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Marcher - pixel par pixel dans la map

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Zack Fair

Zack Fair
Membre Actif
Membre Actif

CE script FAIT AVANCER VOTRE PERSONNAGE SUIVANT LES PIXELS, PLUS SUIVANTS LES CASES.
Créez un nouveau script au-dessus de main et nommez-le "Game_Character" et copiez le code ci-dessou
Auteur : Inconnu (c'est un mec jap !)
Code:
class Game_Player < Game_Character
#------------------------------------------
# ?œ ’è?”
#------------------------------------------
TOP_SPACE = BOTTOM_SPACE = 16 # ?㉺‚Ì”»’è–³Ž‹—̈æ
LEFT_SPACE = RIGHT_SPACE = 16 # ?¶‰E‚Ì”»’è–³Ž‹—̈æ
#------------------------------------------
# ?œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï?”
#------------------------------------------
attr_accessor :dot_moving # ƒhƒbƒgˆÚ“®‚ÌŒü‚«?inil:ƒhƒbƒgˆÚ“®‚µ‚Ä‚¢‚È‚¢ 0:Ž~‚Ü‚Á‚Ä‚¢‚é?j
#------------------------------------------
# ?œ ?‰Šú‰»
#------------------------------------------
def initialize
super
# ƒhƒbƒgˆÚ“®ŠJŽn?A—§‚¿Ž~‚܂点‚é
@dot_moving = 0
end
#------------------------------------------
# ?œ ˆÚ“®’†”»’è
#------------------------------------------
def moving?(by_update = false)
# ŒÄ‚Ñ?o‚µŒ³‚ªupdateˆÈŠO‚Å?A‚©‚ƒhƒbƒgˆÚ“®’†‚Ì‚Æ‚«
if !by_update and @dot_moving
# —§‚¿Ž~‚Ü‚Á‚Ä‚¢‚È‚¯‚ê‚Έړ®’†
return @dot_moving != 0
else
# ƒhƒbƒgˆÚ“®’†‚Å‚È‚­?A‚©‚˜_—??À•W‚ÆŽÀ?À•W‚ªˆá‚Á‚Ä‚¢‚ê‚Έړ®’†
return (!@dot_moving and (@real_x != @x * 128 or @real_y != @y * 128))
end
end
#------------------------------------------
# ?œ ˆÚ“®ƒ‹?[ƒg‚Ì‹­?§
# move_route : ?V‚µ‚¢ˆÚ“®ƒ‹?[ƒg
#------------------------------------------
def force_move_route(move_route)
# —§‚¿Ž~‚܂点‚é
@dot_moving = 0
super(move_route)
end
#------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?X?V
#------------------------------------------
def update
# ƒ??[ƒJƒ‹•Ï?”‚É?À•W‚ð‹L‰¯
last_real_x, last_real_y = @real_x, @real_y
last_x, last_y = @x, @y
# ƒ??[ƒJƒ‹•Ï?”‚Ɉړ®’†‚©‚Ç‚¤‚©‚ð‹L‰¯
last_moving = moving?(true)
