Opis:
Skrypt pozwala nam mieÄ wĹasnego zwierzaka :)
Zwierzak chodzi za nami jak przy skrypcie na gÄ sienicÄ. RĂłwnieĹź podnosi mu siÄ poziom, uĹźywa umiejÄtnoĹci, ale nie wyĹwietla nam siÄ nigdzie w menu - nie moĹźemy zmieniÄ mu ekwipunku ani przydzieliÄ punktĂłw umiejÄtnoĹci. MoĹźemy go wĹÄ czyÄ i wyĹÄ czyÄ tylko jednym przeĹÄ cznikiem, bez koniecznoĹci wywoĹywania jakiegokolwiek skryptu. Nie potrzebuje Ĺźadnych dodatkowych materiaĹĂłw ani teĹź nie gryzie siÄ z Ĺźadnym chyba skryptem (nie wiem tylko, czy wyĹwietla siÄ w Takenai'u)
Dobre Rady Wujka Anga:
JeĹli chcecie zmieniÄ zwierzaka na innego, to jest na to rada jak to zrobiÄ na zdarzeniach - nie ma takiej opcji w skrypcie.
1. ZmieĹ grafikÄ bohatera "zwierzak" na innÄ
2. ZmieĹ imiÄ bohatera "zwierzak" na inne
3. ZmieĹ klasÄ bohatera "zwierzak" na innÄ
4. Ew. zmieĹ poziom bohatera "zwierzak" na inny.
Skrypt:
Spoiler:
Kod:
#==============================================================================
# Pet
#==============================================================================
# Author : OriginalWij
# Version : 1.3
#==============================================================================
#==============================================================================
# v1.0
# - Pierwsze wypuszczenie
# v1.1
# - Dodana opcja zwierzaka w walce
# v1.2
# - Nie pokazuje zwierzaka w pojeĹşdzie
# v1.3
# - Dodana opcja GameOver jeĹli przeĹźyĹ tylko zwierzak
#==============================================================================
module OW_PET
# PrzeĹÄ cznik wĹÄ czajÄ cy zwierzaka
PET_ENABLE_SWITCH = 13
# ID zwierzaka (ustawiony w bohaterach w DB) [WAĹťNE: musi byÄ ustawiony na 'Auto-Battle']
PET_ID = 10
# UĹźywaÄ zwierzaka w walce?
PET_BATTLE = true
# LeczyÄ zwierzaka po kaĹźdej walce?
PET_HEAL = true
# Czy gdy przeĹźyĹ tylko zwierzak pozwoliÄ na GameOver?
PET_GAMEOVER = true
end
class Game_Character
#--------------------------------------------------------------------------
# Public instance variables (New)
#--------------------------------------------------------------------------
attr_accessor :priority_type
end
class Game_Player
#--------------------------------------------------------------------------
# Public instance variables (New)
#--------------------------------------------------------------------------
attr_reader :move_speed
#--------------------------------------------------------------------------
# Update (Mod)
#--------------------------------------------------------------------------
alias ow_pet_game_player_update update unless $@
def update
$game_party.update_pet
ow_pet_game_player_update
end
#--------------------------------------------------------------------------
# Move to (Mod)
#--------------------------------------------------------------------------
alias ow_pet_game_player_moveto moveto unless $@
def moveto(x, y)
$game_party.moveto_pet(x, y)
ow_pet_game_player_moveto(x, y)
end
#--------------------------------------------------------------------------
# Move down (Mod)
#--------------------------------------------------------------------------
alias ow_pet_game_player_move_down move_down unless $@
def move_down(turn = true)
if passable?(@x, @y + 1)
$game_party.move_pet(2, turn)
end
ow_pet_game_player_move_down(turn)
end
#--------------------------------------------------------------------------
# Move left (Mod)
#--------------------------------------------------------------------------
alias ow_pet_game_player_move_left move_left unless $@
def move_left(turn = true)
if passable?(@x - 1, @y)
$game_party.move_pet(4, turn)
end
ow_pet_game_player_move_left(turn)
end
#--------------------------------------------------------------------------
# Move right (Mod)
#--------------------------------------------------------------------------
alias ow_pet_game_player_move_right move_right unless $@
def move_right(turn = true)
