Jump to content
Rpg²S Forum

*Sistema di Trasporto (Mare - Terra - Aria)


Timisci
 Share

Recommended Posts

Script che permette di creare un sistema di trasporto via mare - terra - aria.

Per settare un veicolo ecco quali sono i parametri da assegnare (sotto la riga 157 del codice):
Vehicle.new(id, name, graphic_name, location, x, y, passable_terrains)
ES.
Vehicle.new(0, 'Land Rover', '156-Animal06', 1, 4, 4,[0, 1, 2, 3])

Nello script sono contenuti 3 esempi per ogni tipo di trasporto.
Con "C" si usa il mezzo, con "Z" si scende.

SCRIPT (da inserire sopra il Main):

 

 

 

#*****************************************************************************
# Vehicle System *
#*****************************************************************************
# Author: El Conductor *
# Date: December/21/07 *
# Version: 1.0 *
#*****************************************************************************

#----------------------------------------------------------------------------
# What it Does:
# This script creates usable vehicles that can be set to cross certian
# terrain tagged tiles. Three vehicles are predefined, a Land Rover, a
# a Sea Rover, and a Sky Rover. This script also makes it easy to define
# your own vehicles. You can even take any vehicle across to other maps.
#
#----------------------------------------------------------------------------

#----------------------------------------------------------------------------
# How it Works: This script is organized into 5 small parts.
#
# Part 1 defines Vehicles and sets up the database.
#
# class Vehicle defines a new object (the vehicle)
# Its attributes are as follows.
# - id : As its name implies it is the Vehicle's ID
# - name : The Name of the Vehicle
# - graphic_name : The name of the character graphic that will
# represent the vehicle
# - location : Map ID of where vehicle is located
# - x : Vehicle's x coordinate
# - y : Vehicle's y coordinate
# - passable_terrains: An array of terrain tag ID's that vehicle
# can cross
#
# class Data_Vehicles is the database where all the games vehicles
# are defined. The vehicles are set up in an array and assigned to
# a Constant. Define your Vehicles within the array like so:
#
# Vehicle.new(id, name, graphic_name, location, x, y, passable_terrains)
#
# All the classes that are new or had to be altered are as follows:
#
# Part I
# - RPG::Vehicle
# - Game_Vehicle
# Part II
# - Game_Map
# - Spriteset_Map
# Part III
# - Game_Character 1
# - Game_Player
# Part IV
# - Scene_Map
# - Scene_Menu
# Part V
# - Scene_Title
# - Scene_Save
# - Scene_Load
#
#----------------------------------------------------------------------------

#----------------------------------------------------------------------------
# How to Use This Script:
# Copy it and paste it above Main. You may want to copy it this script
# to a text document and paste it into RPG Maker from there in case it
# doesn't copy right from here.
#
# All you need to do is go under the tilesets tab of RPG Maker set the
# tiles you want to have with a certian ID.
#
# The terrain tags my preset vehicles respond to are: (7) for arial,
# (6) for sea, and (1), (2), and (3) for various ground.
#
# You can create new vehicles under the Module RPG Data-Vehicles class.
# There you can specify what tag numbers they can cross. Just remeber,
# any tag number that you do not include is NOT passable. The tags range
# from 0-7. The RPG Maker default tags for everything is 0.
#
# To enter a vehicle on the map, just walk up to it and press ENTER. To get
# out, press the Z button on the keyboard.
#----------------------------------------------------------------------------

#----------------------------------------------------------------------------
# Comments:
# I hope my script is easy for you to use and modify. Learn from this
# script to become a better RGSS scripter yourself.
#
#----------------------------------------------------------------------------



#******************************************************************************
# I Part One
#------------------------------------------------------------------------------
# This part deals with the definition of the vehicle objects
# and sets up the Vehicle Database.
#******************************************************************************


#==============================================================================
# ** Module RPG
#------------------------------------------------------------------------------
# This is where most of the games internal data is stored.
#==============================================================================

module RPG
	
	#==============================================================================
	# ** Vehicle
	#------------------------------------------------------------------------------
	# This class defines the Vehicle object.
	#==============================================================================
	class Vehicle
		#--------------------------------------------------------------------------
		# * Public Instance Variables
		#--------------------------------------------------------------------------
		attr_reader :id
		attr_accessor :name
		attr_accessor :graphic_name
		attr_accessor :starting_location
		attr_accessor :starting_x
		attr_accessor :starting_y
		attr_accessor :location
		attr_accessor :x
		attr_accessor :y
		attr_accessor :passable_terrain
		#--------------------------------------------------------------------------
		# * Object Initialization
		#--------------------------------------------------------------------------
		def initialize(id, name, graphic_name, location, x, y, passable_terrain = [])
			# Set parameters
			@id = id
			@name = name
			@graphic_name = graphic_name
			@starting_location = location
			@starting_x = x
			@starting_y = y
			@location = 0
			@x = 0
			@y = 0
			@passable_terrain = passable_terrain
		end
	end
	
	#==============================================================================
	# ** Vehicle_Data
	#------------------------------------------------------------------------------
	# Stores all the games Vehicle_Data data.
	#==============================================================================
	
	class Data_Vehicles
		
		# This is the Vehicle database
		# Define new Vehicles like so;
		# Vehicle.new(id, name, graphic_name, location, x, y, passable_terrains)
		
		Vehicle_Database = [
		
		Vehicle.new(0, 'Land Rover', '156-Animal06', 1, 4, 4,
		[0, 1, 2, 3]),
		Vehicle.new(1, 'Sea Rover', '187-Lorry01', 1, 8, 8,
		[6]),
		Vehicle.new(2, 'Sky Rover', '073-Bird03', 1, 12, 12,
		[0, 1, 2, 3, 4, 5, 6, 7])
		
