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Poprzedni temat «» Następny temat
Zamknięty przez: Ayene
Czw 27 Sty, 2011 17:37
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Autor Wiadomość
rafi1815 



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Dołączył: 29 Gru 2010
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Wysłany: Sro 29 Gru, 2010 19:00
Potrzebne
potrzebuje skrypt do sterowania pociskiem z eventu lub z weapon
 
 
Killerczyc 




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Wysłany: Sro 29 Gru, 2010 20:29
Nie wiem, ale wydajesz się jak byś nie traktował skryptorów powarznie...
Byś się przywitał lub coś, skoro to twój pierwszy post...
A tak już na "dzień dobry" moim zdaniem bezczelnie napisałeś tego posta...
No cóż, poniosło mnie :roll: Ale chyba taka prawda a co do Twojej prośby to jest skrypt na chock shoot - Lub jakoś tak...
Opcja szukaj nie szkodzi, a gdy już na pewno nie znajdziesz to dopiero pisz posta
________________________
Szukam kogoś do grania ze mną w Minecraft Multiplayer przez Hamachi - coś więcej w temacie
 
 
 
Agumon 




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Ranga RM:
1 gra

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Wysłany: Czw 30 Gru, 2010 17:55
Killerczyc, przynajmniej byś mógł nie spamować postami. Jak się nie przywitał to nie jak bezczelnie napisał to napisał ale byś to mógł przynajmniej zachować dla siebie a nie nabijać se posty takim czymś.
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Piszę poprawnie po polsku

 
 
rafi1815 



Preferowany:
RPG Maker VX

Dołączył: 29 Gru 2010
Posty: 12
Wysłany: Pią 31 Gru, 2010 09:27
niepowitałem się ponieważ miałem mało czasu ale jeśli ci tylko oto chodziło to Dzień dobry
 
 
Killerczyc 




Preferowany:
RPG Maker VX

Pomógł: 8 razy
Dołączył: 20 Lip 2010
Posty: 199
Skąd: (Brak info.)
Wysłany: Pią 31 Gru, 2010 09:55
Postanowiłem przeprosić Cię rafi1815,
Chyba chodziło Tobie o to :
Cytat:
W przedmiotach musi być rubryka o nazwie Hookshot

Kod:
Do zdarzenia musisz dodać nazwę. Pobaw się z tym, dawno nie korzystałem - w skrypcie nawet dodałem zamiast czegoś zaczep, ale to w niczym nie przeszadza...

Masz
Spoiler:

Kod:
skrypt:#==============================================================================
# Hookshot
#==============================================================================
# Author  : OriginalWij
# Version : 1.0
#==============================================================================

#==============================================================================
# NOTE: The newest version is the ONLY supported version!
#
# v1.0
# - Initial release
#==============================================================================

#==============================================================================
# NOTE1: This script requires a 'Hookshot' image (defined below) for EACH of
#        the hookshots (defined below) to function.
#
# NOTE2: Any 'Hookshotable' event MUST have 1 of the 5 tags (defined below)
#        in their NAME to function with this script.
#==============================================================================

#==============================================================================
# Config
#==============================================================================

module OW_HSHOT
  # Hookshots
  # syntax: type => [item, "file", range, speed, [tag1, tag2, ...]],
  # item   = database ID of the item the party MUST have to use the hookshot
  # "file" = graphic filename of the hookshot
  #          (file MUST be in the /Graphics/System directory)
  #          (graphic size: 192 x 32 pixels {↓ ← → ↑ ─ |})
  # range  = range of the hooskhot (in tiles, including the target tile)
  # speed  = speed at which the hookshot moves (1..10)
  # tag(s) = an array of event name tag IDs that will work with that hookshot
  #          (event name tag IDs come from ENT below)
  HSHOT = { # <-- Do NOT Modify!
    0 => [21, "Hookshot1", 5 , 6, [0, 1]         ],
    1 => [22, "Hookshot2", 6 , 6, [0, 1]         ],
    2 => [23, "Hookshot3", 8 , 6, [0, 1, 2]      ],
    3 => [24, "Hookshot4", 10, 6, [0, 1, 2, 3, 4]],
  } # <-- Do NOT Modify!
  # Event name tags
  # (NOTE: do NOT change the "key" of the tags, as the "key" determines type)
  # (example: 42 => "[EXAMPLE]", -> the 42 is the "key")
  ENT = { # <-- Do NOT Modify!
    0 => "[Zaczep]",   # effect: pulls player to event
    1 => "[DRAG BACK]", # effect: drags event to player
    2 => "[ACTIVATE]",  # effect: activates target event
    3 => "[PUSH 1]",    # effect: pushes event 1 tile
    4 => "[PUSH ALL]",  # effect: pushes event until it hits an impassability
  } # <-- Do NOT Modify!
  # Switch to DISABLE the hookshot (switch ID)
  HS_SWITCH = 1
  # Button to press to activate hookshot
  # (Input::A, Input::L, Input::R, Input::X, Input::Y, or Input::Z)
  HS_BUTTON = Input::Z
  # Hookshot sound effect (sound file MUST be in the /Audio/SE directory)
  # ("" = none)
  HS_SOUNDFX_NAME   = "Thunder3"
  HS_SOUNDFX_VOLUME = 80
  HS_SOUNDFX_PITCH  = 100
  # Allow hookshot to function across water & lava tiles?
  W_LAVA = true
end

