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Continuous Maps 1.2

Relie toutes les maps entre elles comme s'il s'agissait d'une grande carte (téléportation à la Zelda).

Script pour RPG Maker XP
Ecrit par Blizzard (site de l'auteur)
Publié par cari974 (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur : Blizzard
Logiciel : RPG Maker XP
Nombre de scripts : 1
Source : https://forum.chaos-project.com/index.php/topic,5161.0.html?PHPSESSID=233c6892832487b39d18d772cea48c60

Fonctionnalités
- Ce script permet de relier toutes les maps comme s'il s'agissait d'une seule grande carte
- Facilement configurable

Conditions d'utilisation de la 1.5
Ce script est sous licence BSD License 2.0 :
- Vous pouvez utiliser ce script dans vos projets commerciaux
- Vous devez créditez l'auteur en ces termes :

Citation:

CLRS plugin for Blizz-ABS licensed under BSD License 2.0
Copyright (c) Boris "Blizzard" Mikić


ou

Citation:

CLRS plugin for Blizz-ABS licensed under BSD License 2.0
Copyright (c) Boris "Blizzard" Mikic


- La redistribution du script doit conserver le bandereau de licence, la liste des conditions et son disclaimer.
- La même chose s'applique pour la redistribution en binaire.
- Le nom du propriétaire et de ses contributeurs ne peuvent être utilisés à des fins de promotion du produit dérivé sans autorisation préalable.

Installation
A placer au-dessus de Main.

Utilisation
Pour relier les maps entre elles, il faut aller après l'encart de description du texte :

Portion de code : Tout sélectionner

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#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  # define all neighbor maps here
  MAP_DATA = [
    # [MAP_ID1, MAP_ID2, X_OFFSET, Y_OFFSET]
    [1, 2, 17, 0], # connected map 1 and 2 where 2 has an X, Y offset of 25, 0
    [2, 3, 17, 0],
    [3, 4, 0, 13]
  ]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


MAP_ID1 et MAP_ID2 sont les deux maps adjacentes à relier.
X_OFFSET et Y_OFFSET sont les coordonnées X et Y qui sont prises en compte lors de la téléportation (et donc de la transition de carte). Ces valeurs peuvent être la valeur du bord x ou y de la map, ou vous pouvez choisir une valeur un peu inférieure.

Notes :
- Il peut y avoir des ralentissements au moment du transfert entre les maps.
- Privilégiez les petites cartes. En cas de grande map, le temps de chargement augmente, ainsi que le lag.
- Connectez bien toutes les maps adjacentes sous peine de rencontrer des bugs.
- Sur VX, il existe un bug au niveau du centrage de l'écran ; si vous vous téléportez sur une carte plus grande ou large que la précédenge, cela crée un glitch d'affichage.

Compatibilité
- Compatible à 95% avec avec le SDK 1.0. 80% compatible avec le SDK 2.0
- Anciennes sauvegardes inutilisables
- Compatible avec le Blizz-ABS
- Incompatible avec Intelligent Passability de Blizz-ABS (désactivé)
- Incompatible avec Blizz-ABS Caterpillar
- Compatible avec le Caterpillar de Tons of Addons

Version 1.5 (recommandée)

