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[Script] Fil indienne
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glouglou
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PostPosted: Thu 17 Jul - 10:07 (2008)    Post subject: [Script] Fil indienne

Bon ben voila le script fil indienne
Credit


Auteur: fukuyama
Titre: Game_Party_Actor
Description: Voilà ce qui vous permettra d'avoir vos 3 héros suivant le 1er comme dans FF8.
Ressources: Aucunes

Installation:
Créez un nouveau script avant "Main", nommez-le "Game_Party_Actor", puis coller le script suivant dedans.

Code:

# Train_Actor
#
# fukuyama@alles.or.jp
# [url=http://www4.big.or.jp/~fukuyama/]http://www4.big.or.jp/~fukuyama/[/url]
#

# TRAIN_ACTOR_TRANSPARENT_SWITCH = false
TRAIN_ACTOR_TRANSPARENT_SWITCH = true


TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20

#Input::DOWN = 2
#Input::LEFT = 4
#Input::RIGHT = 6
#Input::UP = 8
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5

class Game_Party_Actor < Game_Character
def initialize
super()
@through = true
end
def setup(actor)

if actor != nil
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end

@opacity = 255
@blend_type = 0
end
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
#------------------------------------------
# turn_enabled
#------------------------------------------
def move_down(turn_enabled = true)
if turn_enabled
turn_down
end
if passable?(@x, @y, Input::DOWN)
turn_down
@y += 1
end
end
#------------------------------------------
# turn_enabled 2
#------------------------------------------
def move_left(turn_enabled = true)
if turn_enabled
turn_left
end
if passable?(@x, @y, Input::LEFT)
turn_left
@x -= 1
end
end
#------------------------------------------
# turn_enabled 3
#------------------------------------------
def move_right(turn_enabled = true)
if turn_enabled
turn_right
end
if passable?(@x, @y, Input::RIGHT)
turn_right
@x += 1
end
end
#------------------------------------------
# turn_enabled 4
#------------------------------------------
def move_up(turn_enabled = true)
if turn_enabled
turn_up
end
if passable?(@x, @y, Input::UP)
turn_up
@y -= 1
end
end
#------------------------------------------
# ● DEF MOVE LOWER LEFT
#------------------------------------------
def move_lower_left
unless @direction_fix
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
@x -= 1
@y += 1
end
end
#------------------------------------------
# ● DEF MOVE LOWER RIGHT
#------------------------------------------
def move_lower_right
unless @direction_fix
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
@x += 1
@y += 1
end
end
#------------------------------------------
# ● DEF MOVE UPPER LIGHT
#------------------------------------------
def move_upper_left
unless @direction_fix
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
@x -= 1
@y -= 1
end
end
#------------------------------------------
# ● DEF MOVE UPPER RIGHT
#------------------------------------------
def move_upper_right
unless @direction_fix
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
@x += 1
@y -= 1
end
end

def set_move_speed(move_speed)
@move_speed = move_speed
end
end

class Spriteset_Map
def setup_actor_character_sprites?
return @setup_actor_character_sprites_flag != nil
end
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
index_game_player = 0
@character_sprites.each_index do |i|
if @character_sprites[i][/i].character.instance_of?(Game_Player)
index_game_player = i
break
end
end
for character in characters.reverse
@character_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end

class Scene_Map
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end

class Game_Party
def set_transparent_actors(transparent)
@transparent = transparent
end
def setup_actor_character_sprites
if @characters == nil
@characters = []
for i in 1 .. 4
@characters.push(Game_Party_Actor.new)
end
end
if @actors_chach == nil
@actors_chach = []
end
if @actors_chach != @actors
@actors_chach = @actors.clone
for i in 1 .. 4
@characters[i][/i].setup(actors[i][/i])
end
end
if $scene.instance_of?(Scene_Map)
$scene.setup_actor_character_sprites(@characters)
end
end
def update_party_actors
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false
if TRAIN_ACTOR_TRANSPARENT_SWITCH
transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
else
transparent = $game_player.transparent
end
end
for character in @characters
character.transparent = transparent
character.set_move_speed($game_player.get_move_speed)
character.update
end
end
def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
if @move_list == nil
@move_list = []
end
for i in 0 .. 10
@move_list[i][/i] = nil
end
end
def move_party_actors
if @move_list == nil
@move_list = []
for i in 0 .. 10
@move_list[i][/i] = nil
end
end
@move_list.each_index do |i|
if @characters[i][/i] != nil
case @move_list[i][/i].type
when Input::DOWN
@characters[i][/i].move_down(@move_list[i][/i].args[0])
when Input::LEFT
@characters[i][/i].move_left(@move_list[i][/i].args[0])
when Input::RIGHT
@characters[i][/i].move_right(@move_list[i][/i].args[0])
when Input::UP
@characters[i][/i].move_up(@move_list[i][/i].args[0])
when DOWN_LEFT
@characters[i][/i].move_lower_left
when DOWN_RIGHT
@characters[i][/i].move_lower_right
when UP_LEFT
@characters[i][/i].move_upper_left
when UP_RIGHT
@characters[i][/i].move_upper_right
when JUMP
@characters[i][/i].jump(@move_list[i][/i].args[0],@move_list[i][/i].args[1])
end
end
end
end
class Move_List_Element
def initialize(type,args)
@type = type
@args = args
end
def type() return @type end
def args() return @args end
end
def add_move_list(type,*args)
@move_list.unshift(Move_List_Element.new(type,args)).pop
end
def move_down_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::DOWN,turn_enabled)
end
def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::LEFT,turn_enabled)
end
def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::RIGHT,turn_enabled)
end
def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::UP,turn_enabled)
end
def move_lower_left_party_actors
move_party_actors
add_move_list(DOWN_LEFT)
end
def move_lower_right_party_actors
move_party_actors
add_move_list(DOWN_RIGHT)
end
def move_upper_left_party_actors
move_party_actors
add_move_list(UP_LEFT)
end
def move_upper_right_party_actors
move_party_actors
add_move_list(UP_RIGHT)
end
def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(JUMP,x_plus, y_plus)
end
end