#==============================================================================
# Game_Event
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # Public Instance Variables (New)
  #--------------------------------------------------------------------------
  attr_accessor :direction_fix
  attr_accessor :move_speed
  attr_accessor :walk_anime
  attr_accessor :through
  #--------------------------------------------------------------------------
  # Get Event Name (New)
  #--------------------------------------------------------------------------
  def name
    return @event.name
  end
end

#==============================================================================
# Game_Player
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # Include (New)
  #--------------------------------------------------------------------------
  include OW_HSHOT
  #--------------------------------------------------------------------------
  # Public Instance Variables (New)
  #--------------------------------------------------------------------------
  attr_accessor :direction_fix
  attr_accessor :move_speed
  attr_accessor :walk_anime
  attr_accessor :through
  #--------------------------------------------------------------------------
  # Get Hookshot Type (New)
  #--------------------------------------------------------------------------
  def hshot_type
    type = -1
    for i in HSHOT.keys
      type = i if $game_party.item_number($data_items[HSHOT[i][0]]) > 0
    end
    return type
  end
end

#==============================================================================
# Spriteset_Map
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # Public Instance Variables (New)
  #--------------------------------------------------------------------------
  attr_accessor :hshot
  #--------------------------------------------------------------------------
  # Initialize (Mod)
  #--------------------------------------------------------------------------
  alias ow_hshot_spriteset_map_initialize initialize unless $@
  def initialize
    ow_hshot_spriteset_map_initialize
    @hshot = Sprite.new(@viewport1)
    @hshot.z = 1
  end
  #--------------------------------------------------------------------------
  # Dispose (Mod)
  #--------------------------------------------------------------------------
  alias ow_hshot_spriteset_map_dispose dispose unless $@
  def dispose
    ow_hshot_spriteset_map_dispose
    @hshot.dispose
  end
end

