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Autor Thema: Unendlich viele Spieler (hier als beispiel 3. Player Engine)  (Gelesen 1299 mal)

Offline MicroJumper

  • Triple A
  • Event-Jongleur
  • **
  • Beiträge: 76
    • Makrosoftware.Jimdo.com
Unendlich viele Spieler (hier als beispiel 3. Player Engine)
« am: Dezember 22, 2008, 21:20:54 »
Unlimited Player-Engine

Version: 2.0
scripted by: Woratana, edited by MicroJumper (ME)
Release Date: 22/12/08


Introduction:
Unlimited Players
Eine neue Version der 2-Player Engine....
JETZT...
Das Fragende JETZT
kann man Unendlich viele Spieler erstellen die fast genau so funktionieren wie der richtige Spieler!
TIP: wenn man die Spieler teleportieren will, muss man in das Event das call-script einfügen, das den gewünschten Spieler löscht ... weiter müsst ihr selbst drauf kommen^^

GameStyleTip: Dieser Script ist am besten für ein Multiplayergame z.B. hab ich ein Moorhuhn ähnliches Game gemacht --- mit Multiplayer-funktion^^... oder ein Game im Stil von Age of Empires, wo man mehrere "Spieler" gleichzeitig zum laufen oder angreifen bringen kann... (nur empfehlenswert mit "MouseWheel Map-Scrolling" und "Mouse-Selection" #=> 2 Scripts...)
Demnächst soll noch ein
"Unlimited Vehicle" -script folgen^^
also hier ist das Script:
Script:
Spoiler for Hiden:
#================================================
# [VX] Unlimited Players Engine
#------------------------------------------------
# By MicroJumper [metmanr@web.de]
# Version: 2.0
# Date: 22/12/2008 *For questions pls to my e-mail*
#       sry for bad english^^ if it is^^
#
# CREDIT: Original 2 pl. Version by Woratana

=begin


-----         Compatibily: dont know...                         -----
-----                                                           -----
-----                                                           -----
-----                                                           -----
-----NOW YOU CAN MAKE UNLIMITED GAME_PLAYERS IF YOU FOLLOW THIS:-----
-----               Credits to MicroJumper                      -----
-----CHANGE ALL game_player Nr. THEY NAMED 3 TO A NUMBER U WANT:-----
-----   example:                                                -----
-----     $game_player3 = nil    #=> CHANGE IT TO:              -----
-----     $game_playerYOURNUMBER = nil                          -----
-----IF CHANGED ALL THIS NUMBERS YOU MUST CHANGE the NUMBER-Name-----
-----   example:(this Number-Names you only find near the bottom-----
-----           of the Script... surch under the def group:     -----
-----           #' Force One Step Forward)                      -----
-----     wor_threepla_scetit_cregam create_game_objects        -----
-----     wor_YOURNUMBERNAME_scetit_cregam create_game_objects  -----
-----     YOURNUMBERNAME is as example the word five or six     -----
-----       wor_five_scetit_cregam create_game_objects          -----
-----                                                           -----
-----   change just that, that i comment with #=>CHANGE THIS    -----
-----                                                           -----
-----                         HAVE FUN ^^                       -----
-----                                                           -----
-----If all is done, copy this script, paste it under Materials -----
-----         and make the same above for other Player          -----


=begin

+[FEATURES]+
- Create Player X that you can control, interact with other events in map,
as same as Main Player.

- Editable Input Buttons for Player X

- Player X can walk & Run 8 directions

+[HOW TO USE]+
To Create Player X, use call script:
$game_playerX = Game_PlayerX.new
$game_playerX.create(x, y, actor id, follow?)

x and y = X and Y that you want new player to appear

actor id = Character from ID of Actor that you want to use for new player
(ID from Database)

follow? = true (Screen follow new player), false (not follow new player)
*NOT RECOMMEND TO USE FOLLOW*

