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Messages postés par f1rstone Nombre de messages référencés sur Oniromancie (non supprimés): 14 Aller à la page: 1
Posté dans Forum - [RPG Maker XP] Changer la couleur de fond [Résolu] |
f1rstone -
posté le 21/03/2015 à 07:29:05. (14 messages postés) |
| Le fond est entièrement personnalisable. mets une image dans le dossier picture,puis ceci à la ligne 12 du script scene end:
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| @sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture("le nom de l'image") |
|
Posté dans Forum - League of Legends |
f1rstone -
posté le 13/11/2014 à 19:14:12. (14 messages postés) |
| Ca y est la nouvelle faille est enfin dispo en team builder et vs ia !
|
Posté dans Forum - Mon 1er menu en script. Des conseils ? [MAJ 05/11/14] |
f1rstone -
posté le 04/11/2014 à 20:16:02. (14 messages postés) |
| Salut tout le monde, pour afficher les messages, c'est pas plutot sous Window_Liste que tu met le contenu de cette grande fenetre ?
j'ai essayé comme ceci :
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| class Window_Liste < Window_Base
def initialize
super(162, 0, 382, 416)
self.contents.draw_text(4, 0, 320, 32, "Ceci est le monde 1")
#permet d'afficher le contenu de la fenetre
self.contents.draw_text(4, 20, 320, 32, "Ceci est le monde 2")
#etc
end
end |
et ca a l'air de marcher
|
Posté dans Forum - [RPG Maker VX Ace] Processus Parallèles bloqués par les messages |
f1rstone -
posté le 03/11/2014 à 22:01:52. (14 messages postés) |
| Citation:
Mes processus parallèles se bloquent (restent en attente) dès qu'un message est affiché à l'écran |
C'est normale, ils ont mis une tempo pour qu'on puisse lire le contenu de ton message
Citation:
Il y a-t-il y un moyen de leur permettre de continuer leur travail alors que le joueur lit quelques commentaires ? |
D'habitude on contourne ce genre de problème en créant un nouveau window par ex, sinon oui c'est possible! j'ai fait un script spécialement pour toi !
(Attention ! pense à sauvegarder ton projet avant, ou de les mettre dans un projet vierge)
remplace ton Window_Message par ceci :
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| #==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
# This message window is used to display text.
#==============================================================================
class Window_Message < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, window_width, window_height)
self.z = 200
self.openness = 0
create_all_windows
create_back_bitmap
create_back_sprite
clear_instance_variables
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
Graphics.width
end
#--------------------------------------------------------------------------
# * Get Window Height
#--------------------------------------------------------------------------
def window_height
fitting_height(visible_line_number)
end
#--------------------------------------------------------------------------
# * Clear Instance Variables
#--------------------------------------------------------------------------
def clear_instance_variables
@fiber = nil # Fiber
@background = 0 # Background type
@position = 2 # Display position
clear_flags
end
#--------------------------------------------------------------------------
# * Clear Flag
#--------------------------------------------------------------------------
def clear_flags
@show_fast = false # Fast forward flag
@line_show_fast = false # Fast forward by line flag
@pause_skip = false # Input standby omission flag
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
return 4
end
#--------------------------------------------------------------------------
# * Free
#--------------------------------------------------------------------------
def dispose
super
dispose_all_windows
dispose_back_bitmap
dispose_back_sprite
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_all_windows
update_back_sprite
update_fiber
end
#--------------------------------------------------------------------------
# * Update Fiber
#--------------------------------------------------------------------------
def update_fiber
if @fiber
@fiber.resume
elsif $game_message.busy? && !$game_message.scroll_mode
@fiber = Fiber.new { fiber_main }
@fiber.resume
else
$game_message.visible = false
end
end
#--------------------------------------------------------------------------
# * Create All Windows
#--------------------------------------------------------------------------
def create_all_windows
@gold_window = Window_Gold.new
@gold_window.x = Graphics.width - @gold_window.width
@gold_window.y = 0
@gold_window.openness = 0
@choice_window = Window_ChoiceList.new(self)
@number_window = Window_NumberInput.new(self)
@item_window = Window_KeyItem.new(self)
end
#--------------------------------------------------------------------------
# * Create Background Bitmap
#--------------------------------------------------------------------------
def create_back_bitmap
@back_bitmap = Bitmap.new(width, height)
rect1 = Rect.new(0, 0, width, 12)
rect2 = Rect.new(0, 12, width, height - 24)
rect3 = Rect.new(0, height - 12, width, 12)
