Italian Daemon Posted January 17, 2013 Share Posted January 17, 2013 Salve a tutti, sono un novellino degli script e sto realizzando un gioco tipo GTA ma non riesco a trovare uno script per veicoli che si adatti all'ABS 2.84.Ho provato l'av_Vehicle 1.2 ma mi da un errore su: alias af_veh_gp_ceth check_event_trigger_heredef check_event_trigger_here (triggers) Ho provato a fare di tutto ma non parte.Per favore, aiutatemi ! Italian Daemon Link to comment Share on other sites More sharing options...
0 Guardian of Irael Posted January 17, 2013 Share Posted January 17, 2013 Potresti linkare lo script che utilizzi? Magari possono darti supporto su quello per correggere l'errore ^ ^Sicuro di aver seguito tutte le istruzioni? ^ ^ (\_/)(^ ^) <----coniglietto rosso, me! (> <) Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^ http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^ http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^ REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.Bozze vesti non definitive qui.Equipaggiamento:Indossa:60$ e 59$ divisi in due tasche interneLevaitanSpada a due mani elsa lungaGuanti del Defender (2PA)Anello del linguaggio animale (diventato del Richiamo)Scrinieri da lanciere (2 PA)Elmo del Leone (5 PA)Corazza del Leone in Ferro Corrazzato (7 PA) ZAINO (20) contenente:Portamonete in pelle di cinghiale contenente: 100$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
0 Italian Daemon Posted January 18, 2013 Author Share Posted January 18, 2013 #==============================================================================# ** Vehicle Script#------------------------------------------------------------------------------# * Created by: albertfish# * Version: 1.2# * Last edited: December 16, 2009#------------------------------------------------------------------------------# Version History:# Version 1.2: December 16, 2009# - Added more configurable variables# Version 1.1: December 16, 2009# - Fixed compatibility issues with XAS# Version 1.0: December 14, 2009# - Initial release#------------------------------------------------------------------------------# Description:# This script adds vehicles into RPG Maker XP.#------------------------------------------------------------------------------# Features:# - Customizable vehicle speeds# - Customizable vehicle graphics# - Easy to setup and use and extremely user friendly# - Plug and play, no need for any lengthy setup or install#------------------------------------------------------------------------------# Usage Instructions:# Create an event on the map where you want the vehicle to be. Set the# event's graphic to the graphic you want the vehicle to be. Name the event# as follows:# v_land = land vehicle, you can travel in the same places as you do# on foot, but at a different speed# v_raft = water vehicle, you can travel in shallow waters# v_ship = water vehicle, you can travel in shallow and deep waters# v_airship = air vehicle, you can travel over anything## You can also set up the terrain tag IDs that the raft and ship can# pass over.#------------------------------------------------------------------------------# Install Instructions:# Place this script above the main script and below the default scripts.#==============================================================================#==============================================================================# ** Vehicle Config#------------------------------------------------------------------------------# This module contains the configuration data for the vehicles.#------------------------------------------------------------------------------# Begin Editable Area.#==============================================================================module Vehicle_Config# This is where you set up the vehicle speeds. The vehicle speed are how much# faster they move then when you are on foot.# This value determines the land vehicle's speed# Default: 1LAND_VEHICLE_SPEED = 1# This value determines the raft vehicle's speed# Default: 0RAFT_SPEED = 0# This value determines the raft vehicle's passible terrain tag ID# Default: 1RAFT_PASSIBLE_TERRAIN_ID = 1# This value determines the ship vehicle's speed# Default: 1SHIP_SPEED = 1# This value determines the ship vehicle's passible terrain tag ID# Default: 2SHIP_PASSIBLE_TERRAIN_ID = 2# This value determines the airship vehicle's speed# Default: 2AIRSHIP_SPEED = 2end#==============================================================================# End Editable Area.#------------------------------------------------------------------------------# Warning! Do not edit beyond this point unless you know what you are doing!#==============================================================================#==============================================================================# ** Vehicle#------------------------------------------------------------------------------# This class performs vehicle processing.