# ˆÚ“®’†?AƒCƒxƒ“ƒgŽÀ?s’†?AˆÚ“®ƒ‹?[ƒg‹­?§’†?A
# ƒ?ƒbƒZ?[ƒWƒEƒBƒ“ƒhƒE•Ž¦’†‚Ì‚¢‚¸‚ê‚Å‚à‚È‚¢?ê?‡
unless moving?(true) or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# ƒhƒbƒgˆÚ“®
dot_move(Input.dir4)
end
super
# ƒLƒƒƒ‰ƒNƒ^?[‚ª‰º‚Ɉړ®‚µ?A‚©‚‰æ–Ê?ã‚̈ʒu‚ª’†‰›‚æ‚艺‚Ì?ê?‡
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
# ƒ}ƒbƒv‚ð‰º‚ÉƒXƒNƒ??[ƒ‹
$game_map.scroll_down(@real_y - last_real_y)
end
# ƒLƒƒƒ‰ƒNƒ^?[‚ª?¶‚Ɉړ®‚µ?A‚©‚‰æ–Ê?ã‚̈ʒu‚ª’†‰›‚æ‚è?¶‚Ì?ê?‡
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
# ƒ}ƒbƒv‚ð?¶‚ɃXƒNƒ??[ƒ‹
$game_map.scroll_left(last_real_x - @real_x)
end
# ƒLƒƒƒ‰ƒNƒ^?[‚ª‰E‚Ɉړ®‚µ?A‚©‚‰æ–Ê?ã‚̈ʒu‚ª’†‰›‚æ‚è‰E‚Ì?ê?‡
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
# ƒ}ƒbƒv‚ð‰E‚ɃXƒNƒ??[ƒ‹
$game_map.scroll_right(@real_x - last_real_x)
end
# ƒLƒƒƒ‰ƒNƒ^?[‚ª?ã‚Ɉړ®‚µ?A‚©‚‰æ–Ê?ã‚̈ʒu‚ª’†‰›‚æ‚è?ã‚Ì?ê?‡
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
# ƒ}ƒbƒv‚ð?ã‚ɃXƒNƒ??[ƒ‹
$game_map.scroll_up(last_real_y - @real_y)
end
# ˆÚ“®’†‚Å‚Í‚È‚¢?ê?‡
unless moving?(true)
# ?À•W‚ª?X?V‚³‚ꂽ‚©?AƒhƒbƒgˆÚ“®’†‚Å‚È‚­‘O‰ñƒvƒŒƒCƒ„?[‚ªˆÚ“®’†‚¾‚Á‚½?ê?‡
if last_x != @x or last_y != @y or (!@dot_moving and last_moving)
# “¯ˆÊ’u‚̃Cƒxƒ“ƒg‚Æ‚Ì?Ú?G‚É‚æ‚éƒCƒxƒ“ƒg‹N“®”»’è
result = check_event_trigger_here([1,2])
# ‹N“®‚µ‚½ƒCƒxƒ“ƒg‚ª‚È‚¢?ê?‡
if result == false
# ƒfƒoƒbƒOƒ‚?[ƒh‚ª ON ‚©‚ CTRL ƒL?[‚ª‰Ÿ‚³‚ê‚Ä‚¢‚é?ê?‡‚ð?œ‚«
unless $DEBUG and Input.press?(Input::CTRL)
# ƒGƒ“ƒJƒEƒ“ƒg ƒJƒEƒ“ƒgƒ_ƒEƒ“
if @encounter_count > 0
@encounter_count -= 1
end
end
# ‹N“®‚µ‚½ƒCƒxƒ“ƒg‚ª‚ ‚é?ê?‡
else
# —§‚¿Ž~‚Ü‚é?AƒhƒbƒgˆÚ“®‚µ‚Ä‚¢‚È‚¢‚È‚ç‚»‚Ì‚Ü‚Ü
@dot_moving = @dot_moving ? 0 : nil
end
end
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽ?ê?‡
if Input.trigger?(Input::C)
# “¯ˆÊ’u‚¨‚æ‚Ñ?³–ʂ̃Cƒxƒ“ƒg‹N“®”»’è
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
#------------------------------------------
# ?œ ˆÚ“®ƒ^ƒCƒv : ƒJƒXƒ^ƒ€
#------------------------------------------
def move_type_custom
# ’âŽ~’†‚Å‚È‚¯‚ê‚Î’†’f
if jumping? or moving?