@back_bitmap.gradient_fill_rect(rect1, back_color2, back_color1, true)
@back_bitmap.fill_rect(rect2, back_color1)
@back_bitmap.gradient_fill_rect(rect3, back_color1, back_color2, true)
end
#--------------------------------------------------------------------------
# * Get Background Color 1
#--------------------------------------------------------------------------
def back_color1
Color.new(0, 0, 0, 160)
end
#--------------------------------------------------------------------------
# * Get Background Color 2
#--------------------------------------------------------------------------
def back_color2
Color.new(0, 0, 0, 0)
end
#--------------------------------------------------------------------------
# * Create Background Sprite
#--------------------------------------------------------------------------
def create_back_sprite
@back_sprite = Sprite.new
@back_sprite.bitmap = @back_bitmap
@back_sprite.visible = false
@back_sprite.z = z - 1
end
#--------------------------------------------------------------------------
# * Free All Windows
#--------------------------------------------------------------------------
def dispose_all_windows
@gold_window.dispose
@choice_window.dispose
@number_window.dispose
@item_window.dispose
end
#--------------------------------------------------------------------------
# * Free Background Bitmap
#--------------------------------------------------------------------------
def dispose_back_bitmap
@back_bitmap.dispose
end
#--------------------------------------------------------------------------
# * Free Background Sprite
#--------------------------------------------------------------------------
def dispose_back_sprite
@back_sprite.dispose
end
#--------------------------------------------------------------------------
# * Update All Windows
#--------------------------------------------------------------------------
def update_all_windows
@gold_window.update
@choice_window.update
@number_window.update
@item_window.update
end
#--------------------------------------------------------------------------
# * Update Background Sprite
#--------------------------------------------------------------------------
def update_back_sprite
@back_sprite.visible = (@background == 1)
@back_sprite.y = y
@back_sprite.opacity = openness
@back_sprite.update
end
#--------------------------------------------------------------------------
# * Main Processing of Fiber
#--------------------------------------------------------------------------
def fiber_main
$game_message.visible = true
update_background
update_placement
loop do
process_all_text if $game_message.has_text?
process_input
$game_message.clear
@gold_window.close
Fiber.yield
break unless text_continue?
end
close_and_wait
$game_message.visible = false
@fiber = nil
end
#--------------------------------------------------------------------------
# * Update Window Background
#--------------------------------------------------------------------------
def update_background
@background = $game_message.background
self.opacity = @background == 0 ? 255 : 0
end
#--------------------------------------------------------------------------
# * Update Window Position
#--------------------------------------------------------------------------
def update_placement
@position = $game_message.position
self.y = @position * (Graphics.height - height) / 2
@gold_window.y = y > 0 ? 0 : Graphics.height - @gold_window.height
end
#--------------------------------------------------------------------------
# * Process All Text
#--------------------------------------------------------------------------
def process_all_text
open_and_wait
text = convert_escape_characters($game_message.all_text)
pos = {}
new_page(text, pos)
process_character(text.slice!(0, 1), text, pos) until text.empty?
end
#--------------------------------------------------------------------------
# * Input Processing
#--------------------------------------------------------------------------
def process_input
if $game_message.choice?
input_choice
elsif $game_message.num_input?
input_number
elsif $game_message.item_choice?
input_item
else
input_pause unless @pause_skip
end
end
#--------------------------------------------------------------------------
# * Open Window and Wait for It to Fully Open
#--------------------------------------------------------------------------
def open_and_wait
open
Fiber.yield until open?
end
#--------------------------------------------------------------------------
# * Close Window and Wait for It to Fully Close
#--------------------------------------------------------------------------
def close_and_wait
close
Fiber.yield until all_close?
end
#--------------------------------------------------------------------------
# * Determine if All Windows Are Fully Closed
#--------------------------------------------------------------------------
def all_close?
close? && @choice_window.close? &&
@number_window.close? && @item_window.close?
end
#--------------------------------------------------------------------------
# * Determine Whether to Continue Displaying Text
#--------------------------------------------------------------------------
def text_continue?