#==============================================================================class Vehicle#--------------------------------------------------------------------------# * Include Module#--------------------------------------------------------------------------include Vehicle_Config#--------------------------------------------------------------------------# * Object Initialization#--------------------------------------------------------------------------def initialize(event, type)# Speeds of the different vehicles@speeds = [LAND_VEHICLE_SPEED, RAFT_SPEED, SHIP_SPEED, AIRSHIP_SPEED]@player_speed = $game_player.get_speed# The game event@event = event@type = type@wait = 0@vehicle_entering = true@in_vehicle = false# Store the actors graphic nameactor = $game_actors[1]@character_graphic = @graphic = actor.character_nameend#--------------------------------------------------------------------------# * Change Actor Graphic# graphic_name : graphic file name#--------------------------------------------------------------------------def change_actor_graphic(graphic_name)# Set the players graphic to graphic_nameactor = $game_actors[1]actor.set_graphic(graphic_name, actor.character_hue, actor.battler_name,actor.battler_hue)# Refresh the players graphic$game_player.refreshend#--------------------------------------------------------------------------# * Move#--------------------------------------------------------------------------def move# Make player move through all tiles$game_player.through = true# Move player forward$game_player.move_forward# Don't allow input from player while getting in vehicle$game_system.map_interpreter.switch_vehicle(true)# Make player stop moving through all tiles$game_player.through = false if @type != 3end#--------------------------------------------------------------------------# * Get Vehicle Graphic#--------------------------------------------------------------------------def get_vehicle_graphic# Move the playermove# Set the wait to delay to wait for the actor to move before# changing graphics@wait = 20# Player is now in the vehicle@in_vehicle = true# Return the name of the vehicle's graphicreturn @event.character_nameenddef exit# Change the actor's graphic back to what it waschange_actor_graphic(@character_graphic)# Unanimate the vehicle$game_player.step_anime = false# Move the player away from the vehiclemove# Make player stop moving through all tiles$game_player.through = false# No longer in a vehicle@in_vehicle = false# Redisplay the vehicle event@event.recreate# Adjust move speed$game_player.vehicle_speed(@player_speed)# Allow player to move again$game_system.map_interpreter.switch_vehicle(false)# Don't interact with other events$game_player.in_vehicle = false# Set vehicle type$game_player.vehicle_type = -1end#--------------------------------------------------------------------------# * Exit Airship# x : x-coordinate# y : y-coordinate#--------------------------------------------------------------------------def exit_airship(x, y)$game_player.through = falsefor i in 1..4if $game_player.passable?(x, y, i * 2)case iwhen 1$game_player.turn_downwhen 2$game_player.turn_leftwhen 3$game_player.turn_rightwhen 4$game_player.turn_upendexitreturn trueendend$game_player.through = truereturn falseend#--------------------------------------------------------------------------# * Exit Vehicle# x : x-coordinate# y : y-coordinate# d : direction (0,2,4,6,8)# * 0 = Determines if all directions are impassable (for jumping)#--------------------------------------------------------------------------def exit_vehicle(x, y, d)if @type == 3return exit_airship(x, y)endif $game_player.can_pass?(x, y, d)exitreturn trueendreturn falseend#--------------------------------------------------------------------------# * Update#--------------------------------------------------------------------------def updateif @wait == 0if @vehicle_entering# Get the graphic for the vehicle@graphic = get_vehicle_graphic if !@in_vehicle# If there is a delay, do not continuereturn if @wait != 0# Change the actors graphic to that of the vehiclechange_actor_graphic(@graphic)# Animate the vehicle$game_player.step_anime = true if @type != 0# Erase the vehicle event@event.erase# Adjust move speed$game_player.vehicle_speed(@player_speed + @speeds[@type])# No longer change the vehicle@vehicle_entering = false# Allow player to move again$game_system.map_interpreter.switch_vehicle(false)# Don't interact with other events$game_player.in_vehicle = true# Set vehicle type$game_player.vehicle_type = @typeend# If in a vehicleif @in_vehicle# Move the vehicle event to the players coordinated@event.moveto($game_player.x, $game_player.y)endelse@wait -= 1endend#--------------------------------------------------------------------------# * Inside#--------------------------------------------------------------------------def insidereturn @in_vehicle && @wait == 0endend#==============================================================================# ** Scene_Map#------------------------------------------------------------------------------# This class performs map screen processing.#==============================================================================class Scene_Map#--------------------------------------------------------------------------# * Main Processing#--------------------------------------------------------------------------alias af_veh_sm_main maindef main@vehicle = nilaf_veh_sm_mainend#--------------------------------------------------------------------------# * Update#--------------------------------------------------------------------------alias af_veh_sm_update updatedef update# Update the Vechile object@vehicle.update if @vehicle != nilaf_veh_sm_update# Get new coordinatesd = $game_player.directionnew_x = $game_player.x + (d == 6 ? 1 : d == 4 ? -1 : 0)new_y = $game_player.y + (d == 2 ? 1 : d == 8 ? -1 : 0)# If C button was pressedif Input.trigger?(Input::C)# If inside a vehicleif @vehicle != nil && @vehicle.inside# If exited the vehicleif @vehicle.exit_vehicle($game_player.x, $game_player.y, d)# Remove the vehicle object@vehicle = nilendelsif is_vehicle?