		]
	end
end

#******************************************************************************
# II Part Two
#------------------------------------------------------------------------------
# This part deals with map classes that had to be altered to accomadate the
# vehicle capabilities.
#******************************************************************************

#============================================================================
# ** Game_map
#============================================================================

class Game_Map
	#--------------------------------------------------------------------------
	# * Public Instance Variables
	#--------------------------------------------------------------------------
	# Added variable
	attr_reader :vehicles
	#--------------------------------------------------------------------------
	# * Alias Method
	#--------------------------------------------------------------------------
	alias vehicle_game_map_setup setup
	alias vehicle_game_map_update update
	#--------------------------------------------------------------------------
	# * Object Initialization
	#--------------------------------------------------------------------------
	def setup(map_id)
		# Original setup method
		vehicle_game_map_setup(map_id)
		# Added vehicles array
		# This array stores all the vehicles in the map
		@vehicles = []
		# For all the vehicles in $data_vehicles array,
		for i in 0...$data_vehicles.size
			# If the vehicle's location is equal to the id of the current map
			if @map_id == $data_vehicles[i].location
				# Add a new vehicle to the map by creating a new Game_Vehicle
				# object and sending it to the map vehicles array
				@vehicles.push(Game_Vehicle.new($data_vehicles[i].id))
			end
		end
	end
	#--------------------------------------------------------------------------
	# * Frame Update
	#--------------------------------------------------------------------------
	def update
		# Original update method
		vehicle_game_map_update
		for vehicle in @vehicles
			vehicle.update
		end
	end
end

#==============================================================================
# ** Spriteset_Map
#==============================================================================

class Spriteset_Map
	#--------------------------------------------------------------------------
	# * Object Initialization
	#--------------------------------------------------------------------------
	def initialize
		# Make viewports
		@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
		# Make tilemap
		@tilemap = Tilemap.new(@viewport1)
		@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
		# Make panorama plane
		@panorama = Plane.new(@viewport1)
		@panorama.z = -1000
		# Make fog plane
		@fog = Plane.new(@viewport1)
		@fog.z = 3000
		# Make character sprites
		@character_sprites = []
		for i in $game_map.events.keys.sort
			sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
			@character_sprites.push(sprite)
		end
		@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
		# For all indexes in game map vehicles array
		for i in 0...$game_map.vehicles.size
			# Create a new character sprite for vehicle from index i
			sprite = Sprite_Character.new(@viewport1, $game_map.vehicles[i])
			@character_sprites.push(sprite)
		end
		# Make weather
		@weather = RPG::Weather.new(@viewport1)
		# Make picture sprites
		@picture_sprites = []
		for i in 1..50
			@picture_sprites.push(Sprite_Picture.new(@viewport2,
			$game_screen.pictures[i]))
		end
		# Make timer sprite
		@timer_sprite = Sprite_Timer.new
		# Frame update
		update
	end
end

#******************************************************************************
# III Part Three
#------------------------------------------------------------------------------
# This part contains the new Game_Vehicle class and modifications to the
# standard character classes to deal with vehicles.
#******************************************************************************

#==============================================================================
# ** Game_Vehicle
#------------------------------------------------------------------------------
# Usable vehicles on map are instances of this class.
#==============================================================================

class Game_Vehicle < Game_Character
	#--------------------------------------------------------------------------
	# * Public Instance Variables
	#--------------------------------------------------------------------------
	attr_accessor :map_id
	attr_accessor :passable_terrain
	attr_accessor :through
	attr_accessor :id
	#--------------------------------------------------------------------------
	# * Object Initialization
	#--------------------------------------------------------------------------
	def initialize(vehicle_id)
		super()
		vehicle = $data_vehicles[vehicle_id]
		@id = vehicle.id
		@character_name = vehicle.graphic_name
		@map_id = vehicle.location
		@passable_terrain = vehicle.passable_terrain
		if $game_player.current_vehicle != nil
			@through = true
		end
		moveto(vehicle.x, vehicle.y)
	end
	#--------------------------------------------------------------------------
	# * Embark
	#--------------------------------------------------------------------------
	def embark
		self.through = true
	end
	#--------------------------------------------------------------------------
	# * Dismbark
	#--------------------------------------------------------------------------
	def disembark
		self.through = false
		$data_vehicles[self.id].x = @x
		$data_vehicles[self.id].y = @y
	end
	#--------------------------------------------------------------------------
	# * Don't delete this! Or you will get errors!
	#--------------------------------------------------------------------------
	def check_event_trigger_touch(x, y)
		# This is put here to do nothing.
		# It is difficult to explain why this is neccessary.
	end
end