Portion de code : Tout sélectionner

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#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Continuous Maps by Blizzard
# Version: 1.5
# Type: Custom Map System
# Date: 14.12.2009
# Date v1.2: 11.9.2010
# Date v1.3: 17.11.2012
# Date v1.4: 8.1.2013
# Date v1.41: 14.5.2013
# Date v1.5: 23.3.2019
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# 
#   This work is licensed under BSD License 2.0:
# 
# #----------------------------------------------------------------------------
# #  
# # Copyright (c) Boris "Blizzard" Mikić
# # All rights reserved.
# # 
# # Redistribution and use in source and binary forms, with or without
# # modification, are permitted provided that the following conditions are met:
# # 
# # 1.  Redistributions of source code must retain the above copyright notice,
# #     this list of conditions and the following disclaimer.
# # 
# # 2.  Redistributions in binary form must reproduce the above copyright
# #     notice, this list of conditions and the following disclaimer in the
# #     documentation and/or other materials provided with the distribution.
# # 
# # 3.  Neither the name of the copyright holder nor the names of its
# #     contributors may be used to endorse or promote products derived from
# #     this software without specific prior written permission.
# # 
# # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
# # AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
# # IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
# # ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
# # LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
# # CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
# # SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
# # INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
# # CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
# # ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
# # POSSIBILITY OF SUCH DAMAGE.
# #  
# #----------------------------------------------------------------------------
# 
#   You may use this script for both non-commercial and commercial products
#   without limitations as long as you fulfill the conditions presented by the
#   above license. The "complete" way to give credit is to include the license
#   somewhere in your product (e.g. in the credits screen), but a "simple" way
#   is also acceptable. The "simple" way to give credit is as follows:
# 
#     CLRS plugin for Blizz-ABS licensed under BSD License 2.0
#     Copyright (c) Boris "Blizzard" Mikić
# 
#   Alternatively, if your font doesn't support diacritic characters, you may
#   use this variant:
# 
#     CLRS plugin for Blizz-ABS licensed under BSD License 2.0
#     Copyright (c) Boris "Blizzard" Mikic
# 
#   In general other similar variants are allowed as long as it is clear who
#   the creator is (e.g. "CLRS plugin for Blizz-ABS created by Blizzard" is
#   acceptable). But if possible, prefer to use one of the two variants listed
#   above.
# 
#   If you fail to give credit and/or claim that this work was created by you,
#   this may result in legal action and/or payment of damages even though this
#   work is free of charge to use normally.
# 
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# 
# Compatibility:
# 
#   95% compatible with SDK v1.x. 80% compatible with SDK 2.x. WILL corrupt old
#   savegames. Compatible with Blizz-ABS. Compatible with Tons of Add-ons'
#   catepillar. Not compatible with Intelligent Passability from Blizz-ABS,
#   it's being turned off. Not compatible with Blizz-ABS's caterpillar.
# 
# 
# Features:
# 
#   - virtually creates one continuous map from any number of map fragments
#   - easy to configure
# 
# new in v1.2:
#   - fixed bug where transferring into a non-configured map would crash the
#     game
#   - fixed bug when teleporting into another set of maps would mess up
#     everything
# 
# new in v1.3:
#   - added compatibility with Tons of Add-ons' Catepillar
# 
# new in v1.4:
#   - fixed crash caused by compatibility fix with Tons of Add-ons' Catepillar
#   - added code for proper fog handling
# 
# new in v1.41:
#   - fixed bug with Blizz-ABS enemy positions
# 
# new in v1.5:
#   - added new license
#   - added usage and crediting instructions
# 
# 
# Instructions:
# 
# - Explanation:
# 
#   This Script will allow you to make the game simulate a continuous map using
#   smaller maps. The system displays the current map and the neighbor maps.
#   Walking over a map border will cause the new map to be loaded as main map
#   and the neighbor maps will be changed.
# 
# 
# Notes:
# 
#   - You may notice lag when walking over a map border.
#   - Do not use too big maps as it increases loading time and the short moment
#     of lag will become more and more visible. Due to the fact that map
#     loading times in Blizz-ABS are increased, those moments will be longer if
#     Blizz-ABS is being used.
#   - Remember to connect ALL neighbor maps or you might experience bugs.
#   - Does not work with Blizz-ABS caterpillar because switching the party
#     leader would technically have to change the map and that causes a lot of
#     problems, including several party members being in several different maps
#     at the same time which might be disabled/removed from the current
#     display.
# 
# 
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
module CTMAPS
  