(new_x, new_y)# Enter the vehicleenter_vehicle(new_x, new_y)endendend#--------------------------------------------------------------------------# * Get Events# x : event x-coordinate# y : event y-coordinate#--------------------------------------------------------------------------def get_event_keys(x, y)events = []for key in $game_map.events.keys# If there is an event infront of the playerif $game_map.events[key].x == x && $game_map.events[key].y == y# Add that event to events###events.push($game_map.events[key])###events.push(key)endendreturn eventsend#--------------------------------------------------------------------------# * Is Vehicle Name?# name : event name#--------------------------------------------------------------------------def is_vehicle_name?(name)# Vehicle namesnames = ["v_land", "v_raft", "v_ship", "v_airship"]for i in names# If name is equal to a vehicles nameif i == name.downcasereturn trueendendreturn falseend#--------------------------------------------------------------------------# * Is Vehicle?# x : event x-coordinate# y : event y-coordinate#--------------------------------------------------------------------------def is_vehicle?(x, y)for key in get_event_keys(x, y)# If the events name is the name of a vehicleif is_vehicle_name?($game_map.map.events[key].name)return trueendendreturn falseend#--------------------------------------------------------------------------# * Get Vehicle ID# x : event x-coordinate# y : event y-coordinate#--------------------------------------------------------------------------def get_vehicle_id(x, y)for key in get_event_keys(x, y)# If the events name is the name of a vehicleif is_vehicle_name?($game_map.map.events[key].name)return $game_map.events[key].idendendend#--------------------------------------------------------------------------# * Get Vehicle# x : event x-coordinate# y : event y-coordinate#--------------------------------------------------------------------------def get_vehicle(x, y)# Get the id of the vehicle infront of the playervehicle_id = get_vehicle_id(x, y)for key in $game_map.events.keysif $game_map.events[key].id == vehicle_id# Return the event object with the matching event idreturn $game_map.events[key]endendend#--------------------------------------------------------------------------# * Get Vehicle Name# x : event x-coordinate# y : event y-coordinate#--------------------------------------------------------------------------def get_vehicle_name(x, y)# Get the id of the vehicle infront of the playervehicle_id = get_vehicle_id(x, y)for key in $game_map.map.events.keysif $game_map.map.events[key].id == vehicle_id# Return the event's namereturn $game_map.map.events[key].nameendendend#--------------------------------------------------------------------------# * Enter Vehicle# x : event x-coordinate# y : event y-coordinate#--------------------------------------------------------------------------def enter_vehicle(x, y)# Get the vehicle event objecttype = {"v_land" => 0, "v_raft" => 1, "v_ship" => 2, "v_airship" => 3}# Create the vehicle object@vehicle = Vehicle.new(get_vehicle(x, y), type[get_vehicle_name(x, y)])endend#==============================================================================# ** Game_Character#------------------------------------------------------------------------------# This class deals with characters. It's used as a superclass for the# Game_Player and Game_Event classes.#==============================================================================class Game_Character#--------------------------------------------------------------------------# * Set Through# through : new boolean throught value#--------------------------------------------------------------------------def through=(through)@through = throughend#--------------------------------------------------------------------------# * Set Vehicle Speed# speed : speed increment#--------------------------------------------------------------------------def vehicle_speed(speed)@move_speed = [[1, speed].max, speed].minend#--------------------------------------------------------------------------# * Get Vehicle Speed#--------------------------------------------------------------------------def get_speedreturn @move_speedendendclass Game_Player < Game_Character#--------------------------------------------------------------------------# * Public Instance Variables#--------------------------------------------------------------------------attr_accessor :in_vehicle # In vehicleattr_accessor :vehicle_type # In vehicle#--------------------------------------------------------------------------# * Object Initialization#--------------------------------------------------------------------------alias af_veh_gp_init initializedef initialize@in_vehicle = false@vehicle_type = -1af_veh_gp_initend#--------------------------------------------------------------------------# * Set Vehicle Animation# step_anime : animation boolean#--------------------------------------------------------------------------def step_anime=(step_anime)@step_anime = step_animeend#--------------------------------------------------------------------------# * Passable Determinants# x : x-coordinate# y : y-coordinate# d : direction (0,2,4,6,8)# * 0 = Determines if all directions are impassable (for jumping)#--------------------------------------------------------------------------def passable?(x, y, d)# Get new coordinatesnew_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)# If coordinates are outside of mapunless $game_map.valid?(new_x, new_y)# Impassablereturn falseend# If debug mode is ON and ctrl key was pressedif $DEBUG and Input.press?