To Delete Player X, use call script:
$game_playerX.delete

=end
#==============================================================================

class Game_Player3 < Game_Character                                             #=>CHANGE THIS     to YOUR NEW PLAYER NUMBER
  #--------------------------------------------------------------------------
  # START SETUP SCRIPT PART
  # * Constants: INPUT BUTTONS FOR Game_Player 3
  #--------------------------------------------------------------------------
  DOWN = Input::Y # S in Keyboard
  LEFT = Input::X # A in Keyboard
  RIGHT = Input::Z # D in Keyboard
  UP = Input::R # W in Keyboard
  ENTER = Input::L # Q in Keyboard
  RUN = Input::A # Shift in Keyboard
  #--------------------------------------------------------------------------
  # END SETUP SCRIPT PART
  #--------------------------------------------------------------------------
  
  CENTER_X = (544 / 2 - 16) * 8     # Screen center X coordinate * 8
  CENTER_Y = (416 / 2 - 16) * 8     # Screen center Y coordinate * 8
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :vehicle_type       # type of vehicle currenting being ridden
  attr_accessor :character_name
  #--------------------------------------------------------------------------
  # * Create and Set Player 3 Location
  #--------------------------------------------------------------------------
  def create(x,y,id,need_center = false)
    @actor_id = id
    moveto(x,y)
    @need_center = need_center
    refresh
  end
  #--------------------------------------------------------------------------
  # * Clear Player 3
  #--------------------------------------------------------------------------
  def delete
    @actor_id = nil
    refresh
    $game_player3 = nil                                                         #=>CHANGE THIS     to YOUR NEW PLAYER NUMBER
  end
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super
    @vehicle_type = -1
    @vehicle_getting_on = false     # Boarding vehicle flag
    @vehicle_getting_off = false    # Getting off vehicle flag
    @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
    @walking_bgm = nil              # For walking BGM memory
  end
  #--------------------------------------------------------------------------
  # * Determine if Stopping
  #--------------------------------------------------------------------------
  def stopping?
    return false if @vehicle_getting_on
    return false if @vehicle_getting_off
    return super
  end
  #--------------------------------------------------------------------------
  # * Player Transfer Reservation
  #     map_id    : Map ID
  #     x : x-coordinate
  #     y         : y coordinate
  #     direction : post-movement direction
  #--------------------------------------------------------------------------
  def reserve_transfer(map_id, x, y, direction)
    @transferring = true
    @new_map_id = map_id
    @new_x = x
    @new_y = y
    @new_direction = direction
  end
  #--------------------------------------------------------------------------
  # * Determine if Player Transfer is Reserved
  #--------------------------------------------------------------------------
  def transfer?
    return @transferring
  end
  #--------------------------------------------------------------------------
  # * Execute Player Transfer
  #--------------------------------------------------------------------------
  def perform_transfer
    return unless @transferring
    @transferring = false
    set_direction(@new_direction)
    if $game_map.map_id != @new_map_id
      $game_map.setup(@new_map_id)     # Move to other map
    end
    moveto(@new_x, @new_y)
  end
  #--------------------------------------------------------------------------
  # * Determine if Map is Passable
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  def map_passable?(x, y)
    case @vehicle_type
    when 0  # Boat
      return $game_map.boat_passable?(x, y)
    when 1  # Ship
      return $game_map.ship_passable?(x, y)
    when 2  # Airship
      return true
    else    # Walking
      return $game_map.passable?(x, y)
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if Walking is Possible
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  def can_walk?(x, y)
    last_vehicle_type = @vehicle_type   # Remove vehicle type
    @vehicle_type = -1                  # Temporarily set to walking
    result = passable?(x, y)            # Determine if passable
    @vehicle_type = last_vehicle_type   # Restore vehicle type
    return result
  end
  #--------------------------------------------------------------------------
  # * Determine if Airship can Land
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  def airship_land_ok?(x, y)
    unless $game_map.airship_land_ok?(x, y)
      return false    # The tile passable attribute is unlandable
    end
    unless $game_map.events_xy(x, y).empty?
      return false    # Cannot land where there is an event
    end
    return true       # Can land
  end
  #--------------------------------------------------------------------------
