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Autor Thema: +[ VX 2 Players ENGINE ]+  (Gelesen 3801 mal)

woratana

  • Gast
+[ VX 2 Players ENGINE ]+
« am: März 15, 2008, 21:40:18 »
2 Players Engine
Version 1.0
by Woratana
Release Date: 14/03/2008 *HAPPY PIE DAY! lol*


Introduction
This script will allow you to create Player 2 that you can control, interact with other events in map, as same as Main Player.


Features
Version 1.0
- Editable Control Buttons for Player 2
- Player 2 can interact with events in map
- Player 2 can walk & Run 8 directions


Demo
Here is a simple demo about how to use this script~ :)

http://vx2engine.notlong.com


Script
Place it above main
Spoiler for Hiden:
#================================================
# [VX] 2 Players Engine
#------------------------------------------------
# By Woratana [woratana@hotmail.com]
# Version: 1.0
# Date: 14/03/2008 *HAPPY PIE DAY! lol*
#
# CREDIT: Original XP Version by Hima

=begin

+[FEATURES]+
- Create Player 2 that you can control, interact with other events in map,
as same as Main Player.

- Editable Input Buttons for Player 2

- Player 2 can walk & Run 8 directions

+[HOW TO USE]+
To Create Player 2, use call script:
$game_player2 = Game_Player2.new
$game_player2.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 2, use call script:
$game_player2.delete

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

class Game_Player2 < Game_Character
  #--------------------------------------------------------------------------
  # START SETUP SCRIPT PART
  # * Constants: INPUT BUTTONS FOR Game_Player 2
  #--------------------------------------------------------------------------
  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 2 Location
  #--------------------------------------------------------------------------
  def create(x,y,id,need_center = false)
    @actor_id = id
    moveto(x,y)
    @need_center = need_center
    refresh
  end
  #--------------------------------------------------------------------------
  # * Clear Player 2
  #--------------------------------------------------------------------------
  def delete
    @actor_id = nil
    refresh
    $game_player2 = nil
  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_twopla_scetit_cregam create_game_objects
  def create_game_objects
    wor_twopla_scetit_cregam
    $game_player2 = nil
  end
end

class Scene_Map < Scene_Base
  alias wor_twopla_scemap_upd update
  def update
    wor_twopla_scemap_upd
    $game_player2.update if $game_player2 != nil
  end
end

class Spriteset_Map
  alias wor_twopla_sprmap_crecha create_characters
  alias wor_twopla_sprmap_updcha update_characters
  def create_characters
    wor_twopla_sprmap_crecha
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
    @chara_two_pushed = false
  end
  
  def update_characters
    if !(@chara_two_pushed) and $game_player2 != nil
      @character_sprites.push(Sprite_Character.new(@viewport1, $game_player2))
      @chara_two_pushed = true
    elsif @chara_two_pushed and $game_player2 == nil
      for i in 0..@character_sprites.size
        if @character_sprites[i].character.is_a?(Game_Player2)
          @character_sprites[i].character.character_name = ""
          @character_sprites[i].update
          @character_sprites.delete_at(i)
          break
        end
      end
      @chara_two_pushed = false
    end
    wor_twopla_sprmap_updcha
  end
end

class Game_Map
  alias wor_twopla_gammap_passable passable?
  def passable?(x, y, flag = 0x01)
    if $game_player2 != nil and flag
      return false if $game_player2.x == x and $game_player2.y == y
    end
    wor_twopla_gammap_passable(x, y, flag)
  end
end


Instruction
To Create Player 2, use call script:
$game_player2 = Game_Player2.new
$game_player2.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*

e.g. Create Player 2 at (10,4) on map, use Actor ID 1's character for player 2, and screen don't follow player 2
$game_player2 = Game_Player2.new
$game_player2.create(10, 4, 1, false)

To Delete Player 2, use call script:
$game_player2.delete

Author's Notes
Free for use in your non-commercial work if credit included. If your project is commercial, please contact me.

Please do not redistribute this script without permission. If you want to post it on any forum, please link to this topic.


Credit
Hima - Author of this script in XP version

+[ VX 2 Players ENGINE ]+

Offline eugene222

  • König der Lügner
  • VX-Meister
  • ****
  • Beiträge: 675
+[ VX 2 Players ENGINE ]+
« Antwort #1 am: März 15, 2008, 22:23:34 »
this is very cool, i have tested it.
Thx for posting this, but in the game i make i dont want to use it.
Maybe in the second.
This is very useful for many games ,
Thx

+[ VX 2 Players ENGINE ]+

Dainreth

  • Gast
+[ VX 2 Players ENGINE ]+
« Antwort #2 am: März 16, 2008, 12:05:39 »
Wora, can you say me why you make everytime such great scripts?!?
Fantastic for a two player game..is there any possibility to let player 2 interact
with player 1..maybe just talking? And of course the otherside so player 1 can
interact with player 2 :P
But anyway, great work again, thanks!

+[ VX 2 Players ENGINE ]+

Styler-X

  • Gast
+[ VX 2 Players ENGINE ]+
« Antwort #3 am: Juni 02, 2008, 14:58:51 »
ehmm ja das ist super
aber mir ist aufgefallen das beide spieler den selben rennknopf haben
unmd das der 2 spieler diagonal läuft kann man das nicht abstellen??
Und wenn ich ich gebäude reingehe poder raus ( teleport) dann kommt der 2 player nicht mit
« Letzte Änderung: Juni 02, 2008, 15:07:49 von Styler-X »

+[ VX 2 Players ENGINE ]+

Offline Kyoshiro

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+[ VX 2 Players ENGINE ]+
« Antwort #4 am: Juni 02, 2008, 16:47:03 »
@Styler-X: Ich denke du musst dann einfach den Code zum erstellen eines zweiten Spielers per Event noch einmal für die neue Karte durchführen, dann müsste der 2. Spieler wieder da sein. Ist aber nur eine Vermutung^^.