$game_message.has_text? && !settings_changed?
end
#--------------------------------------------------------------------------
# * Determine if Background and Position Changed
#--------------------------------------------------------------------------
def settings_changed?
@background != $game_message.background ||
@position != $game_message.position
end
#--------------------------------------------------------------------------
# * Wait
#--------------------------------------------------------------------------
def wait(duration)
duration.times { Fiber.yield }
end
#--------------------------------------------------------------------------
# * Update Fast Forward Flag
#--------------------------------------------------------------------------
def update_show_fast
@show_fast = true if Input.trigger?(:C)
end
#--------------------------------------------------------------------------
# * Wait After Output of One Character
#--------------------------------------------------------------------------
def wait_for_one_character
update_show_fast
Fiber.yield unless @show_fast || @line_show_fast
end
#--------------------------------------------------------------------------
# * New Page
#--------------------------------------------------------------------------
def new_page(text, pos)
contents.clear
draw_face($game_message.face_name, $game_message.face_index, 0, 0)
reset_font_settings
pos[:x] = new_line_x
pos[:y] = 0
pos[:new_x] = new_line_x
pos[:height] = calc_line_height(text)
clear_flags
end
#--------------------------------------------------------------------------
# * Get New Line Position
#--------------------------------------------------------------------------
def new_line_x
$game_message.face_name.empty? ? 0 : 112
end
#--------------------------------------------------------------------------
# * Normal Character Processing
#--------------------------------------------------------------------------
def process_normal_character(c, pos)
super
wait_for_one_character
end
#--------------------------------------------------------------------------
# * New Line Character Processing
#--------------------------------------------------------------------------
def process_new_line(text, pos)
@line_show_fast = false
super
if need_new_page?(text, pos)
input_pause
new_page(text, pos)
end
end
#--------------------------------------------------------------------------
# * Determine if New Page Is Needed
#--------------------------------------------------------------------------
def need_new_page?(text, pos)
pos[:y] + pos[:height] > contents.height && !text.empty?
end
#--------------------------------------------------------------------------
# * New Page Character Processing
#--------------------------------------------------------------------------
def process_new_page(text, pos)
text.slice!(/^\n/)
input_pause
new_page(text, pos)
end
#--------------------------------------------------------------------------
# * Icon Drawing Process by Control Characters
#--------------------------------------------------------------------------
def process_draw_icon(icon_index, pos)
super
wait_for_one_character
end
#--------------------------------------------------------------------------
# * Control Character Processing
# code : the core of the control character
# e.g. "C" in the case of the control character \C[1].
# text : character string buffer in drawing processing (destructive)
# pos : draw position {:x, :y, :new_x, :height}
#--------------------------------------------------------------------------
def process_escape_character(code, text, pos)
case code.upcase
when '$'
@gold_window.open
when '.'
wait(15)
when '|'
wait(60)
when '!'
input_pause
when '>'
@line_show_fast = true
when '<'
@line_show_fast = false
when '^'
@pause_skip = true
else
super
end
end
#--------------------------------------------------------------------------
# * Input Pause Processing
#--------------------------------------------------------------------------
def input_pause
self.pause = true
wait(10)
Fiber.yield
Input.update
self.pause = false
end
#--------------------------------------------------------------------------
# * Choice Input Processing
#--------------------------------------------------------------------------
def input_choice
@choice_window.start
Fiber.yield while @choice_window.active
end
#--------------------------------------------------------------------------
# * Number Input Processing
#--------------------------------------------------------------------------
def input_number
@number_window.start
Fiber.yield while @number_window.active
end
#--------------------------------------------------------------------------
# * Item Selection Processing
#--------------------------------------------------------------------------
def input_item
@item_window.start
Fiber.yield while @item_window.active
end
end
|
et puis remplace ton Gamp_Player par ca:
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| #==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. It includes event starting determinants and
# map scrolling functions. The instance of this class is referenced by
# $game_player.
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :followers # Followers (party members)
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super
@vehicle_type = :walk # Type of vehicle currently being ridden
@vehicle_getting_on = false # Boarding vehicle flag
@vehicle_getting_off = false # Getting off vehicle flag
@followers = Game_Followers.new(self)
@transparent = $data_system.opt_transparent
clear_transfer_info
end
#--------------------------------------------------------------------------
# * Clear Transfer Player Information
#--------------------------------------------------------------------------
def clear_transfer_info
@transferring = false # Player transfer flag
@new_map_id = 0 # Destination map ID
@new_x = 0 # Destination X coordinate
@new_y = 0 # Destination Y coordinate
@new_direction = 0 # Post-movement direction
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
@character_name = actor ? actor.character_name : ""
@character_index = actor ? actor.character_index : 0
@followers.refresh
end
#--------------------------------------------------------------------------
# * Get Corresponding Actor
#--------------------------------------------------------------------------
def actor
$game_party.battle_members[0]
end
#--------------------------------------------------------------------------
# * Determine if Stopping
#--------------------------------------------------------------------------
def stopping?