return
end
# ˆÚ“®ƒRƒ}ƒ“ƒh‚̃ŠƒXƒg‚Ì?ÅŒã‚É“ž’B‚·‚é‚܂Ń‹?[ƒv
while @move_route_index < @move_route.list.size
# ˆÚ“®ƒRƒ}ƒ“ƒh‚ðŽæ“¾
command = @move_route.list[@move_route_index]
# ƒRƒ}ƒ“ƒhƒR?[ƒh 0 ”Ô (ƒŠƒXƒg‚Ì?ÅŒã) ‚Ì?ê?‡
if command.code == 0
# ƒIƒvƒVƒ‡ƒ“ [“®?ì‚ðŒJ‚è•Ô‚·] ‚ª ON ‚Ì?ê?‡
if @move_route.repeat
# ˆÚ“®ƒ‹?[ƒg‚̃Cƒ“ƒfƒbƒNƒX‚ð?Å?‰‚É–ß‚·
@move_route_index = 0
end
# ƒIƒvƒVƒ‡ƒ“ [“®?ì‚ðŒJ‚è•Ô‚·] ‚ª OFF ‚Ì?ê?‡
unless @move_route.repeat
# ˆÚ“®ƒ‹?[ƒg‹­?§’†‚Ì?ê?‡
if @move_route_forcing and not @move_route.repeat
# ˆÚ“®ƒ‹?[ƒg‚Ì‹­?§‚ð‰ð?œ
@move_route_forcing = false
# ƒIƒŠƒWƒiƒ‹‚̈ړ®ƒ‹?[ƒg‚𕜋A
@move_route = @original_move_route
@move_route_index = @original_move_route_index
@original_move_route = nil
end
# ’âŽ~ƒJƒEƒ“ƒg‚ðƒNƒŠƒA
@stop_count = 0
end
return
end
# ˆÚ“®ŒnƒRƒ}ƒ“ƒh (‰º‚Ɉړ®?`ƒWƒƒƒ“ƒv) ‚Ì?ê?‡
if command.code <= 14
# ƒhƒbƒgˆÚ“®‹­?§?I—¹
@dot_moving = nil
# ƒRƒ}ƒ“ƒhƒR?[ƒh‚Å•ªŠò
case command.code
when 1 # ‰º‚Ɉړ®
move_down
when 2 # ?¶‚Ɉړ®
move_left
when 3 # ‰E‚Ɉړ®
move_right
when 4 # ?ã‚Ɉړ®
move_up
when 5 # ?¶‰º‚Ɉړ®
move_lower_left
when 6 # ‰E‰º‚Ɉړ®
move_lower_right
when 7 # ?¶?ã‚Ɉړ®
move_upper_left
when 8 # ‰E?ã‚Ɉړ®
move_upper_right
when 9 # ƒ‰ƒ“ƒ_ƒ€‚Ɉړ®
move_random
when 10 # ƒvƒŒƒCƒ„?[‚ɋ߂­
move_toward_player
when 11 # ƒvƒŒƒCƒ„?[‚©‚牓‚´‚©‚é
move_away_from_player
when 12 # ˆê•à‘O?i
move_forward
when 13 # ˆê•àŒã‘Þ
move_backward
when 14 # ƒWƒƒƒ“ƒv
jump(command.parameters[0], command.parameters[1])
end
# ƒIƒvƒVƒ‡ƒ“ [ˆÚ“®‚Å‚«‚È‚¢?ê?‡‚Í–³Ž‹] ‚ª OFF ‚Å?AˆÚ“®Ž¸”s‚Ì?ê?‡
if not @move_route.skippable and not moving? and not jumping?