(Input::CTRL)# Passablereturn trueend# If in a water vehicle and on waterif $game_map.terrain_tag(new_x, new_y) == 1 && @vehicle_type == 1 ||@vehicle_type == 2 && ($game_map.terrain_tag(new_x, new_y) == 1 ||$game_map.terrain_tag(new_x, new_y) == 2)return trueendsuperend#--------------------------------------------------------------------------# * Same Position Starting Determinant#--------------------------------------------------------------------------alias af_veh_gp_ceth check_event_trigger_heredef check_event_trigger_here(triggers)unless @in_vehicleaf_veh_gp_ceth(triggers)elsereturn falseendend#--------------------------------------------------------------------------# * Front Envent Starting Determinant#--------------------------------------------------------------------------alias af_veh_gp_cett check_event_trigger_theredef check_event_trigger_there(triggers)unless @in_vehicleaf_veh_gp_cett(triggers)elsereturn falseendend#--------------------------------------------------------------------------# * Touch Event Starting Determinant#--------------------------------------------------------------------------alias af_veh_gp_cettouch check_event_trigger_touchdef check_event_trigger_touch(x, y)unless @in_vehicleaf_veh_gp_cettouch(x, y)elsereturn falseendend#--------------------------------------------------------------------------# * Determine if Passable# x : x-coordinate# y : y-coordinate# d : direction (0,2,4,6,8)# * 0 = Determines if all directions are impassable (for jumping)#--------------------------------------------------------------------------def can_pass?(x, y, d)# Terrain tagsraft_tag = Vehicle_Config::RAFT_PASSIBLE_TERRAIN_IDship_tag = Vehicle_Config::SHIP_PASSIBLE_TERRAIN_ID# Get new coordinatesnew_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)# If coordinates are outside of mapunless $game_map.valid?(new_x, new_y)# Impassablereturn falseend# If debug mode is ON and ctrl key was pressedif $DEBUG and Input.press?(Input::CTRL)# Passablereturn trueend# If in a water vehicle and on waterif $game_map.terrain_tag(new_x, new_y) == raft_tag && @vehicle_type == 1 ||@vehicle_type == 2 && ($game_map.terrain_tag(new_x, new_y) == raft_tag ||$game_map.terrain_tag(new_x, new_y) == ship_tag)return trueend# If through is ONif @through# passablereturn trueend# If unable to enter move tile in designated directionunless $game_map.passable?(new_x, new_y, 10 - d)# impassablereturn falseend# Loop all eventsfor event in $game_map.events.values# If event coordinates are consistent with move destinationif event.x == new_x and event.y == new_y# If through is OFFunless event.through# If self is eventif self != $game_player# impassablereturn falseend# With self as the player and partner graphic as characterif event.character_name != ""# impassablereturn falseendendendend# If player coordinates are consistent with move destinationif $game_player.x == new_x and $game_player.y == new_y# If through is OFFunless $game_player.through# If your own graphic is the characterif @character_name != ""# impassablereturn falseendendend# passablereturn trueendend#==============================================================================# ** Game_Event#------------------------------------------------------------------------------# This class deals with events. It handles functions including event page# switching via condition determinants, and running parallel process events.# It's used within the Game_Map class.#==============================================================================class Game_Event < Game_Character#--------------------------------------------------------------------------# * Recreate#--------------------------------------------------------------------------def recreate@erased = falserefreshendend#==============================================================================# ** Game_Map#------------------------------------------------------------------------------# This class handles the map. It includes scrolling and passable determining# functions. Refer to "$game_map" for the instance of this class.#==============================================================================class Game_Map#--------------------------------------------------------------------------# * Public Instance Variables#--------------------------------------------------------------------------attr_reader :mapend#==============================================================================# ** Interpreter#------------------------------------------------------------------------------# This interpreter runs event commands. This class is used within the# Game_System class and the Game_Event class.#==============================================================================class Interpreter#--------------------------------------------------------------------------# * Object Initialization#--------------------------------------------------------------------------alias af_veh_int_init initializedef initialize(depth = 0, main = false)@switching_vehicle = falseaf_veh_int_init(depth, main)end#--------------------------------------------------------------------------# * Switch Vehicle#--------------------------------------------------------------------------def switch_vehicle(value)@switching_vehicle = valueend#--------------------------------------------------------------------------# * Determine if Running#--------------------------------------------------------------------------def running?return @list != nil || @switching_vehicleendend Certo ,eccolo qui Italian Daemon Link to comment Share on other sites More sharing options...