if passable?(@x + 1, @y)
$game_party.move_pet(6, turn)
end
ow_pet_game_player_move_right(turn)
end
#--------------------------------------------------------------------------
# Move up (Mod)
#--------------------------------------------------------------------------
alias ow_pet_game_player_move_up move_up unless $@
def move_up(turn = true)
if passable?(@x, @y - 1)
$game_party.move_pet(8, turn)
end
ow_pet_game_player_move_up(turn)
end
#--------------------------------------------------------------------------
# Move down left (Mod)
#--------------------------------------------------------------------------
alias ow_pet_game_playermove_lower_left move_lower_left unless $@
def move_lower_left
if passable?(@x - 1, @y + 1)
$game_party.move_pet(1)
end
ow_pet_game_playermove_lower_left
end
#--------------------------------------------------------------------------
# Move down right (Mod)
#--------------------------------------------------------------------------
alias ow_pet_game_playermove_lower_right move_lower_right unless $@
def move_lower_right
if passable?(@x + 1, @y + 1)
$game_party.move_pet(3)
end
ow_pet_game_playermove_lower_right
end
#--------------------------------------------------------------------------
# Move up left (Mod)
#--------------------------------------------------------------------------
alias ow_pet_game_player_move_upper_left move_upper_left unless $@
def move_upper_left
if passable?(@x - 1, @y - 1)
$game_party.move_pet(5)
end
ow_pet_game_player_move_upper_left
end
#--------------------------------------------------------------------------
# Move up right (Mod)
#--------------------------------------------------------------------------
alias ow_pet_game_player_move_upper_right move_upper_right unless $@
def move_upper_right
if passable?(@x + 1, @y - 1)
$game_party.move_pet(7)
end
ow_pet_game_player_move_upper_right
end
#--------------------------------------------------------------------------
# Jump (Mod)
#--------------------------------------------------------------------------
alias ow_pet_game_player_jump jump unless $@
def jump(ow_pet_x, ow_pet_y)
new_x = @x + ow_pet_x
new_y = @y + ow_pet_y
if (ow_pet_x == 0 and ow_pet_y == 0) or passable?(new_x, new_y)
$game_party.move_pet(9, [ow_pet_x, ow_pet_y])
end
ow_pet_game_player_jump(ow_pet_x, ow_pet_y)
end
end
class Game_Party
#--------------------------------------------------------------------------
# Include (New)
#--------------------------------------------------------------------------
include OW_PET
#--------------------------------------------------------------------------
# Public instance variables (New)
#--------------------------------------------------------------------------
attr_reader :pet
#--------------------------------------------------------------------------
# Initialize (Mod)
#--------------------------------------------------------------------------
alias ow_pet_game_party_initialize initialize unless $@
def initialize
ow_pet_game_party_initialize
@pet = Game_Pet.new(nil)
@move_pet = []
end
#--------------------------------------------------------------------------
# Update pet (New)
#--------------------------------------------------------------------------
def update_pet
@pet.actor = PET_ID
@pet.move_speed = $game_player.move_speed
if $game_player.dash?
@pet.move_speed += 1
end
@pet.update
@pet.transparent = !$game_switches[PET_ENABLE_SWITCH]
@pet.transparent = true if $game_player.in_vehicle?
end
#--------------------------------------------------------------------------
# Determine Everyone is Dead (Mod)
#--------------------------------------------------------------------------
alias ow_pet_game_party_all_dead? all_dead? unless $@
def all_dead?
if $game_switches[PET_ENABLE_SWITCH] and PET_GAMEOVER and
$game_temp.in_battle and existing_members == [$game_actors[PET_ID]]
return true
end
ow_pet_game_party_all_dead?