#==============================================================================
# ** Game_Character (part 1)
#==============================================================================

class Game_Character
	#--------------------------------------------------------------------------
	# * 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 passable?(x, y, d)
		# Get new coordinates
		new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
		new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
		# If coordinates are outside of map
		unless $game_map.valid?(new_x, new_y)
			# impassable
			return false
		end
		# If through is ON
		if @through
			# passable
			return true
		end
		# If unable to leave first move tile in designated direction
		unless $game_map.passable?(x, y, d, self)
			# impassable
			return false
		end
		# If unable to enter move tile in designated direction
		unless $game_map.passable?(new_x, new_y, 10 - d)
			# impassable
			return false
		end
		# Check for all vehicles in $game_map vehicles array
		for vehicle in $game_map.vehicles
			# If vehicle coordinates are equal to destination coordinates
			if vehicle.x == new_x and vehicle.y == new_y
				# Make impassable unless vehicle is set to through
				unless vehicle.through == true
					return false
				end
			end
		end
		# Loop all events
		for event in $game_map.events.values
			# If event coordinates are consistent with move destination
			if event.x == new_x and event.y == new_y
				# If through is OFF
				unless event.through
					# If self is event
					if self != $game_player
						# impassable
						return false
					end
					# With self as the player and partner graphic as character
					if event.character_name != ""
						# impassable
						return false
					end
				end
			end
		end
		# If player coordinates are consistent with move destination
		if $game_player.x == new_x and $game_player.y == new_y
			# If through is OFF
			unless $game_player.through
				# If your own graphic is the character
				if @character_name != ""
					# impassable
					return false
				end
			end
		end
		# passable
		return true
	end
end

#============================================================================
# ** Game_Player
#============================================================================

class Game_Player < Game_Character
	#------------------------------------------------------------------------
	# * Public Instance Variables
	#--------------------------------------------------------------------------
	# Added variables
	attr_accessor :current_vehicle
	attr_accessor :graphic
	#--------------------------------------------------------------------------
	# * Object Initialization
	#--------------------------------------------------------------------------
	def initialize
		super()
		@current_vehicle = nil;
	end
	#--------------------------------------------------------------------------
	# * 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 coordinates
		new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
		new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
		# If coordinates are outside of map
		unless $game_map.valid?(new_x, new_y)
			# Impassable
			return false
		end
		# If debug mode is ON and ctrl key was pressed
		if $DEBUG and Input.press?(Input::CTRL)
			# Passable
			return true
		end
		# If player has a vehicle
		# Check if the player's vehicle can cross the terrain tag coordinate
		if @current_vehicle != nil
			# If the vehicle's passable_terrain array cotains the ID of the terrain tag
			if @current_vehicle.passable_terrain.include?($game_map.terrain_tag(new_x, new_y))
				# Then player can cross
				return true
			else
				return false
			end
		end
		super
	end
	#--------------------------------------------------------------------------
	# * 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_without_vehicle?(x, y, d)
		# Get new coordinates
		new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
		new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
		# If coordinates are outside of map
		unless $game_map.valid?(new_x, new_y)
			# Impassable
			return false
		end
		# If debug mode is ON and ctrl key was pressed
		if $DEBUG and Input.press?(Input::CTRL)
			# Passable
			return true
		end
		# If through is ON
		if @through
			# passable
			return true
		end
		# If unable to leave first move tile in designated direction
		unless $game_map.passable?(x, y, d, self)
			# impassable
			return false
		end
		# If unable to enter move tile in designated direction
		unless $game_map.passable?(new_x, new_y, 10 - d)
			# impassable
			return false
		end
		# Loop all vehicles
		for vehicle in $game_map.vehicles
			if vehicle.x == new_x and vehicle.y == new_y
				unless vehicle.through == true
					return false
				end
			end
		end
		# Loop all events
		for event in $game_map.events.values
			# If event coordinates are consistent with move destination
			if event.x == new_x and event.y == new_y
				# If through is OFF
				unless event.through
					# If self is event
					if self != $game_player
						# impassable
						return false
					end
					# With self as the player and partner graphic as character
					if event.character_name != ""
						# impassable
						return false
					end
				end
			end
		end
		# If player coordinates are consistent with move destination
		if $game_player.x == new_x and $game_player.y == new_y
			# If through is OFF
			unless $game_player.through
				# If your own graphic is the character
				if @character_name != ""
					# impassable
					return false
				end
			end
		end
		# passable
		return true
	end
	#--------------------------------------------------------------------------
	# * Move Down
	# turn_enabled : a flag permits direction change on that spot
	#--------------------------------------------------------------------------
	def move_down(turn_enabled = true)
		# Turn down
		if turn_enabled
			turn_down
			if @current_vehicle != nil
				@current_vehicle.turn_down
			end
		end
		# If passable
		if passable?(@x, @y, 2)
			# Turn down
			turn_down
			# Move both player and vehicle
			if @current_vehicle != nil
				@current_vehicle.move_down
			end
			# Update coordinates
			@y += 1
			# Increase steps
			increase_steps
			# If impassable
		else
			# Determine if touch event is triggered
			check_event_trigger_touch(@x, @y+1)
		end
	end
	#--------------------------------------------------------------------------
	# * Move Left