module Game_Player_Module
def update
$game_party.update_party_actors
super
end
def moveto( x, y )
super
$game_party.moveto_party_actors( x, y )
end
def move_down(turn_enabled = true)
if passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_left(turn_enabled = true)
if passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_right(turn_enabled = true)
if passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_up(turn_enabled = true)
if passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_lower_left
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
end
super
end
def move_lower_right
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
end
super
end
def move_upper_left
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
end
super
end
def move_upper_right
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
end
super
end
def jump(x_plus, y_plus)
new_x = @x + x_plus
new_y = @y + y_plus
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end

# -----------------------------------------------
# move_speed
# -----------------------------------------------
def get_move_speed
return @move_speed
end
end

class Game_Player
include Game_Player_Module
end

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PostPosted: Today at 10:39 (2020)    Post subject: [Script] Fil indienne

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tgottis
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Joined: 28 Apr 2008
Posts: 39

PostPosted: Thu 17 Jul - 11:00 (2008)    Post subject: [Script] Fil indienne

Imbécile heureux Merci pour le script Glouglou.
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Aten974
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Joined: 21 Jun 2008
Posts: 2,579
Localisation: Réunion

PostPosted: Thu 17 Jul - 12:14 (2008)    Post subject: [Script] Fil indienne

utilise les balises de codes, ça aiderez certain !
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Slash
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Joined: 18 Jan 2008
Posts: 2,504
Localisation: MONTSURS (53)

PostPosted: Thu 17 Jul - 15:30 (2008)    Post subject: [Script] Fil indienne

moi le premier
sinon je connais ce script et il marche tres bien maintenant reste a voir s'il est compatible avec PSP
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Aten974
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Joined: 21 Jun 2008
Posts: 2,579
Localisation: Réunion

PostPosted: Thu 17 Jul - 16:03 (2008)    Post subject: [Script] Fil indienne

pourquoi "moi le premier" ?
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Slash
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Joined: 18 Jan 2008
Posts: 2,504
Localisation: MONTSURS (53)

PostPosted: Thu 17 Jul - 16:31 (2008)    Post subject: [Script] Fil indienne

Aten974 wrote:
utilise les balises de codes, ça aiderez certain !

Moi le premier c'est plus imple de lire un script qui est entre des balise de code
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Aten974
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Joined: 21 Jun 2008
Posts: 2,579
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PostPosted: Fri 18 Jul - 10:15 (2008)    Post subject: [Script] Fil indienne

a ok
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glouglou
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PostPosted: Sat 19 Jul - 12:31 (2008)    Post subject: [Script] Fil indienne

Merci
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Sphinx
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Joined: 07 Jan 2008
Posts: 9,736
Localisation: Quelque part, dans le monde... Ou peut être sur une autre planète...
ID Steam: FaQuinator

PostPosted: Wed 23 Jul - 14:07 (2008)    Post subject: [Script] Fil indienne

Clin d'œil foireux il tourne sous PSP, jl'ai testé Clin d'œil foireux


^_^ Je l'utiliserai, sans doute, pour mon jeu =)
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Newtiteuf
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Joined: 22 May 2008
Posts: 5,090
Localisation: Sur PC (enfin devant ...)

PostPosted: Wed 23 Jul - 14:10 (2008)    Post subject: [Script] Fil indienne

Est il possible qu'il y est plus de 3 héros a la suite ?
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Sphinx
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Joined: 07 Jan 2008
Posts: 9,736
Localisation: Quelque part, dans le monde... Ou peut être sur une autre planète...
ID Steam: FaQuinator

PostPosted: Wed 23 Jul - 14:14 (2008)    Post subject: [Script] Fil indienne

^_^" je pense, mais je n'ai jamais essayé ^_^"
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Luzert
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PostPosted: Wed 6 Aug - 01:02 (2008)    Post subject: [Script] Fil indienne

Bon, je commence: N'oubliez pas de vous arranger pour le Mode SURF! Il y a le Héros qui est sur son Wailmer (ou tout ce que vous voulez) et l'autre qui marche sur l'eau... Il faut donc retirer le deuxième héros dans le Common de SURF (Quand le héros rentre en SURF) et le rajouter lorsqu'on sort de l'eau.
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Solfay1
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PostPosted: Sat 16 Aug - 20:07 (2008)    Post subject: [Script] Fil indienne

oui et aussi quand on monte sur le vélo
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Jordan
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Joined: 05 Feb 2008
Posts: 1,545
Localisation: Marcheprime

PostPosted: Sun 17 Aug - 19:05 (2008)    Post subject: [Script] Fil indienne

si le personnage qui suit est un pokémon on peut l'enlever le temps de la balade en velo mais si c'est un personnage on peut trés bien le faire avancer lui aussi en vélo, suiffit de changer son sprite!
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Antony
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Joined: 09 Jun 2009
Posts: 39
Localisation: France

PostPosted: Wed 24 Jun - 18:06 (2009)    Post subject: [Script] Fil indienne

Excusez-moi mais je voulais savoir comment on fait pour retirer le deuxième héros car moi quand j'appelle la carte de la région le deuxième héros me suis sur la carte, et ca fait un peu bète et autre chose peu ton lui associer un son, un message.
Et merci à toi Glouglou
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