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[richiesta] Citizien Script


Stradlyn
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Ok io ci ho provato ma nn ti assicuro nulla perche nn l'ho provato ne tantomeno sono sicuro che alcuni parametri vadano bene ma il 95% e fatto ^^ se qualche riga nn va prova a dirmla e vedrò^^

 

#============================================================================== 
# - Citizens Script ~ v1.0 # ( 13/12/06 ) 
#--------------------------
#--------------------------------------------------- 
# by Alato ~ www.rpg2s.net # 
#--------------------------# 
# Contiene l'XPML Script di Rataime e una versione 
# modificata da me dell'Anti Event Lag Script di 
# Near Fantastica. 
#------------------------------------------------------------------------------ 
# Incollato questo script in una pagina sopra il Main 
# avrete a disposizione un nuovo comando per gli eventi. 
# Scrivendo "begin passante" in un commento dell'evento 
# questo verrà considerato come un passante, cioè sarà 
# sempre presente vicino allo schermo. 
# Grafica, velocità e frequenza sono gestiti dallo 
# script in maniera casuale (per la grafica utilizza 
# i character di default "Civilian"). # 
# In caso di domande o problemi chiedete nel forum 
# di www.rpg2s.net 
#============================================================================== 
############################################ 
######## Aggiunte a Game_Character ######### 
############################################ 
class Game_Character 
#-------------------------------------------------------------------------- 
# - Aggiornamento 
#-------------------------------------------------------------------------- 
def update if passante? 
@move_type = 77 
# Movimento Passanti @move_frequency = 6 
end
if jumping? update_jump elsif moving? update_move else update_stop 
end
if @anime_count > 18 - @move_speed * 2 
  if not @step_anime and @stop_count > 0 
@pattern = @original_pattern 
else 
 @pattern = (@pattern + 1) % 4 
end
@anime_count = 0 
end
if @wait_count > 0 @wait_count -= 1 return 
end
if @move_route_forcing move_type_custom return 
end
if @starting or lock? return 
end
if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency) case 
@move_type 
when 1 move_type_random 
 when 2 move_type_toward_player 
when 3 move_type_custom 
  when 77 move_type_passante 
end
end
 end 
#-------------------------------------------------------------------------- 
# - Riposiziona 
#--------------------------------------------------------------------------
def riposiziona case rand(3) 
  when 0 r_x = $game_map.display_x + rand(21)*128 - 128*3 r_y = $game_map.display_y - 128*3 
 when 1 r_x = $game_map.display_x + rand(21)*128 - 128*3 r_y = $game_map.display_y + 2176 + 128*3 
   when 2 r_x = $game_map.display_x - 128*3 r_y = $game_map.display_y + rand(16)*128 - 128*3 
	 when 3 r_x = $game_map.display_x + 2816 + 128*3 r_y = $game_map.display_y + rand(16)*128 - 128*3 
	 end
	 x = r_x / 128 y = r_y / 128 if $game_map.passable?(x, y, 0) 
@real_x = r_x 
@real_y = r_y 
@x = x @y = y 
else riposiziona 
end
r = rand(23) + 1 
if r < 10 name = "10" + r.to_s + "-Civilian0" + r.to_s 
  else name = "1" + r.to_s + "-Civilian" + r.to_s 
end
@character_name = name 
@move_speed = rand(2)+ 1 
end 
#-------------------------------------------------------------------------- 
# - Movimento Passante 
#-------------------------------------------------------------------------- 
def move_type_passante case rand(19) 
when 0..16 move_forward 
when 17 move_random 
when 18 @stop_count = 0 
end
end
end 
############################################
######### Aggiunte a GAme_Event ############
############################################ 
class Game_Event < Game_Character 
#-------------------------------------------------------------------------- 
# - Controlla se è un passante 
#-------------------------------------------------------------------------- 
def passante? params = XPML_read("passante",@id,2) return (params != nil) 
end 
end 
############################################ 
######### Aggiunte a Game_Player ###########
############################################
class Game_Player < Game_Character 
#-------------------------------------------------------------------------- 
# - Il Player non è mai un passante 
#-------------------------------------------------------------------------- 
def passante? return false 
end
end 
###################
############ XPML Definition ############### 
# by Rataime # 
###################
def XPML_read(markup,event_id,max_param_number=0) parameter_list = nil event=$game_map.events[event_id] 
  return if event.list==nil 
for i in 0...event.list.size 
 if event.list[i].code == 108 and event.list[i].parameters[0].downcase == "begin "+markup.downcase parameter_list = [] 
if parameter_list == nil for j in i+1...event.list.size 
if event.list[j].code == 108 parts = event.list[j].parameters[0].split 
if parts.size!=1 and parts[0].downcase!="begin" 
if parts[1].to_i!=0 or parts[1]=="0" parameter_list.push(parts[1].to_i) 
 else parameter_list.push(parts[1]) 
end 
else return parameter_list 
end 
else return parameter_list 
end return parameter_list 
if max_param_number!=0 and j==i+max_param_number 
end
end
end 
return parameter_list 
end 
############################
####### Anti Event Lag Script v3 ###############
# by Near Fantastica # 
############################
# ~ mod by Alato # 
############################ 
#==== # ¦ Game_Map 
#==== class Game_Map #------ 
def in_range?(object) screne_x = $game_map.display_x screne_x -= 256 screne_y = $game_map.display_y screne_y -= 256 screne_width = $game_map.display_x screne_width += 2816 screne_height = $game_map.display_y screne_height += 2176 
 return false 
if object.real_x <= screne_x return false 
if object.real_x >= screne_width return false 
if object.real_y <= screne_y return false 
if object.real_y >= screne_height return true 
end 
#------ 
def in_big_range?(object) screne_x = $game_map.display_x screne_x -= 256*6 screne_y = $game_map.display_y screne_y -= 256*6 screne_width = $game_map.display_x screne_width += 2816 + 256*5 screne_height = $game_map.display_y screne_height += 2176 + 256*5 
 return false 
if object.real_x <= screne_x return false 
if object.real_x >= screne_width return false 
if object.real_y <= screne_y return false 
if object.real_y >= screne_height return true 
end 
#------ 
def update 
if $game_map.need_refresh refresh 
end 
if @scroll_rest > 0 distance = 2 ** @scroll_speed case @scroll_direction 
when 2 scroll_down(distance) 
when 4 scroll_left(distance) 
when 6 scroll_right(distance) 
when 8 scroll_up(distance) 
end
@scroll_rest -= distance 
end
for event in @events.values 
if in_range?(event) 
or event.trigger == 3 
or event.trigger == 4 event.update elsif event.passante? 
# se è un passante riposizionalo 
event.update until in_big_range?(event) 
event.riposiziona 
end
end
end 
for common_event in @common_events.values common_event.update 
end 
@fog_ox -= @fog_sx / 8.0 @fog_oy -= @fog_sy / 8.0 
if @fog_tone_duration >= 1 d = @fog_tone_duration target = @fog_tone_target @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d @fog_tone_duration -= 1 
end 
if @fog_opacity_duration >= 1 d = @fog_opacity_duration @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d @fog_opacity_duration -= 1 
end
end
end 
#==== # ¦ Spriteset_Map 
#==== class Spriteset_Map 
#------ 
def in_range?(object) screne_x = $game_map.display_x screne_x -= 256 screne_y = $game_map.display_y screne_y -= 256 screne_width = $game_map.display_x screne_width += 2816 screne_height = $game_map.display_y screne_height += 2176 
 return false 
if object.real_x <= screne_x 
 return false 
 if object.real_x >= screne_width 
return false 
if object.real_y <= screne_y 
  return false 
if object.real_y >= screne_height 
 return true 
 end 
#------ 
def in_big_range?(object) screne_x = $game_map.display_x screne_x -= 256*6 screne_y = $game_map.display_y screne_y -= 256*6 screne_width = $game_map.display_x screne_width += 2816 + 256*5 screne_height = $game_map.display_y screne_height += 2176 + 256*5 
 return false 
if object.real_x <= screne_x 
 return false 
if object.real_x >= screne_width 
 return false 
if object.real_y <= screne_y 
 return false 
 if object.real_y >= screne_height 
return true 
end 
#------ 
def update 
if @panorama_name != $game_map.panorama_name or @panorama_hue != $game_map.panorama_hue @panorama_name = $game_map.panorama_name @panorama_hue = $game_map.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 
end 
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue @fog_name = $game_map.fog_name @fog_hue = $game_map.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 
end
@tilemap.ox = $game_map.display_x / 4 @tilemap.oy = $game_map.display_y / 4 @tilemap.update @panorama.ox = $game_map.display_x / 8 @panorama.oy = $game_map.display_y / 8 @fog.zoom_x = $game_map.fog_zoom / 100.0 @fog.zoom_y = $game_map.fog_zoom / 100.0 @fog.opacity = $game_map.fog_opacity @fog.blend_type = $game_map.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 i=0 
for sprite in @character_sprites 
if sprite.character.is_a?(Game_Event) 
if in_range?(sprite.character) or sprite.character.trigger == 3 or sprite.character.trigger == 4 or (sprite.character.passante? and in_big_range?(sprite.character)) sprite.update i+=1 
end 
else sprite.update i+=1 
end
end 
@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 
for sprite in @picture_sprites sprite.update 
end
@timer_sprite.update @viewport1.tone = $game_screen.tone @viewport1.ox = $game_screen.shake @viewport3.color = $game_screen.flash_color @viewport1.update @viewport3.update 
end
end

