Douglanilo
Mestre
Postagens : 959 Data de inscrição : 02/04/2009
| Assunto: Andar, Caminhar e Correr Dom maio 10, 2009 9:53 am | |
| Stand/Walk/Run script --- RMVX Version Synthesize
CaracterísticasO script permite que o pesonagem tenha 3 velocidades, sendo andar, caminhar e correr. ScreenshotsNão necessários. script - Código:
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====================================================================== ========= # Stand/Walk/Run script --- RMVX Version #=============================================================================== # Written by Synthesize # Version 2.00 # January 26, 2008 # Revised: March 1, 2008 #=============================================================================== # Customization #------------------------------------------------------------------------------- module StandWalkRun Use_run = true # Use Run Points? Use_run_sprite = true # Use a Running sprite? Run_sprite_suffix = '_run' # Running Sprite Suffix Run_points = 100 # The maximum amount of Run Points Run_points_restore = 60 # 1 Run Point is restored in X Frames Restore_run_while_walking = true # Restore points while walking? Use_idle_sprite = true # Use Idle Sprite? Idle_sprite_suffix = '_idle' # idle Sprite Suffix Use_anime = true # Animate your Idle Sprite? Idle_time = 240 # Time before sprite is animated end #------------------------------------------------------------------------------- # Scene_Map:: The main functions of the script are here #------------------------------------------------------------------------------- class Scene_Map < Scene_Base # Aliases alias syn_map_update update alias syn_map_start start #----------------------------------------------------------------------------- # Initiate variables #----------------------------------------------------------------------------- def start $game_player.old_character_name = $game_player.character_name @wait_time = 0 @wait_time2 = 0 syn_map_start end #----------------------------------------------------------------------------- # Rewrite Scene_Change to reset sprite #----------------------------------------------------------------------------- def update_scene_change return if $game_player.moving? case $game_temp.next_scene when "battle" call_idle($game_player.old_character_name, false) call_battle when "shop" call_idle($game_player.old_character_name, false) call_shop when "name" call_idle($game_player.old_character_name, false) call_name when "menu" call_idle($game_player.old_character_name, false) call_menu when "save" call_idle($game_player.old_character_name, false) call_save when "debug" call_idle($game_player.old_character_name, false) call_debug when "gameover" call_gameover when "title" call_title else $game_temp.next_scene = nil end end #----------------------------------------------------------------------------- # Update:: Update the scene #----------------------------------------------------------------------------- def update syn_map_update if Input.dir4 == 0 wait(1, false) if StandWalkRun::Use_idle_sprite call_idle($game_player.character_name StandWalkRun::Idle_sprite_suffix, StandWalkRun::Use_anime) if @wait_time == StandWalkRun::Idle_time $game_temp.syn_state = "idle" restore_run if StandWalkRun::Use_run else $game_temp.syn_state = "" restore_run if StandWalkRun::Restore_run_while_walking call_idle($game_player.old_character_name, false) if $game_player.character_name != $game_player.old_character_name end end #----------------------------------------------------------------------------- # Call_Idle:: Sets and animates the idle Sprite #----------------------------------------------------------------------------- def call_idle(sprite, anime) $game_player.set_step_anime(anime) $game_player.set_graphic(sprite, 0) end #----------------------------------------------------------------------------- # Restore_Run: Restore Run Points #----------------------------------------------------------------------------- def restore_run if $game_player.run_points < StandWalkRun::Run_points wait(1, true) $game_player.run_points = 1 if @wait_time2 == StandWalkRun::Run_points_restore @wait_time2 = 0 if @wait_time2 == StandWalkRun::Run_points_restore end end #----------------------------------------------------------------------------- # Wait:: Allows Wait Times #----------------------------------------------------------------------------- def wait(duration, value) for i in 0...duration @wait_time = 1 if value == false @wait_time2 = 1 if value break if i >= duration / 2 end end end #------------------------------------------------------------------------------- # Game_Temp:: Create current state #------------------------------------------------------------------------------- class Game_Temp attr_accessor :syn_state alias syn_temp_init initialize def initialize @syn_state = "" syn_temp_init end end #------------------------------------------------------------------------------- # Game_Character:: Create the Change_Sprite method #------------------------------------------------------------------------------- class Game_Character # Attr(s) attr_accessor :old_character_name attr_accessor :run_points alias syn_ch_init initialize #----------------------------------------------------------------------------- # Initialize Variables #----------------------------------------------------------------------------- def initialize @run_points = StandWalkRun::Run_points syn_ch_init end #----------------------------------------------------------------------------- # Set Setp Animation #----------------------------------------------------------------------------- def set_step_anime(value) @step_anime = value return @step_anime end end #------------------------------------------------------------------------------- # Game_Player:: This handles the dash process #------------------------------------------------------------------------------- class Game_Player < Game_Character alias syn_player_update update alias syn_player_dash dash? def dash? return false if @run_points == 0 and StandWalkRun::Use_run syn_player_dash end #----------------------------------------------------------------------------- # Update:: Update the scene #---------------------------------------------------------------------------- def update if dash? unless $game_temp.syn_state == "idle" set_graphic(@character_name StandWalkRun::Run_sprite_suffix, 0) if StandWalkRun::Use_run_sprite @run_points -= 1 syn_player_update end else changed = false syn_player_update end end end #------------------------------------------------------------------------------- # * This script is not compatible with RPG Maker XP * #------------------------------------------------------------------------------- # Written by Synthesize # Version 2.00 # Requested by Cerulean Sky #=============================================================================== # Stand/Walk/Run - RMVX Version #====================================== Créditos e AgradecimentosSynthesize - Por criar o script Cerulean Sky - Por pedir o script Douglanilo - Por postar o script |
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Convidad
Convidado
| Assunto: Re: Andar, Caminhar e Correr Dom maio 10, 2009 6:41 pm | |
| Bem interresante esse sistema de andar caminhar e correr, deixa o jogo mais criativo. |
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Douglanilo
Mestre
Postagens : 959 Data de inscrição : 02/04/2009
| Assunto: Re: Andar, Caminhar e Correr Dom maio 10, 2009 6:56 pm | |
| Pior que fica, eu estou a procura da versão para RMXP, se conseguir (acho que não vai), me mande uma MP dizendo o link. |
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| Assunto: Re: Andar, Caminhar e Correr | |
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