#==============================================================================
# Scene_Map
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # Include (New)
  #--------------------------------------------------------------------------
  include OW_HSHOT
  #--------------------------------------------------------------------------
  # Update (Mod)
  #--------------------------------------------------------------------------
  alias ow_hshot_scene_map_update update unless $@
  def update
    ow_hshot_scene_map_update
    return if $game_message.visible or $game_player.moving?
    return if $game_player.hshot_type < 0
    do_hookshot if !$game_switches[HS_SWITCH] and Input.trigger?(HS_BUTTON)
  end
  #--------------------------------------------------------------------------
  # Do Hookshot (New)
  #--------------------------------------------------------------------------
  def do_hookshot
    px = gpx = $game_player.x
    py = gpy = $game_player.y
    moved = true
    pte = etp = ate = peo = pea = peo_done = false
    hook_event, delta, dx, dy = get_target(gpx, gpy)
    return if delta < 2
    unless HS_SOUNDFX_NAME == ""
      filename = "Audio/SE/" + HS_SOUNDFX_NAME
      Audio.se_play(filename, HS_SOUNDFX_VOLUME, HS_SOUNDFX_PITCH)
    end
    type = $game_player.hshot_type
    unless hook_event.nil?
      pte = (hook_event.name.include?(ENT[0]) and HSHOT[type][4].include?(0))
      etp = (hook_event.name.include?(ENT[1]) and HSHOT[type][4].include?(1))
      ate = (hook_event.name.include?(ENT[2]) and HSHOT[type][4].include?(2))
      peo = (hook_event.name.include?(ENT[3]) and HSHOT[type][4].include?(3))
      pea = (hook_event.name.include?(ENT[4]) and HSHOT[type][4].include?(4))
    end
    @hshot = @spriteset.hshot
    w = dx == 0 ? 32 : delta * 32
    h = dx == 0 ? delta * 32 : 32
    @hshot.bitmap = Bitmap.new(w, h)
    @hshot.x = $game_player.screen_x - 16 + (dx > 0 ? 16 : (dx < 0 ? 16 : 0))
    @hshot.y = $game_player.screen_y - 28 + (dy > 0 ? 16 : (dy < 0 ? 16 : 0))
    @hshot.x -= (delta * 32) if dx < 0
    @hshot.y -= (delta * 32) if dy < 0
    hshot = Cache.system(HSHOT[type][1])
    hrect = Rect.new(128 + (dx == 0 ? 32 : 0), 0, 32, 32)
    arect = Rect.new((($game_player.direction - 2) / 2) * 32, 0, 32, 32)
    speed = (11 - [[1, HSHOT[type][3]].max, 10].min)
    max = (dx < 0 or dy < 0) ? delta + 1 : delta - 1
    max = delta if hook_event.nil? and (dx < 0 or dy < 0)
    for i in 0..max
      if dx != 0
        bx = (dx > 0 ? i : (delta - i)) * 32
        @hshot.bitmap.blt(bx, 0, hshot, arect)
        @hshot.bitmap.clear_rect(bx - (dx * 32), 0, 32, 32) if i != 0
        @hshot.bitmap.blt(bx - (dx * 32), 0, hshot, hrect) if i != 0
      else
        by = (dy > 0 ? i : (delta - i)) * 32
        @hshot.bitmap.blt(0, by, hshot, arect)
        @hshot.bitmap.clear_rect(0, by - (dy * 32), 32, 32) if i != 0
        @hshot.bitmap.blt(0, by - (dy * 32), hshot, hrect) if i != 0
      end
      for j in 1..speed
        update_basic
      end
    end
    $game_map.events[hook_event.id].start if ate and !hook_event.nil?
    $game_map.interpreter.update if ate and !hook_event.nil?
    if !pte and !etp
      max = (dx < 0 or dy < 0) ? delta + 1 : delta - 1
      max = delta if hook_event.nil? and (dx < 0 or dy < 0)
      for i in 0..max
        if dx != 0
          bx = (dx < 0 ? i : (delta - i)) * 32
          @hshot.bitmap.clear_rect(bx, 0, 32, 32)
          @hshot.bitmap.clear_rect(bx - (dx * 32), 0, 32, 32) if i != delta
          @hshot.bitmap.blt(bx - (dx * 32), 0, hshot, arect) if i != delta
        else
          by = (dy < 0 ? i : (delta - i)) * 32
          @hshot.bitmap.clear_rect(0, by, 32, 32)
          @hshot.bitmap.clear_rect(0, by - (dy * 32), 32, 32) if i != delta
          @hshot.bitmap.blt(0, by - (dy * 32), hshot, arect) if i != delta
        end
        if (peo or pea) and !hook_event.nil?
          break if peo and peo_done
          peo_done = true
          ex = hook_event.x
          ey = hook_event.y
          if moved
            moved = false
            if dx < 0 and $game_map.passable?(ex - 1, ey)
              $game_map.events[hook_event.id].move_left
              ex -= 1
              moved = true
            elsif dx > 0 and $game_map.passable?(ex + 1, ey)
              $game_map.events[hook_event.id].move_right
              ex += 1
              moved = true
            elsif dy < 0 and $game_map.passable?(ex, ey - 1)
              $game_map.events[hook_event.id].move_up
              ey -= 1
              moved = true
            elsif dy > 0 and $game_map.passable?(ex, ey + 1)
              $game_map.events[hook_event.id].move_down
              ey += 1
              moved = true
            end
          end
        end
        if (peo or pea)
          update_basic while $game_map.events[hook_event.id].moving?
        else
          for j in 1..speed
            update_basic
          end
        end
      end
      if pea and !hook_event.nil?
        @hshot.bitmap.clear
        while moved
          moved = false
          if dx < 0 and $game_map.passable?(ex - 1, ey)
            $game_map.events[hook_event.id].move_left
            ex -= 1
            moved = true
          elsif dx > 0 and $game_map.passable?(ex + 1, ey)
            $game_map.events[hook_event.id].move_right
            ex += 1
            moved = true
          elsif dy < 0 and $game_map.passable?(ex, ey - 1)
            $game_map.events[hook_event.id].move_up
            ey -= 1
            moved = true
          elsif dy > 0 and $game_map.passable?(ex, ey + 1)
            $game_map.events[hook_event.id].move_down
            ey += 1
            moved = true
          end
          if moved
            update_basic while $game_map.events[hook_event.id].moving?
