x/4 if CENTER_Y - (4*disp_y - $game_map.display_y) < 0 $game_map.scroll_down(4*disp_y - $game_map.display_y - CENTER_Y) end if CENTER_X - (4*disp_x - $game_map.display_x) > 0 $game_map.scroll_left(CENTER_X - (4*disp_x - $game_map.display_x)) end if CENTER_X - (4*disp_x - $game_map.display_x) < 0 $game_map.scroll_right(4*disp_x - $game_map.display_x - CENTER_X) end if CENTER_Y - (4*disp_y - $game_map.display_y) > 0 $game_map.scroll_up(CENTER_Y - (4*disp_y - $game_map.display_y)) end unless moving? 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 else gmpl_iso_update end end end #============================================================================== # ¦ Scene_Title #============================================================================== class Scene_Title alias main_orig main #-------------------------------------------------------------------------- # ? Loads MapInfos so that Iso map id's can be loaded according to the current map. #-------------------------------------------------------------------------- def main $data_map_infos = load_data("Data/MapInfos.rxdata") main_orig end end #============================================================================== # ¦ Spriteset_Map #============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # ? Generates the map, then lays the iso view map (parent map) over it, but uses # $game_map for data #-------------------------------------------------------------------------- def initialize @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 200 @viewport3.z = 5000 @tilemap = Tilemap.new(@viewport1) #creates standard 2d map if $game_map.iso? map_infos = $data_map_infos[$game_map.map_id] $game_map_iso = Game_Map.new #creates new iso map $game_map_iso.setup(map_infos.parent_id) #draws map @tilemap.tileset = RPG::Cache.tileset($game_map_iso.tileset_name) #sets correct tileset for i in 0..6 #draws autotiles autotile_name = $game_map.autotile_names[i] @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name) end @tilemap.map_data = $game_map_iso.data #reads terrain tags and else @tilemap.priorities = $game_map_iso.priorities #sets iso map priorities else @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name) for i in 0..6 autotile_name = $game_map.autotile_names[i] @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name) end @tilemap.map_data = $game_map.data @tilemap.priorities = $game_map.priorities end @panorama = Plane.new(@viewport1) #create pan plane @panorama.z = -1000 @fog = Plane.new(@viewport1) #creates fog plane @fog.z = 3000 @character_sprites = []#initializes character update thread for i in $game_map.events.keys.sort #add events to map from $game_map, NOT ISO sprite = Sprite_Character.new(@viewport1, $game_map.events[i]) @character_sprites.push(sprite) end @character_sprites.push(Sprite_Character.new(@viewport1, $game_player)) #add player to map @weather = RPG::Weather.new(@viewport1) #draw weather @picture_sprites = [] for i in 1..50 #draw setup pictures @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i])) end @timer_sprite = Sprite_Timer.new #start timer update end #-------------------------------------------------------------------------- # ? Caution: Updated the panorama to draw in the same fashion and update according to # iso view settings # Get the original displacement settings and expand them: # @panorama.ox = $game_map.display_x / 4 # @panorama.oy = $game_map.display_y / 4 # to : # @panorama.ox = $game_map.display_y / 8 # @panorama.oy = $game_map.display_y / 8 #-------------------------------------------------------------------------- alias upd_iso_map update def update(map_id = $game_map.map_id) #if pan settings changed.. update pan info if $game_map.iso? if @panorama_name != $game_map_iso.panorama_name or @panorama_hue != $game_map_iso.panorama_hue @panorama_name = $game_map_iso.panorama_name @panorama_hue = $game_map_iso.panorama_hue if @panorama.bitmap != nil @panorama.bitmap.dispose @panorama.bitmap = nil end if @panorama_name != "" @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue) end Graphics.frame_reset #reset frame count to 0 end #if fog settings changed.. update fog info if @fog_name != $game_map_iso.fog_name or @fog_hue != $game_map_iso.fog_hue @fog_name = $game_map_iso.fog_name @fog_hue = $game_map_iso.fog_hue if @fog.bitmap != nil @fog.bitmap.dispose @fog.bitmap = nil end if @fog_name != "" @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue) end Graphics.frame_reset #reset frame count to 0 end #update tilemap offset @tilemap.ox = $game_map.display_x / 4 @tilemap.oy = $game_map.display_y / 4 #redraw tilemap to current offset @tilemap.update #update pan and fog offsets. @panorama.ox = $game_map.display_x / 4 @panorama.oy = $game_map.display_y / 4 @fog.zoom_x = $game_map_iso.fog_zoom / 100.0 @fog.zoom_y = $game_map_iso.fog_zoom / 100.0 @fog.opacity = $game_map_iso.fog_opacity @fog.blend_type = $game_map_iso.fog_blend_type @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy @fog.tone = $game_map.fog_tone #update event and character sprites for sprite in @character_sprites sprite.update end #update weather @weather.type = $game_screen.weather_type @weather.max = $game_screen.weather_max @weather.ox = $game_map.display_x / 4 @weather.oy = $game_map.display_y / 4 @weather.update #update pictures for sprite in @picture_sprites sprite.update end @timer_sprite.update #update screen tone/shake/flash @viewport1.tone = $game_screen.tone @viewport1.ox = $game_screen.shake @viewport3.color = $game_screen.flash_color @viewport1.update @viewport3.update else #use standard update process tilemap update process upd_iso_map end end end #============================================================================== # ¦ Interpreter #============================================================================== class Interpreter #-------------------------------------------------------------------------- # ? Change Map Settings #-------------------------------------------------------------------------- def command_204 case @parameters[0] when 0 #change panorama if $game_map.iso? $game_map_iso.panorama_name = @parameters[1] $game_map_iso.panorama_hue = @parameters[2] else $game_map.panorama_name = @parameters[1] $game_map.panorama_hue = @parameters[2] end when 1 #change fog settings if $game_map.iso? $game_map_iso.fog_name = @parameters[1] $game_map_iso.fog_hue = @parameters[2] $game_map_iso.fog_opacity = @parameters[3] $game_map_iso.fog_blend_type = @parameters[4] $game_map_iso.fog_zoom = @parameters[5] $game_map_iso.fog_sx = @parameters[6] $game_map_iso.fog_sy = @parameters[7] else $game_map.fog_name = @parameters[1] $game_map.fog_hue = @parameters[2] $game_map.fog_opacity = @parameters[3] $game_map.fog_blend_type = @parameters[4] $game_map.fog_zoom = @parameters[5] $game_map.fog_sx = @parameters[6] $game_map.fog_sy = @parameters[7] end when 2 #change battleback if $game_map.iso? $game_map_iso.battleback_name = @parameters[1] $game_temp_iso.battleback_name = @parameters[1] else $game_map.battleback_name = @parameters[1] $game_temp.battleback_name = @parameters[1] end end return true end #-------------------------------------------------------------------------- # ? Change fog tone #-------------------------------------------------------------------------- def command_205 if $game_map.iso? $game_map_iso.start_fog_tone_change(@parameters[0], @parameters[1] * 2) else $game_map.start_fog_tone_change(@parameters[0], @parameters[1] * 2) end return true end #-------------------------------------------------------------------------- # ? Change fog opacity #-------------------------------------------------------------------------- def command_206 if $game_map.iso? $game_map_iso.start_fog_opacity_change(@parameters[0], @parameters[1] * 2) else $game_map.start_fog_opacity_change(@parameters[0], @parameters[1] * 2) end return true end end#============================================================================== # o Sprite_Character add-on : Fix Pic #------------------------------------------------------------------------------ # Script curtisy of Siegfried which is made to work with MGCaladtogel's iso script #------------------------------------------------------------------------------ # Updates passability to check height changes #------------------------------------------------------------------------------ # Rules for the map passabilities : # -Apply the numbered tileset # -Each number is equivalent to a height (tileset infinite, infinite height) # -For the nonpassable tiles, put an inaccessible height. #============================================================================== # o ISO_LVL2_Config #============================================================================== module ISO_LVL2_Config # Passable height from one tile to another DIFF_N = 2 # Passable height from one tile to another: stairs, height change DIFF_L = 2 # Falling speed FALLING_SPEED = 0.5 end #============================================================================== # o Game_Map #============================================================================== class Game_Map #-------------------------------------------------------------------------- # o Attributes #-------------------------------------------------------------------------- attr_accessor :map #is iso map? def iso? if $data_map_infos[@map_id].name.include?("ISO") return true else return false end end end #============================================================================== # o Game_Character #============================================================================== class Game_Character #-------------------------------------------------------------------------- # o Attributes #-------------------------------------------------------------------------- attr_accessor :x attr_accessor :y attr_accessor :h attr_accessor :th #-------------------------------------------------------------------------- # o Initialize #-------------------------------------------------------------------------- alias sieg_iso_initialize initialize def initialize @h = 0 @th = 0 sieg_iso_initialize end #-------------------------------------------------------------------------- # o Screen_th : height of the ground #-------------------------------------------------------------------------- def screen_th tile_id = $game_map.map.data[self.x,self.y,0] t_x = (tile_id - 384) % 8 t_y = (tile_id - 384) / 8 th = t_x + t_y * 8 return th end #-------------------------------------------------------------------------- # o Screen_h : height of the character #-------------------------------------------------------------------------- def screen_h return @h end #-------------------------------------------------------------------------- # Update character/event rise/fall according to position on map. #-------------------------------------------------------------------------- alias iso_gm_update update def update if $game_map.iso? if screen_h < screen_th @h = screen_th elsif screen_h > screen_th if (screen_h - screen_th) > 1.5 @h -= [iSO_LVL2_Config::FALLING_SPEED * 3, 1].min else @h -= ISO_LVL2_Config::FALLING_SPEED end end end iso_gm_update end #-------------------------------------------------------------------------- # o Screen_x #-------------------------------------------------------------------------- alias iso_screen_x screen_x def screen_x return iso_screen_x if !