return
end
@move_route_index += 1
return
end
# ƒEƒFƒCƒg‚Ì?ê?‡
if command.code == 15
# ƒEƒFƒCƒgƒJƒEƒ“ƒg‚ð?Ý’è
@wait_count = command.parameters[0] * 2 - 1
@move_route_index += 1
return
end
# Œü‚«•Ï?XŒn‚̃Rƒ}ƒ“ƒh‚Ì?ê?‡
if command.code >= 16 and command.code <= 26
# ƒRƒ}ƒ“ƒhƒR?[ƒh‚Å•ªŠò
case command.code
when 16 # ‰º‚ðŒü‚­
turn_down
when 17 # ?¶‚ðŒü‚­
turn_left
when 18 # ‰E‚ðŒü‚­
turn_right
when 19 # ?ã‚ðŒü‚­
turn_up
when 20 # ‰E‚É 90 “x‰ñ“]
turn_right_90
when 21 # ?¶‚É 90 “x‰ñ“]
turn_left_90
when 22 # 180 “x‰ñ“]
turn_180
when 23 # ‰E‚©?¶‚É 90 “x‰ñ“]
turn_right_or_left_90
when 24 # ƒ‰ƒ“ƒ_ƒ€‚É•ûŒü“]Š·
turn_random
when 25 # ƒvƒŒƒCƒ„?[‚Ì•û‚ðŒü‚­
turn_toward_player
when 26 # ƒvƒŒƒCƒ„?[‚Ì‹t‚ðŒü‚­
turn_away_from_player
end
@move_route_index += 1
return
end
# ‚»‚Ì‘¼‚̃Rƒ}ƒ“ƒh‚Ì?ê?‡
if command.code >= 27
# ƒRƒ}ƒ“ƒhƒR?[ƒh‚Å•ªŠò
case command.code
when 27 # ƒXƒCƒbƒ` ON
$game_switches[command.parameters[0]] = true
$game_map.need_refresh = true
when 28 # ƒXƒCƒbƒ` OFF
$game_switches[command.parameters[0]] = false
$game_map.need_refresh = true
when 29 # ˆÚ“®‘¬“x‚Ì•Ï?X
@move_speed = command.parameters[0]
when 30 # ˆÚ“®•p“x‚Ì•Ï?X
@move_frequency = command.parameters[0]
when 31 # ˆÚ“®ŽžƒAƒjƒ? ON
@walk_anime = true
when 32 # ˆÚ“®ŽžƒAƒjƒ? OFF
@walk_anime = false
when 33 # ’âŽ~ŽžƒAƒjƒ? ON
@step_anime = true
when 34 # ’âŽ~ŽžƒAƒjƒ? OFF
@step_anime = false
when 35 # Œü‚«ŒÅ’è ON
@direction_fix = true
when 36 # Œü‚«ŒÅ’è OFF
@direction_fix = false
when 37 # ‚·‚蔲‚¯ ON
@through = true
when 38 # ‚·‚蔲‚¯ OFF
@through = false
when 39 # ?Å‘O–Ê‚É•Ž¦ ON
@always_on_top = true
when 40 # ?Å‘O–Ê‚É•Ž¦ OFF
@always_on_top = false
when 41 # ƒOƒ‰ƒtƒBƒbƒN•Ï?X
@tile_id = 0
@character_name = command.parameters[0]
@character_hue = command.parameters[1]
if @original_direction != command.parameters[2]
@direction = command.parameters[2]
@original_direction = @direction
@prelock_direction = 0
end
if @original_pattern != command.parameters[3]
@pattern = command.parameters[3]
@original_pattern = @pattern
end
when 42 # •s“§–¾“x‚Ì•Ï?X
@opacity = command.parameters[0]