  # * Determine if Riding in Some Kind of Vehicle
  #--------------------------------------------------------------------------
  def in_vehicle?
    return @vehicle_type >= 0
  end
  #--------------------------------------------------------------------------
  # * Determine if Riding in Airship
  #--------------------------------------------------------------------------
  def in_airship?
    return @vehicle_type == 2
  end
  #--------------------------------------------------------------------------
  # * Determine if Dashing
  #--------------------------------------------------------------------------
  def dash?
    return false if @move_route_forcing
    return false if $game_map.disable_dash?
    return false if in_vehicle?
    return Input.press?(RUN)
  end
  #--------------------------------------------------------------------------
  # * Determine if Debug Pass-through State
  #--------------------------------------------------------------------------
  def debug_through?
    return false unless $TEST
    return Input.press?(Input::CTRL)
  end
  #--------------------------------------------------------------------------
  # * Set Map Display Position to Center of Screen
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  def center(x, y)
    display_x = x * 256 - CENTER_X                    # Calculate coordinates
    unless $game_map.loop_horizontal?                 # No loop horizontally?
      max_x = ($game_map.width - 17) * 256            # Calculate max value
      display_x = [0, [display_x, max_x].min].max     # Adjust coordinates
    end
    display_y = y * 256 - CENTER_Y                    # Calculate coordinates
    unless $game_map.loop_vertical?                   # No loop vertically?
      max_y = ($game_map.height - 13) * 256           # Calculate max value
      display_y = [0, [display_y, max_y].min].max     # Adjust coordinates
    end
    $game_map.set_display_pos(display_x, display_y)   # Change map location
  end
  #--------------------------------------------------------------------------
  # * Move to Designated Position
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  def moveto(x, y)
    super
    # center(x, y)
    make_encounter_count                              # Initialize encounter
    if in_vehicle?                                    # Riding in vehicle
      vehicle = $game_map.vehicles[@vehicle_type]     # Get vehicle
      vehicle.refresh                                 # Refresh
    end
  end
  #--------------------------------------------------------------------------
  # * Increase Steps
  #--------------------------------------------------------------------------
  def increase_steps
    super
    return if @move_route_forcing
    return if in_vehicle?
    $game_party.increase_steps
    $game_party.on_player_walk
  end
  #--------------------------------------------------------------------------
  # * Get Encounter Count
  #--------------------------------------------------------------------------
  def encounter_count
    return @encounter_count
  end
  #--------------------------------------------------------------------------
  # * Make Encounter Count
  #--------------------------------------------------------------------------
  def make_encounter_count
    if $game_map.map_id != 0
      n = $game_map.encounter_step
      @encounter_count = rand(n) + rand(n) + 1  # As if rolling 2 dice
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if in Area
  #     area : Area data (RPG::Area)
  #--------------------------------------------------------------------------
  def in_area?(area)
    return false if area == nil
    return false if $game_map.map_id != area.map_id
    return false if @x < area.rect.x
    return false if @y < area.rect.y
    return false if @x >= area.rect.x + area.rect.width
    return false if @y >= area.rect.y + area.rect.height
    return true
  end
  #--------------------------------------------------------------------------
  # * Create Group ID for Troop Encountered
  #--------------------------------------------------------------------------
  def make_encounter_troop_id
    encounter_list = $game_map.encounter_list.clone
    for area in $data_areas.values
      encounter_list += area.encounter_list if in_area?(area)
    end
    if encounter_list.empty?
      make_encounter_count
      return 0
    end
    return encounter_list[rand(encounter_list.size)]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if @actor_id != nil and $game_actors[@actor_id] != nil
      actor = $game_actors[@actor_id]   # Get front actor
      @character_name = actor.character_name
      @character_index = actor.character_index
    else
      @character_name = ""
      end
  end
  #--------------------------------------------------------------------------
  # * Determine if Same Position Event is Triggered
  #     triggers : Trigger array
  #--------------------------------------------------------------------------
  def check_event_trigger_here(triggers)
    return false if $game_map.interpreter.running?