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  # define all neighbor maps here
  MAP_DATA = [
    # [MAP_ID1, MAP_ID2, X_OFFSET, Y_OFFSET]
    [1, 2, 25, 0], # connected map 1 and 2 where 2 has an X, Y offset of 25, 0
    [3, 1, 0, -15], # connected map 3 and 1 where 1 has an X, Y offset of 0, -15
    [3, 2, 25, -15],
    [3, 4, 0, 15],
    [3, 5, 25, 15],
    [4, 5, 25, 0],
    [6, 7, 25, 0],
    [8, 6, 0, -15],
    [8, 7, 25, -15],
    [8, 9, 0, 15],
    [8, 10, 25, 15],
    [9, 10, 25, 0],
  ]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  MAP_DATA.compact!
  MAPS = {}
  MAP_DATA.each {|data|
      MAPS[data[0]] = [] if MAPS[data[0]] == nil
      MAPS[data[0]] |= [data[1, 3]]
      MAPS[data[1]] = [] if MAPS[data[1]] == nil
      MAPS[data[1]] |= [[data[0], -data[2], -data[3]]]}
  MAP_DATA = nil
  E_IDS = 100000
  $ctmaps = 1.5
  
end
 
 
#==============================================================================
# Game_Temp
#==============================================================================
 
class Game_Temp
  
  attr_accessor :player_no_straighten
  attr_accessor :player_caterpillar_fix
  
end
  
#==============================================================================
# Game_Character
#==============================================================================
 
class Game_Character
  
  attr_accessor :x
  attr_accessor :y
  attr_accessor :real_x
  attr_accessor :real_y
  
  alias straighten_ctmaps_later straighten
  def straighten
    if $game_temp.player_no_straighten
      $game_temp.player_no_straighten = nil
      return
    end
    straighten_ctmaps_later
  end
  
  alias moveto_ctmaps_later moveto
  def moveto(x, y)
    ox, oy = $game_map.upper_left
    moveto_ctmaps_later(x - ox, y - oy)
  end
  
end
 
if $BlizzABS
#==============================================================================
# module BlizzABS
#==============================================================================
 
module BlizzABS
  
  #============================================================================
  # BlizzABS::Controller
  #============================================================================
 
  class Controller
    
    alias center_ctmaps_later center
    def center(x, y, flag = false)
      ox, oy = $game_map.upper_left
      center_ctmaps_later(x - ox, y - oy, flag)
    end
    
  end
  
  #============================================================================
  # BlizzABS::Utility
  #============================================================================
 
  class Utility
    
    alias setup_passability_ctmaps_later setup_passability
    def setup_passability(map, override = false)
      setup_passability_ctmaps_later(map) if override
    end
    
  end
  
end
 
$BlizzABS = BlizzABS::Processor.new
 
#==============================================================================
# Map_Battler
#==============================================================================
 
class Map_Battler
  
  attr_writer :id
  attr_writer :SELF
  
  alias moveto_ctmaps_later moveto
  def moveto(x, y)
    ox, oy = $game_map.upper_left
    moveto_ctmaps_later(x - ox, y - oy)
  end
  
end
 
else
#==============================================================================
# Game_Player
#==============================================================================
 
class Game_Player
  
  alias center_ctmaps_later center
  def center(x, y)
    ox, oy = $game_map.upper_left
    center_ctmaps_later(x - ox, y - oy)
  end
  
  alias moveto_ctmaps_later2 moveto
  def moveto(x, y)
    fix = $game_temp.player_caterpillar_fix
    $game_temp.player_caterpillar_fix = false
    if $tons_version == nil || $tons_version < 7.62 ||
        !$game_system.CATERPILLAR || !fix
      moveto_ctmaps_later2(x, y)
      return
    end
    px = self.x
    py = self.y
    moveto_caterpillar(x, y)
    @members.each {|member| member.moveto(x + member.x - px, y + member.y - py)}
  end
  
end
 
end
 
#==============================================================================
# Game_Map
#==============================================================================
 
class Game_Map
  
  attr_reader :upper_left
  attr_reader :lower_right
  attr_reader :maps
    
  alias init_ctmaps_later initialize
  def initialize
    @maps = {}
    @events = {}
    init_ctmaps_later
  end
  
