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 Un autre script de "Train de personnages"ou"chenille".

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AuteurMessage
Obscurity
Poulet carnivore Lv.2
Poulet carnivore Lv.2
Obscurity


Masculin Age : 25
Inscrit le : 22/08/2009
Messages : 20

Un autre script de "Train de personnages"ou"chenille". Empty
MessageSujet: Un autre script de "Train de personnages"ou"chenille".   Un autre script de "Train de personnages"ou"chenille". Icon_minitimeMer 4 Nov 2009 - 8:35

Voila pour mon projet,j'ai besoin d'un script de chenille comme celui-ci :
Citation :
class Game_Player

#--------------------------------------------------------------------------

# * Move Down

# turn_enabled : a flag permits direction change on that spot

#--------------------------------------------------------------------------

def move_down(turn_enabled = true)

super(turn_enabled)

end

#--------------------------------------------------------------------------

# * Move Left

# turn_enabled : a flag permits direction change on that spot

#--------------------------------------------------------------------------

def move_left(turn_enabled = true)

super(turn_enabled)

end

#--------------------------------------------------------------------------

# * Move Right

# turn_enabled : a flag permits direction change on that spot

#--------------------------------------------------------------------------

def move_right(turn_enabled = true)

super(turn_enabled)

end

#--------------------------------------------------------------------------

# * Move up

# turn_enabled : a flag permits direction change on that spot

#--------------------------------------------------------------------------

def move_up(turn_enabled = true)

super(turn_enabled)

end

#--------------------------------------------------------------------------

# * Move Lower Left

#--------------------------------------------------------------------------

def move_lower_left

super

end

#--------------------------------------------------------------------------

# * Move Lower Right

#--------------------------------------------------------------------------

def move_lower_right

super

end

#--------------------------------------------------------------------------

# * Move Upper Left

#--------------------------------------------------------------------------

def move_upper_left

super

end

#--------------------------------------------------------------------------

# * Move Upper Right

#--------------------------------------------------------------------------

def move_upper_right

super

end

end



class Game_Follower < Game_Character

#--------------------------------------------------------------------------

# * Public Instance Variables

#--------------------------------------------------------------------------

attr_reader :actor

attr_accessor :move_speed

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize(actor)

super()

@through = true

@actor = actor

end

#--------------------------------------------------------------------------

# * Set Actor

#--------------------------------------------------------------------------

def actor=(actor)

@actor = actor

setup

end

#--------------------------------------------------------------------------

# * Setup

#--------------------------------------------------------------------------

def setup

if @actor != nil

@character_name = $game_actors[@actor].character_name

@character_index = $game_actors[@actor].character_index

else

@character_name = ""

@character_index = 0

end

@opacity = 255

@blend_type = 0

@priority_type = 0

end



#--------------------------------------------------------------------------

# * Screen Z

#--------------------------------------------------------------------------

def screen_z

if $game_player.x == @x and $game_player.y == @y

return $game_player.screen_z - 1

end

super

end

#--------------------------------------------------------------------------

# * Same Position Starting Determinant (Disabled)

#--------------------------------------------------------------------------

def check_event_trigger_here(triggers)

result = true

return result

end

#--------------------------------------------------------------------------

# * Front Envent Starting Determinant (Disabled)

#--------------------------------------------------------------------------

def check_event_trigger_there(triggers)

result = true

return result

end

#--------------------------------------------------------------------------

# * Touch Event Starting Determinant (Disabled)

#--------------------------------------------------------------------------

def check_event_trigger_touch(x, y)

result = true

return result

end

end



class Spriteset_Map

alias_method :spriteset_map_create_characters, :create_characters

def create_characters

spriteset_map_create_characters

$game_party.followers.each do |char|

@character_sprites << Sprite_Character.new(@viewport1, char)

end

end

end



class Game_Party

#--------------------------------------------------------------------------

# * Constants

#--------------------------------------------------------------------------

MAX_SIZE = 8

CATERPILLAR = 2

#--------------------------------------------------------------------------

# * Public Instance Variables

#--------------------------------------------------------------------------

attr_reader :followers

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

alias_method :trick_caterpillar_party_initialize, :initialize

def initialize

trick_caterpillar_party_initialize

@followers = Array.new(MAX_SIZE - 1) {Game_Follower.new(nil)}

@move_list = []

end

#--------------------------------------------------------------------------

# * Update Followers

#--------------------------------------------------------------------------

def update_followers

flag = $game_player.transparent || $game_switches[CATERPILLAR]