return false if @vehicle_getting_on || @vehicle_getting_off
return super
end
#--------------------------------------------------------------------------
# * Player Transfer Reservation
# d: Post move direction (2,4,6,8)
#--------------------------------------------------------------------------
def reserve_transfer(map_id, x, y, d = 2)
@transferring = true
@new_map_id = map_id
@new_x = x
@new_y = y
@new_direction = d
end
#--------------------------------------------------------------------------
# * Determine if Player Transfer is Reserved
#--------------------------------------------------------------------------
def transfer?
@transferring
end
#--------------------------------------------------------------------------
# * Execute Player Transfer
#--------------------------------------------------------------------------
def perform_transfer
if transfer?
set_direction(@new_direction)
if @new_map_id != $game_map.map_id
$game_map.setup(@new_map_id)
$game_map.autoplay
end
moveto(@new_x, @new_y)
clear_transfer_info
end
end
#--------------------------------------------------------------------------
# * Determine if Map is Passable
# d: Direction (2,4,6,8)
#--------------------------------------------------------------------------
def map_passable?(x, y, d)
case @vehicle_type
when :boat
$game_map.boat_passable?(x, y)
when :ship
$game_map.ship_passable?(x, y)
when :airship
true
else
super
end
end
#--------------------------------------------------------------------------
# * Get Vehicle Currently Being Ridden
#--------------------------------------------------------------------------
def vehicle
$game_map.vehicle(@vehicle_type)
end
#--------------------------------------------------------------------------
# * Determine if on Boat
#--------------------------------------------------------------------------
def in_boat?
@vehicle_type == :boat
end
#--------------------------------------------------------------------------
# * Determine if on Ship
#--------------------------------------------------------------------------
def in_ship?
@vehicle_type == :ship
end
#--------------------------------------------------------------------------
# * Determine if Riding in Airship
#--------------------------------------------------------------------------
def in_airship?
@vehicle_type == :airship
end
#--------------------------------------------------------------------------
# * Determine if Walking Normally
#--------------------------------------------------------------------------
def normal_walk?
@vehicle_type == :walk && !@move_route_forcing
end
#--------------------------------------------------------------------------
# * Determine if Dashing
#--------------------------------------------------------------------------
def dash?
return false if @move_route_forcing
return false if $game_map.disable_dash?
return false if vehicle
return Input.press?(:A)
end
#--------------------------------------------------------------------------
# * Determine if Debug Pass-through State
#--------------------------------------------------------------------------
def debug_through?
$TEST && Input.press?(:CTRL)
end
#--------------------------------------------------------------------------
# * Detect Collision (Including Followers)
#--------------------------------------------------------------------------
def collide?(x, y)
!@through && (pos?(x, y) || followers.collide?(x, y))
end
#--------------------------------------------------------------------------
# * X Coordinate of Screen Center
#--------------------------------------------------------------------------
def center_x
(Graphics.width / 32 - 1) / 2.0
end
#--------------------------------------------------------------------------
# * Y Coordinate of Screen Center
#--------------------------------------------------------------------------
def center_y
(Graphics.height / 32 - 1) / 2.0
end
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
#--------------------------------------------------------------------------
def center(x, y)
$game_map.set_display_pos(x - center_x, y - center_y)
end
#--------------------------------------------------------------------------
# * Move to Designated Position
#--------------------------------------------------------------------------
def moveto(x, y)
super
center(x, y)
make_encounter_count
vehicle.refresh if vehicle
@followers.synchronize(x, y, direction)
end
#--------------------------------------------------------------------------
# * Increase Steps
#--------------------------------------------------------------------------
def increase_steps
super
$game_party.increase_steps if normal_walk?