when 43 # ?‡?¬•û–@‚Ì•Ï?X
@blend_type = command.parameters[0]
when 44 # SE ‚̉‰‘t
$game_system.se_play(command.parameters[0])
when 45 # ƒXƒNƒŠƒvƒg
result = eval(command.parameters[0])
end
@move_route_index += 1
end
end
end
#------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?X?V (ˆÚ“®)
#------------------------------------------
def update_move
# ƒhƒbƒgˆÚ“®’†‚Å–³‚¢‚È‚ç˜_—??À•W?X?V
unless @dot_moving
# ˆÚ“®‘¬“x‚©‚çƒ}ƒbƒv?À•WŒn‚ł̈ړ®‹——£‚É•ÏŠ·
distance = 2 ** @move_speed
# ˜_—??À•W‚ªŽÀ?À•W‚æ‚艺‚Ì?ê?‡
if @y * 128 > @real_y
# ‰º‚Ɉړ®
@real_y = [@real_y + distance, @y * 128].min
end
# ˜_—??À•W‚ªŽÀ?À•W‚æ‚è?¶‚Ì?ê?‡
if @x * 128 < @real_x
# ?¶‚Ɉړ®
@real_x = [@real_x - distance, @x * 128].max
end
# ˜_—??À•W‚ªŽÀ?À•W‚æ‚è‰E‚Ì?ê?‡
if @x * 128 > @real_x
# ‰E‚Ɉړ®
@real_x = [@real_x + distance, @x * 128].min
end
# ˜_—??À•W‚ªŽÀ?À•W‚æ‚è?ã‚Ì?ê?‡
if @y * 128 < @real_y
# ?ã‚Ɉړ®
@real_y = [@real_y - distance, @y * 128].max
end
end
# ˆÚ“®ŽžƒAƒjƒ?‚ª ON ‚Ì?ê?‡
if @walk_anime
# ƒAƒjƒ?ƒJƒEƒ“ƒg‚ð 1.5 ‘?‚â‚·
@anime_count += 1.5
# ˆÚ“®ŽžƒAƒjƒ?‚ª OFF ‚Å?A’âŽ~ŽžƒAƒjƒ?‚ª ON ‚Ì?ê?‡
elsif @step_anime
# ƒAƒjƒ?ƒJƒEƒ“ƒg‚ð 1 ‘?‚â‚·
@anime_count += 1
end
end
#------------------------------------------
# ?œ ƒhƒbƒgˆÚ“®?i’ljÁ?j
# dir : •ûŒü?i0,2,4,6,8?j
#------------------------------------------
def dot_move(dir)
@dot_moving = dir
# —§‚¿Ž~‚Ü‚Á‚Ä‚¢‚é‚©ƒhƒbƒgˆÚ“®’†‚Å‚È‚¢‚È‚ç‚·‚®‚ɃŠƒ^?[ƒ“
if dir == 0 or !dir
return
end
# ?À•W‚Ì•Û‘¶
last_real_x, last_real_y = @real_x, @real_y
last_x, last_y = @x, @y
# ˆÚ“®‘¬“x‚©‚çƒ}ƒbƒv?À•WŒn‚ł̈ړ®‹——£‚É•ÏŠ·
distance = 2 ** @move_speed
# ?À•W‚ð?X?V?A?i?s•ûŒü‘¤‚Ì“ñ‹÷‚Ì?À•W‚𓾂é
case dir
when 2
turn_down
@real_y += distance
dx, dy = 0, 1
x1, y1 = @real_x + LEFT_SPACE, @real_y + 127 - BOTTOM_SPACE
x2, y2 = @real_x + 127 - RIGHT_SPACE, y1

when 4
turn_left
@real_x -= distance
dx, dy = -1, 0
x1, y1 = @real_x + LEFT_SPACE, @real_y + TOP_SPACE
x2, y2 = x1, @real_y + 127 - BOTTOM_SPACE
when 6
turn_right
@real_x += distance
dx, dy = 1, 0
x1, y1 = @real_x + 127 - RIGHT_SPACE, @real_y + TOP_SPACE
x2, y2 = x1, @real_y + 127 - BOTTOM_SPACE

when 8