@followers.each_with_index do |char, i|

char.actor = @actors[i + 1]

char.move_speed = $game_player.move_speed

if $game_player.dash?

char.move_speed += 1

end

char.update

char.transparent = flag

end

end

#--------------------------------------------------------------------------

# * Move To Party

#--------------------------------------------------------------------------

def moveto_party(x, y)

@followers.each {|char| char.moveto(x, y)}

@move_list.clear

end

#--------------------------------------------------------------------------

# * Move Party

#--------------------------------------------------------------------------

def move_party

@move_list.each_index do |i|

if @followers[i] == nil

@move_list[i...@move_list.size] = nil

next

end

case @move_list[i].type

when 2

@followers[i].move_down(*@move_list[i].args)

when 4

@followers[i].move_left(*@move_list[i].args)

when 6

@followers[i].move_right(*@move_list[i].args)

when 8

@followers[i].move_up(*@move_list[i].args)

when j

@followers[i].move_lower_left

when 3

@followers[i].move_lower_right

when 7

@followers[i].move_upper_left

when 9

@followers[i].move_upper_right

when 5

@followers[i].jump(*@move_list[i].args)

end

end

end

#--------------------------------------------------------------------------

# * Add Move List

#--------------------------------------------------------------------------

def update_move(type, *args)

move_party

@move_list.unshift(Game_MoveListElement.new(type, args))

end

end



class Game_MoveListElement

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize(type, args)

@type = type

@args = args

end

#--------------------------------------------------------------------------

# * Type

#--------------------------------------------------------------------------

def type

return @type

end

#--------------------------------------------------------------------------

# * Args

#--------------------------------------------------------------------------

def args

return @args

end

end



class Game_Player

#--------------------------------------------------------------------------

# * Public Instance Variables

#--------------------------------------------------------------------------

attr_reader :move_speed



#--------------------------------------------------------------------------

# * Update

#--------------------------------------------------------------------------

alias_method :trick_caterpillar_player_update, :update

def update

$game_party.update_followers

trick_caterpillar_player_update

end

#--------------------------------------------------------------------------

# * Moveto

#--------------------------------------------------------------------------

alias_method :trick_caterpillar_player_moveto, :moveto

def moveto(x, y)

$game_party.moveto_party(x, y)

trick_caterpillar_player_moveto(x, y)

end

#--------------------------------------------------------------------------

# * Move Down

#--------------------------------------------------------------------------

alias_method :trick_caterpillar_player_move_down, :move_down

def move_down(turn_enabled = true)

if passable?(@x, @y+1)

$game_party.update_move(2, turn_enabled)

end

trick_caterpillar_player_move_down(turn_enabled)

end

#--------------------------------------------------------------------------

# * Move Left

#--------------------------------------------------------------------------

alias_method :trick_caterpillar_player_move_left, :move_left

def move_left(turn_enabled = true)

if passable?(@x-1, @y)

$game_party.update_move(4, turn_enabled)

end

trick_caterpillar_player_move_left(turn_enabled)

end

#--------------------------------------------------------------------------

# * Move Right

#--------------------------------------------------------------------------

alias_method :trick_caterpillar_player_move_right, :move_right

def move_right(turn_enabled = true)

if passable?(@x+1, @y)

$game_party.update_move(6, turn_enabled)

end

trick_caterpillar_player_move_right(turn_enabled)

end

#--------------------------------------------------------------------------

# * Move Up

#--------------------------------------------------------------------------

alias_method :trick_caterpillar_player_move_up, :move_up

def move_up(turn_enabled = true)

if passable?(@x, @y-1)

