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#1
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Como lo dice el titulo: Necesito un script o engine de sonidos de paso al caminar.
Ya tengo el sonido del paso, intenté hacer un engine, pero resulto en un terrible FAIL. El script no lo encuentro EN NINGUNA PARTE so... si me pueden conseguirlo, o explicarme como hacer el bendito engine, se los agradeceria. |
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#2
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Código:
#==============================================================================
# ** Hear_Steps
#------------------------------------------------------------------------------
# by arevulopapo
# 9.11.2006
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
attr_reader :id # ID
attr_reader :x # map x-coordinate (logical)
attr_reader :y # map y-coordinate (logical)
attr_reader :real_x # map x-coordinate (real * 128)
attr_reader :real_y # map y-coordinate (real * 128)
attr_reader :tile_id # tile ID (invalid if 0)
attr_reader :character_name # character file name
attr_reader :character_hue # character hue
attr_reader :opacity # opacity level
attr_reader :blend_type # blending method
attr_reader :direction # direction
attr_reader :pattern # pattern
attr_reader :move_route_forcing # forced move route flag
attr_reader :through # through
attr_accessor :animation_id # animation ID
attr_accessor :transparent # transparent flag
attr_accessor :hear_steps
attr_accessor :step_sound
#--------------------------------------------------------------------------
def initialize
@hear_steps = false
@step_sound = "Audio/SE/paso"
@id = 0
@x = 0
@y = 0
@real_x = 0
@real_y = 0
@tile_id = 0
@character_name = ""
@character_hue = 0
@opacity = 255
@blend_type = 0
@direction = 2
@pattern = 0
@move_route_forcing = false
@through = false
@animation_id = 0
@transparent = false
@original_direction = 2
@original_pattern = 0
@move_type = 0
@move_speed = 4
@move_frequency = 6
@move_route = nil
@move_route_index = 0
@original_move_route = nil
@original_move_route_index = 0
@walk_anime = true
@step_anime = false
@direction_fix = false
@always_on_top = false
@anime_count = 0
@stop_count = 0
@jump_count = 0
@jump_peak = 0
@wait_count = 0
@locked = false
@prelock_direction = 0
end
def update
if self.moving? and self.hear_steps == true and (Graphics.frame_count + 2 * self.id) % (18 - @move_speed) == 0
if self.screen_x > 0 and self.screen_x < 640 and self.screen_y > 0 and self.screen_y < 480
volume = 100 - 5 * Math.sqrt((self.x - $game_player.x)*(self.x - $game_player.x) + (self.y - $game_player.y)*(self.y - $game_player.y))
Audio.se_play(@step_sound, volume, 100)
end
end
# Branch with jumping, moving, and stopping
if jumping?
update_jump
elsif moving?
update_move
else
update_stop
end
# If animation count exceeds maximum value
# * Maximum value is move speed * 1 taken from basic value 18
if @anime_count > 18 - @move_speed * 2
# If stop animation is OFF when stopping
if not @step_anime and @stop_count > 0
# Return to original pattern
@pattern = @original_pattern
# If stop animation is ON when moving
else
# Update pattern
@pattern = (@pattern + 1) % 4
end
# Clear animation count
@anime_count = 0
end
# If waiting
if @wait_count > 0
# Reduce wait count
@wait_count -= 1
return
end
# If move route is forced
if @move_route_forcing
# Custom move
move_type_custom
return
end
# When waiting for event execution or locked
if @starting or lock?
# Not moving by self
return
end
# If stop count exceeds a certain value (computed from move frequency)
if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
# Branch by move type
case @move_type
when 1 # Random
move_type_random
when 2 # Approach
move_type_toward_player
when 3 # Custom
move_type_custom
end
end
end
end
Llamar script: get_character(-1).hear_steps = true Para que se escuche los pasos del evento que se pone el script: Llamar script: get_character(0).hear_steps = true |
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