	# turn_enabled : a flag permits direction change on that spot
	#--------------------------------------------------------------------------
	def move_left(turn_enabled = true)
		# Turn left
		if turn_enabled
			turn_left
			if @current_vehicle != nil
				@current_vehicle.turn_left
			end
		end
		# If passable
		if passable?(@x, @y, 4)
			# Turn left
			turn_left
			# Move both player and vehicle
			if @current_vehicle != nil
				@current_vehicle.move_left
			end
			# Update coordinates
			@x -= 1
			# Increase steps
			increase_steps
			# If impassable
		else
			# Determine if touch event is triggered
			check_event_trigger_touch(@x-1, @y)
		end
	end
	#--------------------------------------------------------------------------
	# * Move Right
	# turn_enabled : a flag permits direction change on that spot
	#--------------------------------------------------------------------------
	def move_right(turn_enabled = true)
		# Turn right
		if turn_enabled
			turn_right
			if @current_vehicle != nil
				@current_vehicle.turn_right
			end
		end
		# If passable
		if passable?(@x, @y, 6)
			# Turn right
			turn_right
			# Move both player and vehicle
			if @current_vehicle != nil
				@current_vehicle.move_right
			end
			# Update coordinates
			@x += 1
			# Increase steps
			increase_steps
			# If impassable
		else
			# Determine if touch event is triggered
			check_event_trigger_touch(@x+1, @y)
		end
	end
	#--------------------------------------------------------------------------
	# * Move up
	# turn_enabled : a flag permits direction change on that spot
	#--------------------------------------------------------------------------
	def move_up(turn_enabled = true)
		# Turn up
		if turn_enabled
			turn_up
			if @current_vehicle != nil
				@current_vehicle.turn_up
			end
		end
		# If passable
		if passable?(@x, @y, 8)
			# Turn up
			turn_up
			# Move both player and vehicle
			if @current_vehicle != nil
				@current_vehicle.move_up
			end
			# Update coordinates
			@y -= 1
			# Increase steps
			increase_steps
			# If impassable
		else
			# Determine if touch event is triggered
			check_event_trigger_touch(@x, @y-1)
		end
	end
	#--------------------------------------------------------------------------
	# * Frame Update
	#--------------------------------------------------------------------------
	def update
		# Remember whether or not moving in local variables
		last_moving = moving?
		# If moving, event running, move route forcing, and message window
		# display are all not occurring
		unless moving? or $game_system.map_interpreter.running? or
			@move_route_forcing or $game_temp.message_window_showing
			# Move player in the direction the directional button is being pressed
			case Input.dir4
			when 2
				move_down
			when 4
				move_left
			when 6
				move_right
			when 8
				move_up
			end
		end
		# Remember coordinates in local variables
		last_real_x = @real_x
		last_real_y = @real_y
		super
		# If character moves down and is positioned lower than the center
		# of the screen
		if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
			# Scroll map down
			$game_map.scroll_down(@real_y - last_real_y)
		end
		# If character moves left and is positioned more let on-screen than
		# center
		if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
			# Scroll map left
			$game_map.scroll_left(last_real_x - @real_x)
		end
		# If character moves right and is positioned more right on-screen than
		# center
		if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
			# Scroll map right
			$game_map.scroll_right(@real_x - last_real_x)
		end
		# If character moves up and is positioned higher than the center
		# of the screen
		if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
			# Scroll map up
			$game_map.scroll_up(last_real_y - @real_y)
		end
		# If not moving
		unless moving?
			# If player was moving last time
			if last_moving
				# Event determinant is via touch of same position event
				result = check_event_trigger_here([1,2])
				# If event which started does not exist
				if result == false
					# Disregard if debug mode is ON and ctrl key was pressed
					unless $DEBUG and Input.press?(Input::CTRL)
						# Encounter countdown
						if @encounter_count > 0
							@encounter_count -= 1
						end
					end
				end
			end
			# If C button was pressed
			if Input.trigger?(Input::C)
				# Same position and front event determinant
				check_event_trigger_here([0])
				check_event_trigger_there([0,1,2])
				check_vehicle_trigger_there
			end
			# If A button was pressed
			if Input.trigger?(Input::A)
				# If player is in a vehicle, dismount vehicle
				unless $game_player.current_vehicle == nil
					# Calculate front event coordinates
					new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
					new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
					# Check if player can dismount on a passable terrain
					if passable_without_vehicle?(new_x, new_y, @direction)
						dismount_vehicle
					end
				end
			end
		end
	end
	#--------------------------------------------------------------------------
	# * Front Vehicle Starting Determinant
	#--------------------------------------------------------------------------
	def check_vehicle_trigger_there()
		result = false
		# If event is running
		if $game_system.map_interpreter.running?
			return result
		end
		# Calculate front event coordinates
		new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
		new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
		# If event coordinates and triggers are consistent
		# For all possible vehicles in map
		for vehicle in $game_map.vehicles
			# Check if vehicle is in front of player. If so, enter vehicle
			if vehicle.x == new_x and vehicle.y == new_y
				mount_vehicle(vehicle)
				result = true
			end
		end
		#return result
	end
	#--------------------------------------------------------------------------
	# * Get in vehicle
	#--------------------------------------------------------------------------
	def mount_vehicle(vehicle)
		@graphic = @character_name
		vehicle.embark
		@through = true
		move_forward
		@through = false
		@current_vehicle = vehicle
		@character_name = ""
	end
	#--------------------------------------------------------------------------
	# * Get out of vehicle
	#--------------------------------------------------------------------------
	def dismount_vehicle
		@character_name = @graphic
		@current_vehicle.disembark
		@current_vehicle = nil
		@through = true
		move_forward
		@through = false
	end
end