end
#--------------------------------------------------------------------------
# * Create Encounter Count
#--------------------------------------------------------------------------
def make_encounter_count
n = $game_map.encounter_step
@encounter_count = rand(n) + rand(n) + 1
end
#--------------------------------------------------------------------------
# * Create Group ID for Troop Encountered
#--------------------------------------------------------------------------
def make_encounter_troop_id
encounter_list = []
weight_sum = 0
$game_map.encounter_list.each do |encounter|
next unless encounter_ok?(encounter)
encounter_list.push(encounter)
weight_sum += encounter.weight
end
if weight_sum > 0
value = rand(weight_sum)
encounter_list.each do |encounter|
value -= encounter.weight
return encounter.troop_id if value < 0
end
end
return 0
end
#--------------------------------------------------------------------------
# * Determine Usability of Encounter Item
#--------------------------------------------------------------------------
def encounter_ok?(encounter)
return true if encounter.region_set.empty?
return true if encounter.region_set.include?(region_id)
return false
end
#--------------------------------------------------------------------------
# * Execute Encounter Processing
#--------------------------------------------------------------------------
def encounter
return false if $game_map.interpreter.running?
return false if $game_system.encounter_disabled
return false if @encounter_count > 0
make_encounter_count
troop_id = make_encounter_troop_id
return false unless $data_troops[troop_id]
BattleManager.setup(troop_id)
BattleManager.on_encounter
return true
end
#--------------------------------------------------------------------------
# * Trigger Map Event
# triggers : Trigger array
# normal : Is priority set to [Same as Characters] ?
#--------------------------------------------------------------------------
def start_map_event(x, y, triggers, normal)
return if $game_map.interpreter.running?
$game_map.events_xy(x, y).each do |event|
if event.trigger_in?(triggers) && event.normal_priority? == normal
event.start
end
end
end
#--------------------------------------------------------------------------
# * Determine if Same Position Event is Triggered
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
start_map_event(@x, @y, triggers, false)
end
#--------------------------------------------------------------------------
# * Determine if Front Event is Triggered
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
x2 = $game_map.round_x_with_direction(@x, @direction)
y2 = $game_map.round_y_with_direction(@y, @direction)
start_map_event(x2, y2, triggers, true)
return if $game_map.any_event_starting?
return unless $game_map.counter?(x2, y2)
x3 = $game_map.round_x_with_direction(x2, @direction)
y3 = $game_map.round_y_with_direction(y2, @direction)
start_map_event(x3, y3, triggers, true)
end
#--------------------------------------------------------------------------
# * Determine if Touch Event is Triggered
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
start_map_event(x, y, [1,2], true)
end
#--------------------------------------------------------------------------
# * Processing of Movement via Input from Directional Buttons
#--------------------------------------------------------------------------
def move_by_input
return if !movable? || $game_map.interpreter.running?
move_straight(Input.dir4) if Input.dir4 > 0
end
#--------------------------------------------------------------------------
# * Determine if Movement is Possible
#--------------------------------------------------------------------------
def movable?
return false if moving?
return false if @move_route_forcing || @followers.gathering?
return false if @vehicle_getting_on || @vehicle_getting_off
return false if vehicle && !vehicle.movable?
return true
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
last_real_x = @real_x
last_real_y = @real_y
last_moving = moving?
move_by_input
super
update_scroll(last_real_x, last_real_y)
update_vehicle
update_nonmoving(last_moving) unless moving?
@followers.update
end
#--------------------------------------------------------------------------
# * Scroll Processing
#--------------------------------------------------------------------------
def update_scroll(last_real_x, last_real_y)
ax1 = $game_map.adjust_x(last_real_x)
ay1 = $game_map.adjust_y(last_real_y)
ax2 = $game_map.adjust_x(@real_x)
ay2 = $game_map.adjust_y(@real_y)
$game_map.scroll_down (ay2 - ay1) if ay2 > ay1 && ay2 > center_y
$game_map.scroll_left (ax1 - ax2) if ax2 < ax1 && ax2 < center_x
$game_map.scroll_right(ax2 - ax1) if ax2 > ax1 && ax2 > center_x
$game_map.scroll_up (ay1 - ay2) if ay2 < ay1 && ay2 < center_y
end
#--------------------------------------------------------------------------
# * Vehicle Processing
#--------------------------------------------------------------------------
def update_vehicle
return if @followers.gathering?
return unless vehicle
if @vehicle_getting_on
update_vehicle_get_on
elsif @vehicle_getting_off
update_vehicle_get_off
else
vehicle.sync_with_player
end
end
#--------------------------------------------------------------------------
# * Update Boarding onto Vehicle
#--------------------------------------------------------------------------
def update_vehicle_get_on
if !@followers.gathering? && !moving?