turn_up
@real_y -= distance
dx, dy = 0, -1
x1, y1 = @real_x + LEFT_SPACE, @real_y + TOP_SPACE
x2, y2 = @real_x + 127 - RIGHT_SPACE, y1

end
# “ñ‹÷‚ª‚¢‚¸‚ê‚àƒLƒƒƒ‰ƒNƒ^‚̘_—??À•W‚©‚ç‚Í‚Ý?o‚µ‚Ä‚¢‚é?ê?‡
if (x1 / 128 != @x or y1 / 128 != @y) and (x2 / 128 != @x or y2 / 128 != @y)
# ?i?s•ûŒü‚Ì“ñ‹÷‚ª‚Æ‚à‚É’Ê?s‰Â”‚©’²‚ׂé
@x, @y = x1 / 128 - dx, y1 / 128 - dy
pass1 = passable?(@x, @y, dir)
@x, @y = x2 / 128 - dx, y2 / 128 - dy
pass2 = passable?(@x, @y, dir)
# ?À•W‚ðŒ³‚É–ß‚·
@x, @y = last_x, last_y
# ’Ê?s‰Â”‚È?ê?‡
if pass1 and pass2
# ?V‚µ‚¢ŽÀ?À•W‚ÌŒvŽZ
@x, @y = (@real_x + 64) / 128, (@real_y + 64) / 128
# ?À•W‚ª•Ï‰»‚µ‚½‚È‚ç•à?”?X?V
if last_x != @x or last_y != @y
increase_steps
end
# ’Ê?s•s‰Â”‚È?ê?‡
else
# —§‚¿Ž~‚Ü‚é
@dot_moving = 0
# ŽÀ?À•W‚ð‹¸?³‚·‚é
case dir
when 2
@real_y = [(last_real_y + 64) / 128 * 128, last_real_y].max
# ‰E‘¤‚ÉŠñ‚Á‚Ä‚¢‚é‚Æ‚«
if @real_x / 128 < @x
# ‰E‚̃Cƒxƒ“ƒg‚ð?æ‚É?ˆ—?
x1, x2 = x2, x1
end
when 4
@real_x = [(last_real_x + 64) / 128 * 128, last_real_x].min
# ‰º‘¤‚ÉŠñ‚Á‚Ä‚¢‚é‚Æ‚«
if @real_y / 128 < @y
# ‰º‚̃Cƒxƒ“ƒg‚ð?æ‚É?ˆ—?
y1, y2 = y2, y1
end
when 6
@real_x = [(last_real_x + 64) / 128 * 128, last_real_x].max
# ‰º‘¤‚ÉŠñ‚Á‚Ä‚¢‚é‚Æ‚«
if @real_y / 128 < @y
# ‰º‚̃Cƒxƒ“ƒg‚ð?æ‚É?ˆ—?
y1, y2 = y2, y1
end
when 8
@real_y = [(last_real_y + 64) / 128 * 128, last_real_y].min
# ‰E‘¤‚ÉŠñ‚Á‚Ä‚¢‚é‚Æ‚«
if @real_x / 128 < @x
# ‰E‚̃Cƒxƒ“ƒg‚ð?æ‚É?ˆ—?
x1, x2 = x2, x1
end
end
# ?Ú?GƒCƒxƒ“ƒg‚Ì‹N“®”»’è?iˆê‚‹N“®‚µ‚½‚ç‚à‚¤ˆê‚‚͖³Ž‹?j
check_event_trigger_touch(x1 / 128, y1 / 128) or
check_event_trigger_touch(x2 / 128, y2 / 128)
end
end
end
end

class Scene_Map
def update
# ƒ‹?[ƒv
loop do
# ƒ}ƒbƒv?AƒCƒ“ƒ^ƒvƒŠƒ^?AƒvƒŒƒCƒ„?[‚Ì?‡‚É?X?V
# (‚±‚Ì?X?V?‡?˜‚Í?AƒCƒxƒ“ƒg‚ðŽÀ?s‚·‚é?ðŒ?‚ª–ž‚½‚³‚ê‚Ä‚¢‚é‚Æ‚«‚É
# ƒvƒŒƒCƒ„?[‚Ɉê?uˆÚ“®‚·‚é‹@‰ï‚ð—^‚¦‚È‚¢‚È‚Ç‚Ì—?—R‚Å?d—v)
$game_map.update
$game_system.map_interpreter.update
$game_player.update
# ƒVƒXƒeƒ€ (ƒ^ƒCƒ}?[)?A‰æ–Ê‚ð?X?V
$game_system.update
$game_screen.update
# ƒvƒŒƒCƒ„?[‚Ì?ê?ŠˆÚ“®’†‚Å‚È‚¯‚ê‚΃‹?[ƒv‚ð’†’f
unless $game_temp.player_transferring
break
end
# ?ê?ŠˆÚ“®‚ðŽÀ?s
transfer_player