#******************************************************************************
# IV Part Four
#------------------------------------------------------------------------------
# This part contains modifications to the Scene_Map and Scene_Menu.
#******************************************************************************

#============================================================================
# ** Scene_Map
#----------------------------------------------------------------------------
# Altered to handle transfering both player and vehicle.
#============================================================================

class Scene_Map
	#--------------------------------------------------------------------------
	# * Player Place Move
	#--------------------------------------------------------------------------
	def transfer_player
		# Clear player place move call flag
		$game_temp.player_transferring = false
		# If move destination is different than current map
		if $game_map.map_id != $game_temp.player_new_map_id
			# If player is in a vehicle
			if $game_player.current_vehicle != nil
				# Set variable to $data_vehicles vehicle at player's current ID index.
				vehicle = $data_vehicles[$game_player.current_vehicle.id]
				# Set variable to player's vehicle ID for retrieval purposes later.
				vehicle_id = $game_player.current_vehicle.id
				# Set new location, x, and y coordinates for the vehicle
				vehicle.location = $game_temp.player_new_map_id
				vehicle.x = $game_temp.player_new_x
				vehicle.y = $game_temp.player_new_y
				# Set up a new map
				$game_map.setup($game_temp.player_new_map_id)
				# Loop through all vehicles located on the map
				for i in 0...$game_map.vehicles.size
					# If any of the vehicles ID is the same as the player's vehicle
					if $game_map.vehicles[i].id == vehicle_id
						# Assign that vehicle to player on the new map
						$game_player.current_vehicle = $game_map.vehicles[i]
					end
				end
			else
				$game_map.setup($game_temp.player_new_map_id)
			end
		end
		# Set up player position
		$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
		# Set player direction
		case $game_temp.player_new_direction
		when 2 # down
			$game_player.turn_down
		when 4 # left
			$game_player.turn_left
		when 6 # right
			$game_player.turn_right
		when 8 # up
			$game_player.turn_up
		end
		# Straighten player position
		$game_player.straighten
		# Update map (run parallel process event)
		$game_map.update
		# Remake sprite set
		@spriteset.dispose
		@spriteset = Spriteset_Map.new
		# If processing transition
		if $game_temp.transition_processing
			# Clear transition processing flag
			$game_temp.transition_processing = false
			# Execute transition
			Graphics.transition(20)
		end
		# Run automatic change for BGM and BGS set on the map
		$game_map.autoplay
		# Frame reset
		Graphics.frame_reset
		# Update input information
		Input.update
	end
end

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# Saving disabled while in vehicle.
#==============================================================================

class Scene_Menu
	#--------------------------------------------------------------------------
	# * Main Processing
	#--------------------------------------------------------------------------
	def main
		# Make command window
		s1 = $data_system.words.item
		s2 = $data_system.words.skill
		s3 = $data_system.words.equip
		s4 = "Status"
		s5 = "Save"
		s6 = "End Game"
		@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
		@command_window.index = @menu_index
		# If number of party members is 0
		if $game_party.actors.size == 0
			# Disable items, skills, equipment, and status
			@command_window.disable_item(0)
			@command_window.disable_item(1)
			@command_window.disable_item(2)
			@command_window.disable_item(3)
		end
		# If save is forbidden
		if $game_system.save_disabled || $game_player.current_vehicle != nil
			# Disable save
			@command_window.disable_item(4)
		end
		# Make play time window
		@playtime_window = Window_PlayTime.new
		@playtime_window.x = 0
		@playtime_window.y = 224
		# Make steps window
		@steps_window = Window_Steps.new
		@steps_window.x = 0
		@steps_window.y = 320
		# Make gold window
		@gold_window = Window_Gold.new
		@gold_window.x = 0
		@gold_window.y = 416
		# Make status window
		@status_window = Window_MenuStatus.new
		@status_window.x = 160
		@status_window.y = 0
		# Execute transition
		Graphics.transition
		# Main loop
		loop do
			# Update game screen
			Graphics.update
			# Update input information
			Input.update
			# Frame update
			update
			# Abort loop if screen is changed
			if $scene != self
				break
			end
		end
		# Prepare for transition
		Graphics.freeze
		# Dispose of windows
		@command_window.dispose
		@playtime_window.dispose
		@steps_window.dispose
		@gold_window.dispose
		@status_window.dispose
	end
	#--------------------------------------------------------------------------
	# * Frame Update (when command window is active)
	#--------------------------------------------------------------------------
	def update_command
		# If B button was pressed
		if Input.trigger?(Input::B)
			# Play cancel SE
			$game_system.se_play($data_system.cancel_se)
			# Switch to map screen
			$scene = Scene_Map.new
			return
		end
		# If C button was pressed
		if Input.trigger?(Input::C)
			# If command other than save or end game, and party members = 0
			if $game_party.actors.size == 0 and @command_window.index < 4
				# Play buzzer SE
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			# Branch by command window cursor position
			case @command_window.index
			when 0 # item
				# Play decision SE
				$game_system.se_play($data_system.decision_se)
				# Switch to item screen
				$scene = Scene_Item.new
			when 1 # skill
				# Play decision SE
				$game_system.se_play($data_system.decision_se)
				# Make status window active
				@command_window.active = false
				@status_window.active = true
				@status_window.index = 0
			when 2 # equipment
				# Play decision SE
				$game_system.se_play($data_system.decision_se)
				# Make status window active
				@command_window.active = false
				@status_window.active = true
				@status_window.index = 0
			when 3 # status
				# Play decision SE
				$game_system.se_play($data_system.decision_se)
				# Make status window active
				@command_window.active = false
				@status_window.active = true
				@status_window.index = 0
			when 4 # save
				# If saving is forbidden
				if $game_system.save_disabled || $game_player.current_vehicle != nil
					# Play buzzer SE
					$game_system.se_play($data_system.buzzer_se)
					return
				end
				# Play decision SE
				$game_system.se_play($data_system.decision_se)
				# Switch to save screen
				$scene = Scene_Save.new
			when 5 # end game
				# Play decision SE
				$game_system.se_play($data_system.decision_se)
				# Switch to end game screen
				$scene = Scene_End.new
			end
			return
		end
	end
end

#******************************************************************************
# V Part Five
#------------------------------------------------------------------------------
# This part is composed of the alterations that deal with starting a new game
# saving, and loading.
#******************************************************************************