@direction = vehicle.direction
@move_speed = vehicle.speed
@vehicle_getting_on = false
@transparent = true
@through = true if in_airship?
vehicle.get_on
end
end
#--------------------------------------------------------------------------
# * Update Disembarking from Vehicle
#--------------------------------------------------------------------------
def update_vehicle_get_off
if !@followers.gathering? && vehicle.altitude == 0
@vehicle_getting_off = false
@vehicle_type = :walk
@transparent = false
end
end
#--------------------------------------------------------------------------
# * Processing When Not Moving
# last_moving : Was it moving previously?
#--------------------------------------------------------------------------
def update_nonmoving(last_moving)
return if $game_map.interpreter.running?
if last_moving
$game_party.on_player_walk
return if check_touch_event
end
if movable? && Input.trigger?(:C)
return if get_on_off_vehicle
return if check_action_event
end
update_encounter if last_moving
end
#--------------------------------------------------------------------------
# * Update Encounter
#--------------------------------------------------------------------------
def update_encounter
return if $TEST && Input.press?(:CTRL)
return if $game_party.encounter_none?
return if in_airship?
return if @move_route_forcing
@encounter_count -= encounter_progress_value
end
#--------------------------------------------------------------------------
# * Get Encounter Progress Value
#--------------------------------------------------------------------------
def encounter_progress_value
value = $game_map.bush?(@x, @y) ? 2 : 1
value *= 0.5 if $game_party.encounter_half?
value *= 0.5 if in_ship?
value
end
#--------------------------------------------------------------------------
# * Determine if Event Start Caused by Touch (Overlap)
#--------------------------------------------------------------------------
def check_touch_event
return false if in_airship?
check_event_trigger_here([1,2])
$game_map.setup_starting_event
end
#--------------------------------------------------------------------------
# * Determine if Event Start Caused by [OK] Button
#--------------------------------------------------------------------------
def check_action_event
return false if in_airship?
check_event_trigger_here([0])
return true if $game_map.setup_starting_event
check_event_trigger_there([0,1,2])
$game_map.setup_starting_event
end
#--------------------------------------------------------------------------
# * Getting On and Off Vehicles
#--------------------------------------------------------------------------
def get_on_off_vehicle
if vehicle
get_off_vehicle
else
get_on_vehicle
end
end
#--------------------------------------------------------------------------
# * Board Vehicle
# Assumes that the player is not currently in a vehicle.
#--------------------------------------------------------------------------
def get_on_vehicle
front_x = $game_map.round_x_with_direction(@x, @direction)
front_y = $game_map.round_y_with_direction(@y, @direction)
@vehicle_type = :boat if $game_map.boat.pos?(front_x, front_y)
@vehicle_type = :ship if $game_map.ship.pos?(front_x, front_y)
@vehicle_type = :airship if $game_map.airship.pos?(@x, @y)
if vehicle
@vehicle_getting_on = true
force_move_forward unless in_airship?
@followers.gather
end
@vehicle_getting_on
end
#--------------------------------------------------------------------------
# * Get Off Vehicle
# Assumes that the player is currently riding in a vehicle.
#--------------------------------------------------------------------------
def get_off_vehicle
if vehicle.land_ok?(@x, @y, @direction)
set_direction(2) if in_airship?
@followers.synchronize(@x, @y, @direction)
vehicle.get_off
unless in_airship?
force_move_forward
@transparent = false
end
@vehicle_getting_off = true
@move_speed = 4
@through = false
make_encounter_count
@followers.gather
end
@vehicle_getting_off
end
#--------------------------------------------------------------------------
# * Force One Step Forward
#--------------------------------------------------------------------------
def force_move_forward
@through = true
move_forward
@through = false
end
#--------------------------------------------------------------------------
# * Determine if Damage Floor
#--------------------------------------------------------------------------
def on_damage_floor?