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“?ˆ—?’†‚Ì?ê?‡?Aƒ‹?[ƒv‚ð’†’f
if $game_temp.transition_processing
break
end
end
# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð?X?V
@spriteset.update
# ƒ?ƒbƒZ?[ƒWƒEƒBƒ“ƒhƒE‚ð?X?V
@message_window.update
# ƒQ?[ƒ€ƒI?[ƒo?[‚Ì?ê?‡
if $game_temp.gameover
# ƒQ?[ƒ€ƒI?[ƒo?[‰æ–Ê‚É?Ø‚è‘Ö‚¦
$scene = Scene_Gameover.new
return
end
# ƒ^ƒCƒgƒ‹‰æ–Ê‚É–ß‚·?ê?‡
if $game_temp.to_title
# ƒ^ƒCƒgƒ‹‰æ–Ê‚É?Ø‚è‘Ö‚¦
$scene = Scene_Title.new
return
end
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“?ˆ—?’†‚Ì?ê?‡
if $game_temp.transition_processing
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“?ˆ—?’†ƒtƒ‰ƒO‚ðƒNƒŠƒA
$game_temp.transition_processing = false
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀ?s
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# ƒ?ƒbƒZ?[ƒWƒEƒBƒ“ƒhƒE•Ž¦’†‚Ì?ê?‡
if $game_temp.message_window_showing
return
end
# ƒGƒ“ƒJƒEƒ“ƒg ƒJƒEƒ“ƒg‚ª 0 ‚Å?AƒGƒ“ƒJƒEƒ“ƒgƒŠƒXƒg‚ª‹ó‚Å‚Í‚È‚¢?ê?‡
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
# ƒCƒxƒ“ƒgŽÀ?s’†‚©ƒGƒ“ƒJƒEƒ“ƒg‹ÖŽ~’†‚Å‚È‚¯‚ê‚Î
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
# ƒgƒ‹?[ƒv‚ðŒˆ’è
n = rand($game_map.encounter_list.size)
troop_id = $game_map.encounter_list[n]
# ƒgƒ‹?[ƒv‚ª—LŒø‚È‚ç
if $data_troops[troop_id] != nil
# ƒoƒgƒ‹ŒÄ‚Ñ?o‚µƒtƒ‰ƒO‚ðƒZƒbƒg
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end
# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽ?ê?‡
if Input.trigger?(Input::B)
# ƒCƒxƒ“ƒgŽÀ?s’†‚©ƒ?ƒjƒ…?[‹ÖŽ~’†‚Å‚È‚¯‚ê‚Î
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
# ƒ?ƒjƒ…?[ŒÄ‚Ñ?o‚µƒtƒ‰ƒO‚Æ SE ‰‰‘tƒtƒ‰ƒO‚ðƒZƒbƒg
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
# ƒfƒoƒbƒOƒ‚?[ƒh‚ª ON ‚©‚ F9 ƒL?[‚ª‰Ÿ‚³‚ê‚Ä‚¢‚é?ê?‡
if $DEBUG and Input.press?(Input::F9)
# ƒfƒoƒbƒOŒÄ‚Ñ?o‚µƒtƒ‰ƒO‚ðƒZƒbƒg
$game_temp.debug_calling = true
end
# ƒhƒbƒgˆÚ“®’†‚Å‚È‚­ƒvƒŒƒCƒ„?[‚̈ړ®’†‚Å‚ ‚é?ê?‡‚ð?œ‚«
unless !$game_player.dot_moving and $game_player.moving?
# ŠeŽí‰æ–ʂ̌ĂÑ?o‚µ‚ðŽÀ?s
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
end
end
end
end

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