#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# Added creation of $data_vehicles and initialiation of all vehicle
# starting positions.
#==============================================================================

class Scene_Title
	#--------------------------------------------------------------------------
	# * Command: New Game
	#--------------------------------------------------------------------------
	def command_new_game
		# Play decision SE
		$game_system.se_play($data_system.decision_se)
		# Stop BGM
		Audio.bgm_stop
		# Reset frame count for measuring play time
		Graphics.frame_count = 0
		# Make each type of game object
		$game_temp = Game_Temp.new
		$game_system = Game_System.new
		$game_switches = Game_Switches.new
		$game_variables = Game_Variables.new
		$game_self_switches = Game_SelfSwitches.new
		$game_screen = Game_Screen.new
		$game_actors = Game_Actors.new
		$game_party = Game_Party.new
		$game_troop = Game_Troop.new
		$game_map = Game_Map.new
		$game_player = Game_Player.new
		# Assign array to global variable
		$data_vehicles = RPG::Data_Vehicles::Vehicle_Database
		# Initialize vehicle starting positions
		for vehicle in $data_vehicles
			vehicle.x = vehicle.starting_x
			vehicle.y = vehicle.starting_y
			vehicle.location = vehicle.starting_location
		end
		# Set up initial party
		$game_party.setup_starting_members
		# Set up initial map position
		$game_map.setup($data_system.start_map_id)
		# Move player to initial position
		$game_player.moveto($data_system.start_x, $data_system.start_y)
		# Refresh player
		$game_player.refresh
		# Run automatic change for BGM and BGS set with map
		$game_map.autoplay
		# Update map (run parallel process event)
		$game_map.update
		# Switch to map screen
		$scene = Scene_Map.new
	end
end

#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
# Now includes saving of $data_vehicles.
#==============================================================================

class Scene_Save < Scene_File
	#--------------------------------------------------------------------------
	# * Write Save Data
	# file : write file object (opened)
	#--------------------------------------------------------------------------
	def write_save_data(file)
		# Make character data for drawing save file
		characters = []
		for i in 0...$game_party.actors.size
			actor = $game_party.actors[i]
			characters.push([actor.character_name, actor.character_hue])
		end
		# Write character data for drawing save file
		Marshal.dump(characters, file)
		# Wrire frame count for measuring play time
		Marshal.dump(Graphics.frame_count, file)
		# Increase save count by 1
		$game_system.save_count += 1
		# Save magic number
		# (A random value will be written each time saving with editor)
		$game_system.magic_number = $data_system.magic_number
		# Write each type of game object
		Marshal.dump($game_system, file)
		Marshal.dump($game_switches, file)
		Marshal.dump($game_variables, file)
		Marshal.dump($game_self_switches, file)
		Marshal.dump($game_screen, file)
		Marshal.dump($game_actors, file)
		Marshal.dump($game_party, file)
		Marshal.dump($game_troop, file)
		Marshal.dump($game_map, file)
		Marshal.dump($game_player, file)
		Marshal.dump($data_vehicles, file)
	end
end

#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
# Now includes loading of $data_vehicles.
#==============================================================================

class Scene_Load < Scene_File
	#--------------------------------------------------------------------------
	# * Read Save Data
	# file : file object for reading (opened)
	#--------------------------------------------------------------------------
	def read_save_data(file)
		# Read character data for drawing save file
		characters = Marshal.load(file)
		# Read frame count for measuring play time
		Graphics.frame_count = Marshal.load(file)
		# Read each type of game object
		$game_system = Marshal.load(file)
		$game_switches = Marshal.load(file)
		$game_variables = Marshal.load(file)
		$game_self_switches = Marshal.load(file)
		$game_screen = Marshal.load(file)
		$game_actors = Marshal.load(file)
		$game_party = Marshal.load(file)
		$game_troop = Marshal.load(file)
		$game_map = Marshal.load(file)
		$game_player = Marshal.load(file)
		$data_vehicles = Marshal.load(file)
		# If magic number is different from when saving
		# (if editing was added with editor)
		if $game_system.magic_number != $data_system.magic_number
			# Load map
			$game_map.setup($game_map.map_id)
			$game_player.center($game_player.x, $game_player.y)
		end
		# Refresh party members
		$game_party.refresh
	end
end

 

 

 

I dettagli sono spiegati all'interno dello script.
Spero vi torni utile ^^

Edited by Flame

Progetto in corso:

"Hero Walking: Toward Another Life"

Video Old Intro su Youtube

Visite: 11.896!

http://img212.imageshack.us/img212/1060/logheryb0.jpg

 

 

*Posizioni raggiunte nei contest*

 

 

http://www.rpg2s.net/awards/bestuser1.jpghttp://www.rpg2s.net/awards/beststaff1.jpg

http://www.rpg2s.net/awards/bestmaker3.jpghttp://www.rpg2s.net/awards/bestcritical1.jpghttp://www.rpg2s.net/awards/mostcharismatic2.jpg

http://www.rpg2s.net/awards/mosthelpful1.jpghttp://www.rpg2s.net/awards/mostpolite1.jpghttp://www.rpg2s.net/awards/mostpresent1.jpg

 

http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif http://img230.imageshack.us/img230/1273/sccontest1batio5.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img143.imageshack.us/img143/3755/destroyae4.png

http://img141.imageshack.us/img141/3081/comics3od3.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif

 

 

SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI

Link to comment
Share on other sites

  • 4 weeks later...
c'è 1 errore.... io all'inizio nn voglio nessun trsporto lo script lo inserisce da solo il cavallo l'uccellaccio e il carretto!!!!! non bisognerebbe usare un call script x esempio???

http://dragcave.net/image/VqHI.gifhttp://dragcave.net/image/5thF.gif

http://dragcave.net/image/7cb8.gifhttp://dragcave.net/image/WPrD.gif

http://dragcave.net/image/DxRI.gif

http://dragcave.net/image/JAV2.gifhttp://dragcave.net/image/aiDE.gif

clicca sull'uovo

From Wikipidia:

Makeritus vulgaris(Makeritus Enpatologium Catostum) Malattia che si sviluppa nel mekeratore.si manifesta con status alterati di noia e svogliatezza.Malattia grave poiche puo guarire solo con il tempo e impedisce il Maker al soggetto che ne è infetto.Attualmente gli scenziati della Ryu-soft stanno cercando rimedio a questa malattia

 

Ryu-Soft

 

 

 

http://r5.fodey.com/19cf30d77a0fd435cb06407ab7023508e.1.gif

 

 

 

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.24:

ya

Diosba    S.O.J. 4ever!!!!!      scrive:

who's fat??