@Wora: Great script, perhaps i use it for a little game. I like to play in co-op with my brother, he'll be very happy  :lol:.

+[ VX 2 Players ENGINE ]+

Styler-X

  • Gast
+[ VX 2 Players ENGINE ]+
« Antwort #5 am: Juni 02, 2008, 17:06:35 »
Zitat von: Kyoshiro
@Styler-X: Ich denke du musst dann einfach den Code zum erstellen eines zweiten Spielers per Event noch einmal für die neue Karte durchführen, dann müsste der 2. Spieler wieder da sein. Ist aber nur eine Vermutung^^.

@Wora: Great script, perhaps i use it for a little game. I like to play in co-op with my brother, he'll be very happy  :lol:.
ne klappt nicht ich kann den 2 spieler modus immer nur auf einer map benutzer wenn ich teleport mache muss ich wieder erstellen das ist scheiße

+[ VX 2 Players ENGINE ]+

Styler-X

  • Gast
+[ VX 2 Players ENGINE ]+
« Antwort #6 am: Juni 03, 2008, 22:03:06 »
ok hat geklappt aber kann man nicht i wie mit einem mal einstellen das er immer neben den 1player auftaucht und nicht so weit weg entfernt
und diagonallaufen kann man das nicht auch abstellenb??

+[ VX 2 Players ENGINE ]+

Kingkorool

  • Gast
+[ VX 2 Players ENGINE ]+
« Antwort #7 am: Juni 05, 2008, 16:58:00 »
Great!
A Two-player script...that's what I looking for!
But is it possible to join the party as a second player?
It is only a event,isn't it?
I need a script in which the second player fight own random battles and collect items,too.
Is there any way to do this?

Großartig!
Ein Zweispieler Skript...danach habe ich gesucht!
Aber leider ist der zweite Spieler nur ein Event,oder?...Es besteht also keine Möglichkeit,das der zweite Spieler wirklich der Party beitritt,oder? Oder das er selbst Zufallskämpfe bestreitet oder Items für sich aufsammelt oder sowas?
Es würde schon reichen, wenn der zweite Spieler in die Party mit aufgenommen werden könnte, weil er ja dann bei Zufallskämpfen mitkämpfen würde. Eine mögliche Alternative wäre natürlich,dass der zweite Spieler selbst nach meinetwegen 30 Schritten einen Zufallskampf bestreitet! Ist das irgendwie möglich?

Re: +[ VX 2 Players ENGINE ]+

Offline elkay7

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Re: +[ VX 2 Players ENGINE ]+
« Antwort #8 am: Januar 17, 2010, 19:58:38 »
das skript gefällt mir sehr gut... ich habe da nur eine kleine frage:
wäre es möglich, dass spieler 2 nicht in 8 richtungen gehen kann, sondern nur in 4 (wie es normal ist)...? wäre sehr froh, wenn mir das jemand helfen könnte!

__________
Schau mal auf das Datum des letzten Posts. 1.5 Jahre her. Das Necroposting sollte vermieden werden!
Bei solchen angelegenheiten, kannst du dich im Technick Thread melden. ^^

MfG
Deity
« Letzte Änderung: Januar 17, 2010, 20:06:51 von Ðeity »
.:| News Log |:.

- 15.05.11 -
Elkay7 back on rpgvx.net! "Christmas Shooter II" in progress.

- 24.06.10 -
Project "House of Games" was cancelled. RPG break!

- 18.01.10 -
New game in progress: "House of Games"
Story: 80% - Mapping: 40% - Eventing: 25%

- 06.12.09 -
It's X-Mas Time!
Play "Christmas Shooter I" here: http://www.rpgvx.net/index.php/topic,4313.0.html

Re: +[ VX 2 Players ENGINE ]+

Offline DominikWW

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Re: +[ VX 2 Players ENGINE ]+
« Antwort #9 am: März 30, 2010, 14:39:12 »
Where can I download the Demo? I don^t find it from your Link
« Letzte Änderung: März 30, 2010, 14:39:33 von DominikWW »

Re: +[ VX 2 Players ENGINE ]+

Offline Master Chain

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Re: +[ VX 2 Players ENGINE ]+
« Antwort #10 am: März 30, 2010, 14:46:17 »
Auf ne antwort von woratana brauchste nicht zu warten er ist schon eine längere Zeit nicht mehr aktiv hier
Schau mal hier nach vielleicht wirste ja da fündig




~Link makiert. Hätte er auch übersehen können.

MfG, Colo
« Letzte Änderung: März 31, 2010, 08:50:30 von Colonios »

Re: +[ VX 2 Players ENGINE ]+

Offline Akwa

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Re: +[ VX 2 Players ENGINE ]+
« Antwort #11 am: Dezember 12, 2010, 16:19:26 »
Hat jemand die komplette Engine noch?
Und kann man es so machen das der 2. Spieler wirklich ein Event ist was man z.b. mit set move route ansteuern kann?


Re: +[ VX 2 Players ENGINE ]+

Offline Master Chain

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Re: +[ VX 2 Players ENGINE ]+
« Antwort #12 am: Dezember 14, 2010, 21:46:32 »
Die Demo habe ich leider net mehr kann aber wenn ich Zeit habe (und den VX wieder zum laufen kriege) dir ne Demo erstellen
« Letzte Änderung: Dezember 14, 2010, 21:48:29 von Master Chain »

 


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