    result = false
    for event in $game_map.events_xy(@x, @y)
      if triggers.include?(event.trigger) and event.priority_type != 1
        event.start
        result = true if event.starting
      end
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Determine if Front Event is Triggered
  #     triggers : Trigger array
  #--------------------------------------------------------------------------
  def check_event_trigger_there(triggers)
    return false if $game_map.interpreter.running?
    result = false
    front_x = $game_map.x_with_direction(@x, @direction)
    front_y = $game_map.y_with_direction(@y, @direction)
    for event in $game_map.events_xy(front_x, front_y)
      if triggers.include?(event.trigger) and event.priority_type == 1
        event.start
        result = true
      end
    end
    if result == false and $game_map.counter?(front_x, front_y)
      front_x = $game_map.x_with_direction(front_x, @direction)
      front_y = $game_map.y_with_direction(front_y, @direction)
      for event in $game_map.events_xy(front_x, front_y)
        if triggers.include?(event.trigger) and event.priority_type == 1
          event.start
          result = true
        end
      end
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Determine if Touch Event is Triggered
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  def check_event_trigger_touch(x, y)
    return false if $game_map.interpreter.running?
    result = false
    for event in $game_map.events_xy(x, y)
      if [1,2].include?(event.trigger) and event.priority_type == 1
        event.start
        result = true
      end
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Processing of Movement via input from the Directional Buttons
  #--------------------------------------------------------------------------
  def move_by_input
    return unless movable?
    return if $game_map.interpreter.running?
    if Input.press?(DOWN)
      move_down
    end
    if Input.press?(LEFT)
      move_left
    end
    if Input.press?(RIGHT)
      move_right
    end
    if Input.press?(UP)
      move_up
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if Movement is Possible
  #--------------------------------------------------------------------------
  def movable?
    return false if moving?                     # Moving
    return false if @move_route_forcing         # On forced move route
    return false if @vehicle_getting_on         # Boarding vehicle
    return false if @vehicle_getting_off        # Getting off vehicle
    return false if $game_message.visible       # Displaying a message
    return false if in_airship? and not $game_map.airship.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) if @need_center
    update_vehicle
    update_nonmoving(last_moving)
  end
  #--------------------------------------------------------------------------
  # * Update Scroll
  #--------------------------------------------------------------------------
  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)
    if ay2 > ay1 and ay2 > CENTER_Y
      $game_map.scroll_down(ay2 - ay1)
    end
    if ax2 < ax1 and ax2 < CENTER_X
      $game_map.scroll_left(ax1 - ax2)
    end
    if ax2 > ax1 and ax2 > CENTER_X
      $game_map.scroll_right(ax2 - ax1)
    end
    if ay2 < ay1 and ay2 < CENTER_Y
      $game_map.scroll_up(ay1 - ay2)
    end
  end
  #--------------------------------------------------------------------------
  # * Update Vehicle
  #--------------------------------------------------------------------------
  def update_vehicle
    return unless in_vehicle?
    vehicle = $game_map.vehicles[@vehicle_type]
    if @vehicle_getting_on                    # Boarding?
      if not moving?
        @direction = vehicle.direction        # Change direction
        @move_speed = vehicle.speed           # Change movement speed
        @vehicle_getting_on = false           # Finish boarding operation
        @transparent = true                   # Transparency
      end
    elsif @vehicle_getting_off                # Getting off?
      if not moving? and vehicle.altitude == 0
        @vehicle_getting_off = false          # Finish getting off operation
        @vehicle_type = -1                    # Erase vehicle type
        @transparent = false                  # Remove transparency
      end
    else                                      # Riding in vehicle
      vehicle.sync_with_player                # Move at the same time as player
    end
  end
  #--------------------------------------------------------------------------
  # * Processing when not moving
  #     last_moving : Was it moving previously?
  #--------------------------------------------------------------------------
  def update_nonmoving(last_moving)
    return if $game_map.interpreter.running?
    return if moving?
    return if check_touch_event if last_moving
    if not $game_message.visible and Input.trigger?(ENTER)
      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 and Input.press?(Input::CTRL)   # During test play?