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.25:

eccomi mi sono appena connesso

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.26:

wath?

Diosba    S.O.J. 4ever!!!!!      scrive:

O.O

Diosba    S.O.J. 4ever!!!!!      scrive:

si scrive what

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.26:

mi sono connesso clandestinamente xD me manca un es di italiano e poi ho finito i compiti

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.27:

se

Diosba    S.O.J. 4ever!!!!!      scrive:

O.O

Diosba    S.O.J. 4ever!!!!!      scrive:

addiritturing

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:

e gia

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:

che me racconti

Diosba    S.O.J. 4ever!!!!!      scrive:

mmmmh

Diosba    S.O.J. 4ever!!!!!      scrive:

qlcsa che ti farà felice

Diosba    S.O.J. 4ever!!!!!      scrive:

indovining...

Diosba    S.O.J. 4ever!!!!!      scrive:

http://www.youtube.com/watch?v=p9Zt8mn14hY...feature=related

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:

mmmmmmmmmmmmmmm

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.29:

caghi a spruzzo xE

Diosba    S.O.J. 4ever!!!!!      scrive:

O.O ri iniziamo a giocare a D&D

Diosba    S.O.J. 4ever!!!!!      scrive:

:x

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.30:

yeees!!

Diosba    S.O.J. 4ever!!!!!      scrive:

 

 

 

Link to comment
Share on other sites

Non è un errore, è lo script che funziona in questo modo ^^

Magari in qualche modo si può richiamare anche tramite script.

Cmq basta settare la mappa in cui vuoi che appaia il mezzo di trasporto e il gioco è fatto; secondo me è una soluzione rapida e facile da usare (soprattutto perchè è un sistema di trasporto completo).

Progetto in corso:

"Hero Walking: Toward Another Life"

Video Old Intro su Youtube

Visite: 11.896!

http://img212.imageshack.us/img212/1060/logheryb0.jpg

 

 

*Posizioni raggiunte nei contest*

 

 

http://www.rpg2s.net/awards/bestuser1.jpghttp://www.rpg2s.net/awards/beststaff1.jpg

http://www.rpg2s.net/awards/bestmaker3.jpghttp://www.rpg2s.net/awards/bestcritical1.jpghttp://www.rpg2s.net/awards/mostcharismatic2.jpg

http://www.rpg2s.net/awards/mosthelpful1.jpghttp://www.rpg2s.net/awards/mostpolite1.jpghttp://www.rpg2s.net/awards/mostpresent1.jpg

 

http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif http://img230.imageshack.us/img230/1273/sccontest1batio5.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img143.imageshack.us/img143/3755/destroyae4.png

http://img141.imageshack.us/img141/3081/comics3od3.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif

 

 

SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI

Link to comment
Share on other sites

OOO finalmente uno script coi mezzi, era un sacco che lo cercavo :blink:

Ci sono solo dei problemi che magari gia sono risolvibili ma nn mi viene in mente come, ovvero:

-lo sky rover non dovrebbe attivare gli eventi di trasporto (es. non dovrebbe entrare in città se sta nella worldmap), come si può fare per rendere il tutto in "invisibile"? pensavo attraverso eventi comuni con una if="qualcosa con lo script" ma nn saprei dove mettere le mai,

-Bhe in effetti sarebbe comodo trovare un comando script per richiamare il vehicle (es. al'inizio del gioco nn c'è l'ho, ad un certo punto della storia compare nel worldmap), quale potrebbe essere?

Edited by Parbus

http://img143.imageshack.us/img143/1411/ubd6549sd1.png <-- La volpe è meglio

http://img215.imageshack.us/img215/1198/rmxpuser1ox4nwzd1.png <-- ma va?

 

 

http://img246.imageshack.us/img246/1826/powlm5pr5.gifhttp://img530.imageshack.us/img530/4523/crashnewqw3.gifhttp://img407.imageshack.us/img407/1639/gintokiep5.gif

 

 

http://img204.imageshack.us/img204/5715/naptitolopiccolo.png

Link to comment
Share on other sites

lo sky rover non dovrebbe attivare gli eventi di trasporto (es. non dovrebbe entrare in città se sta nella worldmap)
Se lo devi usare in una world map potresti settare un tile non passabile per lo sky rover da mettere intorno alla città (nella world map), in modo che non arrivi al trasporto e il pg è costretto a scendere per accedervi.

 

(es. al'inizio del gioco nn c'è l'ho, ad un certo punto della storia compare nel worldmap)
Potresti fare una copia della world map, in modo che quando hai il mezzo di trasporto usi appunto la copia per girare (in cui trovi il mezzo desiderato).