0 Guardian of Irael Posted January 18, 2013 Share Posted January 18, 2013 Utilizzi altri script? O l'errore capita facendo un'azione particolare? Perchè inserito in un nuovo progetto non mi dà problemi D:^ ^ (\_/)(^ ^) <----coniglietto rosso, me! (> <) Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^ http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^ http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^ REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.Bozze vesti non definitive qui.Equipaggiamento:Indossa:60$ e 59$ divisi in due tasche interneLevaitanSpada a due mani elsa lungaGuanti del Defender (2PA)Anello del linguaggio animale (diventato del Richiamo)Scrinieri da lanciere (2 PA)Elmo del Leone (5 PA)Corazza del Leone in Ferro Corrazzato (7 PA) ZAINO (20) contenente:Portamonete in pelle di cinghiale contenente: 100$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
0 Italian Daemon Posted January 18, 2013 Author Share Posted January 18, 2013 (edited) Si, uso :Action recharge timeAuto-targetingCCTS v1.2.3Critical soundsRapid fireScreentestSecondary weaponSkill shopTarget anyone scopeLeon's mission scriptPrezzi personalizzabiliTitoli di codaBerans' ipodJukeboxSpero ti bastino come informazioni, dal momento che nessuno di questi script mi ha mai causato problemi No, l'errore spunta appena avvio il gioco, prima dei titoli Edited January 18, 2013 by Italian Daemon Italian Daemon Link to comment Share on other sites More sharing options...
0 Guardian of Irael Posted January 18, 2013 Share Posted January 18, 2013 Tanti ;____ ;Due cose:1. Prova a spostare sopra o sotto lo script di veicoli.2. Prova a togliere ad uno ad uno gli script che usi per vedere quale è incompatibile.^ ^ Non sono uno scripter, difficilmente posso risolvere il problema modificando lo script D:^ ^ (\_/)(^ ^) <----coniglietto rosso, me! (> <) Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^ http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^ http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^ REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.Bozze vesti non definitive qui.Equipaggiamento:Indossa:60$ e 59$ divisi in due tasche interneLevaitanSpada a due mani elsa lungaGuanti del Defender (2PA)Anello del linguaggio animale (diventato del Richiamo)Scrinieri da lanciere (2 PA)Elmo del Leone (5 PA)Corazza del Leone in Ferro Corrazzato (7 PA) ZAINO (20) contenente:Portamonete in pelle di cinghiale contenente: 100$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
0 Italian Daemon Posted January 18, 2013 Author Share Posted January 18, 2013 (edited) Grazie, ora ci provo subito, domani ti do i risultati Ok, ora riesco a farlo funzionare, solo che appena salgo su un veicolo spunta: undefined method : 'in_vehicle=' for #<Game_Player:0x77dc3f0> Comunque ho fatto dei grandi passi avanti !Se non riesci a trovare una soluzione, potresti almeno allegarmi qualche script per veicoli alternativo ? Edited January 19, 2013 by Italian Daemon Italian Daemon Link to comment Share on other sites More sharing options...
Question
Italian Daemon
Salve a tutti, sono un novellino degli script e sto realizzando un gioco tipo GTA ma non riesco a trovare uno script per veicoli che si adatti all'ABS 2.84.
Ho provato l'av_Vehicle 1.2 ma mi da un errore su:
alias af_veh_gp_ceth check_event_trigger_here
def check_event_trigger_here (triggers)
Ho provato a fare di tutto ma non parte.
Per favore, aiutatemi !
Italian Daemon
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