The Italian Scripter Team
http://img57.imageshack.us/img57/654/istminibannerqe2wo7.jpg


<[blake]> (e le giustificazioni, se serve, le falsifico)
<Iryka> bravo ma questo e warez

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strano °_° non vedo alcun errore anche prima che mettessi if e poi accapo il resto ti dava errore se si prova acontrollare che non ci siano spazi in + o in meno e controlla anche che else name si invece staccato ed accapo poi mi fai sapere.

 

PS: Se c'è qualche altro uomo di buon cuore anche i suoi consigli sono accetti visto che si gli script mi interessano e mi piacciono ma non sono ancora un mago di questi ^^

The Italian Scripter Team
http://img57.imageshack.us/img57/654/istminibannerqe2wo7.jpg


<[blake]> (e le giustificazioni, se serve, le falsifico)
<Iryka> bravo ma questo e warez

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si infatti potrebbe essere anche quache mio errore di copiatura, uno spazio o chissa che io che nn lo avevo mai visto prima sto script non saprei dove andare a parare ^^ cmq ora magari chiedo oppure provo a risolvere caso mai edito qusto mess ^^

The Italian Scripter Team
http://img57.imageshack.us/img57/654/istminibannerqe2wo7.jpg


<[blake]> (e le giustificazioni, se serve, le falsifico)
<Iryka> bravo ma questo e warez

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