$game_map.iso? return (@real_x - @real_y)/4 + 32 * $game_map.height - 0 - $game_map.display_x / 4 end #-------------------------------------------------------------------------- # o Screen_y #-------------------------------------------------------------------------- alias iso_screen_y screen_y def screen_y return iso_screen_y if !$game_map.iso? y = (@real_y + @real_x) / 8 + 24 - $game_map.display_y / 4 - (self.screen_h) * 8 if @jump_count >= @jump_peak n = @jump_count - @jump_peak else n = @jump_peak - @jump_count end return y - (@jump_peak * @jump_peak - n * n) / 2 end #-------------------------------------------------------------------------- # o Screen_z #-------------------------------------------------------------------------- alias iso_screen_z screen_z def screen_z(height = 0) return iso_screen_z if !$game_map.iso? if @always_on_top return 999 end z = screen_y if @tile_id > 0 return z + $game_map_iso.priorities[@tile_id] * 32 else return z + ((height > 32) ? 31 : 0) end end end #============================================================================== # o Passabilities and interactions with events #============================================================================== #============================================================================== # o Game_Character #============================================================================== class Game_Character #-------------------------------------------------------------------------- # o Passable? #-------------------------------------------------------------------------- alias sieg_gc_passable? passable? def passable?(x, y, d) if !$game_map.iso? return sieg_gc_passable?(x, y, d) end @diff_n = ISO_LVL2_Config::DIFF_N @diff_l = ISO_LVL2_Config::DIFF_L new_x = x + (d == 6 ? 1 : d == 4 ? -1 : d == 1 ? -1 : d == 3 ? 1 : d == 7 ? -1 : d == 9 ? 1 : 0) new_y = y + (d == 2 ? 1 : d == 8 ? -1 : d == 1 ? 1 : d == 3 ? 1 : d == 7 ? -1 : d == 9 ? -1 : 0) tile_id = $game_map.map.data[x, y, 0] t_x= (tile_id - 384)%8 t_y= (tile_id - 384)/8 h = t_x + t_y * 8 new_tile_id = $game_map.map.data[new_x, new_y,0] new_t_x= (new_tile_id - 384)%8 new_t_y= (new_tile_id - 384)/8 new_h = new_t_x + new_t_y * 8 tile_tag = $game_map.terrain_tag(x, y) tile_tag_new = $game_map.terrain_tag(new_x, new_y) if tile_tag == 1 @diff = @diff_l else @diff = @diff_n end unless $game_map.valid?(new_x, new_y) and (new_h - h) <= @diff and (new_h - h) >= -@diff return false end if @through return true end unless $game_map.passable?(x, y, d, self) and (new_h - h) <= @diff and (new_h - h) >= -@diff return false end unless $game_map.passable?(new_x, new_y, 10 - d) and (new_h - h) <= @diff and (new_h - h) >= -@diff return false end for event in $game_map.events.values if event.x == new_x and event.y == new_y and (new_h - h) <= @diff and (new_h - h) >= -@diff unless event.through and (new_h - h) <= @diff_n if self != $game_player return false end if event.character_name != "" return false end end end end if $game_player.x == new_x and $game_player.y == new_y and (new_h - h) <= @diff and (new_h - h) >= -@diff unless $game_player.through if @character_name != "" return false end end end return true end end #============================================================================== # o Game_Event #============================================================================== class Game_Event < Game_Character #-------------------------------------------------------------------------- # o Start #-------------------------------------------------------------------------- alias iso_evnt_start start def start if !$game_map.iso? iso_evnt_start return end @diff_n = 1 # Dialogue tile_id = $game_map.map.data[$game_player.x,$game_player.y,0] t_x = (tile_id - 384) % 8 t_y = (tile_id - 384) / 8 h = t_x + t_y * 8 ev_tile_id = $game_map.map.data[self.x,self.y,0] ev_t_x = (ev_tile_id - 384) % 8 ev_t_y = (ev_tile_id - 384) / 8 ev_h = ev_t_x + ev_t_y * 8 if @list.size > 1 and (ev_h - h).abs <= @diff_n @starting = true end end end -
Molto carino, si vede che hai letto le lezioni di Mazus :D
è lui che devo ringraziare, c'è poco da scherzare (bella rima, sono un poeta XD)
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http://img210.imageshack.us/img210/1374/catturahx0.png
che ne dite del mio screen (non contate il chara del pg)
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a eventi si può fare, anche col ruby
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a quando la demo? non esce mai dei giochi + interessanti
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Grazie, sono felice che in generale piaccia
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Devo almeno avere i chara dei primi personaggi
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Aggiunto il primo screen! Unica nota: il chara è molto provvisorio.
http://img210.imageshack.us/img210/1374/catturahx0.png

*Teleport in World
in Scripts RGSS (XP)
Posted