$game_map.damage_floor?(@x, @y) && !in_airship?
end
#--------------------------------------------------------------------------
# * Move Straight
#--------------------------------------------------------------------------
def move_straight(d, turn_ok = true)
@followers.move if passable?(@x, @y, d)
super
end
#--------------------------------------------------------------------------
# * Move Diagonally
#--------------------------------------------------------------------------
def move_diagonal(horz, vert)
@followers.move if diagonal_passable?(@x, @y, horz, vert)
super
end
end
|
|
Posté dans Forum - League of Legends |
f1rstone -
posté le 02/11/2014 à 18:41:36. (14 messages postés) |
| Vous avez l'air de vous y connaître.. je croyait que l'hexakill était une nouvelle map,mais bon...elle n'est que temporaire.. kupo!
|
Posté dans Forum - Puissance 4 (jeu de réfléxion) |
f1rstone -
posté le 01/11/2014 à 20:42:46. (14 messages postés) |
| lol tu as sans doute raison .
Dans ce cas je vais plutôt me contenter d'améliorer les animations et le confort du jeu
|
Posté dans Forum - Puissance 4 (jeu de réfléxion) |
f1rstone -
posté le 01/11/2014 à 18:10:00. (14 messages postés) |
| Bonjour tout le monde !
Je me suis amusé à reproduire sur rmxp le jeu qui a été inventé par Milton Bradley Company.
Le but du jeu est d'aligner 4 pions de la même couleur en horizontale, en verticale et enfin en diagonale, attention toutefois car la gravité pourrait vous jouer des tours.
Dans cette version vous pourriez jouer à deux ou à un contre un ordinateur moyennement fort.
image:
http://img110.xooimage.com/views/8/2/5/puissance-4-48608f7.jpg/
lien de téléchargement:
http://www.mediafire.com/download/hk61f2dqk7rfn4h/Puissance+4.exe
Je souhaiterais à l'avenir rajouter les fonctions suivantes:
-Possibilité de choisir la couleur de ses pièces
-Mettre au moins 3 niveaux de difficultés pour l'ordinateur
-Possibilité d'annuler les coups
-aggrandissement du jeu (plus de cases)
-Possibilités de jouer à 3 voire à quatre (mais tout dépend du gameplay)
-Amélioration des animations des pièces qui tombent (accélération et rebondissement de la balle)
-et + encore
merci et bon jeu !
|
Posté dans Forum - League of Legends |
f1rstone -
posté le 01/11/2014 à 14:35:17. (14 messages postés) |
| Citation: Lida tu sais quand est ce qu'ils sorte la nouvelle map |
La nouvelle map de lol est déjà sortie en mode sextuplé
|
Posté dans Forum - [Vx Ace] HELP SCRIPT |
f1rstone -
posté le 01/11/2014 à 13:47:28. (14 messages postés) |
| Citation: Merci mais comme je les dit ça ne marche pas ^^ |
désolé j'ai mal lu ta question :P
|
Posté dans Forum - [Vx Ace] HELP SCRIPT |
f1rstone -
posté le 31/10/2014 à 16:42:20. (14 messages postés) |
| C'est facile! tu crée un évent parallèle, puis tu fais modifier une variable-->évènement --> héro --> carte X .et pareil pour y
|
Posté dans Forum - Hungry birds |
f1rstone -
posté le 24/10/2014 à 22:46:31. (14 messages postés) |
| Les oiseaux ont faim et vous vous êtes un pauv' petit vers de terre coincé dans une foret. Heureusement pour vous
les oiseaus ne voient que ce qu'il y a strictement devant eux.
Image
Incarnez-vous en vers de terre dans un monde minimaliste, mais plein de dangers.
Essayez faire un max de score,personnellement je n'ai pas réussit à dépasser le score 350. a savoir que plus le score est élevé et plus il y aura d'oiseaux.
Voici un mini jeu originale que j'ai créé par pur hasard:en voulant tester le mode 7 dans mon jeu, je me suis dit pourquoi pas en faire un jeu qui pourrait devenir addictif, j'ai donc extrait ce mini jeu de mon projet en cours de développement pour que vous puissiez le tester.
Lien
http://www.mediafire.com/download/j64s0oo0od3yvya/Hungry+birds.exe
petite réctification: pour sauter c'est plutot échap ou inser (désolé j'ai testé avec une manette)
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