end
#--------------------------------------------------------------------------
# Move to (pet) (New)
#--------------------------------------------------------------------------
def moveto_pet(x, y)
@pet.moveto(x, y)
@move_pet.clear
end
#--------------------------------------------------------------------------
# Move pet (New)
#--------------------------------------------------------------------------
def move_pet(type, turn = false)
if @move_pet == nil
@move_pet = [type, turn]
do_type = 0
else
do_type = @move_pet[0]
do_turn = @move_pet[1]
@move_pet = [type, turn]
end
case do_type
when 1
@pet.move_lower_left
when 2
@pet.move_down(do_turn)
when 3
@pet.move_lower_right
when 4
@pet.move_left(do_turn)
when 5
@pet.move_upper_left
when 6
@pet.move_right(do_turn)
when 7
@pet.move_upper_right
when 8
@pet.move_up(do_turn)
when 9
@pet.jump(do_turn[0], do_turn[1])
end
end
end
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# Include (New)
#--------------------------------------------------------------------------
include OW_PET
#--------------------------------------------------------------------------
# Start (Mod)
#--------------------------------------------------------------------------
alias ow_pet_scene_battle_start start unless $@
def start
if $game_party.members.size < 4 and $game_switches[PET_ENABLE_SWITCH] and
PET_BATTLE
$game_party.add_actor(PET_ID)
end
ow_pet_scene_battle_start
end
#--------------------------------------------------------------------------
# End battle (Mod)
#--------------------------------------------------------------------------
alias ow_pet_scene_battle_battle_end battle_end unless $@
def battle_end(result)
$game_party.remove_actor(PET_ID)
ow_pet_scene_battle_battle_end(result)
$game_actors[PET_ID].recover_all if PET_HEAL
end
end
________________________
"Na trolla pewne sÄ tylko dwie pewne metody, jedna samopowtarzalna i druga, wymagajÄ ca przeĹadowania rÄcznego."
hmm... ciekawe ale rĂłwnie dobrze moĹźna uĹźyÄ skryptu o nazwie gÄ sienica i zrobiÄ sobie postaÄ zwierzaka.
________________________ PracujÄ nad 2 czÄĹciÄ gry Ostatnia PowieĹÄ
FabuĹa : NiezĹa ( jeĹźeli lubicie Assassin's Creed )
Skrypty: Sporo przyznam siÄ.
Walki: DuĹźo i to trudnych!
Misje: Wiele gĹĂłwnych i pobocznych
Muzyka: Ciekawa, wpadajÄ ca w ucho
Graficzki: Kilka wĹasnych i kilka poĹźyczonych
Wzorowanie siÄ: Assassin's Creed, Final Fantasy
MoĹźna uĹźyÄ gÄ sienicy, moĹźna, ale wtedy reszta bohaterĂłw doĹÄ cza do druĹźyny - mamy ich w menu, gdy my zginiemy, a oni nie to gra siÄ nie koĹczy, etc. A tutaj prosty, Ĺatwy i przyjemny skrypcik :)
PrzydaĹaby siÄ tylko opcja podmiany zwierzakĂłw w samym skrypcie jakÄ Ĺ zmiennÄ , ale moĹźna zastosowac i sposĂłb z podmianÄ atrybutĂłw...
________________________
"Na trolla pewne sÄ tylko dwie pewne metody, jedna samopowtarzalna i druga, wymagajÄ ca przeĹadowania rÄcznego."
uĹźyĹem skrypta by sprawdziÄ jak dziaĹa. Jestem zadowolony. teraz tylko pozostaje mi zmieniÄ wyglÄ d zwierzaka, bo chodzi za mnÄ pikachu xD nie mogĹem chwilowo nic znaleĹşÄ i biega se pokoemonek. Pika pika! xD
________________________ PracujÄ nad 2 czÄĹciÄ gry Ostatnia PowieĹÄ
FabuĹa : NiezĹa ( jeĹźeli lubicie Assassin's Creed )
Skrypty: Sporo przyznam siÄ.
Walki: DuĹźo i to trudnych!
Misje: Wiele gĹĂłwnych i pobocznych
Muzyka: Ciekawa, wpadajÄ ca w ucho
Graficzki: Kilka wĹasnych i kilka poĹźyczonych
Wzorowanie siÄ: Assassin's Creed, Final Fantasy
Znam ten skrypt i na pewno mam go w swoich klamotach z demkiem. RzeczywiĹcie, jednak lubiÄ mieÄ zwierzaki w grze ;P Temat tego wÄ tku nie jest zbytnio zrozumiaĹy (przynajmniej przeze mnie). MyĹlaĹem, ze to bÄdzie jakiĹ skrypt na papierosy (pety xD), albo nawet butelki PET.
technik400, ej ziooooom, nie napiszÄ ci PW, bo by siÄ mogĹa na mnie skarga posypaÄ, jakbyĹ przytoczyĹ to, co bym napisaĹ.
A w kodzie masz fragment, stoi jak byk napisane:
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