$game_party.update_move(8, turn_enabled)

end

trick_caterpillar_player_move_up(turn_enabled)

end

#--------------------------------------------------------------------------

# * Move Lower Left

#--------------------------------------------------------------------------

alias_method :trick_caterpillar_player_move_lower_left, :move_lower_left

def move_lower_left

if passable?(@x - 1, @y) and passable?(@x, @y + 1)

$game_party.update_move(1)

end

trick_caterpillar_player_move_lower_left

end

#--------------------------------------------------------------------------

# * Move Lower Right

#--------------------------------------------------------------------------

alias_method :trick_caterpillar_player_move_lower_right, :move_lower_right

def move_lower_right

if passable?(@x + 1, @y) and passable?(@x, @y + 1)

$game_party.update_move(3)

end

trick_caterpillar_player_move_lower_right

end

#--------------------------------------------------------------------------

# * Move Upper Left

#--------------------------------------------------------------------------

alias_method :trick_caterpillar_player_move_upper_left, :move_upper_left

def move_upper_left

if passable?(@x - 1, @y) and passable?(@x, @y - 1)

$game_party.update_move(7)

end

trick_caterpillar_player_move_upper_left

end

#--------------------------------------------------------------------------

# * Move Upper Right

#--------------------------------------------------------------------------

alias_method :trick_caterpillar_player_move_upper_right, :move_upper_right

def move_upper_right

if passable?(@x + 1, @y) and passable?(@x, @y - 1)

$game_party.update_move(9)

end

trick_caterpillar_player_move_upper_right

end

#--------------------------------------------------------------------------

# * Jump

#--------------------------------------------------------------------------

alias_method :trick_caterpillar_player_jump, :jump

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)

$game_party.update_move(5, x_plus, y_plus)

end

trick_caterpillar_player_jump(x_plus, y_plus)

end

end
Car avec celui la,j'ai un petit problème,Au début du jeu ou après une téléportation,mes personnages sont collés comme ceci Un autre script de "Train de personnages"ou"chenille". Probla11et quand ils ce déplacent,ils se passent a travers.
J'aimerais que au départ ils soient plus-tôt comme ca:mais en regardant tous vers le bas Un autre script de "Train de personnages"ou"chenille". Probla12

Cordialement Obscurity
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ludoee
Poulet carnivore Lv.2
Poulet carnivore Lv.2
ludoee


Masculin Avertissements : 1
Inscrit le : 11/03/2010
Messages : 28

Un autre script de "Train de personnages"ou"chenille". Empty
MessageSujet: Re: Un autre script de "Train de personnages"ou"chenille".   Un autre script de "Train de personnages"ou"chenille". Icon_minitimeMer 17 Mar 2010 - 22:13

Sacré nechro post que je fait la mais je pensser qu'il etait nessesaire alor dans se script il y a un probleme pour les perssone utilisent le A RPG a la ligne

387 ont avez sa

when j

avec sa des que votre coequipier se faiser toucher par l'ennemy paf! erreur! simple comme bonjour pour regler le probleme remplacer par sa

when 10(j'ai mis se chiffre au hazard je ne sait pas se qui se passe si ont mais 12 par exemple)

Voila c'est tous se que j'avez a dire le script n'a aucun autre probleme(ptetre un pti lokete nan?)
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kaitokid12
Poulet Lv.1
Poulet Lv.1
kaitokid12


Inscrit le : 05/11/2010
Messages : 3

Un autre script de "Train de personnages"ou"chenille". Empty
MessageSujet: Re: Un autre script de "Train de personnages"ou"chenille".   Un autre script de "Train de personnages"ou"chenille". Icon_minitimeSam 6 Nov 2010 - 6:10

mais ou esce que l'on doit metre le script parceque moi question script je suis pas franchement fort
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Un autre script de "Train de personnages"ou"chenille". Empty
MessageSujet: Re: Un autre script de "Train de personnages"ou"chenille".   Un autre script de "Train de personnages"ou"chenille". Icon_minitime

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Un autre script de "Train de personnages"ou"chenille".

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