          end
        end
      end
    else
      obj = $game_player if pte
      obj = $game_map.events[hook_event.id] if etp
      df_reset = obj.direction_fix
      wa_reset = obj.walk_anime
      ms_reset = obj.move_speed
      th_reset = obj.through
      obj.direction_fix = obj.through = true
      obj.walk_anime = false
      obj.move_speed = 6
      if dx != 0
        for i in 0...(dx > 0 ? delta - 1 : delta)
          bx = (dx > 0 ? i : (delta - i)) * 32 if obj.is_a?(Game_Player)
          bx = (dx < 0 ? i : (delta - i)) * 32 if obj.is_a?(Game_Event)
          @hshot.bitmap.clear_rect(bx, 0, 32, 32)
          next if i == 0 and dx < 0
          if $game_map.passable?(obj.x - 1, obj.y) or
              (W_LAVA and water_lava?(obj.x - 1, obj.y) and
              (obj.x - 2) != gpx and (obj.x - 1) != (gpx + ((delta - 1) * dx)))
            obj.move_left if dx < 0 and obj.is_a?(Game_Player)
            obj.move_left if dx > 0 and obj.is_a?(Game_Event)
          end
          if $game_map.passable?(obj.x + 1, obj.y) or
              (W_LAVA and water_lava?(obj.x + 1, obj.y) and
              (obj.x + 2) != gpx and (obj.x + 1) != (gpx + ((delta - 1) * dx)))
            obj.move_right if dx > 0 and obj.is_a?(Game_Player)
            obj.move_right if dx < 0 and obj.is_a?(Game_Event)
          end
          while obj.moving?
            $game_player.update if obj.is_a?(Game_Player)
            update_basic
          end
        end
      else
        for i in 0...(dy > 0 ? delta - 1 : delta)
          by = (dy > 0 ? i : (delta - i)) * 32 if obj.is_a?(Game_Player)
          by = (dy < 0 ? i : (delta - i)) * 32 if obj.is_a?(Game_Event)
          @hshot.bitmap.clear_rect(0, by, 32, 32)
          next if i == 0 and dy < 0
          if $game_map.passable?(obj.x, obj.y - 1) or
              (W_LAVA and water_lava?(obj.x, obj.y - 1) and
              (obj.y - 2) != gpy and (obj.y - 1) != (gpy + ((delta - 1) * dy)))
            obj.move_up if dy < 0 and obj.is_a?(Game_Player)
            obj.move_up if dy > 0 and obj.is_a?(Game_Event)
          end
          if $game_map.passable?(obj.x, obj.y + 1) or
              (W_LAVA and water_lava?(obj.x, obj.y + 1) and
              (obj.y + 2) != gpy and (obj.y + 1) != (gpy + ((delta - 1) * dy)))
            obj.move_down if dy > 0 and obj.is_a?(Game_Player)
            obj.move_down if dy < 0 and obj.is_a?(Game_Event)
          end
          while obj.moving?
            $game_player.update if obj.is_a?(Game_Player)
            update_basic
          end
        end
      end
      obj.direction_fix = df_reset
      obj.walk_anime = wa_reset
      obj.move_speed = ms_reset
      obj.through = th_reset
    end
    @hshot.bitmap.clear
  end
  #--------------------------------------------------------------------------
  # Get Target (New)
  #--------------------------------------------------------------------------
  def get_target(x, y)
    hevent = nil
    type = $game_player.hshot_type
    tx = ty = 0
    sx = sy = -1
    x_limit = (Graphics.width / 32) - 1
    y_limit = (Graphics.height / 32) - 1
    case $game_player.direction
    when 2
      ty = 1
      for i in y..(y + y_limit)
        next if i == y
        for event in $game_map.events_xy(x, i)
          for j in 0...ENT.size
            hevent = event if event.name.include?(ENT[j])
          end
        end
        if !$game_map.passable?(x, i) and !(W_LAVA and water_lava?(x, i))
          sx = x
          sy = i
          break
        end
        break unless hevent.nil?
      end
    when 4
      tx = -1
      for i in (x - x_limit)..x
        next if i == x
        for event in $game_map.events_xy(i, y)
          for j in 0...ENT.size
            hevent = event if event.name.include?(ENT[j])
          end
        end
        if !$game_map.passable?(i, y) and !(W_LAVA and water_lava?(i, y))
          sx = i
          sy = y
        end
      end
    when 6
      tx = 1
      for i in x..(x + x_limit)
        next if i == x
        for event in $game_map.events_xy(i, y)
          for j in 0...ENT.size
            hevent = event if event.name.include?(ENT[j])
          end
        end
        if !$game_map.passable?(i, y) and !(W_LAVA and water_lava?(i, y))
          sx = i
          sy = y
          break
        end
        break unless hevent.nil?
      end
    when 8
      ty = -1
      for i in (y - y_limit)..y
        next if i == y
        for event in $game_map.events_xy(x, i)
          for j in 0...ENT.size
            hevent = event if event.name.include?(ENT[j])
          end
        end
        if !$game_map.passable?(x, i) and !(W_LAVA and water_lava?(x, i))
          sx = x
          sy = i
        end
      end
    end
    range = HSHOT[type][2]
    if !hevent.nil?
      range = (x - hevent.x).abs if tx != 0
      range = (y - hevent.y).abs if ty != 0
      if range > HSHOT[type][2]
        range = HSHOT[type][2]
        hevent = nil
      end
    elsif sx >= 0 and sy >= 0
      range = (x - sx).abs if tx != 0
      range = (y - sy).abs if ty != 0
      if range > HSHOT[type][2]
        range = HSHOT[type][2]
        hevent = nil
      end
    end
    return hevent, range, tx, ty
  end
  #--------------------------------------------------------------------------
  # Water or Lava Tile?
  #--------------------------------------------------------------------------
  def water_lava?(x, y)
    tile = $game_map.data[x, y, 0]
    # Water
    return true if (2048..2143) === tile
    return true if (2240..2287) === tile
    return true if (2336..2383) === tile
    return true if (2432..2479) === tile
    return true if (2528..2575) === tile
    return true if (2624..2671) === tile
    # Lava
    return true if (2720..2767) === tile
    return false
  end
end