Progetto in corso:

"Hero Walking: Toward Another Life"

Video Old Intro su Youtube

Visite: 11.896!

http://img212.imageshack.us/img212/1060/logheryb0.jpg

 

 

*Posizioni raggiunte nei contest*

 

 

http://www.rpg2s.net/awards/bestuser1.jpghttp://www.rpg2s.net/awards/beststaff1.jpg

http://www.rpg2s.net/awards/bestmaker3.jpghttp://www.rpg2s.net/awards/bestcritical1.jpghttp://www.rpg2s.net/awards/mostcharismatic2.jpg

http://www.rpg2s.net/awards/mosthelpful1.jpghttp://www.rpg2s.net/awards/mostpolite1.jpghttp://www.rpg2s.net/awards/mostpresent1.jpg

 

http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif http://img230.imageshack.us/img230/1273/sccontest1batio5.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img143.imageshack.us/img143/3755/destroyae4.png

http://img141.imageshack.us/img141/3081/comics3od3.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif

 

 

SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI

Link to comment
Share on other sites

Se lo devi usare in una world map potresti settare un tile non passabile per lo sky rover da mettere intorno alla città (nella world map), in modo che non arrivi al trasporto e il pg è costretto a scendere per accedervi.

:ph34r: geniale, nn ci avevo pensato per niente :huh: problema risolto

 

 

Potresti fare una copia della world map, in modo che quando hai il mezzo di trasporto usi appunto la copia per girare (in cui trovi il mezzo desiderato).

Si è vero, a questo ci avevo pensato, però preferirei un soluzione meno incasinosa: andrebbero modificati tutti i teleport alla/dalla worldmap. Non basterebbe modificare lo script con una stringa che fa comparire i vehicles tramite una switch, invece che essere creati da subito? (non ne so molto di ruby :blink: )

http://img143.imageshack.us/img143/1411/ubd6549sd1.png <-- La volpe è meglio

http://img215.imageshack.us/img215/1198/rmxpuser1ox4nwzd1.png <-- ma va?

 

 

http://img246.imageshack.us/img246/1826/powlm5pr5.gifhttp://img530.imageshack.us/img530/4523/crashnewqw3.gifhttp://img407.imageshack.us/img407/1639/gintokiep5.gif

 

 

http://img204.imageshack.us/img204/5715/naptitolopiccolo.png

Link to comment
Share on other sites

  • 9 months later...
  • 2 weeks later...

ho due domande:

 

-come si setta la mappa dove si attivano i veicoli?

-come si cambia la velocità di un veicolo?

http://img171.imageshack.us/img171/8702/mattone2pm6.jpghttp://img171.imageshack.us/img171/8702/mattone2pm6.fde157aac7.jpg
Spoiler

MSN....Ahiai!![c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: :hail:Mattone scrive: hail weiss[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Cumlava?Mattone scrive: spermosamente bene[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Orgasmamente bene.Mattone scrive: cicciosamente bene[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Robustamente bene.Mattone scrive: Lollosamente bene[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Iccsdamente bene.Mattone scrive: Iccstramente bene[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Rotflamente bene.Mattone scrive: Fooddosamente bene[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Bannatamente bene.Mattone scrive: Caiossamente bene[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Allora male[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Mattonamente bene.Mattone scrive: Sephirottamente bene[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Kremente bene.Mattone scrive: settismente bene[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Clorosamente bene.Mattone scrive: morganosamente bene[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Cikcosamente bene.Mattone scrive: PyrosHellReavenosamente bene.[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Solatralenuvolosamente bene.Mattone scrive: Dexmente bene.[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Dandaramente bene.Mattone scrive: Frankamente bene[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Trooperamente bene.Mattone scrive: Tiosamente bene[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Metalshikamente bene.Mattone scrive: Devoandareamangiaremente bene. Adopomente bene.[c=0][a=#074E78]SephirBlackmore[/a=46][/c] scrive: Ciaosamente bene.Già... ma ora passiamo ad altro...Se fai parte della Mattone Pictures, incolla questo nella tua firma:[/color][/size]Mattone Pictures: Progetti in corso: The Last Dragon. Io sono uno [il tuo ruolo]. Io faccio parte della Mattone Pictures!Il Sito di Mattone, per info sulla vita, i progetti, i contatti e i numeri di cel di Mattone!!http://img702.mytextgraphics.com/graffititextlive/2008/04/06/7cfbdd0f5cddf6d1f8a9d1f2b08c5541.gifhttp://www.dvdbeaver.com/film2/DVDReviews32/a%20lol/ttile%20lol.jpghttp://team.ffonline.it/imgpersonaggio/ward_it.jpg E tu in che personaggio ti identifichi?http://team.ffonline.it/imgpersonaggio/cloud_it.jpg E tu in che personaggio ti identifichi?http://team.ffonline.it/imgpersonaggio/auron_it.jpg E tu in che personaggio ti identifichi?http://team.ffonline.it/imgpersonaggio/cyan_it.jpg E tu in che personaggio ti identifichi?http://team.ffonline.it/imgpersonaggio/cecil_it.jpg E tu in che personaggio ti identifichi?http://team.ffonline.it/imgpersonaggio/galuf_it.jpg E tu in che personaggio ti identifichi?http://team.ffonline.it/imgpersonaggio/gus_it.jpg E tu in che personaggio ti identifichi?http://team.ffonline.it/imgpersonaggio/steiner_it.jpg E tu in che personaggio ti identifichi?

Link to comment
Share on other sites

  • 1 year later...

scusate, ho fatto un evento che richiama questop script: Vehicle.new(0, 'Sea Rover', '156-Animal06', 1, 4, 4,[0, 1, 2, 3])

però, mi dice questo: initialized constant interpreted: vehiclecosa devo fare?

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...