    return if in_vehicle?                           # Riding in vehicle?
    if $game_map.bush?(@x, @y)                      # If in bush
      @encounter_count -= 2                         # Reduce encounters by 2
    else                                            # If not in bush
      @encounter_count -= 1                         # Reduce encounters by 1
    end
  end
  #--------------------------------------------------------------------------
  # * Determine Event Start Caused by Touch (overlap)
  #--------------------------------------------------------------------------
  def check_touch_event
    return false if in_airship?
    return check_event_trigger_here([1,2])
  end
  #--------------------------------------------------------------------------
  # * Determine Event Start Caused by [OK] Button
  #--------------------------------------------------------------------------
  def check_action_event
    return false if in_airship?
    return true if check_event_trigger_here([0])
    return check_event_trigger_there([0,1,2])
  end
  #--------------------------------------------------------------------------
  # * Getting On and Off Vehicles
  #--------------------------------------------------------------------------
  def get_on_off_vehicle
    return false unless movable?
    if in_vehicle?
      return get_off_vehicle
    else
      return 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.x_with_direction(@x, @direction)
    front_y = $game_map.y_with_direction(@y, @direction)
    if $game_map.airship.pos?(@x, @y)       # Is it overlapping with airship?
      get_on_airship
      return true
    elsif $game_map.ship.pos?(front_x, front_y)   # Is there a ship in front?
      get_on_ship
      return true
    elsif $game_map.boat.pos?(front_x, front_y)   # Is there a boat in front?
      get_on_boat
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Board Boat
  #--------------------------------------------------------------------------
  def get_on_boat
    @vehicle_getting_on = true        # Boarding flag
    @vehicle_type = 0                 # Set vehicle type
    force_move_forward                # Move one step forward
    @walking_bgm = RPG::BGM::last     # Memorize walking BGM
    $game_map.boat.get_on             # Boarding processing
  end
  #--------------------------------------------------------------------------
  # * Board Ship
  #--------------------------------------------------------------------------
  def get_on_ship
    @vehicle_getting_on = true        # Board
    @vehicle_type = 1                 # Set vehicle type
    force_move_forward                # Move one step forward
    @walking_bgm = RPG::BGM::last     # Memorize walking BGM
    $game_map.ship.get_on             # Boarding processing
  end
  #--------------------------------------------------------------------------
  # * Board Airship
  #--------------------------------------------------------------------------
  def get_on_airship
    @vehicle_getting_on = true        # Start boarding operation
    @vehicle_type = 2                 # Set vehicle type
    @through = true                   # Passage ON
    @walking_bgm = RPG::BGM::last     # Memorize walking BGM
    $game_map.airship.get_on          # Boarding processing
  end
  #--------------------------------------------------------------------------
  # * Get Off Vehicle
  #    Assumes that the player is currently riding in a vehicle.
  #--------------------------------------------------------------------------
  def get_off_vehicle
    if in_airship?                                # Airship
      return unless airship_land_ok?(@x, @y)      # Can't land?
    else                                          # Boat/ship
      front_x = $game_map.x_with_direction(@x, @direction)
      front_y = $game_map.y_with_direction(@y, @direction)
      return unless can_walk?(front_x, front_y)   # Can't touch land?
    end
    $game_map.vehicles[@vehicle_type].get_off     # Get off processing
    if in_airship?                                # Airship
      @direction = 2                              # Face down
    else                                          # Boat/ship
      force_move_forward                          # Move one step forward
      @transparent = false                        # Remove transparency
    end
    @vehicle_getting_off = true                   # Start getting off operation
    @move_speed = 4                               # Return move speed
    @through = false                              # Passage OFF
    @walking_bgm.play                             # Restore walking BGM
    make_encounter_count                          # Initialize encounter
  end
  #--------------------------------------------------------------------------
  # * Force One Step Forward
  #--------------------------------------------------------------------------
  def force_move_forward
    @through = true         # Passage ON
    move_forward            # Move one step forward
    @through = false        # Passage OFF
  end
end