________________________
Szukam kogoś do grania ze mną w Minecraft Multiplayer przez Hamachi - coś więcej w temacie
 
 
 
rafi1815 



Preferowany:
RPG Maker VX

Dołączył: 29 Gru 2010
Posty: 12
Wysłany: Pią 31 Gru, 2010 18:04
w takim razie gdzie dokładnie to wkleić tam gdziev wszystkie dodatkowe nad main czy gdzie indziej bo nad main Syntax Error
 
 
Killerczyc 




Preferowany:
RPG Maker VX

Pomógł: 8 razy
Dołączył: 20 Lip 2010
Posty: 199
Skąd: (Brak info.)
Wysłany: Pią 31 Gru, 2010 18:39
Potrzebujesz charsetu
Masz demko
Download
________________________
Szukam kogoś do grania ze mną w Minecraft Multiplayer przez Hamachi - coś więcej w temacie
 
 
 
rafi1815 



Preferowany:
RPG Maker VX

Dołączył: 29 Gru 2010
Posty: 12
Wysłany: Pią 31 Gru, 2010 19:09
Ten hook jest nieużywany więc jaki sens jest w skrypcie i jak go używać
 
 
Killerczyc 




Preferowany:
RPG Maker VX

Pomógł: 8 razy
Dołączył: 20 Lip 2010
Posty: 199
Skąd: (Brak info.)
Wysłany: Pią 31 Gru, 2010 20:04
Strzela się D jakby co.
 
 
 
rafi1815 



Preferowany:
RPG Maker VX

Dołączył: 29 Gru 2010
Posty: 12
Wysłany: Sob 01 Sty, 2011 12:17
wsumie nieoto chodziło ale może kiedyś się przydać
 
 
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