  alias setup_ctmaps_later setup
  def setup(map_id)
    last_maps = @maps
    last_map_id = @map_id
    @upper_left = [0, 0]
    @lower_right = [0, 0]
    events = @events
    fog_ox = @fog_ox
    fog_oy = @fog_oy
    fog_tone = @fog_tone
    fog_tone_target = @fog_tone_target
    fog_tone_duration = @fog_tone_duration
    fog_opacity_duration = @fog_opacity_duration
    fog_opacity_target = @fog_opacity_target
    setup_ctmaps_later(map_id)
    @maps = get_neighbor_maps
    if !@maps.has_key?(last_map_id)
      @events = {}
      last_maps = {}
      last_map_id = 0
    else
      @events = events
      @fog_ox = fog_ox
      @fog_oy = fog_oy
      @fog_tone = fog_tone
      @fog_tone_target = fog_tone_target
      @fog_tone_duration = fog_tone_duration
      @fog_opacity_duration = fog_opacity_duration
      @fog_opacity_target = fog_opacity_target
    end
    setup_continuous_map
    setup_continuous_events(last_maps, last_map_id)
    if $BlizzABS
      @virtual_passability = $BlizzABS.util.setup_passability(@map, true)
    end
  end
  
  def get_neighbor_maps
    maps = {}
    maps[@map_id] = [@map, 0, 0]
    @upper_left = [0, 0]
    @lower_right = [@map.width, @map.height]
    if CTMAPS::MAPS.has_key?(@map_id)
      CTMAPS::MAPS[@map_id].each {|data|
          id, x, y = data
          if @maps[id] != nil
            map = @maps[id][0]
          else
            map = load_data(sprintf('Data/Map%03d.rxdata', id))
          end
          maps[id] = [map, x, y]
          @upper_left[0] = x if @upper_left[0] > x
          @upper_left[1] = y if @upper_left[1] > y
          width, height = x + map.width, y + map.height
          @lower_right[0] = width if @lower_right[0] < width
          @lower_right[1] = height if @lower_right[1] < height}
      maps.each_value {|data|
          data[1] -= @upper_left[0]
          data[2] -= @upper_left[1]}
    end
    return maps
  end
  
  def setup_continuous_map
    width = @lower_right[0] - @upper_left[0]
    height = @lower_right[1] - @upper_left[1]
    data = Table.new(width, height, 3)
    @map = @map.clone
    @map.events = {}
    @maps.each_key {|id|
        map, ox, oy = @maps[id]
        if id == @map_id
          map.events.each_key {|i| @map.events[i] = map.events[i]}
        else
          map.events.each_key {|i| @map.events[id * CTMAPS::E_IDS + i] = map.events[i]}
        end
        (0...map.width).each {|x| (0...map.height).each {|y| (0...3).each {|z|
            data[x + ox, y + oy, z] = map.data[x, y, z]}}}}
    @map.width = width
    @map.height = height
    @map.data = data
  end
  
  def setup_continuous_events(last_maps, last_map_id)
    if last_maps[@map_id] != nil
      correct_event_positions(last_maps)
      correct_fog_position(last_maps)
    end
    delete_removed_events(last_maps, last_map_id)
    shift_events_from_last_map(last_maps, last_map_id) if last_map_id != 0
    shift_events_for_new_map
    add_new_events(last_maps)
  end
  
  def delete_removed_events(last_maps, last_map_id)
    keys = []
    @maps.each_key {|id|
        keys += @events.keys.find_all {|key|
            @events[key].real_x < 0 || @events[key].real_y < 0 ||
            @events[key].real_x >= (@lower_right[0] - @upper_left[0]) * 128 ||
            @events[key].real_y >= (@lower_right[1] - @upper_left[1]) * 128}}
    (keys | keys).each {|key| @events.delete(key)}
  end
  
  def shift_events_from_last_map(last_maps, last_map_id)
    @events.each_key {|key|
        if key < CTMAPS::E_IDS
          @events[last_map_id * CTMAPS::E_IDS + key] = @events[key]
          if $BlizzABS && @events[key].is_a?(Map_Battler)
            @events[key].SELF = @events[key].id = last_map_id * CTMAPS::E_IDS + key
          end
          @events.delete(key)
        end}
  end
  
  def shift_events_for_new_map
    @events.each_key {|key|
        if key >= @map_id * CTMAPS::E_IDS && key < (@map_id + 1) * CTMAPS::E_IDS
          @events[key % CTMAPS::E_IDS] = @events[key]
          if $BlizzABS && @events[key].is_a?(Map_Battler)
            @events[key].SELF = @events[key].id = key % CTMAPS::E_IDS
          end
          @events.delete(key)
        end}
  end
  