class Scene_Title < Scene_Base
  alias wor_threepla_scetit_cregam create_game_objects                          #=>CHANGE THIS     to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)
  def create_game_objects
    wor_threepla_scetit_cregam                                                  #=>CHANGE THIS     to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)
    $game_player3 = nil                                                         #=>CHANGE THIS     to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)
  end
end

class Scene_Map < Scene_Base
  alias wor_threepla_scemap_upd update                                          #=>CHANGE THIS     to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)
  def update
    wor_threepla_scemap_upd                                                     #=>CHANGE THIS     to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)
    $game_player3.update if $game_player3 != nil                                #=>CHANGE THIS ->  to YOUR NEW PLAYER NUMBER                                           #=>CHANGE THIS  ->   to YOUR NEW PLAYER NUMBER
  end
end

class Spriteset_Map
  alias wor_threepla_sprmap_crecha create_characters                            #=>CHANGE THIS     to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)
  alias wor_threepla_sprmap_updcha update_characters                            #=>CHANGE THIS     to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)
  def create_characters
    wor_threepla_sprmap_crecha                                                  #=>CHANGE THIS     to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
    @chara_three_pushed = false                                                 #=>CHANGE THIS     to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)
  end
  
  def update_characters
    if !(@chara_three_pushed) and $game_player3 != nil                          #=>CHANGE THIS ->  to YOUR                                                             #=>CHANGE THIS ->  to YOUR NEW PLAYER NUMBER
      @character_sprites.push(Sprite_Character.new(@viewport1, $game_player3))  #=>CHANGE THIS     to YOUR NEW PLAYER NUMBER
      @chara_three_pushed = true                                                #=>CHANGE THIS     to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)
    elsif @chara_three_pushed and $game_player3 == nil                          #=>CHANGE THIS ->  to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)   #=>CHANGE THIS ->  to YOUR NEW PLAYER NUMBER
      for i in 0..@character_sprites.size
        if @character_sprites[i].character.is_a?(Game_Player3)                  #=>CHANGE THIS     to YOUR NEW PLAYER NUMBER
          @character_sprites[i].character.character_name = ""
          @character_sprites[i].update
          @character_sprites.delete_at(i)
          break
        end
      end
      @chara_three_pushed = false                                               #=>CHANGE THIS     to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)
    end
    wor_threepla_sprmap_updcha                                                  #=>CHANGE THIS     to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)
  end
end

class Game_Map
  alias wor_threepla_gammap_passable passable?                                  #=>CHANGE THIS     to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)
  def passable?(x, y, flag = 0x01)
    if $game_player3 != nil and flag                                            #=>CHANGE THIS     to YOUR NEW PLAYER NUMBER
      return false if $game_player3.x == x and $game_player3.y == y             #=>CHANGE THIS ->  to YOUR NEW PLAYER NUMBER                                           #=>CHANGE THIS ->  to YOUR NEW PLAYER NUMBER
    end
    wor_threepla_gammap_passable(x, y, flag)                                    #=>CHANGE THIS     to YOUR player-NUMBER-NAME (...three... to your Nr.-Name ...X...)
  end
end



Author's Notes:
Freie nutzung, aber bitte Woratana und mich: MicroJumper in die Credits!
« Letzte Änderung: November 07, 2009, 18:53:40 von Kyoshiro »

Re: Unendlich viele Spieler (hier als beispiel 3. Player Engine)

Offline Kasaar

  • Epic Scripter !!
  • Eventmeister
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  • Beiträge: 305
  • Satanistischer Misantroph... noch Fragen? ]:)
Re: Unendlich viele Spieler (hier als beispiel 3. Player Engine)
« Antwort #1 am: Dezember 22, 2008, 21:34:42 »
Also ich würd ma sagen der gehört eher in die Script section...trotzdem schon nice das script ;)
Besucht mich auf


Und gebt Kommentare im Blog =)

Re: Unendlich viele Spieler (hier als beispiel 3. Player Engine)

Offline MicroJumper

  • Triple A
  • Event-Jongleur
  • **
  • Beiträge: 76
    • Makrosoftware.Jimdo.com
Re: Unendlich viele Spieler (hier als beispiel 3. Player Engine)
« Antwort #2 am: Dezember 23, 2008, 03:19:29 »
Ja sry ^^ ich bin während der Suche nach was auf die Idee gekommen, ein eigenes Script online zu stellen...
hab dann aber voll verpeilt, dass ich im falschen bereich war und hab das erst nach dem posten gemerkt^^
trotzdem danke...


My first Sprite:
Spoiler for Hiden:



Füttere mich!

« Letzte Änderung: April 30, 2009, 15:18:07 von MicroJumper »

 


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