  def correct_event_positions(last_maps)
    pix = $BlizzABS.pixel if $BlizzABS
    sx = @maps[@map_id][1] - last_maps[@map_id][1]
    sy = @maps[@map_id][2] - last_maps[@map_id][2]
    @events.each_value {|event|
        if $BlizzABS && event.is_a?(Map_Battler)
          x, y = sx * pix, sy * pix
        else
          x, y = sx, sy
        end
        event.x += x
        event.y += y
        event.real_x += sx * 128
        event.real_y += sy * 128}
  end
  
  def correct_fog_position(last_maps)
    @fog_ox -= (@maps[@map_id][1] - last_maps[@map_id][1]) * 32
    @fog_oy -= (@maps[@map_id][2] - last_maps[@map_id][2]) * 32
  end
  
  def add_new_events(last_maps = {})
    if last_maps[@map_id] == nil
      @maps[@map_id][0].events.each_key {|i|
          if @events[i] == nil
            @events[i] = Game_Event.new(@map_id, @maps[@map_id][0].events[i])
            $BlizzABS.check_event_name(i) if $BlizzABS
          end}
    end
    pix = $BlizzABS.pixel if $BlizzABS
    (@maps.keys - last_maps.keys - [@map_id]).each {|id|
        map, sx, sy = @maps[id]
        sx -= @maps[@map_id][1]
        sy -= @maps[@map_id][2]
        map.events.each_key {|i|
            if @events[id * CTMAPS::E_IDS + i] == nil
              @events[id * CTMAPS::E_IDS + i] = event = Game_Event.new(id, map.events[i])
              if $BlizzABS
                $BlizzABS.check_event_name(id * CTMAPS::E_IDS + i)
                event = @events[id * CTMAPS::E_IDS + i]
                if event.is_a?(Map_Battler)
                  x, y = sx * pix, sy * pix
                else
                  x, y = sx, sy
                end
              else
                x, y = sx, sy
              end
              event.x += x
              event.y += y
              event.real_x += sx * 128
              event.real_y += sy * 128
            end}}
  end
  
  alias update_ctmaps_later update
  def update
    update_ctmaps_later
    return if $game_player.moving? || @maps.size <= 1
    map, x, y = @maps[@map_id]
    if $game_player.real_x < x * 128 || $game_player.real_y < y * 128 ||
        $game_player.real_x >= x * 128 + map.width * 128 ||
        $game_player.real_y >= y * 128 + map.height * 128
      (@maps.keys - [@map_id]).each {|id|
          map, x, y = @maps[id]
          if $game_player.real_x >= x * 128 && $game_player.real_y >= y * 128 &&
              $game_player.real_x < x * 128 + map.width * 128 &&
              $game_player.real_y < y * 128 + map.height * 128
            $game_temp.player_transferring = true
            $game_temp.player_no_straighten = true
            $game_temp.player_caterpillar_fix = true
            $game_temp.player_new_x = $game_player.real_x / 128 - x
            $game_temp.player_new_y = $game_player.real_y / 128 - y
            $game_temp.player_new_map_id = id
            $game_temp.player_new_direction = 0
            break
          end}
    end
  end
  
end



Version 1.2 (archive)

Spoiler (cliquez pour afficher)



Démo : Télécharger (Archive Chaos Project)



Mis à jour le 6 novembre 2020.






Moses - posté le 17/01/2015 à 00:08:28 (2 messages postés)

❤ 0

:grah1je suis sur VX Ace, alors je dirais juste que tenter de bidouiller ce script pour RPG M VX Ace, prendra beaucoup de temps. Les problèmes sur lesquels j'ai butés sont :

- nombre d'arguments entre le script ci-présent, et celui appelé Scene Map (mais bon, suffit apparemment de les supprimer):sourit

- nom de fichiers maps (sur RPG M VX Ace, c'est au format rvdata[u]2
- Incapacité de faire démarrer le personnage sur une map autre que la première du projet (sous peine d'être téléporté dans l'eau ou un mur ( voire le vide)

je suis peut-être rapide à comprendre, mais là j'avoue que c'est lourd. je vais plutôt essayer de faire un script de A à Z

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